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Edengrall News

Friday Progress Report 399

We have started the work on the new trees, they will be cuttable, plantable, grow over time, be affected by wind and change colors with the seasons, we are unsure if fruit tress will come in this update or not, depends how hard it will be to implement, but i think it will work out.



We have started the tests on the new shader for the leaves using simple bushes. The shader can turn a very simple topology into fluffy leaves, here how the test bush model looks like without the custom shader.



This will not only make modeling a lot easier, but will halve the size and complexity of the models used, in comparison, this is the model we are using for bushes currently



We also got the Axe model done and I made the animations, haven't tested them yet ingame, but should be working



The trees we are making will slowly grow in the grasslands and in forest biomes and will be the source of wood, so players won't need the placeholder cart anymore.

Other than the trees we have fixed a few bugs this week and added a new critter, you can find the Sllia on shallow waters during autumn

0.74.1.0

Features:
Added new Autumn underwater critter
Bugfixes:
Fixed fish culling incorrectly in certain situations
Fixed axolotl swiming animation in the aquarium
Fixed some placed critters incorrectly giving experience when collected back

V0.74.0.1

Bugfixes:
The toolbar no longer attempts to reset to defaults when continuing from main menu
Fixed missing Reiko entry for the Gobu quest, stopping it from completing
Fixed a rare index out of bounds in the building screen
Fixed ores and crystals spawning inside the town walls, this will regenerate all foreageables

Friday Progress Report 398

Sorry it took more than "just a few days", replacing the placeholders led to some bothersome bugs, but it should all be working now.



V0.74.0.0 ~ 17.01.2025 ~ Unity 2020.3.46f1

Features:
Mining Pick implemented (will appear in your inventory on older saves)
Permanent gathering spots for stone, limestone and clay added
Metal, Quartz and Salt now spawn as mineable nodes inside caves and around cliff faces.
Added new rare critter that spawns during spring nights at grasslands

Changes:
The buildable forge and Eduron's Forge now use the new crafting system, the forge recipes are also different now.
Wild plants that are not ready to be harvested now notify you with a message when you have the sickle equipped
Placeholder skills for crafting have been removed and replaced with Smelting and Smithing skills.
Placeholder mining skills have been replaced with Mining and Pickaxe skills
Tutorial step 13 remade it now asks the player to harvest wild forageables, it also shows the player where to find them.
Tutorial step 14 removed for now, it will be remade and re-added on next update.
Cement is now made at the Forge using limestone
Tart now requires Jam, Fruit, Conserve or Gelatin as filling, instead of accepting all solids
Vastly optimized the grass cutting algorithm
Old mine replaced by the new mining system

Bugfixes:
Fixed the lighting for placed critters
Fixed a null pointer bug related to some placed critters

Friday Progress Report 397

The pickaxe is implemented, the nodes are spawning and the deposits are in place, there are a few bugs and interactions to fix, but most of the stuff is done, so expect the update to come in a few days.



We are replacing as many placeholders as we can, the forge now uses the new crafting UI, and instead of using a skill for each recipe it only uses generalized skills (smithing and smelting).



The deposits are implemented, here their locations:

Clay is by the river, around the area where the terrain height rises.



Common stone is just by the beach near the town.



Limestone is by the beach, can be found easily by following the cliff from the city. keep in mind that limestone has to be processed in the forge before becoming cement (mortar).