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Wild Omission News

Triangles! | Alpha 1.0.2

Future Plans, and Upcoming Pause on Main

I would like to get Wild Omission out of early access by the end of next year! Planned additions needed to make that happen include Full Scale Procedural World Generation With Unique Biomes, Clothing, More Enemies, More Weapons, Dedicated Servers, and more! In the near future I'll share more information about these in detail. I also plan on deactivating the demo before the end of the year. I know that goes against what I had said in the past about keeping the demo, however there have been lots of technical changes behind the scenes and its just a lot harder to update the demo than it used to be. As for now I will begin working on Procedural World Generation shortly after this update goes live. During this time I may not release any content updates on main (only necessary bug fixes) I will however, keep everyone updated regarding the development in these devblogs every Thursday. When the world generation is in a playable state, I will release it on a separate branch so you guys can try it out and give me feedback while I continue to develop it. My reasoning for putting it on a separate branch until it's done is, this is a major change in how the game operates for saving and loading worlds, and it's entirely possible that old worlds won't work initially, but some might want to experiment with it anyways. The plan is to have it so that old worlds will still work once it is released on main, If this is not possible I will let you guys know and provide some kind of alternative. In total I hope to have everything finished by early January, and we can get back to regular once a week content updates on the main branch.

Triangle Building Blocks

Triangle Building Blocks are the latest addition to the building systems in Wild Omission. Very effective at layering and honeycombing, to provide maximum protection from severe weather events. Can't wait to see what you guys do with these!



Crouching

You can now crouch!



Splash Text

I have always wanted some kind of way to put little messages in the game. Things like trivia, messages, easter eggs, and shoutouts. I wasn't sure how to go about this. Minecraft has a great system, but it's silly to try and copy that when it's something so iconic to that game. Then I got the idea to make something that looks like a little sticker on the main menu, and I'm very happy with how it looks.



Hammer Improvements

The methods used to calculate Upgrade/Repair costs, and Destruction Refunds have been much improved. Everything is now calculated based on a fraction of the crafting recipe for that given deployable. Upgrade Costs used to be calculated by taking a fraction of the upgraded tier's max durability, and using whatever the resource it was made of as the resource. Repair costs were similar in using whatever resource was the "Primary Resource" of the deployable and then charging one of that resource for every one durability healed. Destruction Refunds were similar in using the durability and the same "Primary Resource"



Ragdolls Float In Water

Gone are the days of losing your things at the bottom of the ocean. Your ragdoll will float!

Bug Fixes/Small Changes
  • Engine stability improvements.
  • Nodes regeneration has been toned down.

Alpha 1.0.1

Community Update

It has been awesome seeing all the cool things the community has been doing over the week. The game is finally in early access, and everyone is now able to play. Here are some highlights from the community.

[h3]FloppySword's Gameplay Video[/h3]
[previewyoutube][/previewyoutube]

[h3]Fan Made Unofficial Trailer[/h3]
[previewyoutube][/previewyoutube]

[h3]rcjoe69 and dmyress's new base[/h3]


Difficulty Settings

On the world menu you will now find an option for changing the difficulty of the game. Switching to peaceful will disable all weather, and stop monsters from spawning. You can change the difficulty whenever you load the world.



Building Privilege Notifications

Notifications informing you of your current building privilege status have been added. They will appear when holding a deployable item or hammer. If you aren't in a building restricted zone there will be no notification. if you are, it will either say "Building Blocked" or "Building Privilege" to inform you why you can or cannot place/upgrade/destroy anything.



Crafting/Inventory Button

In the inventory menu you will find a button at the top to take you to the crafting menu. In the crafting menu you will find a button at the top to take you to the inventory menu. This was added to help new players find their way around the game.



Thirst/Hunger Changes

Dehydration, and starvation kick in a little sooner. They used to kick in at around 5% which basically made them not even an issue worth considering. They will now kick in at around 25%. Further tweaks may be made in the near future.

Food/Water Changes

Various changes have been made to Food and Water items. All meat has been nerfed, bottled water has been buffed, and more have had subtle changes and balancing.

Improved Node Regeneration

The node regeneration has been refined based on player feedback. It now checks if an individual node type(stone, metal, sulfur) is scarce in your area, and regenerates only that specific type. The system used to check the total node count around the player. If there were 0 nodes then it would regenerate in batches or 3-5. This works okay, but if you have harvested all the metal nodes around you, and you are wanting more metal, the only way to get metal was to also destroy the stone and sulfur nodes to get more nodes to spawn. Now if you harvest all the metal nodes, more metal nodes will automatically spawn.

Demo Changes

The demo has been upgraded to same custom version of unreal engine as the full game. A prompt explaining the shortcomings of the demo, and asking the player to buy the full game was also added.



Bug Fixes/Small Changes
  • Rename world prompt will now automatically auto fill with the existing world name, this should make it easier to fix typos.
  • Feedback button now takes you to the Steam discussions.
  • Fixed Hammer ignoring building privilege.
  • Fixed low mouse sensitivity braking aim.
  • Fixed unable to place walls after reloading on demo.
  • Fixed host parody bug.
  • World Items shouldn't roll as much as they used to.

Going Gold | Devblog #29

Releasing Tomorrow

Wild Omission will be releasing into early access tomorrow November 24th 2023! I am genuinely so excited, I cannot wait to see what you all create! When I first started planning out the game in December last year I never in a anticipated the game to do quite as well as it has. It was and still is just my little labor of love game. I make it because it's the kind of game I always wanted to play. It's so neat to see that others are equally fond of it. Thank you all!

Chairs

This was also a suggestion from the community. It's the perfect addition for your table.



Large Storage Box

There is now a Large Storage Box. It's like the smaller one, but bigger, with more slots to put things.



Fall Damage Sound

Now when falling from a high place, when you hit the ground you will hear a crunch sound.

[previewyoutube][/previewyoutube]

Custom Player Limit

In the world menu under the multiplayer options, I have added a slider that will let you specify a custom number of maximum players allowed to join your world.



Credits Menu

The demo has a credits menu. I have now updated it and brought it to the full version.

UI Refinements

I have added a drop shadow to all text in the game. This should improve readability. The Join Server button in the servers menu is now grayed out until a server is selected.

Bug Fixes/Small Changes
  • Increased the human ragdoll despawn time from 10 minutes to 20 minutes.
  • Increased Torch durability.
  • Increased arrow stack size from 64 to 128.
  • Changed metal tool node drops to be more useful.
  • Updated the hammer description to be more accurate.
  • Updated world items for various items to make them more consistent.
  • Update item categories of various items to make them more consistent.
  • Fixed deployable rotation for those that follow surface normals.
  • Fixed Human Ragdolls not saving properly.

Release Date

Wild Omission will launch into early access on November 24th 2023!

Authority and Management | Devblog #28

Tool Cupboard

There is a new deployable in Wild Omission. The Tool Cupboard will allow you to control who can build in a certain area. Only players with authorization can build in a radius around a tool cupboard. Tool Cupboards can also be locked, just like Doors and Boxes.



World Management

I have added options in the world menu that let you rename or delete your world. Along with this most of the UI has received a facelift.



Pause Changes

When in Singleplayer, pausing the game, will now pause the game. Previously it would just bring up the pause menu.

Building Preview Emission

The building preview is now emissive. This should make it easier to build in low light environments.

Small Changes/Bug Fixes
  • Adjusted volume levels of Torch, Campfire, and Furnace.
  • Lowered damage zombies deal to buildings.