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What happens if strong winds hit your base? | Devblog #22

New Resources

There are several new resources in Wild Omission. The list of new items is Leather, Sulfur Ore, Sulfur, Reinforced Metal, Gold, Charcoal, and Gunpowder. They are each unique in their methods of obtainment and uses so I'll give them each their own section

[h2]Leather[/h2]
[h3]How to obtain it?[/h3]
Leather is obtained by harvesting animals, it drops with a 50/50 chance of meat or leather.
[h3]What is it used for?[/h3]
None at the moment, but I have future plans for it.

[h2]Sulfur[/h2]
[h3]How to obtain it?[/h3]
Sulfur nodes can be found spawning throughout the world, you can harvest them, or find a collectable sulfur patch, both will yield the ore. Sulfur is also a rare drop when harvesting zombies. You can smelt Sulfur Ore into Sulfur in the furnace.
[h3]What is it used for?[/h3]
Sulfur is a key ingredient in gunpowder.

[h2]Reinforced Metal[/h2]
[h3]How to obtain it?[/h3]
Reinforced Metal is most easily obtained by harvesting metal nodes with metal tools, stone tools cannot gather it. It is also a rare drop when harvesting zombies. It can be crafted, 15 metal turns into 4 reinforced metal.
[h3]What is it used for?[/h3]
Anything that needs a stronger metal, right now only guns, but more is planned.

[h2]Gold[/h2]
[h3]How to obtain it?[/h3]
Rare drop when harvesting zombies.
[h3]What is it used for?[/h3]
Nothing at the moment, but like leather, I have future plans for it.

[h2]Charcoal[/h2]
[h3]How to obtain it?[/h3]
Burn wood in a furnace or campfire and it will be produced as a byproduct.
[h3]What is it used for?[/h3]
Gunpowder.

[h2]Gunpowder[/h2]
[h3]How to obtain it?[/h3]
Crafted with 20 Sulfur and 25 Charcoal.
[h3]What is it used for?[/h3]
Ammunition, or anything that needs to go boom.

Item Information Panel

If you press the middle mouse button on any item, it will now open a menu that shows you more information about said item. The information includes things like the description, and various stats relating to the item.



Graphics Options

The graphics options menu has been given a slight facelift, to make it match the other menus better. A button has also been added to auto detect the optimal graphics settings for your hardware configuration. The game has always tried to auto detect the optimal graphics settings on first launch; However, it was never calibrated. Now it is, so if you felt the game gave you unreasonable settings, you might want to try clicking the button, assuming you aren't happy with your current framerate and graphics settings.



Improved Wind Damage System

I have made improvements to the wind damage system. Previously wind damage from tornadoes was applied to every deployable regardless of there being a wall in between the deployable and the tornado. Now damage is calculated based on a line of sight check. So the more layers of walls and floors you have in your base, the more resistant your house will be to wind damage



Feedback Button

There have been many instances in the past, where a very noticeable bug has plagued the game, and no one has said anything to me. My theory for why this is the case is that, I havent made it clear where to report an issue. All of that changes today, there is no longer a reason not to report an issue. Now on the main menu and the pause menu you will find a feedback button, clicking it will take you to a google form where you can write about the issue and report it directly to me.



New Artwork

I have once again changed the capsule images for Wild Omission. I felt the last one didn't stand out enough against the background of steam so I have created a new one.



Bug Fixes/Small Changes

Fixed furnace and campfire spawning excess items under the world.
Fixed chat messages getting stuck on screen(this required completely changing how chat messages work.)

Devblog #21

Next Fest

Wild Omission will be taking part in Steam's October Next Fest, this will run from October 9th - October 16th 10AM Pacific. During this even I will be doing live streams, so stay tuned for the dates and times. I will also be chatting with the community regarding the game, and collecting feedback and opinions. Because of this progress in regards to updates may be slow for the first half of October, but I should be back to normal development, with new ideas and fresh inspiration shortly after the festival.

Patch Notes

There where two patches released earlier in the week, you can read about Pre Alpha 0.9.7_03 (Demo Preview 1.3.3) and Pre Alpha 0.9.7_04 (Demo Preview 1.3.4) on their respective pages. I have been working in a state of "Full Steam Ahead," and haven't included all changes in this devblog, so instead if you really must know everything that has happened regarding new features and bug fixed please also read the patch notes mentioned above. With that out of the way here are the highlights of the past week of development.

New Store Branding Images

I have changed the branding images on Wild Omission store page. My reasoning for changing them is that, I kept getting the impression that people were under the impression that Wild Omission is just another generic survival game. Wild Omission's primary differentiating feature is its weather system, so I figured I would show it off in the header pictures for the game.



Animal AI Improvements

Animals Used to act like they didn't care that you were dealing damage to them. Now they certainly do care very much thank you. They will enter a state of panic after being hurt, they will run around for a few seconds. Along with this all AI creatures (including zombies) should now rotate smoothly, rather than snapping into new rotations.

[previewyoutube][/previewyoutube]

Hit Marker Sounds

Hit marker sounds have been added. They are triggered when you hit a living creature with a projectile (Player, Zombie, or Animal.) If you land a head shot a different hit marker sound will play. Speaking of headshots, landing head shots now deals more damage than body shots.

[previewyoutube][/previewyoutube]
[previewyoutube][/previewyoutube]

New Growable Plants

For a while there have been tree saplings. These are a great way to farm trees. However, both cotton and berries have always regenerated on their own. But that changes, now when collecting cotton or berry plants, they will give you two seeds in addition to cloth or berries. These seeds can be planted, and just like saplings, they will grow into mature plants that can be harvested and replanted.



Quick Move Improvements

Made it possible to quick move from inventory and toolbar slots.

Improved Music Playing

Music is now tied to time of day.

Zombie Improvements

Zombies will now stop burning if they find shade, or it is raining. There was also a bug with the zombies that allowed them to not burning if you reloaded your save, this has been fixed. There was also a bug that caused zombies to become harmless, this was also fixed.

Pre Alpha 0.9.7_04 (Demo Preview 1.3.4) Patch Notes

[h3]Additions/Major Changes[/h3]
  • Now possible to quick move items to and from toolbar.
  • Added hitmarker sounds.
  • Added headshot multiplier, this means that when shooting, if you land a headshot, it will deal more damage than a normal body shot.
  • Rate of fire for pistol has been capped to 600 rounds per minute.
  • Music is now tied to the time of day, and will only play at certain times.


[h3]Bug Fixes/Small Changes[/h3]
  • Fixed zombies not attacking.
  • Fixed AI spawning under world.
  • Fixed nodes regenerating too often.
  • Refactored some code relating to item stats.

Pre Alpha 0.9.7_03 (Demo Preview 1.3.3) Patch Notes

Additions/Improvements
  • Nodes now regenerate if resources are low around player, rather than at a global level.
  • Improved the mouse sensitivity slider.
  • Improved all ragdolls.
  • Made it easier to close the chat menu.
  • Increased the damage dealt by arrows.
  • Made it easier to grab stuck arrows.
  • Made player spawn in dead if they logout dead, previously the game would automatically respawn you.
  • Remixed audio levels.


Bug Fixes/Small Changes
  • Fixed false item duplication on client bug.
  • Fixed duplicate item notifications on client bug.
  • Fixed saplings not growing.
  • Zombies no longer hold apples after dying.


Let me know if you encounter any bugs or issues while playing,
Larch.

Devblog #20

Crash Fix

The last update created a serious crash that I only found Wednesday. It was relating to the despawning of human corpses. It has now been fixed, so if the game was crashing for you and you weren't sure why, see if its fixed now. If it's still crashing, please make a post in the Disscusions.

Jumping Improvements

I have made a number of tweaks to the jumping physics. In all it should be much easier to get into your base, and the jump should feel more "Robust."

[previewyoutube][/previewyoutube]

Aiming and Movement Accuracy Detriment

I have implemented a system that allows the player to Aim with a weapon. If you hold the secondary button your movement will slow, you field of view will narrow, and your look sensitivity will slow. Another change is that now when firing a projectile weapon, you will notice that your accuracy is tied to your movement speed. Take your time and line up your shot and you will always hit where you aim. However, if you are running while shooting, chances are you will hit everything but the target.

[previewyoutube][/previewyoutube]

Audio Options and Ambient Music

I have been working on music for the game on and off for the whole length of development so far. I have added some of these tracks to the game now as ambient music. There are five songs total. Along with the music I have overhauled the options for audio, you can now adjust or turn off the individual categories of sound(Sub-mixing).


[previewyoutube][/previewyoutube]

Camera Shake Effects

This was a feature that after adding it, I had a moment of "This is what was missing." This feature is camera shake. Now when jumping the camera will kind of spring down, when using tools the camera will lightly shake as if the character where striking with such force as to move his vision, and while shooting a gun there is now recoil. If you do not like camera shake you can turn it off in the gameplay settings.

[previewyoutube][/previewyoutube]

Small Changes and Bug Fixes
  • Arrows now stay at the location they originally attached to when a creature dies and its ragdoll spawns.
  • Increased the shadow map page pool, this should stop weird blocky artifacting around areas with lots of light sources.
  • Fixed an internal issue when quick moving from an empty slot.
  • Changed projectile multiplayer replication.
  • Fixed gun fire sounds playing in one ear.
  • Removed some legacy code.