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0.10.0.1 Beta Patch Notes

Hey everyone! Thank you for testing and reporting issues for the buggy beta build. It means a lot. I've just uploaded a new version with some fixes for various things.

I'm still figuring out an issue with pathfinding which makes it so entities always think they're in combat with underground enemies. I've temporarily disabled the underground tomb discovery to avoid this while I fix the real problem.

Before I list the patch notes, let me explain the next steps for beta. My main priority is fixing serious game breaking issues. There are a few but we'll get there. Plus, I want to fix a lag issue that's coming from the UI. The FPS drop some of you are seeing is from this. I'll need to optimize a few windows to improve frames. Once those bigger issues are somewhat out of the way, I'll focus on tuning/balancing, adding in disabled scenarios, and changing/fixing things that are annoying based on feedback. I know there's a progression issue with how Ancients unlock summoning. That stuff will come in slowly as we go. I'll try to put out another patch this Friday.

Anyway, here are the notes:

Fixed an issue where the mod files in StreamingAssets weren't being loaded correctly.
Changed Sacaton Grass to grow in Desert winter instead of summer.
Reduced the load times for generating a map.
Fixed an issue where the settler permission screen only showed a list of Darby's.
Fixed a memory leak that occurs when starting new game sessions repeatedly.
Fixed an issue where placing rooms over other rooms could cause the UI to break.
Fixed swapped labels on the slow and speed up buttons.
Reduced the spawn chances for tomes when entities level up.
Fixed an issue where snow was destroying props.
Fixed a bug where you could give yourself Ren in the custom loadout.
Fixed a bug where entities weren't sleeping.
Fixed a bug where the game wouldn't load if entities were in a combat state.
Fixed a bug where rain ambient audio was playing while it snowed.
Fixed a bug where the ren icon was missing.
Fixed an issue where auto jobs weren't being set if entites were carrying the required materials.
Tuned Void Woken and Ancients to lose energy at a slower rate.
Fixed a bug where the toolbar would not select items when using the search function.
Fixed a bug where temperature wasn't being regulated.
Fixed a bug where entities wouldn't leave work or mating states when needing food, water, oxygen, or warmth.
Tuned all entities to have higher starting health. This is to keep entities from dying so fast when they are hungry, thirsty, freezing, etc.
Fixed an issue where settlers could get stuck on a corner block.
Fixed a bug where platforms weren't saving properly and players would be sent to the main menu.
Added credits screen from main menu.

Thanks!

W

0.10.0.0 Beta is LIVE

Hello, dear testers.

I've uploaded Windows, OSX, and Linux 0.10.0.0 versions of the game to the beta branch.

Please Read


Ok, so, this beta version is coming out in a very unstable state. I wanted to get this out there to get help finding bugs. Please, please don't play it if you're not looking to help report bugs. It's not going to be much fun until I can put out a few patches. I still have a huge amount of polish to put into the game to get 0.10.0.0 ready for production. Over the next few weeks I will be periodically uploading patches to the beta branch to fix things.

Also, currently, the world is using way more RAM than it should and isn't properly unloading it in between world loads. Depending on how beefy your machine is, the game might crash as it's trying to load into a tile. I am working on this and I apologize for the huge memory footprint. If you are having issues, try playing smaller map sizes until I can fix this. You can do this from the new game screen. Try lowering the depth before the width and height because that will lower the RAM usage, but still give you quite a bit of x and y space to work with.

I'm in the process of re-tuning a lot of things and, because of this, I've disabled the majority of scenarios. Don't worry, I haven't deleted them, they're just going to get incrementally added back in as I tune things. I want to improve how players are challenged and scenarios (i.e., bandit raids and events) are a big part of this. You should still see the settler wave, ancient immortality tombs, and merchant scenarios. But probably nothing else. This includes animal migrations! I'll be adding them back in this next week, don't worry. Additionally, underground discoveries are a bit different. Before, I generated everything when the game loaded. Now, I add underground discoveries as you play dynamically. So, there might be situations where they just appear. That's the scenario manager dishing out scenarios over-time. This is now dynamic to be more balanced and to have a bit more flexibility with the types of scenarios you encounter. For example, do you really, really need another ancient? Well, now, I can generate that discovery. That's the idea at least.

Oh, you'll notice all the trees in the game are the same. That's totally normal. I wrote a prefab generation system that looks at previously authored models and generates them. Right now, the game is using a plane-jane tree model. I'll be adding in a bunch of other models over the next couple weeks.

There is also no tutorial for the game. I have to re-work the old one, so you'll just have to go in dark. I'm sorry!

Regarding progression, players will notice that there's a new research tree in the Saga screen. This lets you unlock blueprints and room functions by using Tomes. Tomes are a physical item that you get through several methods: sometimes settlers randomly write one after they level up (sort of like writing down their experiences), merchants, random items in scenarios, and from the library room function (scholars can make them from paper and ink). There are five tomes for the five respective tech trees. You can also sell them for 100 Ren at merchants which is quite a lot! The tech tree progress has seen zero tuning, so feel free to give me lots of feedback there. I'll be tuning it over the next few weeks and adding things (some of the nodes are sparse, I know).

A quick note on modding. There is a new folder where your game's executable is, called Streaming Assets. This has two files: game data and a texture atlas. You can edit these, but I haven't double checked to see if the game is still referencing them. I'll be testing this out this week to make sure it's functional, but I thought I would mention them in case you wanted to check out that sort of thing.

There's a lot of missing UI feedback--not out of neglect, but lack of time--and I'll be working on this. Please let me know where things confuse you. I will be taking that feedback seriously. For now, you'll have to test things out and fumble around a bit. Please leave me a message any time. I'm happy to chat about anything.

I'm going to try and upload a patch very soon to address any immediate issues. Sometime over the weekend or early next week.

Oh, one more thing. Many have requested brighter text and I've gone through and brightened up the majority of the text, but I know I've missed a few. Feel free to point them out, but know that I am periodically brightening them as I see them. All the background for UI should be black to help with contrast.

To play the beta version, follow these instructions:

How To Get The Beta Build

I've also created this sticky post for reporting bugs:

Main Bug Reporting Thread

Or, you can join us on discord for the live play-by-plays:

Discord Invite

Thanks so much to everyone willing to endure the issues in this version and help me out. You are rock stars and I owe you so much.

Best,

W

Sept 2021 Dev Log - Beta Launch Date

Hi friends!

I'm back from my mini vacation to see family and am feeling good about the beta build. I was able to get a tiny bit done in the mornings during the vacation, but, even so, I have a bit more work to do to get this build out into the beta branch for Steam, Itch, and GoG. That said, I'm going to push for
[h3]October 1st[/h3] as the date that I upload the build. I'm very excited and nervous to start getting players to see the new changes.

Aside from that announcement, let's take a look at some things I've been working on since our last post.

[h3]Rafts![/h3]



I want players to be able to settle any tile they choose, so I added the option to select water tiles as a settlement point. Players can then select a water block for their starting position, and the game will generate a little raft for you to start on. This isn't limited to ocean tiles. You can also do this in, say, the middle of a lake in a Taiga tile.

Later on, I'll be adding a lot of sea creatures and marine plant-life. I think it'll make islands and ocean tiles a lot of fun.

[h3]Items Can Fall Into Water[/h3]



Because I want the bodies of water in the game to feel more alive, things like items and plants will be able to enter water blocks. They'll then slowly sink to the bottom.

There are a couple ways to get the items back...

[h3]Fishing Can Catch Items[/h3]



This will pick up items from below, but will also occasionally find random unique items. Fishing isn't the only way to get items from the water....

[h3]Entities Can Now Swim In Water Blocks[/h3]



Entities can enter any water block to go get items, or just do underwater jobs.

I was on the fence as to whether I wanted to make this change or not. Initially, a bit apprehensive, I thought it would be an absolute mess to implement. On the other hand, it sucked how water was essentially blue lava. To have water pathable opens up a lot of fun options for players. So, what the heck, I decided to make them pathable. Plus, it turns out it wasn't such a mess to add, only needing some extra animations for characters.

I will later be adding some threats for being in water, but that'll have to wait.

[h3]Somewhat Realistic Temperature Physics[/h3]



Torches and other heat sources will now emit heat that fills up rooms, rather than, like the game's lighting, flood fill an area.

[h3]Action Text[/h3]







This is something I've been meaning to add for a looooong time. Before, you would only see output by looking at the notification log. Now, you'll see these values appear when doing work or in combat.

[h3]FX And SFX Additions[/h3]
I've added a bunch of new sfx and fx for things. Namely, spent a whole day spicing up the audio. Plus, you'll now see things like cracks that progressively get bigger as you remove a block.


That pretty much covers it for now. I'm going to work my butt off to get the beta build ready for Oct 1. Thank you for all the support. Hope you all have a great day.

Waylon

August 2021 Dev Log

Hey everyone!

Hope you are all doing well. Sorry I'm a day late on this dev log. I wasn't home yesterday to write.

This dev log won't be too exciting. I'm still working on a lot of room-related tasks, and, although things are going very well, it's taking a long time to finish up. Mostly, it's tons of data entry to properly set up the room functionality, and fixing edge case bugs related to rooms auto-creating jobs. So, I don't have much to show off today other than some small HUD things.

Ok, HUD stuff. As I go, I'm always tweaking the HUD to make things more enjoyable. One small change I've made is moving the search panel out of individual screens, and into the toolbar. It's a nuisance to have to add it to each screen, and I've made it so screens can easily listen for input from the search panel. So, the intention is that you can quickly type here, either by clicking it, or holding shift, and then your input will filter out items for each relative screen you have focused. This is really handy for finding entities as well. You can type in the name of an entity and the camera will start following the first one that matches the input.



Or, as you are probably used to, use the input to filter out large lists. This works for job/blueprint/room lists and I'm going to update all the other lists to listen for this search input too. i.e., the settler lists, item lists, diet lists, etc.



Another small thing I've improved is the performance when placing jobs/blueprints/rooms. In the live build, when you do this and move around the map, or change layers, there's quite a bit of lag. Especially, when you are zoomed out. Now, there will be none. The reason there was lag before is due to the fact that the game would check every block to try and determine what overlay should be shown when placing things. Now, blocks update this overlay information when their state changes.

Oh! I've also changed the TAB hotkey to show any overlays that would be hidden when the build/room menu is closed. It's a nice little way to quickly see where jobs and rooms are placed without opening those toolbar menus.

So, that's pretty much it for this dev log. I was hoping that by the end of August the beta would be good to go but it's likely I'll miss that date. This last chunk of work is agonizingly tedious and I appreciate that you are all waiting so patiently. By the end of August I will be very, very close to putting out the update on the beta. Unfortunately, I do have a family vacation in early Sept (one I planned a long time ago to see family I haven't seen since before the pandemic) and it will mean the update won't be coming out until after then. But, of course, I'll be sure to keep you friends updated with my dev logs.

Thank you so much for the words of encouragement and unwavering tolerance for my slow development!

Waylon

July 2021 Dev Log

Hello my friends!

I hope everyone is doing well and today I wanted to update you all about Odd Realm's 0.10.0.0 version.

I'm making some fantastic progress but I'm still working on finishing things which I had started earlier in the year. Namely, a bunch of room related changes and improvements. I had mentioned in a previous post that I had overhauled the room UI because it was desperately needing some TLC. At the time, I wasn't able to finish that work because I was running into a lot of core game issues and decided to fix that up. As you are all aware, that added quite a bit of time to 0.10.0.0's development timeline. Anyway, now that that stuff is out of the way, I came back to finishing up those room changes/additions. I'm very excited about the changes and I think they are going to add so much to the game, so I want to show off some things.

If you are unfamiliar with the new functionality of rooms, take a look at this article which describes them thoroughly: article.

To summarize, rooms are block designations which can be assigned functions, owner groups, and stockpiles. This means you can mix and match these things to create your own custom room. For example, a Home with a bedroom function, occupant owner group, and food/water stockpile.

But let's take a look at what that would practically look like:

Here, I'm taking the Storehouse room and assigning it to an area that I want settlers to bring items to. The Storehouse is a very basic room that has the sole purpose of item organization. It comes with the following template settings:


'Hauler' owner group: This is a preset that auto-adds anyone with the carry skill active to the room. Each owner group can be assigned to any room functions. In this case, Storage.


'Storage' function: This function, like all functions, can be added to any room and lets entities auto create carry jobs. This will ensure entities move items into this room based on the assigned Stockpiles.


'All' stockpile: This is also a default preset for the room which just states that all item types are allowed. It also shows (as you can see in the gif) which items are currently in the room. Players can mix and match item types with item names. i.e., Resources + Beverages + Coal. Stockpiles are also assignable to any functions. In this case, it's assigned to the Storage function, and, so, entities assigned to the Hauler group will make sure items specified in the stockpile get placed in the designated room area.

At this point, I'm sure you're thinking, 'wait, isn't this just a zone designation?' Yes! That's exactly what this is, but now you have waaaay more control. And because this has all the functionality of zones, I've decided to remove them completely as they are redundant. Don't worry. It's still super easy to designate item areas using this new rooms functionality because everything is already preset.



You can probably imagine how this stuff will work with other room functions. The 'Farm' room, for example. It has your 'Farmer, Forester, and Shepherd' owner groups, your 'Garden, Arboretum, and Animal Enclosure' functions, your 'Food and Water' stockpiles. Now, you don't have to have that specific set, and that's the beauty of the system. You could just have 'Farmer' + 'Garden' + 'Seeds' and be off to the races. I have created default templates to designate these things, but you can create and save out your own, and they'll appear on the room designation toolbar.

Outside the room stuff, I've added/changed a few other things:

Players can now hold 'SHIFT' to select blocks which locks the block's tooltip to the window. This lets them inspect the tooltip contents.


Also, I've added the new 'pregnant' and 'companion' statuses to entities that can get pregnant and have companions. Pregnant entities take a few days to have their child. This is really just a little 'realism' touch to replace children randomly spawning.

To wrap things up, let's talk about timelines. I'm still doing a lot of work on the room stuff (little features/polish/bugs/tests), and I'd say I have about 2-3 weeks of work left. After this, I'll need to jump onto getting the beta build ready, which will take 2-4 weeks. I'm shooting for having the beta ready for the end of August, but I don't want to promise anything. That's just my own personal goal. It could easily take longer, but I want to give you all a bit of an estimate because you wait so patiently.

Ok! That's it for now. Hopefully you're stoked about these new things. I really can't wait to get the update out there and into your hands. Thanks again, everyone, for being so supportive and motivating me.

Waylon