Bug fixes:
fixed player rotation in character creation screen;
fixed display of elegant set models on character;
interaction button [E] is no longer displayed when it is behind obstacle;
items in containers have their durability and weight displayed properly.
Miscellaneous:
refreshed minimap design;
locations of npc’s and quest markers are shown on minimap now;
texture compression optimization;
new animation features for player character: when you run and then stop, it won’t happen immediately but instead character will slow down using their feets;
added dust particle effect for jumping, breaking and sliding character animations;
from now, when character is too far from destination object after pushing interaction button, after 5 seconds that interaction will be canceled or successfully ended depending on distance to that object;
added new player gestures;
added panting animation when character is tired;
new tutorial windows;
experimental first person view when camera is zoomed;
medical chests are now divided into multiple categories so there will be less valuable items in starting locations;
amount of damage taken by thirst and hunger is reduced;
you can extinguish fire by stepping into water;
npc markers on minimap are temporary disabled to increase performance in Shelter.
0.1.8 - Changelog
Mechanics:
-added possibility to interact with other players. They can be invited to party, challenged to duel and in future updates there will be an option to trade with them;
-there are two ways to invite other players to group. First by hovering mouse over them in world, pushing “E” button and then selecting invite option from menu, and second by command: /party invite Name Surname.
Balance:
-from now there should be maximum only one weapon in loot crate;
-added stun effect when player is too close to explosion or lose in a duel.
Bug fixes:
-fixed bug which prevented Deadly Plant from attacking player in it’s range;
-crafting a string no longer causes server crashes;
-fixes in daily quests functioning;
-fixed npc’s animations in canteen;
-sleep animation corrections;
-fixed bug which caused strange weapon animations when mob was too close;
-there is no longer possible to build multiple objects at the same spot;
-added missing materials (floors) and fixed bugged ones (miner Parker);
-fixed bug which prevented equipment list from refreshing during crafting;
-there is no longer option to equip gas mask which don’t have durability greater than 0.
Miscellaneous:
-recipe interface in crafting window was changed to look like that in skill tree;
-player automatically gets up after rest progress bar reaches maximum. Also from now it will be impossible to lay down when character is rested;
-new notification pane which supports interactions such as group invites;
-new interaction window with objects;
-added possibility to end ongoing work with E and ESC keys;
-“collect now” button is now binded under spacebar;
-from now antitoxin gives short immunity for toxins;
-quest marks resembles those from other games now. Yellow exclamation mark - npc have quest for you, grey question mark - you don’t meet requirements to finish quest, yellow question mark - you can turn in quest;
-keys are now required in order to open military containers. Keys can be found in other containers and humanoids and in future there will be possible to craft them via engineering tree;
-added same type stacking for most items in a backpack. This doesn’t include armor, weapon and quest items.
-added dependency lines in talent tree;
-added armor info in shields tooltip.
0.1.7 - Changelog
Christmas Event
Holidays are magic and happy time even on desolated lands of Arizona. Shelter, generally grim and dark place, is now illuminated by hundreds of colorful lights. Gifts are awaiting for players but first they need to prove themselves to Santa. For that they need to finish special christmas questline. Let’s get to work. Merry Christmas!
Quests:
-Operation: Roadrunner - string crafted by player now correctly fulfills objective.
Bug fixes:
-fixed a bug which prevented players from learning new talents even when they meet requirements for them;
-after dropping item on the ground and opening container with this item in it, another dropped items caused to automatically open that container. This won’t happen anymore;
-fixed bug which caused wrong morphing between two faces in character creation screen;
-disallowed option to take down tool while it was used in work action.
Miscellaneous:
-there is no longer option to build something closer than 10 metres from npc’s;
-chat option to scroll between last 10 messages using UP and DOWN arrows is added;
-added tooltips to skills and requirements in talent tree.
0.1.6 - Changelog
Items:
-added seven shields which can be used for passive damage reduction and active blocking.
Bug fixes:
-from now experience bar in profession window correctly displays form: / instead of / ;
-fixed wrong display of the players hair;
-fixes to players blocking and fist attack animations;
-fixed bug which disallows to craft a string;
-weapons should now lost durability after any action with them;
-fixed wrong materials/textures on some armor sets;
-mob collision with map objects is fixed. They should now find new pathes to pass obstacle rather than go through it;
-mobs no longer returns to their default location when player which they attack is still close to them.
Balance:
-crops need now significantly more time to grow.
Miscellaneous:
-info about quality is now displayed under item name;
-you can no longer equip shield when two handed weapon is in use. Also when you equip two handed weapon (and shield is equipped) it will throw shield to inventory;
-from now hitting ESC closes top window of the UI;
-added splash screen with company logo on it;
-connection timeout info added after 5 seconds of logging in;
-after selecting talent which unlocks crafting recipe, that recipe is displayed on the right side of the window;
-added new, more detailed models of player faces and option to cover them in tattoos;
-added player facial emotions;
-npc’s which have combat dialogue option now turns back to neutral state when player disengage from fight (run away, die or log out from the game);
-added info about how much health is recovered by an item in its description;
-new settings window bind under ESC key which in future will serve to adjust game for individual needs.
0.1.5 - Changelog
Mechanics:
-new statistic - rest - which affects maximal energy pool. Its level falls with time and can be restored by sleeping in tent. Rest indicator is merged into energy bar.
Items:
-added torch which can’t be used to incinerate. Torch occupies shield slot.
Bug fixes:
-from now attempt to reconnect to the server will not require a restart of the game;
-fixed bug which caused to spawn same items in different containers;
-sound of bow tensioning shouldn’t initiate when player is idle;
-fixed desaturation bug when camera is under water level;
-passive skills that reduces given action time are taken into account during tree felling.
Balance:
-reduced amount of experience and stone acquired from mineral deposits;
-adjusted amount of minerals acquired from deposits which depends now on that deposit durability. Also mining potential of all pickaxes has been adjusted.
Miscellaneous:
-in order to fishing you need to unlock given ability in Survival tree;
-types of mineral deposits are dependent on the level of maps on which they are;
-from now there is a chance to find additional items in gathering objects, for example you can loot string from cloth piles;
-changed models of every mineral deposit in the game;
-added an option to choose the language (pl/en) in the server selection menu. The new language will be loaded when you restart the game;
-slightly changed profession window. Now level and unspent skill points informations are more visible;
-on loading screen progress bar and information about the currently loaded data is now displayed;
-containers that weren’t looted for 30 minutes will be replaced with the new ones with other loot.
Changelog 0.1.4
Items:
-added a shovel which can be used to beat people;
-smoking weed no longer gives random skill, only visual effect is left;
Bug fixes:
-“collect all” button will no longer works when there is no room for items from container in backpack;
-“Survival” tree blueprints are shown correctly in crafting window;
-loot bags should now spawn at correct height instead of floating or sinking in terrain;
-all actions tied to cropping a field gives appropriate amount of xp to farming skill tree;
-fixed bug when “Interaction” caption doesn’t appear above some objects;
-from now player should correctly approach interactive objects;
Miscellaneous:
-added general character level. In future there will be ten passive abilities split into three categories (strength, dexterity, vitality) which player can develop by leveling up;
-from now experience from killing mobs will be tied to overall damage done to that enemy;
-enemies have level now which affects their hit points, damage done and experience for killing them;
-players after death loses now 10% experience points needed for the next level. However once reached level cannot be lost. This works from level 5 and above;
-there is an option to abandon ongoing tutorial. To do this you must go talk to Bob which will take you back to Lost Highway;
-when thirst bar reaches 0, player will start to lose health and his energy will recover slower;
-Q and E buttons are no longer used to turn character around, E bind serves for interaction, even in combat;
-quest givers can now have more than just one quest at a time;
-first daily quest which is given by Andre near Shelter’s Gate;
-character panel have now info about player’s level and statistics tied to it;
-summary armor is displayed in character panel;
-reduced range from which chat can notice player messages;
-amount of seeds collected depends on the appropriate skills;
-from now when a player writes something it will show above his head;
-login screen was optimised;
-added a possibility to open loot crates without hiding weapon first;
0.1.3 - changelog
Quests:
-task in tutorial which requires crafting an axe was changed to prevent players from accidentally spending materials on other recipes;
-tutorial npc’s text lines were updated and now they have some tips for players who are stuck on some tasks;
-after completing quest “Case 37” player is now rewarded with gas mask.
Items:
-added primitive axe and pickaxe to allow players craft poor quality items from basic materials such as wood and stone.
Bug fixes:
-it is no longer possible to spawn multiple enemies at the same time (eg. Zeus, bartender);
-fixed a bug which set thirst level at 1000/100 after drinking;
-“collect all” button is now working as intended;
-players won’t lose quest items after dying anymore;
-items won’t duplicate in containers anymore;
-player no longer can use water bottle when thirst bar is filled;
-fixed a bug which allowed players with worse pickaxes to collect more minerals;
-fixed a bug when after collecting plant it’s model didn’t disappear. Besides standard loot there will also drop some seeds;
-player no longer can swim faster when his energy reaches 0.
Miscellaneous:
-Shelter has been optimized so players shouldn’t feel any fps drops compared to other locations;
-from now on players don’t lose any equipment after their death. In future there will be more variants to test what will happen to personal items after death;
-receiving damage will now show vignette camera effect and blood spreads;
-interaction with mineral deposits no longer requires corresponding skill which now determines chances to recover ore;
-excluded from containers loot table items that are easy to obtain from other sources (water, meat);
-added health regeneration when satiety and thirst bars are filled in more than 95%;
-added new button used to moving items to container;
-new visuals for container window;
-new keybind: “T” which opens skill trees;
-crates with weapons also have few pieces of corresponding ammo in them;
-ammo indicator is moved to right bottom of the screen;
-added desaturation effect when player is wounded or exhausted.
0.1.2
Item changes:
-added 7 new pickaxes and balanced two already obtainable ones. Also there were added new blacksmith patterns to allow craft those items.
Bug fixes:
-popups now properly disappear when mouse is not above given item;
-new popups appears above equiped items;
-from now on clicking over UI should’t trigger attack sequence;
-changed fist attack animation;
-tries of sprint with unseathed weapons won’t use any energy;
-fixed rotating npc’s in hospital beds;
-military chests should contain appropriate items;
-backpack capacity is now properly displayed.
Gameplay Balance:
-respawn timer of resources such as ore and trees has been adjusted to mirror their value.
Miscellaneous:
-equipment window is more clear;
-new loading screen system.
0.1.1
World:
-added no-collision zones for players spawning at Shelter entrance.
Quests:
-players can no longer fall into the well when interacting with backpack in quest “Case 37”.
Bug fixes:
-after entering build mode other UI windows should now collapse;
-from now on bows consume ammo even when they miss the target;
-no-pvp in Shelter should now work as intended;
-fixed freezing progress bar during work;
-player names are now correctly displayed in chat window;
-graphic quality have no influence over icons and GUI resolution;
-first aid items properly restores missing hit points;
-skill points should now be saved after quiting the game;
-fixed bug when after activating ragdoll character could not stand properly;
-fixed mining ore sound;
-player should no longer attack when clicking mouse button over UI;
-player camera won’t zoom when scrolling over UI windows;
-improved mobs pathes.
Miscellaneous:
-new command: /reset which erases character data from the game.
Edengrad Developer Update #5
We are really glad to see your enthusiasm and warm welcome shown for the latest changes. We get back to you with a new set of features.
We have been working on animation and implementation of new enemies – Spider Hunter and Mosquito. Those are monsters that you will encounter at the early stage of the game and they don’t require for you to be experienced mercenary.
Dialogues with many NPCs simultaneously, which we already mentioned, have been developed even further. Now we’re adding this functionality to some older quests and I have to tell you that it makes them look a lot more dynamic, marvelous – you could say.
We wrote and introduced several dozens of new quests, part of which refers to the main storyline. We have also prepared a new location for quests – sewers below a town. Of course, we don’t want to show that map yet and won’t reveal too much information, so that we can avoid spoilers.
In the previous update, we wrote about significant changes in graphics that influenced Edengrad. We continue the polishing of graphics – smooth camera shifts, light effects, and several additional graphical effects that create the proper atmosphere for a particular surrounding. We still work on rendering settings. Below, we present you several screenshots to compare those changes.
The movement of our characters has been improved. From now on, he or she will slide down from slopes, while their speed will depend on the inclination of the surface. We have also added new animations, including the animation for falling down from a great height.
We already described land mines that are a great method to defend a settlement during war. Now we have started developing methods to wreak havoc. We have introduced the first war machine – a turret that will be capable of destroying defensive walls and buildings. In order to control it efficiently, two players will be required – one has to load shells and steer the barrel of the turret, while the second player takes care of shooting.
We have expanded the number of available recipes and skills. The latter have also gone a long way of balance changes; the skill tree finally looks decently. The idea is that at the early stage of the game, it is recommended to focus on developing selected branches of the skill tree. That encourages cooperation and trade between players with different specialties. We don’t block, however, the number of developed skills. After spending lots of hours developing the character, you will be able to unlock all the skills.
Currently, you may track our progress on our facebook group and fanpage.