Edengrad cover
Edengrad screenshot
Genre: Role-playing (RPG), Simulator

Edengrad

0.2.1 - changelog

This patch marks end of pre-alpha state and beginning of alpha with Early Access.

Balance:
-foundation of the city costs now 3 City Coin instead of 1; (TM)
-there should be much more materials and less armors/weapons in containers now. (TM)


Quests:
-time needed to complete quest “Operation: Roadrunner” has been prolonged from 1 to 3 minutes. Addtionally we have increased number of roadrunners spawn points in the area; (KB) (SG)
-rats killed in quest “Henpecked and rats” will now be count correctly toward quest completion; (TM)
-note in the "Poisoned well" quest has been corrected to indicate the direction in which the bar is located; (KK)
-fixed bug which prevented player from giving materials to Bob in quest “Supplier”. (TM)

Mechanics:
-when thirst bar is above 75%, sprint cost 3 less and jumping is 2 energy cheaper; (FM)
-collision of the player model is now updated when sneaking so it’s now available to go through windows and other holes. (FM)

Bug fixes:
-many interactive objects in one place shouldn’t cause now fps drop; (FM)
-“destroy” action takes energy now; (TM)
-npcs in shelter are now in correct positions once more; (TM)
-number of properties displayed on minimap should be correct now; (TM)
-shooting in the air will take ammo now; (TM)
-fixed bug which caused popup info on minimap markers to not be displayed correctly; (TM)
-fixed bug by which disabling Motion Vector Blur wouldn’t work; (TM)
-player marker on minimap will be bigger now and should appear above any other markers; (TM)
-clicking repeatedly on the “drop” buttons or moving objects does not trigger several number selection windows; (BD)
-fixed bug which prevented players from opening crafted containers; (TM)
-fixed bug which caused Deadly Plant animations to not trigger; (TM)
-after buying skill, talent tree won’t reset it’s position anymore; (BD)
-fixed default talent trees positions; (BD)
-fixed badly displayed critical hits; (TM)
-after leaving open container it’s window will be closed; (TM)
-improved interaction area for invitation notifications. (TM)


Miscellaneous:
-updated health bar design; (TM) (AR)
-map for Lost Highway location was updated; (TM)
-in crafting window, recipes should be displayed even if player can’t craft them near given workbench. Also there should be info which workbench player need to use to craft that item; (BD)
-in crafting window if there is no recipes, note should be displayed. (BD)

0.2 - changelog

Maps:
-from now map exits are only in specific places rather than on every location edges; (SG)
-added new mountain map (Walnut Canyon). Enemies and quests are tuned there for players at levels 6-10. Village at the edge of the map will be unlocked later; (SG) (TM)
-added city map (Redrock Colony); (SG)
main questing maps were divided into sublocations. When player enters one, -it’s name will appear on the left side panel. (PB) (SG)

Balance:
-attack energy cost was greatly reduced for most two-handed weapons and firearms; (SG)
-reduced damage of most one-handed weapons; (SG)
-attack speed of cleavers was greatly reduced; (SG)
-greatly increased damage done by bows and firearms; (SG)
-reduced amount of maximum player’s energy from 300 to 100. This is the preparation for the introduction of the character development system; (TM) (SG)
-reduced energy needed to sprint from 17/s to 12/s; (TM)
-maximum character level was set to 25; (TM)
-collecting takes now three times more energy (from 1 to 3); (TM)
-actions tied to farming gives now much more experience; (TM)
-jumping takes now less energy (from 10 to 7). (TM)



Items:
-“Painkillers” name changed to “Haruko Painkillers” to distinguish them from standard ones; (SG)
-weight of most items was changed so now players can carry much more crafting materials; (SG)
-from now weight of object items (which you can build on terrain) can vary from one another. (SG) (KB)

Quests:
-"The supplier" is now daily quest; (KB)
-fixed bug in "Trustworthy" quest - it will not be possible to ask for support if player have it already; (KB)
-some tutorial quests lacked quest markers on minimap - we added them; (KB)
-fixed dialogues for new quests in english version of the game; (KB)
-from now if player fight npc who have minions, they need to be defeated too in order to finish quest. (KB)

Mechanics:
-every UI window in game when open will appear above others. When moving any window it will automatically show on the top now; (BD)
process of changing friendly npc into aggressive was rewritten. In addition, they maintain their current position and do not appear in the player's position - as it was so far; (KB)
-added new lock system for doors along with new animations for them; (FM) (MZ)
-added player head controller - character passing interactive objects will focus on them for short period of time (FM)
-during fight when player hits another one, character will focus on hit spot; (FM)
-turned off snapping of objects other than walls and floors; (FM)
-increased range at which player can interact with floors; (FM)
-new way for animating gestures; (FM)
-players can choose their organization colors which for now will be only visible as colorized name under players nick. Later colors will be used in more places such as marking city affiliation; (BD) (KB) (TM)
-changed the way item weights were stored which enabled decimals and hundreths; (KB) (BD)
-new system which will improve operations on items. It allows to filter items by their type, search by name, throw or move several items at once; (BD) (KB)
-issue when more than one player at a time tried to use container will no longer be present. Changes will be updated immediately on all clients. (KB)



Bug fixes:
-issue with missing money should no longer exist; (KB)
-issue with enemies sliding during fight should no longer have place; (FM)
-having as a weapon only fist and shield sometimes caused shield to not disappear from the back; (FM)
-from now player should be able to collect floors from the ground; (FM)
-when players stand on doors they should no longer crouch automatically; (FM)
-using gestures when moving no longer requires holding rmb to turn; (FM)
-gestures can now be interrupted by unseathing weapon or attacking; (FM)
-fixed bug which allowed to buy your own plot; (TM)
-character animations will work as intended when using gestures with weapon in hand; (FM)
-there is no longer an option to build windows and doors in somebody elses walls; (TM)
-when salvaging wall with doors players recovered only walls. This is fixed now; (TM)
-fixed bug which caused used doors/windows to be still visible in inventory; (TM)
-fixed bug which caused to duplicate cities in organizations panel; (BD)
-fixed bug which caused axes to be invisible in crafting window; (TM)
-Bob fixes now also equipped items; (TM)
-damage dealt to enemies is now once more displayed; (BD)
-stairs, fences and walls with windows have their interaction now working; (TM)
-“too far” and “not enough ammo” infos are now displayed once more; (BD)
-using LMB in gestures window no longer triggers player attack; (BD)
-player created chests no longer requires key to open them (better hide them behind closed doors); (TM)
-when dropping one of stacked items from inventory they won’t be unselected now; (BD)
-fixed bug which caused wrong items to be displayed in crafting and skill windows; (TM)
-materials needed to create stone floor were fixed; (TM)
-corrected an error that caused the loot bags to fail to take into account objects created by player when dropped, so they always landed on the ground instead of the created object; (TM)
-mouse scrolling in character tab no longers causes camera to zoom in/out; (BD)
-fixed some of the bugs tied to wrong markers above npcs; (TM)
-hits in the air with weapon consumed no energy. This was fixed. (TM)

Miscellaneous:
-new walking sounds for different floor types; (FM)
-added many new sound effects for UI elements; (FM)
-added new gestures; (FM)
-added map interface for locations. There are markers for:
--player position;
--cities;
--map exits;
--spawn points;
--quest objectives;
--quests;
-Map can be moved, zoomed in and out.
-Map key is also available after pressing button at the left side of the map; (TM) (AR)
-dialogue windows support now Enter (for accept) and Esc (for cancel) keys; (BD)
-there is an option to scroll up and down minimap; (BD)
-added messages to assure players about what they want to do and giving them additional explanations about:
--removing organization members;
--changing members ranks;
--buying properties;
--abandoning properties;
--removing property owner;
--property cleaning;
--property removal; (BD)
-system which automatically adds missing logs in config file. This should resolve potential conflicts; (BD)
-items in containers are now sorted in alphabetical order; (BD)
-in building mode character hold in hands construction plans and turns accordingly to built structures; (FM)
-added new water which will be implemented gradually on every map; (FM)
-added graphics and sound settings window available from within the game; (TM)
-situation with player endlessly falling into the void should no longer have place. Now, if teleport to the map spawn points won’t work, player will be moved to shelter instead; (TM)
-locations with cities on them have now different icon on world map; (TM)
-the key used to open crafting window was changed to K. The C key was assigned to open the character advancement window; (TM)
-new world map was designed; (AR)
-health bars system was rewritten so now can be displayed more than one bar at a time. They appear automatically above mobs (which can be disabled in options). Health bars will look differently depending of the state of an mob (agressive, fleeing, neutral); (TM)
-there are now coordinates of player and cursor at the bottom of the map; (TM)
-party members will be marked on location map from now on; (TM)
-reduced amount of informations exchanged between client and server; (BD)
-new icons for farming and cooking trees were created and implemented; (AR) (TM)
-added new wall models (wooden, stone, brick and metal); (FM) (MZ) (MK)
there was added new system for building doors and windows along with new models of them; (FM) (MZ)
-info irrelevant for players in crafting window will no longer be displayed. (BD)



Character Advancement Path
-we have created new way to develop character skills:
--it consist of three main categories (strength, vitality and dexterity), which contain nine specific skills;
--each player level grants 2 points to spend;
--developing one skill slightly improves other two from same category;
--balance - additional category which improves every skill at once. (KB) (TM) (SG) (AR)

Penalty for dying
-we have added new penalties for dying:
--items were divided into three categories (sorted by rarity and value). They defines drop chance after players death;
--items equipped can’t be dropped by they lose 5% of durability;
--after death, players will receive debuff which will reduce item drop chance from backpack for 3 minutes;
--we have changed way how experience lost after death was calculated. As before, only players above level 5 will lost xp. Exact number will be dependent on current level. Also it is impossible to fall to lower level. (KB) (SG)

In progress:
-kicking mechanics; (FM)
-base for visual representation of character states + wounded state. (FM)


0.1.15 - changelog

Maps:
-added two new city maps: Hunters Plateau and Tohono Mountains; (SG)
-added Catacombs map which is accessible via Oak Creek Canyon. (SG)

Quests:
-in quest The Heavenly Asylum mutant kill count is now fixed. (TM)

Mechanics:
-in city interface window there is estate pane displayed with info about lots; (BD)
-in estate pane players can create new lots (in three sizes) if they have permissions; (BD)
-in city window there is button to expand it’s borders; (BD)
-you can now buy parcels offered for sale; (BD) (TM) (KB)
-parcels for sale and those already taken have different background color now; (BD)
-there is now list of cities that organization own; (BD)
-from now when player destroys bottom wall of the building all walls above will collapse (in future walls will crumble into smaller pieces when falling); (FM) (TM)
[IMG]http://i.giphy.com/3o7bu5rsPihMICz2Uw.gif[/IMG]
-added property management options depending on player permissions: (BD) (TM) (KB)
--buying;
--pricing (private property for sale);
--pricing (property owned by city);
--clearing property owned by city;
--abandonment of property (for city);
--removing property owner;
--removing property.

Bug fixes:
-you can no longer cut down trees when crouching; (FM)
-you can no longer jump when work action is active; (FM)
-lowered cloth simulation quality to improve performance in launcher; (FM)
-improved workbenches orientation in space; (FM)
-removed “recover” and “destroy” options from city center object; (FM)
-fixed one of character bugs which prevent it from getting up after fall; (FM)
-in main menu there should be no undesirable sounds (like unseathing weapon); (BD)
-city window should now update its info correctly without need to reopen it; (BD) (KB)
-destroying someone elses objects is now possible only if you have permissions to do it or if you are at war with that person; (TM)
-fixed bugs related to city commands; (TM)
-fixed city description visible after typing /city; (TM)
-fixed bug which caused problems with city centers (duplication, spawning at wrong height); (TM) (PB)
-fixed lot description visible after typing /cityprope; (TM)
-fixed lot display problems. Earlier, despite that lot was created it wasn’t visible; (TM)
-fixed bug which caused durability bars to appear in wrong places after attacking objects; (TM)
-fixed bug which enabled to equip another weapon when work was in progress; (TM)
-fixed multiple bugs with doors: server crashes when opening/closing them, missing interaction name. Also, there is no need to open doors first in order to lock them; (TM)
-fixed bug which caused to display wrong number of loot in containers; (TM)
-only one lootbag will appear after dropping items from inventory; (TM)
-if character have shield equipped during work it will no longer hold it in hand; (FM)
-logs saving to file was temporarily disabled because they caused problems for some players which were unable to play; (BD)
-neighbouring parcels can no longer overlap; (TM)
-fixed bug which caused to consume two ammo rounds per attack if shooting at shelters. (TM)

Miscellaneous:
-if player have not enough energy to jump, fatigue animation is activated; (FM)
-objects (like walls) are now more durable; (TM)
-better sound system for crows; (FM)
-estates can have names now; (BD) (KB)
-added another set of location miniatures on travel map; (TM)
-added City Coin icon; (TM)
-city center interface opens immediately after hitting interaction button (without need to choose option from menu); (TM)
-increased chance of spawning iron ore; (TM)
-added visual effects when pickaxe hits mineral deposit which falls apart gradually after losing durability; (FM)
[IMG]http://i.giphy.com/3o7bu8ESx5k8ORMIjC.gif[/IMG]
-from now on, only members from organization that hold the city can open chests in that city; (TM)
-new wolf models were created. They use complex animations and facial expressions (eg.: snarl); (FM) (EW) (MZ)
[IMG]http://i.giphy.com/l0IynTHANbn33nrC8.gif[/IMG]
-due to changes in the building, we removed the ability to create ceilings. Floors placed on upper levels will take their place. However, players who created ceilings before update will keep them but they can cause some bugs; (KP)
-added some basic sound effects for building structures; (FM)
-added game master set for cloth simulation testing purposes; (FM)

-decreased amount of ammo dropped by bandits. (TM)

New servers launched!

Today we have launched new servers to ensure that players from distant countries will have better game conditions (lower ping) and to improve overall experience. Here is the list:

Martin Eu-West

Zeus USA-East

Bob USA-West

0.1.14 - changelog

Maps:
-along with previous update two new maps were added to the game: desert Yuma (3km*3km) and forest Oak Creek Canyon (2.5km*2.5km). They offer stronger enemies, better loot from chests and new ores and herbs. Most of quests are disabled for now. They will be unlocked gradually with new updates; (SG)
-added blacksmith workbench in Shelter, near shooting range. (SG)

Bug fixes:
-solved problems with UI elements not resetting after logout;
-added missing location names on world map;
-fixed bug with flickering field which marks city size;
-fixed interaction size of city center structure;
-smoked fish no longer have bow icon;
-fixed info about money taken away from player;
-fixed info sent to player when he collect herbs;
-city coin can no longer be found in chests;
-logs once more reset after game restart so they don’t grow large; (BD)
-cities description are now correctly saved and loaded; (BD)
-fixed Bob’s ability to repair items; (TM)
-fixed bug because of which there were no possibility to build structures in city. Now leaders and organization members with permissions can do that; (TM)
-players can now deposit/withdraw money from city or organization without problems. UGC amount in equipment window is also updated correctly; (TM)
-destroyed objects should now disappear when player is close to them; (TM)
-player’s character no longer toggle autorun after respawn if he died running; (FM)
-objects from previously loaded map should no longer appear on loading screen after logging out; (FM)
-running sound should no longer be played after logging out while character was running; (FM)
-fixed bug when stamina was still dropping after character died while sprinting; (FM)
-fixed bug with uninviting other members from organization. (BD) (KB)

Miscellaneous:
-added command pane in city window. Commands can be used in chat and some features will be available only via commands before UI for them will be ready;
-refreshed graphics for quest rewards interface;
-if player is not member of any organization and want to found the city, he will receive appropriate notification;
-prolonged time before building objects despawn on maps other than tutorial one;
-reverb effect for animals and Limp Joe's yell is now using curves for some calculations, thanks to that it’s better balanced now;
-updated chicken animations and added some new ones like jump and landing;
-updated reverberation parameter for every mob in game;
-after hitting “log out” settings window will disappear; (BD)
-added preinitialization system for city window and PDA to avoid some bugs (like being unable to open PDA). (BD)

0.1.13 - changelog

Mechanics:
-mob animation system was updated (which enabled introduction of more precise and smooth animation. Also mobs can now have more than one animation for any action. Bandits are one example. They also received system which randomizes they appearance);
-from now most of the mobs should have their animations adjusted to their movement speed;
-Limp Joe from time to time may roar, which will be heard from greater distance (some time from now players will gain access to new voice expressions and few of them - taunt, yells and mockings - will be alike Joe’s);

Quests:
-fixed bug in quest The Henpecked Husband and the Rats which caused David Lawrence to not talk to the player;
-bow created in crafting for Operation: Roadrunner is now properly taken into account in order to complete that quest;
-Operation: Roadrunner is timed quests in which player have 60 seconds to kill 5 mobs. Also roadrunners spawn a bit further;

Bug fixes:
-fixed bug which caused to display wrong icons in combat tree;
-escaping Lost Highway no longer causes to teleport player to Shelter;
-fixed bug which prevented world map from displaying;
-added missing language files;
-most of interface elements are now reset after relogging;
-lines drawn between maps are temporary disabled due to bugs they caused;
fixed Bob dialogues so he have different text lines depending on player’s progress;
-Alicia model in Canteen was changed;
-there is no longer problem where unarmed attacks caused no damage to enemies;
-fixed bug which prevented editing parameters of organization members;

Miscellaneous:
-ESC can close any interface window or open menu window;
-added new versions of some mobs which have different appearances and behaviour;
-added new work animations for Haruko and Kozalk (in future all important npcs will have unique work animations which will increase feeling of realism in the game);
-more accurate player tilting at turns so it can look better with worse framerate;

The Lost Highway

he Lost Highway is the first location seen by players after leaving the vaults. The desert, mostly based on Arizona’s Monument Valley, is in many places interlaced with rock formations. Almost vertical slopes are fantastic surroundings for explorers and rock climbing lovers. Omnipresent precipice and rock clefts force the player to search for new, often hidden routes in areas where they can encounter not only many dangerous creatures, but also precious treasures.


On the one hand, we did our best to present Arizona’s climate as realistically as possible. On the other hand, we wanted to fill the world with interesting locations so the player wouldn’t get bored while wandering through endless grasslands.

The Lost Highway is a perfect example presenting how our line of thinking changed during the process of map designing. At first it was a usual desert with huge rock formations. Original locations, such as ranches, campsites or caves, represented a minor part of the whole ground. A journey between places indicated by tasks took a lot of time and apart from gathering raw materials needed for craftsmanship, there was nothing that could fill the void. At that point we introduced a rule, according to which within the field of view there always has to be a place attracting the player’s attention. New side quests and locations breaking a desert motif (which remains dominant) were created. Despite our actions, everything still went on one level and the difference between extreme ground levels was slight. At that point several routes based on existing mountains were created. It enabled rock climbing in order to seek for interesting items and opponents. Huge canyons and rock labyrinths became apparent – these forms forced the player to search for optimal paths in sinuous corridors.

In this way, the map went through several changes and although it’s still mainly a desert, it’s filled with interesting places and quests.










0.1.12 - Changelog

Quests:
-added first quests dedicated to organizations

Mechanics:
-you can now create your own towns with other players;
-upgraded building mode, elements now stick to the building grid;

Bug fixes:
-fixed bug which caused reduction of objects durability even if attacker was far away;

Miscellaneous:
-improved money transfer interface in organization window;
-when hovering over “Create Organization” button, full requirements will be displayed;
-PDA window will now close after pressing ESC button;
-outdated Coherent UI technology has been deleted from project which will result in FPS increase;
-from now on you can only travel between connected maps (connections are shown as straight lines on the map). Available connections are green, unavailable ones are brown;
-every location have info about player count and city plots available;
-new player condition interface;
-organization name will now show above player’s head, just under their name;
-you can now attack and destroy all types of construction objects;
-locations with available quests will now have exclamation mark icon in the world map;

0.1.11 - changelog

Quests:
-Haruko gives two new prequests to existing ones (“Toxic Case” and “First Aid”). In connection to this whole progress with this NPC has been reset;
-reward from completing “Operation: Roadrunner” is fixed;
-after killing giant scorpion, Kozalk takes trophy from player’s backpack;
-fixed dialogue and Lomax behaviour after defeating him;
-new quest which is introduction to creating a city.

Bug fixes:
-fixed Lomax position in mine;
-colon in chat window is no longer filtered;
-container window should close when player go too far away from him;
-items in containers have correct durability now.

Miscellaneous:
-added “Organization” window in PDA;
-added red backlight to an object when player is unable to place it;
-tree respawn timer is changed to 10 minutes;
-there is no longer option to have equipped shield and a handgun at the same time;
-new dialogue window, which supports 1-9 and ESC keys;
-added more than 150 icons to combat and first aid trees.

0.1.10 - Changelog

Bug fixes:
-fixed head turning when player is walking or attacking;
-fixed bug which caused to scale some meshes on map;
-bug that freezes loading screen is fixed;
-adjusted player animation for unsheathing weapons;
-fixed bow tensioning animation;
-fixed displaying of item tooltips;
-introduced protection against situation when two recipes with the same name prevented crafting window from displaying anything;
-fixed bug when player was unable to kill or loot enemy;
-medical chests once more gives appropriate loot;
-key is again needed in order to open military chests;
-fixed opening of empty containers;
-bug which caused to display info about too long range to enemy should no longer exist;
-after choosing “recover” option on an item there should be no ruins left in that place;
-added missing quest marks on map.

Miscellaneous:
-player can no longer jump, gesticulate etc. when there is work action in the background;
-added slight tilting which takes in count player speed;
-small adjustments in FPS mode;
-changed shadow settings at fantastic quality to make them better in close view;
-delay after using /unstuck command is shortened to one minute;
-special info should appear when trying to build too close to npc.