1. Odd Realm
  2. News

Odd Realm News

More Hotfixes and Tuning

[p]Hey friends

Here's a small update focused on fixes and tuning. In the last version, fixing the scenario activation bug accidentally unleashed a flood of raids. This update pulls that back significantly to avoid overwhelming players. I've also fixed the settings menu option to properly disable raids. Note: if a raid is already en route on the overworld map, it will still arrive—but all future raids will now be blocked as expected.[/p][p][/p][p]Here are the notes:[/p][p][/p][p]🐛Bug Fixes[/p]
  • [p]Disabling raids did not disable all raids.[/p]
  • [p]Merchants weren’t leaving.[/p]
  • [p]Command line up and down input select wasn’t working.[/p]
  • [p]Global buffs were also applying to NPCs.[/p]
  • [p]Glass wasn’t blocking rain.[/p]
  • [p]Graphical tooltip error which shows a white box in an empty tooltip.[/p]
  • [p]Caged hostile entities could not be captured because entities got stuck fighting them, or running away from them.[/p]
[p]⚙Tuning/Content/Polish/Misc[/p]
  • [p]Merchant inventories now leave a quarter of the total space open.[/p]
  • [p]Tuned arriving party size to scale up at a slower rate.[/p]
  • [p]Tuned raiding parties to be less frequent.[/p]
  • [p]Ardyn herder loadout now starts with sheep instead of chickens.[/p]
  • [p]Added game seed to save slot info.[/p]
  • [p]Tuned Kingdom XP requirement to grow steeply at first and plateau rather than be a linear growth.[/p]
  • [p]Arcane study blueprints now use Voidwork and Lecterns instead of Writing and no workstation. [/p]
[p][/p][p]Thanks![/p]

Hotfixes and Tuning

[p]Hey folks!
[/p][p]Nothing too exciting here. Just a small update with some fixes and small changes. Here are the notes:[/p][p][/p][p]🐛Bug Fixes:[/p]
  • [p]A pretty severe performance issue related to spotlights. I completely missed this and am glad I noticed it by accident. Fix will greatly reduce CPU load when you have lots of spotlights. [/p]
  • [p]Snow and ice not melting.[/p]
  • [p]Snow not falling after its support is removed.[/p]
  • [p]Ardyn appearing as neutral. This fix only works for new games unfortunately.[/p]
  • [p]Events stopping after a certain period.[/p]
[p]⚙️Changes:[/p]
  • [p]I reduced the max distance that a party can head to your settlement. This should result in more merchants showing up.[/p]
  • [p]Greatly reduced XP bonus from training melee/ranged.[/p]
  • [p]Increased frequency of animal migrations.[/p]
  • [p]Increased chances of night mobs.[/p]
[p][/p][p]Thanks![/p]

The Art of War (and Logging It)

[p]Hello friends![/p][p][/p][p]Today's new version has a bunch of improvements across the board. But I did try to focus in on combat to improve how that feels. It was pretty frustrating to fight enemies, and I tried to fix a lot of the weird behaviors you'd often see when trying to take down an enemy.[/p][p]As well, I worked on making some of the blueprints and profession more useful. For example, you can now actually use potions! This is tied to the newly added utility slot.[/p][p]Let's take a look![/p][p][/p][h3]Consumable Items and New Utility Slot[/h3][p][/p][p]The utility slot can be used to equip food, drinks, potions, and any consumable item. You select the equip items from the Uniforms window (U) like normal. But then you can left-click the item in the utility slot, and the entity will use it. Don't worry, food and drinks are automatically used when needed. I also want to eventually set up conditions for players to be able to trigger consumables the way they want. i.e., "HP < x%, use potion."[/p][p][/p][p][/p][p]Players can now use youth potions to reduce the age of their settlers. This will help keep your favorite settlers around! Careful, though. You can make them children again. And we all know how useful they are.[/p][p][/p][p][/p][h3]Animated Plants[/h3][p]I've also been working on making all plants animated. I'm not 100% there yet, but I've got quite a few down. [/p][p][/p][p][/p][p][/p][h3]Progression Tuning and Organization[/h3][p]A lot of work has gone into tuning and cleaning up progression. I've combined a few research trees together to make things easier to find and more organized.[/p][p][/p][p][/p][h3]General Polish and Combat Improvements[/h3][p]An absolute unit worth of work has gone into polish. As always, tooltips have seen a ton of work, but most of all, the game logs (N) have seen a lot of work. I've organized the logs into categories and tried clean them up a bit better. As well, I've added some helpful tooltips. For example, below, you can see combat details for the Vytrax Claw attack.[/p][p][/p][p][/p][p]Something else I've added is damage types. There are currently four:[/p]
  • [p]Piercing – Ignores half of the target's toughness.[/p]
  • [p]Slashing – Doubles the damage bonus from critical hits.[/p]
  • [p]Bludgeoning – Ignores half of the target's evasion.[/p]
  • [p]Magic – Ignores all of the target's toughness.[/p]
[p]These are to help give the combat a bit more depth when creating your fighter uniforms.[/p][p]As always, I still have lots and lots of work to better communicate these sorts of things. So please let me know if you want something. I'll probably add it![/p][p][/p][p]Ok, there's so much more, but I'll leave it to the patch notes to guide you through the rest.[/p][p][/p][h3]🐛 Bug Fixes[/h3]
  • [p]Several combat related behaviors which caused entities to get stuck or have incorrect attack output.[/p]
  • [p]Health action text wasn't showing up.[/p]
  • [p]Gwnvayth didn't drop the rose crown on death.[/p]
  • [p]Newly spawned Gwnvayths weren't spawning with the rose crown equipped.[/p]
  • [p]Load game window didn't keep the game paused.[/p]
  • [p]Entities could get stuck in job loops if an item was reserved and the reserve count wasn't updating other jobs.[/p]
  • [p]Container size wasn't showing up in tooltips.[/p]
  • [p]Plants couldn't be manually planted unless another plant was already present.[/p]
  • [p]Job position priority wasn't calculating correctly, causing nearby positions to be ignored.[/p]
  • [p]Planted saplings instantly became trees.[/p]
  • [p]Entities got stuck trying to stock items after being trapped in a block.[/p]
  • [p]Items in rooms became unclaimable if unreachable.[/p]
  • [p]Torches were getting placed on doors.[/p]
  • [p]Ambient shadows appeared over blueprints during certain job selections.[/p]
  • [p]Entities repeatedly picked up and dropped off items at the same spot due to a room priority bug.[/p]
  • [p]Returning from the overworld map sometimes caused chunks to not render.[/p]
  • [p]Items weren’t spawning after settling a new tile.[/p]
  • [p]Some game over dialogues weren’t playing correctly.[/p]
  • [p]Chickens weren’t laying eggs.[/p]
  • [p]Sky light wasn’t updating correctly under floors.[/p]
  • [p]Some paths didn’t open correctly after loading a save.[/p]
  • [p]Ardyn couldn’t leech life.[/p]
  • [p]Vertical climb wasn’t calculated correctly.[/p]
  • [p]Some NPCs didn’t attack during combat.[/p]
  • [p]Merchant items weren’t appearing in buy list.[/p]
  • [p]High-priority jobs blocked low-priority jobs from starting even when they failed.[/p]
  • [p]Steel items appeared before iron when spawning NPC entities based on player progression.[/p]
  • [p]Some plants didn’t drop items or spawn entities when mature.[/p]
  • [p]Saved plants didn’t produce crops.[/p]
  • [p]Nelescuro couldn’t expand past a certain size.[/p]
  • [p]Entities could over-level after becoming adults.[/p]
  • [p]Clicking on diet groups didn’t expand the list.[/p]
[hr][/hr][h3]⚙️ Tuning / Content / Polish / Misc[/h3]
  • [p]Combat tuned to be 100% less annoying. Better entity spacing and targeting. Enemies tuned way down to be less OP.[/p]
  • [p]Entities with combat disabled now flee instead of fighting.[/p]
  • [p]Children no longer earn XP (prevents unassigned profession leveling).[/p]
  • [p]Children now inherit a parent’s natural skill bonus (coin flip per skill).[/p]
  • [p]Children have a chance to get a +1 core skill bonus from parents.[/p]
  • [p]Performance improvements for stockpile storage and notifications.[/p]
  • [p]Trailmix recipe now unlocked via Campfire Cook research.[/p]
  • [p]Sentient entities can now drink from wells.[/p]
  • [p]Butcher Item now unlocked via Campfire Cook research.[/p]
  • [p]Moved Wood Block, Fence, and Beam to Wood-Work research.[/p]
  • [p]War research moved to the industry tree.[/p]
  • [p]Added coal, copper, and tin to Ember Rock and Sandstone terrain.[/p]
  • [p]All research nodes now cost 1 kingdom point.[/p]
  • [p]Lowered kingdom XP per level to 200 (from 400).[/p]
  • [p]Increased stack size of wood logs, stone chunks, and plant fiber to 10.[/p]
  • [p]Capped item stacks at 5,000 (except Ren) for performance.[/p]
  • [p]Stock room jobs are now global rather than room-locked.[/p]
  • [p]Farms now default to container-only stockpiles.[/p]
  • [p]Renamed Log skill to Forestry.[/p]
  • [p]Arboretums now use Forestry instead of Farming.[/p]
  • [p]Added more room requirement info to occupant groups.[/p]
  • [p]"+" button now appears beside rooms in room menu when searching.[/p]
  • [p]Improved water fill behavior.[/p]
  • [p]Newly discovered items aren’t added to permission lists if some are prohibited.[/p]
  • [p]Improved animal/traveler spawn point search.[/p]
  • [p]Updated various icons with larger art.[/p]
  • [p]Added night mobs.[/p]
  • [p]Added off-screen HUD indicators (toggleable).[/p]
  • [p]Added damage types (piercing, slashing, etc.).[/p]
  • [p]Added more detail to combat logs.[/p]
  • [p]Added Logs button to bottom bar.[/p]
  • [p]Improved floating label visuals (Shift to hold).[/p]
  • [p]Added “Family” tab to entity window.[/p]
  • [p]New control group hotkeys: Ctrl + # to set, Shift + # to add, Alt = lock tooltip.[/p]
  • [p]Shift now adds/removes from previous selection.[/p]
  • [p]Clicking profession icon now opens the profession pop-up.[/p]
  • [p]Void Cell unlocks with Immortality Tomb research.[/p]
  • [p]Added utility item slot for consumables (food, drinks, potions).[/p]
  • [p]Health potion, youth potion, and sablixian tar now grant buffs.[/p]
  • [p]Tuned down Staff of Focus and spellbooks.[/p]
  • [p]Spellbook of Healing grants passive healing.[/p]
  • [p]Library research jobs now give XP at the cost of ink and paper.[/p]
  • [p]Added animation variance to idle terrain (e.g., plants, water).[/p]
  • [p]Merchant UI now shows item counts.[/p]
  • [p]Market rooms only show local items for sale.[/p]
  • [p]Merchants scale quality and quantity of items with kingdom level.[/p]
  • [p]Non-merchants now bring more Ren based on kingdom level.[/p]
  • [p]Only common/uncommon items are in custom loadouts unless specified by race.[/p]
  • [p]Increased custom loadout Ren.[/p]
  • [p]Reduced Gwnvayth spawn time.[/p]
  • [p]Gwdir now start with T’Thdir I unlocked.[/p]
  • [p]Increased decay reduction for items stored in the Nascien.[/p]
  • [p]More plants now have animations.[/p]
  • [p]Wells now unlock with the Wellhouse.[/p]
[h3]Up Next[/h3][p]This update addressed a lot of annoying things that kept me from enjoying the game. But, for the next update, I'm going to focus more on depth. There are five main things I will focus on:[/p]
  • [p]Character traits and personality - I want characters to have more of a unique feel to them. What makes them interesting and not just pawns.[/p]
  • [p]Scenarios - More unique scenarios to help mix things up.[/p]
  • [p]Mechanics Props - More things to build that affect the world.[/p]
  • [p]Profession and Room Impact - I want rooms and professions to affect output for jobs and provide bonuses in a way that isn't just job progress bonus. i.e., improve merchant item rarity by having a nicer market. Apply buffs to items if a settler is skilled at making the blueprint.
    I also want to try limiting what jobs can be done based on settler level. It doesn't make sense that a level 1 settler can make rutile weapons and gear and it makes your high level settlers not as important. I think I'd like to add some item degradation as well to help professions feel useful. Tailors for example could mend clothes that have been worn through.[/p]
  • [p]Items - More items in general especially ones that add to the game's lore.[/p]
[p][/p][p]That's all for now. Thanks for reading this far and for checking out the new build if you do![/p][p][/p][p]Best,[/p][p][/p][p]Waylon[/p]

1.0.36.0 - General Fixes, UI Scale Improvements

Howdy friends. Hope you are having a great weekend so far. Just wanted to let you know I've uploaded a smaller patch to address some things, especially the issues with the max UI scale breaking some screens. For those of you that use the higher scale, the game should look significantly better. I did a lot of work to make sure all the text and visuals are pixel perfect and not looking... "off".

Anyway, that's all for now. Thanks for reading!

1.0.36.0 Patch Notes

Bug Fixes

[x] Fixed an issue where trees could grow into the Gwnri and Gwnvayth plants and destroy them.
[x] Fixed an issue where plants would grow into jobs and clear them.
[x] Fixed a typo where dirt block tooltip displayed "furtile" instead of "fertile"
[x] Fixed an issue where setting the UI scale to higher levels would break UI layout for text labels.
[x] Fixed an issue where other UI scales would not be pixel perfect. Text and icons would appear distorted.
[x] Fixed a bug where animal children would not spawn with the animal profession.

Tuning/Content/Polish/Misc

[x] Added more game over scenarios.
[x] Any Gwdir can now plant the T’Thdir tree.
[x] Gwnri and Gwnvayth blueprints will now show up under Plants in build menu.
[x] Tuned some trees to stop growing earlier. This is to avoid overfilling forest tiles with tree trunks.
[x] Added more zoom levels.
[x] Animals are now given names when they join the player faction instead of when they spawn for any faction. Neutral and hostile animals will show ???. This only applies to animals that have name generation setup. Not every animals has this YET.
[x] Tuned starting Ancient HP to be higher.

-Sleipnir

1.0.35.9 - Big Ol' Update

Hey friends!

I've just uploaded Patch 1.0.35.9, packed with fixes, UI improvements, new features, and QoL changes. After receiving tons of feedback post-1.0, I took my time to address as much as possible. Thanks for your patience—it’s been a long wait! There's still plenty more to add, but I hope this update makes a big difference in your experience.

Let's take a look!

UI Improvements


I made extensive UI improvements, separating elements into distinct functions for better organization. This includes new window tabs and entirely separate windows, such as the Market, which now has its own dedicated window (K) for easier use and clarity. I also added more tooltips and missing data.

You can now navigate the UI with arrow keys:

UP/DOWN for vertical lists
LEFT/RIGHT for window tabs

Here is a peak at some of the windows with their updated UI:



You'll notice I've cleaned up the population/tracking entries in the HUD. That is the top-left panel with entities, groups, rooms (added this!), etc.



I cleaned up the settler overview window a bunch. Added in sorting.



Added entity overlay again, and moved uniforms into that.



Did a lot of work overhauling uniforms to get it working correctly and have more of a visual element to indicate how entities get items. Also, entities now start with default uniforms. i.e., Builders start with Hammers set in their uniform.



New merchant window with (hopefully!) an easier to use and read buy/sell experience.

Kingdom Level and Points




I've replaced the time-based Saga progression with XP/Level unlocking. I felt the time unlocks for research wasn't terribly satisfying. It didn't feel like it was you and your actions moving the progression forward. Now, all your actions earn XP that goes towards your kingdom level. The kingdom level also determines the max level of your settlers.

Also did a bunch of UI clean up, organizing things into tabs and such.

Plus, you'll see a few more nodes in there. There's a new unlockable Global Stat that applies to your whole settlement. i.e., +25% Xp gained from jobs.

Game Over State




I've added a new Game Over screen! It lets you reload or quit the game, but also restart your settlement with a special event. I'm really excited about this feature—I plan to add many events to help revive a dead settlement.

Right now, restarting triggers a settler wave, but more options are coming soon! Restarting also advances time by one year, so you'll notice plants taking over. I’m also working on prop and block decay, so over time, you'll see erosion as the world changes.

Ok, there's a lot of other stuff in here, but I'll let you read the patch notes:

[h2]Bug Fixes[/h2]

[x] Fixed a small memory leak.
[x] Fixed an issue where merchant AI would continue despite them being captured.
[x] Fixed an issue where entities weren’t being removed after dying.
[x] Fixed an issue where entities weren’t eating, drinking, or sleeping after changing faction.
[x] Fixed an issue where entities were holding on to inventory items, which would also cause them not to eat or drink because they couldn’t pick up more items.
[x] Fixed an issue where entities would dump all their items at a stockpile, and some items could spill out of the room.
[x] Fixed an issue where entities were not carrying their max inventory capacity when stockpiling rooms.
[x] Fixed an issue where plants weren’t regaining health.
[x] Fixed an issue where entities would move extra slow when walking and possessing a move speed debug.
[x] Fixed several issues with tooltip text not lining up correctly.
[x] Fixed an issue where merchant trade tooltips weren’t displaying for items.
[x] Fixed an issue with pathfinding when trying to build a multi-level ladder.
[x] Fixed several issues related to entities standing around idling.
[x] Fixed an issue where the invert scroll wheel setting wasn’t changing the camera scroll direction.
[x] Fixed an issue where water would fill blocks extremely slowly.
[x] Fixed an issue where simulations weren’t accurately processing at time scale speed.
[x] Fixed an issue where building a block of water on plants instantly killed them.
[x] Fixed an issue where sfx were playing rapidly. This was most apparent when entities picked up lots of items.
[x] Fixed issue where summons showed “New settler born!” notification.
[x] Fixed an issue where the starting storage room boundaries could be larger than the container positions.
[x] Fixed an issue where starting level wasn’t increasing skill level.
[x] Fixed an issue where the leader health was half full when first becoming leader.
[x] Fixed an issue where “unknown” blocks were appearing on the surface.
[x] Fixed an issue where rooms weren’t being displayed when searching.
[x] Fixed an issue where room jobs weren’t starting if another job existed at the workstation location. i.e., wood plank blueprint underneath the workbench.
[x] Fixed an issue where leadership statuses weren’t visible to the player.
[x] Fixed an issue where the nax hedge lantern wasn’t producing light or heat.
[x] Fixed an issue where one could get stuck in the loading screen rarely because of a rounding error.
[x] Fixed an issue where some steel weapons were worse than iron weapons.
[x] Fixed an issue where butchering certain animal remains would not drop hides.
[x] Fixed an issue where the loading screen would not align to the window after the resolution is changed.
[x] Fixed an issue where pathing wasn’t updated correctly and it would keep entities getting to certain locations.
[x] Fixed an issue with eat/drink not prioritizing over build jobs.
[x] Fixed an issue where VFX on the overworld were clamping to the bottom of the map.
[x] Fixed a couple issues where the capture mechanic wasn't working.
[x] Fixed an issue where using out-of-date mods would lock the game.
[x] Fixed a typo. Sheer is now Shear.
[x] Fixed an issue where boil used other props besides cauldrons.
[x] Fixed an issue where lists weren't updated. Notably on entity death.
[x] Fixed an issue where items weren't being equipped properly.
[x] Fixed an issue where uniform items weren't equipping by priority properly.
[x] Fixed an issue where Saga unlock FX wasn't playing.
[x] Fixed an issue where entity xp requirement to lvl wasn't scaling correctly.
[x] Fixed an issue where sleeping in a bed was increasing energy at the same rate as sleeping on the ground.
[x] Fixed an issue where cows wouldn’t produce milk.
[x] Fixed an issue where not all idle animations were playing.
[x] Fixed an issue where settler overview lists weren’t updating when professions changed.
[x] Fixed an issue where the seed input would take letters and numbers.
[x] Fixed an issue where room default stockpiles weren’t setting their preset item permissions.
[x] Fixed an issue where unclaimed items tooltip showed entries that were 0.
[x] Fixed an issue where the rooms and blueprints weren’t updating after a new room or blueprint was created/discovered.
[x] Fixed an issue where an entity would equip the wrong item from their inventory.
[x] Fixed an issue where entities weren’t being removed from control groups after dying.
[x] Fixed an issue where XP was awarded for killing a friendly entity.
[x] Fixed an issue where room props were displaying as missing when they aren’t.
[x] Fixed an issue where thatch roofing wasn’t appearing in the research window.
[x] Fixed an issue where death reason was showing the tooltip id.
[x] Fixed an issue where move orders would be ignored if the entity was in combat.
[x] Fixed an issue where hold position would be ignored if the entity was in combat. The entity will still enter combat if the target is directly adjacent to them.
[x] Fixed an issue where control groups and world markers could not be created with the hotkey “Ctrl+#”.
[x] Fixed an issue where dead entities were not showing up in entity family lists.
[x] Fixed a bug where Ancient last names didn’t have “The” between the first and last name.
[x] Fixed an issue where some items would be consumed for jobs instead of emptied. i.e., watering plants was using the item instead of producing an empty glass container.
[x] Fixed an issue where hostile entities would build wood platforms while out in the ocean.
[h2]Tuning/Content/Polish/Misc[/h2]

[x] Improved rendering performance.
[x] Added toggle to show/hide inventory entries at zero.
[x] Added toggle to add/remove world item count to item total count in inventory window.
[x] Added toggle to add/remove carried item count to item total count in inventory window.
[x] Added toggle to add/remove equipped item count to item total count in inventory window.
[x] Added set faction “-f” option to the set command to change selected entity faction.
[x] Added separate hotkey to lock current tooltip (left-ctrl). This allows you to lock the tooltip without having to click the block (though you can still do it through this method).
[x] Cleaned up tooltips: Moved extra entity info to entity overlay window, added tooltip for hovering over statuses on several other UI elements.
[x] Added entity overlay window.
[x] Added more info to indicate plant is not getting enough light on tooltip.
[x] Polished room production screen.
[x] Polished notifications and tracking top bar.
[x] Added rooms to tracking bar.
[x] Saga research is now unlocked with kingdom points instead of time.
[x] Entity starting level is now determined by kingdom level.
[x] All profession skills are now increased on level up instead of randomly.
[x] Settlers now start out with basic tools.
[x] Entities now start with three default uniforms (individual, race, and profession) with default items preset.
[x] Added some more entity names.
[x] Added animal profession to help organize animals better.
[x] Re-added visual to grid to indicate when block has obstruction above it.
[x] New room names are now suffixed with A, B, C→AB, AC, AD instead of 0, 1, 2, 3…
[x] Added Global Buffs which are unlocked in the research window. These affect all entities of the settlement.
[x] Added several new research nodes to unlock.
[x] Integrating citizens is now unlocked in the town hall. This is intended to be an ability unique to humans.
[x] Integrating citizens now requires writing instead of hauling.
[x] Separated market into its own window.
[x] Entities can now earn XP from skills outside their core skillset (skills associated to the profession). However, the amount of XP earned is much lower.
[x] Added item discovery requirements to some of the research nodes.
[x] Performance improvements.
[x] Added notif to indicate entity caught in cage.
[x] Re-enabled item decay.
[x] Entities without a default generated or given name will show up as ???.
[x] Only additionally show entity name in label (when holding Shift) if the search text has min one letter. Otherwise, show the level and profession icon.
[x] Thirst and hunger will now be removed at 50% instead of 80% after eating/drinking.
[x] Neutral and hostile entities no longer start with the metabolism status. They should get it if captured!
[x] Added extra tooltip info for items to indicate why uniform item cannot be equipped.
[x] Improved room performance when many rooms are designated.
[x] Added common props to room tooltip.
[x] Added action text to show XP earned from killing an entity.
[x] Added looted inventory to entity died notification for neutral and hostile entities.
[x] Tuned some entities to have children less often.
[x] Children will now not enter combat unless told to attack a target.
[x] Animals now start with combat skills off by default.
[x] When forcing entities to attack a target and if no combat skills are enabled, all combat skills will be enabled.
[x] Reduced sight range from 128 to 32 so entities don’t get into combat across the map.
[x] Tuned combat threat sighting to be more accurate and reliable.
[x] Room permission lists are now ordered alphabetically.
[x] Tuned animal migration into settlement to be more common.
[x] Improved performance for when hostile entities are on screen trying to reach player.

Concluding Thoughts


I have a lot of exciting content in the works! With much of the UI overhaul done based on feedback, I can now focus on adding long-awaited features and content.

I'm diving into story development, including lore-based items, characters, random events, and new character traits. I also plan to expand kingdom interactions to make the world feel more alive. The next update will bring a lot of this to life! :)

Thanks for your patience—I hope you enjoy the update!

-Sleipnir