1. Odd Realm
  2. News

Odd Realm News

0.10.0.6 Beta Patch Notes

Happy Friday everyone!


I've just finished uploading the 0.10.0.6 patch. There are a lot of fixes in this patch. As well, I spent some time working on improving the hotkey options/settings. I've added a few features to it and it should be much clearer to use. You can now assign hotkeys to the mouse, add modifiers (shift, ctrl, alt, etc.) to any keyboard key, and add up to 3 hotkeys to an action. Scroll input now has the option to be inverted and I've removed the scroll options from generic settings because you should be able to do this through hotkeys. The only thing I couldn't get working was modifier keys for the mouse. This sounds trivial and certainly isn't impossible to add, but it will require some more work, and I'm going to have to put that on the backburner for now. I don't think modifier keys for the mouse are terribly important, but it would be nice to have later. As well, I've removed editing the ESC backout action because it's too easy to mess this up and lock yourself in UI. Lastly, I've added some hotkey options for various things like the temperature overlay, but there are a few I still need to add. Please let me know if there's anything you'd like a hotkey for. Happy to add it if it's not absurd. :P

Oh, I've also re-enabled some events. These are just some bandit and tomb events for now. I'll continue re-enabling events as we go, but I wanted to start out with these to test the new scenario systems. I added some UI to the overworld map to indicate tiles where bandits and dangerous wild animals have been reported. If you want to avoid bandits and dangerous wild animals, keep your eyes open for that warning.

I wasn't able to get to all the issues reported for 0.10.0.5. Just know that I see EVERYTHING O.O and will continue to go through the list. I know there are some funky bugs with trees at the moment. I'll look at this for 0.10.0.7.

Ok, here are the notes:

-Fixed a bug where plants could grow underground without light.
-Fixed yet another pathfinding bug which could cause entities to be stuck.
-Fixed a bug where entities could work through platforms.
-Fixed a bug where entities would try and start jobs that are unable to reach.
-Fixed a bug where death notifications would show up twice for the same entity.
-Entities will now stop working on a job if they can start a different job that will save their life.
-Some hostile events have been re-enabled. Additionally, overworld tiles will show a warning for bandits and dangerous wild animals.
-Hostile entities will now try to get to player controller settlers if they aren't in range to fight.
-Fixed a bug where floors could be placed within solid blocks.
-Added a tooltip to the create control group button to show hotkeys.
-Fixed a bug where overworld settlements weren't saving.
-The expiration time for plants has been decreased.
-Tuned cooked food to provide a longer lasting hunger buff.
-Tuned a ton of blueprints to produce 3x what they normally would.
-Fixed a pathing bug which had entities preferring rooftops as paths.
-Increased the spawning distance of trees to spread them out.
-The death notification will now only show statuses that affect HP.
-Fixed a bug where the day on the time menu was showing day in year, rather than day in season when a settlement was loaded.
-Minor performance improvements, specifically related to notification tracking.
-Fixed a bug where certain keys weren't being read when setting hotkeys.
-Added mouse options for hotkeys.
-Hotkeys are now ordered alphabetically based on the hotkey action.
-I've removed 'Back Out' as an option for hotkey re-assignment. This is to avoid situations where you get locked out of the settings menu.
-Fixed a bug where two one-handed items weren't being equipped properly.
-Fixed a bug where population custom limits were not being saved.
-Added action text for pickup/drop/eat/drink jobs.
-Fixed a visual bug where job textures weren't transitioning properly. This was especially apparent when changing the job's priority.
-Fixed a bug where underground jobs weren't rendering.
-Fixed a bug where settlers would continue doing a job that had been set to 0 after they started it.
-Tuned the xp progression to take a bit longer to level up.
-Changes to which overlays are visible by the player should now save. i.e., Disabling the Single Layer Only Selection overlay when designating jobs will not reset when the job menu is re-opened.
-Fixed an issue where settlers would like to choose the roof as an idling point.
-Fixed a bug where settlers always went to the same room points when doing an idle move to a room.
-Fixed a bug where jobs would auto-queue when the threshold type was set to none.
-Fixed a bug where hostile entities would become companions with player controller entities.

The beta is getting closer and closer to being 'stable' and I'm slowly moving off just bug fixing to re-enabling events, tuning, and polishing UI. There are still some peculiar issues here and there, and I really couldn't find them without all the testing you guys have been doing, so, thank you!

W

0.10.0.5 Beta Patch Notes

Happy Friday!

Oook. Lots in this one. Here are the notes:

-Fixed a few UI related errors happening under the hood. This would keep some windows from closing or working properly.
-The single layer overlay now slightly darkens layers not on the same layer as the camera rather than make them totally black.
-Fixed a bug where notifications weren't appearing for things like hunger, thirst, void sickness, drowning.
-Vertical paths and several other overlays no longer start activated when opening jobs, rooms, and other toolbar menus.
-Block surfaces will now no longer be obstructed by the single layer overlay.
-Room function auto-jobs now start with 'Items In World' by default. They also use the produced item as the default selected item, and start with a Threshold and Queue Set count of 1. This is to ensure players have to do as little as possible to get auto-jobs going.
-Fixed a bug where the auto-job threshold amount for Items In World was using Active Jobs.
-Added auto-job threshold type, 'Items In Room'.
-Fixed a bug where item selections in the stockpile weren't showing up if no categories were selected.
-Removed a loading screen tip about zones. It now explains how to use the Storage room to organize items.
-Fixed a bug where room functions could show incorrect requirements.
-Fixed a bug where the library was producing the wrong tomes.
-Fixed a bug where the weather starts off at 0.
-Hold ALT will now toggle the single layer select, rather then enable on press, and disable on release.
-Plant mature times have been halved.
-Reproduction times for plants have been increased.
-Void Woken energy consumption has been tuned to decrease at a faster rate.
-Fixed a bug where progress cracks were appearing above blocks.
-Fixed a visual bug where the research window updated a frame late.
-Fixed a save/load bug related to holding position.
-Fixed a bug where players couldn't force their settlers to attack allies. This would make it impossible to butcher livestock.
-Fixed a pathing bug for entities in combat.
-The harvest and log auto-jobs are now toggled on by default for the Farm and Arboretum room functions. They also default to look at the active jobs in the room to auto-queue jobs.
-Added blueprints for butchering all entity remains from the Kitchen room function. These unlock at Complex Meals I.
-Fixed a bug where non-animals were being put into the animal owner group.
-Fixed a pathing bug where entities could think some items were in the same pathing room as them. This would appear as them wanting to go pick up items or start jobs in areas they can't reach.
-Fixed a bug where settlers could get stuck in trees.
-Fixed a bug where settlers could get stuck mating.
-Improved some performance related to entity tooltips.
-Carried items now show as stacks, rather than individually.
-Fixed a bug where entities weren't dropping unneeded inventory items.
-Tuned the hunger/drink thresholds from 10% to 25%. This means entities should go get food or something to drink once the relative attribute drops below 25%.
-Tuned mating to have a smaller chance of making an entity pregnant.
-Fixed a bug where plants weren't spawning naturally.

Thanks everyone, and special thanks to the beta testers!

W

0.10.0.4 Beta Patch Notes

Hey there,

Here are the notes for some fixes I just uploaded. A couple save/load issues fixed in here.

-Fixed a bug where the main menu screen would still be visible after loading into a previous save.
-Fixed a bug where settlers were not doing their idle movements.
-Fixed a bug where the error popup window was not centered. >:|
-Fixed a bug where settlers could walk around after dying.
-Fixed a bug where the game could crash on save after issuing a move order.
-Fixed a bug where the season index wasn't being saved. This could cause some longer term season issues.
-Added top bar statuses for drowning and void sickness.
-Fixed a bug where workers could get stuck trying to path to a missing work point. This would appear as them standing around trying to get to a started job.
-Fixed a save/load bug related to entity diets.
-Added stone anvil prop.
-Fixed a bug where entities could get stuck equipping items.
-Fixed a bug where animals could have professions.
-Fixed a bug where the choose profession pop up closed when confirming a selection.

Thanks!

W

0.10.0.3 Beta Patch Notes

Hello friends!

Thanks for waiting a couple weeks for this patch. I received so many bug reports and notes of feedback that I needed to take a bit longer to get this patch completed.

The main points of focus for the patch were entity state issues (starving, drowning, dying of thirst, freezing, etc.) and the room editing window. The state issues should mostly be fixed up, but I'm sure there will still be the odd occurrence of someone getting stuck, or bugging out. It's tough for me to find every little edge case during my own tests. It will get better and better as I address each bug report, so thanks for the patience with that stuff.

And, as for the room edit window, I've optimized it a bunch to not be so laggy. Plus, I've improved the feedback to communicate what players need to get a room working. i.e., if they don't have someone with the right skill in the room, don't have the right props, don't have an owner group assigned to a function, etc. I have a lot more to do on the screen to clean it up, though. I'm not 100% satisfied with how legible things are, and I'll be making tweeks as I go. Plus, I wasn't able to finish the icons for the owner groups and the functions. So, don't mind the placeholder ones I have in there. Will have those done for the next patch. Really, there's a lot I just couldn't get to (such as adding priority to the auto-jobs), but I will keep working away at it.

Those two things were a big chunk of work, but I did manage to get a ton of fixes in for various things, as well as a bunch of tuning in. Here are the notes:

-Cleaned up the room edit window. It has more feedback for issues, plus I added the ability to specify items for auto-jobs. i.e., if roasted carrots < 1, queue up 1 cook roasted carrot job. You can still queue by the number of jobs in the room, which is handy for ensuring there is always x jobs going.
-Fixed a bug where tooltips were not aligning to the mouse when first shown, but would do so a frame later.
-Fixed a bug where owners weren't being removed from owner groups if the owner group was deleted. This would keep entities from joining other owner groups because they think they're still an owner of the room that was deleted.
-Fixed a bug where the entity selection list wouldn't scroll properly.
-Fixed a bug where search input would activate when renaming something.
-Added a visual component to windows that can be dragged. The window position has a reset button beside the close window button.
-The Fiber Sleeping Mat is now unlocked at The Basics rather than Wood-Work in the research tree.
-The Smithy room function now unlocks with Stone-Work in the research tree.
-Added item category to item tooltip.
-Fixed several incorrect icons for various items.
-An error popup will now appear when the game encounters an error while saving, rather than send the player to the front end menu.
-The pregnant status will now show -Clicking an entity's equipment slot from the entity overlay window will now show them as selected when the uniforms window is opened.
-The room edit window will now remember what room you last had selected, so when it re-opens, that room is still selected.
-The room edit window is no longer tied to the room you have selected when the room toolbar is open. This lets you edit room designations for one room, while editing the settings for another simultaneously.
-Fixed a bug where entities would pick up and drop off items on the same spot indefinitely. This was caused by entities wanting to remove prohibited items from a room, while also trying to manage their own inventory to keep it empty.
-Added the associated room function to the job tooltip. This will be visible if a room creates a job. i.e., Storage creating carry jobs would show [Storage] at the bottom of the tooltip.
-Several item lists have been shortened to show items with a count rather than showing every individual item. i.e., showing, '2 Ren,' instead of, 'Ren, Ren.'
-Block tooltips now show if block is an obstacle.
-Fixed a bug where all fish migrated to the bottom of a lake or body of water.
-Fixed a bug where fish would teleport across the map after the game loaded. Yep.
-Fixed a bug where freezing water would play SFX constantly.
-Fixed several issues with settlers not going to get food and water when hungry and thirsty.
-Added numpad enter hotkey for confirming popups.
-Fixed a bug where children were spawning with professions.
-Fixed a bug where settlers without a profession were gaining XP.
-Fixed a bug where heat sources weren't setting their block temperature after being built.
-Gaining the warmed status will now also increase some of the entity's body temperature.
-Fixed a bug where entities weren't sleeping in beds.
-Optimized the entity state machine to improve some performance issues.
-Fixed a bug where entities were holding onto items that they didn't need.
-Fixed a bug where job dependencies were being cleared on game load.
-Fixed a bug where timescale wasn't processing entity state at the correct speed.
-Fixed a pathfinding bug where entities could get stuck in a loop.
-Fixed a bug where the priority buttons weren't showing their active state when a job menu first opened.
-Fixed a bug that caused the entity info window to become stuck open.
-Tuned Ancients to have more starting HP.
-Fixed a bug where a job would not properly clear up because, under the hood, it hit an error while trying to spawn drop off items.
-Fixed a bug where select next and previous (, and . hotkeys) weren't ignoring dead entities.
-Fixed a bug where killed entities weren't being removed from various lists. This would cause bugs like jobs looking like they could be started, even though no living entity with the skill was enabled. This would also show entities in UI lists where they shouldn't be.
-Entities will now immediately eat/drink an item produced by their active job if they are hungry or thirsty.
-Fixed a bug where entities with the no profession were not able to join rooms.
-Entities without a profession will now have the 'unassigned' profession, and players can now specify this in the profession requirements lists for rooms.
-Fixed a bug where if a parent dies, and the living parent finds a new companion, the child wouldn't join the room with them. Teen angst is not welcome here.
-Fixed a bug where entity attributes weren't being displayed correctly in the settler migration party window.
-Fixed a bug where the starting loadout of settlers could have an unbalanced gender ratio causing new settlements to have all of one gender and subsequently not be able to grow the population.
-Fixed some incorrect icons for things like void crystal nodes, wood trunk, wood desiccated trunk.
-Fixed a bug where FX for job related attacks were not being played.
-Fixed a bug where Void Imps, Void Woken, and other unintentional races were writing Tomes.
-Tomes are now written based on the skill used, rather than the profession when an entity levels up. This looks at the last used skills within a set timeframe and picks from that randomly.
-The Transmutation Chamber and Chaos Construct no longer require seats and stools. This is to avoid Ancients being unable to build their rooms without researching at least Wood Work.
-Arcane Dust and Void Crystal blueprints are now unlocked by Thaumaturgy I instead of Thaumaturgy II.
-Fixed a bug where entities would not play the work animation if they were sitting. This would cause them to get stuck in their working state.
-Fixed a bug where kalite blocks weren't being generated for several biomes.

That covers it! I'd like to put out another patch for the end of the week, but we'll see what comes up between now and then. There are quite a few things that are annoying me in the UI and various overlays that I'd like to address. I think we can all agree the overlays need some work. After that, I'm going to focus on re-enabling events and animal migrations. Then, I'll be very close to having the beta ready for the production branch. And THEN it's onto adding the Ardyn race!! Woohoo.

Alright, take care everyone.

W

October 2021 Dev Log

Hello everyone!

Today's post will be short and sweet to update you on what I'm working on.

Two weeks ago the beta build went live and I've mostly been focused on all the bugs that have been reported. There are... a few. That has been keeping me real busy. Special thanks to everyone that has been helping out with that! All those bug reports are invaluable. There are some nasty issues with the multitude of ways settlers can die. It's mostly a tuning issue, but I am addressing the lack of feedback as well as some strange cases where settlers just ignore important, life saving items. The entity state machine is pretty complicated, so there's no one panacea for this type of issue. It simply comes down to finding edge cases and tuning various stats. We'll get there!

Aside from major bugs, I've reserved some time to work on the room edit screen. This screen is one of the most important in the game, so I want to polish it quite a bit. I've spent some time cleaning up the overall look, improving performance, and have also added lots of feedback for why things may not be working. As well, there are some features I've added based on requests from the community. For example, I've made it so players can specify exact items as well as item categories for storing items using the storage room function. Plus, players can now auto-queue room jobs based on the number of items the settlement has. i.e., queueing up bread baking jobs when bread falls below 5. That sort of thing.

I wanted to have that stuff ready in a patch today, but couldn't line it up. Will have it out next week for sure!

Thanks again to all those playing the beta and finding bugs!

Best

W