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Edengrall News

LAUNCH DAY

Today is Launch day!

We launched a patch yesterday with several bug fixes and the implementation of the save patch system, so if you played the game before we recommend starting a new game, from now on we will try as much as possible to make patches save-compatible.



Features:
NPCs can now plant crops based on a calendar
Cutting grass can now give random seeds
Added a compass
Added the Sage plant
Save Versioning Implemented, earlier version saves might not work, but should from this point onwards

Changes:
Fixed the sun position
Added feedback when you can't eat some items
Improved NPC AI on fast speeds
NPCs will now actually try to resume what they were doing after save/load
Cooked items are automatically named just like quest items
Cooked items can now be eaten from the tool bar
Rewrote bug reporting to use Unity's Cloud Services

Bugfixes:
Fixed pots not working or making particles when destroyed
Fixed an issue with raw preparation, removing the raw penalties using cooking points
Fixed being able to eat items being fermented
Fixed not getting secondary recipe items, like the stock from boiled
Fixed multiple issues when playing with grass disabled
Fixed multiple grass crop related issues.

Also there will be a 15% launch discount for a week.



Basil plant is being worked on, should be done by next patch.

Launch Update

REQUIRES NEW GAME

V0.26.0.1302 ~ 06.01.2022
Features:
NPCs can now plant crops based on a calendar
Cutting grass can now give random seeds
Added a compass
Added the Sage plant
Save Versioning Implemented, earlier version saves might not work, but should from this point onwards

Changes:
Fixed the sun position
Added feedback when you can't eat some items
Improved NPC AI on fast speeds
NPCs will now actually try to resume what they were doing after save/load
Cooked items are automatically named just like quest items
Cooked items can now be eaten from the tool bar
Rewrote bug reporting to use Unity's Cloud Services

Bugfixes:
Fixed pots not working or making particles when destroyed
Fixed an issue with raw preparation, removing the raw penalties using cooking points
Fixed being able to eat items being fermented
Fixed not getting secondary recipe items, like the stock from boiled
Fixed multiple issues when playing with grass disabled
Fixed multiple grass crop related issues.

Friday Progress Report 239

New build soon, just a few more bugs to fix

The AI is being stubborn, we might have to disable their needs for a while so they focus on finishing all their tasks in time, they are neglecting the fields to relax in the library



There is also a crash in the cooking system we are trying to stomp (again). If everything goes well we will have the new build up today



Sage plant modeled and textured, now need to animate and make the xml. The new mint plant has been added to the game btw.

-Edit-

New version updated!
PLEASE START A NEW GAME IF YOU PLAYED BEFORE.
The AI changes will not work on old saves.

Friday Progress Report 239

New build soon, just a few more bugs to fix

The AI is being stubborn, we might have to disable their needs for a while so they focus on finishing all their tasks in time, they are neglecting the fields to relax in the library



There is also a crash in the cooking system we are trying to stomp (again). If everything goes well we will have the new build up today



Sage plant modeled and textured, now need to animate and make the xml. The new mint plant has been added to the game btw.

Friday Progress Report 238

Two weeks for release, we wanted to release a new demo version today, but we found more problems with the pathfinding, the default’s Unity system is really bad, so we replaced the whole thing, it seems to be working very well, before the pathing would break halfway through some parts of the city, now we can extend a path from one side of the map to the other.

The new pathing is taking roads in considerations, smoothing all the weird zig-zag they did before on the old system.



I am a bit late when it comes to new crops, I had to take 2 days off due to health issues, but I am fine now.

The mint plant is modeled, textured and animated, I just need to set up the xml, merge the animations with our scripts and do some finishing touches. You will be able to collect leaves during Vegetative, Budding and Flowering stages without killing the plant.



Most spice plants will be similar, letting you take leaves during several stages.