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Beta Patch 0.9.0.7 Notes

Hey folks!

Sorry for such a long period without putting up announcements. I had my nose against the grindstone trying to fix things in the game.

This patch has quite a lot in it. Take a look at the notes, check out the build, let me know what you think! :)


-Fixed a bug where palm trees were not maintaining the same position as their sapling.
-Changed entity name colors to represent their gender.
-Fixed a food/beverage reservation bug which caused multiple entities to go and try to drink/eat the same item. Fools.
-Cleaned up the top hud stats to be a bit clearer.
-Fixed a bug where populations could exceed the player set amount.
-Actually fixed right-side climbing for human children.
-Fixed a bug where death notifications weren't showing the cause of death.
-Tuned the Collect Water job to produce 3 water items and Wells to produce 5.
-Tuned daily item spawn for trees to... you know... actually have a chance to spawn items.
-Making animal fodder now requires the cooking skill instead of the survival skill.
-Removed cut skill buff from items because it's no longer an active skill.
-Fixed a bug where mining overlays weren't showing whether they are covered properly.
-Fixed some issues where various blocks could become unregistered from the hourly update tick.
-Fixed a bug where snow couldn't land on grass.
-Added wood bow to custom loadout screen.
-Fixed a bug where Spring Stew was being displayed as Fall Stew.
-Fixed a bug where wool cloth blueprints weren't available.
-Fixed a bug where the item watch list wasn't updating for when entities used up resources for building that they carried.
-Fixed a bug with blueprint item requirement planning which resulted in settlers not being able to start building blueprints.
-Fixed a bug where entities were occasionally unreserving items right before going to go pick them up. This would cause other settlers to think they could also go get that item.
-Fixed a bug where zones would disappear.
-Fixed a bug where world chunks might not display properly on game load.
-Fixed a bug where props weren't dropping after their platform was removed.
-Fixed a bug where reserved item UIDs weren't being saved and loaded, causing two settlers to try and pick up the same item.
-Fixed a bug where settlers could think they were able to reach a point which was not connected by an open path.
-Fixed a bug within the merchant overlay which was causing errors.
-Fixed a bug where the ` key would display in the debug console.
-Fixed a bug where props and items couldn't fall into water.
-Added a notification for when blocks/items/props get destroyed by water.
-Lowered item requirement amounts for most complex food recipes.
-Added a toggle to hide blueprints. (Shift)
-Fixed a bug where secondary room occupants weren't tracking properly.
-Fixed a bug where plants could clear out blueprints that were occupying their space after they expired or reproduced.
-You can now see previous jobs when any job is selected rather than when the same job is selected. Additionally, you can overwrite other jobs if that job is not selected.
-Changed brick blueprints to require stonework rather than metalwork.
-Fixed a bug where workstations weren't being used if all the room points had blueprints on them.
-Brick blueprint output increased to 8 from 4 and requirement increased to 2 from 1.
-Time to mature is now shown for weeds.
-Fixed a bug where auto harvest for weeds would use the deprecated cut job rather than harvest.
-Fixed a bug where you couldn't set rooms, zones, or utilities using the border shape.
-Fixed a bug where you could change utilities through platforms. i.e., changing the priority of a job that's on the floor below.
-Fixed a bug where you'd see a blue flash when forcing the camera to follow a target.
-Fixed a bug where setting the priority of a job to 0 would sometimes not stop the settler from completing the job if it was already started.
-Fixed a bug where the training dummy attack fx wasn't visible.
-Disabled the Tavern as a room option as it's not fully implemented and needs some love.
-Upped the melt threshold of snow and ice so they don't melt as easily in warmer winter days.
-Fixed a bug where auto plant jobs in the farm room would overwrite props.
-Drowning damage is now given rather than entities drowning as soon as they enter a water block. This is similar to taking burn damage from fire blocks as it's issued over time.
-Fixed a bug where water wasn't being found for extinguishing fires if the water was in a container.
-Added a notification for when items can't be accessed when trying to equip them.
-Fixed a bug where Tamtallen Remains tooltips were missing.
-Complex food recipes now produce 4 rather than just 1.
-Added restrictions and tooltips for building props in the air that require platforms.
-Fixed a bug where the undiscovered sparkle effect was showing up on props.
-The custom layout screen now shows item type, some tooltip info, and is ordered by type > merchant value > name.
-Fixed a bug where hotkeys weren't being saved properly.
-Fixed a bug where saplings couldn't be harvested.
-Fixed a bug where Void Imps weren't spawning items on death.
-Added a visual icon to certain jobs to show water neighbors.
-Void Woken, now, do not receive speed penalties for moving vertically as they float.
-Right-clicking while using the rotate utility will now rotate the block in the opposite direction.
-Fixed a bug where entities were flagged as in combat and would not move on rare occasions.
-Fixed a bug where the version conflict message window wasn't appearing over the load transition screen.
-Loot bags will only be dropped if the entity had gear. Not for when they drop just resources. This is to keep entities like Void Woken from spawning tons of loot bags which just get in the way.
-Fixed a bug where settlement names would get overwritten on game re-load.
-Fixed a bug where the overworld map wouldn't open the first time you hit the m hotkey after loading a new game.
-Fixed a bug where the overworld map couldn't be closed using the m hotkey.
-Fixed a bug where the end year of the settlement was not displayed correctly.

Thanks friends! Have a lovely day.

Waylon

Hotfix Patch 0.9.0.5 Notes

Hey all!

Special thanks to JK47 and all the people reporting bugs on the beta. It's much appreciated. :)

Here are today's patch notes:
-Fixed a bug where beverages would show 99+ on the HUD but food would not.
-Fixed a bug where plants weren't being cut when building on them.
-Tuned night to be a bit darker.
-Added a slider to manual change how dark night is in the settings panel.
-Fixed a bug where climbing anims weren't playing for male children.
-Players now start the game with a random set of crates and barrels containing their starting items.
-Humans now start off with a bit more food and beverages.
-Fixed a bug where tutorials weren't properly restarting.
-Fixed a bug where the tutorial for building would disallow placing blueprints.
-Fixed a bug where weeds would drop seeds even when not mature.
-Fixed a bug where props could lose their light property if worked on. i.e., the fire pit losing light when someone builds coal there.
-Fixed a pathing bug where entities could path upwards but not downards in certain situations.
-Fixed a bug where entities could move through platforms.
-Fixed a bug where plants were reproducing outside their plant points.
-Fixed a bug where plants and trees could get stuck during their growing phases.
-Fixed a bug where blueprints would retain the floor texture of a previous season.
-Fixed a bug where ice/snow could spawn underwater/underground.
-Fixed a bug which caused performance issues with blueprints.
-Fixed a bug where blueprints would show as unbuildable in the build menu even if you had more than enough materials.
-Fixed a bug where the minimap wasn't always updating.
-Fixed a bug where move commands could not be given through the minimap.
-Fixed a bug where room highlights weren't updating the overlay visual.
-Fixed a bug where the temperature overlay wasn't quite matching up with the actual temperature on the tooltip.
-Added entity gender to the info tooltip.
-Training dummies are now harder to destroy.
-Training dummies now cost 1 plant fiber to build as opposed to 5.

Thanks! Have a solid rest of your evening!

Waylon

0.9.0.3 and 0.9.0.4 Hotfix Patch Notes

Hey folks! Hope you're all having a great week. Here are the notes for last two patches.

0.9.0.3
-Fixed a bug where blueprints could be placed on blocks that are the same as the blueprint creation.
-Fixed a bug where gates weren't rotatable.
-Fixed a bug where blueprints weren't resetting ambient shadows for props.
-Fixed a bug where you could build over a light/heat source and keep the light/heat properties.
-Fixed a bug where points weren't being unreserved after item pickup, causing entities to have to wait for the point to be unreserved after the reserving entity had finished their task.
-Fixed a bug where rain would SNEAK past glass surfaces like some sort of Baggins.
-Fixed a bug where plants were using the correct data for cold tolerance thresholds.
-Fixed a bug where latitude temperature offsets weren't saving and loading correctly.
-Fixed a bug where entities could get stuck in combat, flailing about like idiots as they contemplate life. Their eyes blank, faces slack. "Distance too big. Stabby stick big too! Kill? No kill!", they grunted. Bewildered and afraid, the idiots stared at each other. Time ran on, like the wind over a savanna filled with a pack of frothing, insane hyenas. Madness precluded any feelings of hunger or thirst. These creatures were lost in the dark recesses of their minds. Anyway, turns out the bug was happening because of some incorrect tuning values. Should be good now.
-Certain indicators will now only show up after a set delay. This is to keep hunger/thirst indicators from appearing even though the settler will immediately go and eat.
-Fixed a bug where saplings were block paths.

0.9.0.4
-Fixed a bug where the wrong grass type was growing in the tropical biome.
-Fixed a bug where grass wasn't growing naturally.
-Fixed a bug where 'medium' was not capitalized for Vytrax and Gharrox Medium Leather blueprints.
-Fixed a bug where leather blueprints were not showing up in the Tannery workstation.
-Entity buffs are now ordered by name.
-Fixed a bug where entity buffs weren't showing tooltips.
-Added a subtle cloud shadow to textures in open skylight.
-Fixed a bug where weather fx were showing incorrectly for dust storms.
-Switched expand tooltip hotkey to left-control so as not to conflict with the search function (left-shift) on the build menu.
-Fixed a bug where entities could get stuck building things out over water.

Have a safe and fun weekend!

Best,

Waylon

0.9.0.2 Beta Hotfixes

This will be the patch notes for 0.9.0.1 and 0.9.0.2 seeing as I didn't put up patch notes for the former.

-Fixed a bug where fire blocks would not give off heat.
-Fixed a bug where you can't plant trees.
-Fixed a bug where pathing through a trap door hatch could sometimes get blocked.
-Fixed a bug where some games wouldn't load because of a corrupted block.
-Fixed a bug where pathing wasn't permitted over platforms with water and some type of prop.
-Fixed a bug where props weren't updating their texture to match rotation.
-Fixed a bug where events won't start if you put all your settlers in a room and lock the door. 'No spawn point found...'
-Fixed a bug where the writer of the game had written discover TWICE in the desert description like some sort of dope.
-Fixed a bug where location markers could have a uniform assigned to them.
-Children can now use the melee combat skill.
-Fixed a bug where games could get stuck in the summer transition screen.
-Re-enabled the game over screen.
-Settlement latitude now affects temperature.
-Fixed a bug where tooltips weren't displaying items or plants unless they were on a platform.
-Fixed a bug where plants could be harvested for their fruit/veg when not fully mature.
-Fixed a bug where props weren't transitioning. i.e., fences.
-Fixed a bug where blueprints weren't transitioning properly when placed in water blocks.
-Fixed a bug where rarely a game could get hung up on saving.
-Fixed a bug where you could place multiple platform blueprints on top of one another.
-Fixed a bug where the build menu was visible when not open.
-When the search feature is used (Shift), the filter will be changed to ALL.
-Fixed a bug where Void Stone blocks weren't being loaded in properly.
-Fixed a bug where certain items could increase attack range without being usable in the attack. This would cause settlers to get stuck in one place while in combat.
-Taiga winter will now has some plants growing from the start.
-Tuned snowing weather to happen more often for taiga winter.
-Fixed a bug where taiga winters weren't having ice platforms develop.
-Fixed a bug where snow wouldn't melt if it occupied the same block as an prop or plant.

Hope you are all having a lovely weekend!

Best,

Waylon

Frozen Frontier - 0.9.0.0 Beta Build Is Live!

Hey friends!

The time is here! This update has been quite the challenge for me. What started out as a rendering systems optimization re-write at Christmas turned into implementing the Tundra biome. Both were huge tasks for me, the former taking well over a month, and the latter another two! Thanks so much for patiently waiting for me to get this one out into the beta branch.

Before I explain the new temperature system, I just want to put out some warnings. First, this build is NOT backwards compatible with old saves. Second, the first few days of this will likely be fairly buggy. So, if you don't want to find bugs and report them, I'd strongly suggest waiting for this build to be tested and fixed up. I'll probably be putting it onto the production branch in a week or two. I already have a nice list of bugs which I wasn't able to get to, so I'll try to put out a hotfix patch this week for those and any that are reported.

Temperature. How does it work? What's this Tundra biome? Ok, I know a lot of you are thinking to yourselves, the Tundra doesn't have trees! What the heck. Well, I didn't want to create a snow version of the Desert which is, in my opinion, rather boring. So, yes, the Tundra has trees AND it has a warm season! Beware, though. This biome will still require you to put in more effort to survive.

The temperature system in Odd Realm is called Asters and is represented by an asterisk (*). It's a simple scale of -100* to 100*. Things less than 0* start to freeze while things at 100* are on fire. 50* is resting body temperature and you can imagine 40* to be a nice spring day. Each biome and their respective seasons and weather will determine the global temperature shown on the top-right bar, beside the time. As well, the depth you're at slightly affects temperature. High up will be colder, way underground warmer.

Entities all have default Cold Tolerance. This value determines when they will start to take freezing damage. Humans, for example, have a Cold Tolerance of 20*. This means, when the temperature drops below 20*, they will start to lose body temperature. Once body temperature drops below 20*, they'll take damage and eventually freeze to death. Entities will automatically try to warm up at heat sources when they start to freeze, so make sure you build torches and fires. Or, alternatively, equip them with warmer clothing which offsets the Cold Tolerance value. You can see the temperature of the world blocks from the utility menu.

Plants also have a Cold Tolerance, some higher than others. You'll need to plant warmer climate plants in green houses with torches and a skylight to make sure they can survive the colder weather of the Tundra.

Another added feature is that ice and snow can now appear as the weather gets cold. When enough snow builds up, it will create a snow block. Keep this in mind because you can potentially be buried in snow. You can also deconstruct/mine the ice/snow to collect Ice Chunks and Snow Balls which can then be used for building Ice/Snow Walls. Handy for making igloos but remember these will melt in the warmer seasons.

I've also added some new plants, trees, and animals, but I'll let you find them as you play. :)

Here are the patch notes:

-Re-wrote rendering systems to be faster.
-Deconstruct is now clear/remove and can be used to clear things like grass, snow, ice, as well as deconstruct things you've built. You can also use it to cut tree leaves if you wish to make a tree fort.
-Grass now grows when it rains.
-Snow now lands on surfaces facing the sky when it snows.
-Fixed a bug where saplings could be cut for infinite wood.
-Cancelling stacked blueprints will now only cancel the top blueprint first.
-Fixed a bug where the game would start to lag when you have many blueprints and settlers but not the required items to build.
-Fixed a bug where cut/harvest weren't getting drop chance bonuses from increased level.
-3 new trees: Iro, Caelum Oscula, Pala.
-Tundra biome can now be settled.
-Tree leaves can now be cut.
-3 new plants: ice root, sikari, and weep wisp.
-Changing the camera layer when following a settler will now disable the follow.
-Water will turn to ice in cold seasons.
-Fixed a bug where certain jobs weren't being cleared if the block they occupied was no longer valid. i.e., Platforms being built at a fishing spot but the fishing job still being started/completed.
-Added STONE STOOL. Y'all happy!?
-Switched 'Hide Overlay' hotkey from left-shift to left-alt.
-Fixed a UI bug where carried items would show repeating.
-Fixed some pixel perfect issues with season/weather background of the time menu.
-The cursor 'click point' has been moved to match the cursor finger icon more accurately.
-Added temperature system to game. Entities now have body temperature and can freeze to death. This can be avoided by building heat producing props or equipping them with warm clothing.
-Plants are now damaged by cold weather. Each plant has a cold tolerance amount they can withstand. Going below this will damage them over time. If their health drops to 0, they will die.
-Current weather is now shown on the time bar.
-Six new entities: Stradken, Rabbit, Owl, Nightwing, Gharox, Deer.
-Added medium leather.
-Added stone and wood icebox which adds 120 hrs to decay.
-The block temperature will now affect the total decay time of items.
-Added a blueprint to create ice chunks from snow balls at the firepit.
-Fixed an issue where the wrong hotkey was displayed for the 1/5 increment key.
-Cut and harvest are now one job. The overlay will show a green dot when the plant is mature and will produce items.
-Fixed some cursor bugs where the cursor wouldn't show entities as selectable if they were in the air.
-Tuned food decay times to take longer.

As I said, I've got a list of things I wasn't able to get to and I'll be focusing on those to get this build ready for production. There's a lot of UI/tooltip info I need to update and add for communicating temperature better, as an example. Plus, I need to update the tutorial to convey all these new systems.

Once this update is on the production line, I'll probably take a small vacation to regain some energy. When I'm back I'm going to focus on ONLY content for the next big patch. Items, props, events, discoveries and more things for our pals the Ancients. :)

Thanks!

Best,

Waylon