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Odd Realm News

0.8.24.0 Beta - Ancient Additions

Hey friends!

This week's build, 0.8.24.0, is live on the beta branch. I'm hoping to move this update onto the production branch as early as tomorrow. This will depend on whether or not the build has any major bugs. If it does, I probably won't be able to get the update to production until after xmas as I will be away visiting family. Here's hoping this one is good to go. :)

This update fixes a large amount of bugs and adds some fun things to our good ol' Ancient friends. Namely, the Aeternum which is a new headgear item for them to wear which provides energy and magic skill boosts. There are seven for you to make. Four of which require newly added gems which can be found deep underground.

As well, I've added some voices and new portraits for them to slowly bring them up to the same level as Humans in terms of content. Oh, and I also added in three events for 'Unworthy' Ancients to appear and ask to join you. This is similar to the Human settler wave event. Here's some lore for the Unworthy: Within the Ancient class system, Unworthy Ancients are those that acquired immortality without permission of the council several hundred years ago. Immortality was only given to the most deserving Ancient. Having achieved it secretly was blasphemous at the height of Ancient civilization. Nowadays, it's less severe because Ancients are so few in numbers. The Aeternum is a symbol of class standing for Ancients and you'll notice the Unworthy will appear with the Makeshift Aeternum, which is the weakest of them all.

Here are the patch notes:
-Merged blueprints and workstations into one screen called Production.
-Added a sub-screen to Production called Active Jobs which displays jobs currently being worked on by settlers.
-Combat music will no longer play for taming/training.
-Fixed a bug where settlers could lose their targets in combat.
-Fixed a bug where some build jobs would become invisible and keep players from being able to deconstruct props.
-Human Settlers will now also start with wool boots.
-Void Woken are now able to use magic skills.
-Deconstructing the void cell will now drop a crystal rather than shards.
-Smelting ingots now produces 3 bars.
-Rooms will no longer auto-select item designations for you.
-Workstation tasks are no longer based on the prop being worked at and will now be based on the blueprint.
-Removed room quality. This feature is soon to be replaced and, in its current state, doesn't provide the experience we're looking for.
-The room placement window will now fit on 768 height monitors.
-The room edit window will now fit on 768 height monitors.
-Added more detail to the working state display on an entity's tooltip.
-Added sfx for Ancient voices.
-Fixed a bug where harvest/cut jobs were occasionally not being started.
-Fixed a bug where animals on islands would slow down the game.
-Fixed an issue where migrating animals were showing up even though the map was chalk full of animals already.
-Fixed a bug where infinite water could spawn from the map border when putting out fires.
-Holding shift will now hide overlays.
-Fixed a MAJOR bug with pathfinding.
-Fixed a bug where Ancients were trying to path to their sarcophagus even thought there was no possible path available. This caused them to stand around until the path opened.
-Fixed a bug where putting down blueprints on walkways would close off pathing that was provided by the current block.
-Added three scenarios where one 'Unworthy' Ancient will appear at settlements with less than three Ancients.
-Added six new portraits for the Ancients.
-Fixed some input field layout bugs for the new game and new settlement screens.
-NPC's will no longer get XP for doing tasks and fighting.
-Fixed a bug where newborns would create the no profession assigned notification.
-Fixed a bug where if an item was reserved by more than one entity it would show 'reserved by multiple' for each entity.


If you run into any game breaking bugs with this update, please let me know as soon as you can and, if possible, send me your save file. I need to make sure this build is ready to move to production very quickly.

Thanks and have an amazing weekend. :)

Waylon

Friday Update

Hey all!

I'm running behind on today's update so I'm going to push it out until Sunday or maybe just hold onto it for another week. I'm currently in the process of adding some new things and they're taking a bit longer than usual. Plus, a few people have brought up bugs that I still haven't been able to look at and I wanted to get fixes for them into this build.

Here's a brief on some new things that I've added to the next update:
-4 new 'lodes' which can be mined for: Amber Opals, Sunrise Opals, Forest Emeralds, and Seabreeze Sapphires. These are found pretty far under ground.
-7 new 'Aeternum' items. Aeternums are a headband item that Ancients use to increase their energy as well as improve their magic skills. The new gems will be used as regents for the making of these. Ancients will start with the Fledgling Aeternum which is the second worst one. In lore, Aeternums were only given to Ancients that were permitted to perform the passage of immortality. There are some Ancients in Odd who have done so in secret and you'll see them wearing the Makeshift Aeternum which is just a rough facsimile, providing terrible benefits.
-Re-work of jobs and new job screen. In the past, all jobs used blocks and their HP/Toughness to determine the progression of the job. This works well for things like mining but is awkward and hacky for training, building, doing workstation tasks, etc. Now, I have a job wrapper which looks at either a block or blueprint to determine progress. This fixes the issue of builders 'destroying' a stool in the work shop in order to build a wood bow. I'm sure most didn't notice this happening as I'd always reset the stool HP to 100% on completion but that was my hacky solution from ages ago. In addition, I've added a new window which displays all the active jobs being done. From here you can go to the worker/work point, cancel the job, see its progress, see what's being done, and so on.

There are quite a few changes and fixes on top of these three main points but I'll save those for the patch notes.

Thanks and have a great weekend!

Waylon

0.8.23.0 Beta - QoL/UI Update

Friends! Hello!

Just uploaded this week's update, 0.8.23.0. This one has quite a few changes/additions to screens. Ok, I know I really need to add some more content to the game but I HAD to fix up some UI as it was buggin' the heck out of me.

Here are the main changes:
Entity screen - This one didn't need to be updated necessarily but I figured why not as I was already working on UI. I've rearranged a lot of the elements to be more compartmentalized and clearer than before.




Workstations screen - Now fits on a 1200x800 (the min spec supported) display! You'll also notice you can prioritize tasks here. Improved layout and such as well.




Settlers screen - Added some new filters and organized things. You can now see neutral and hostile entities and animals have been separated out into their own panel. As well, I've added a skill priorities panel so you can manage that. Make sure to check out hotkeys for this panel by holding shift over a toggle. Has some helpful ones in there. You'll also notice that you can drag lists horizontally on the skill screens. Had to add this because they don't all fit on a 1200 width window.






World Markers - These work through the same system as control groups. You can now create markers around the world to snap to via the hotkeys 0-9. It has the same functionality as control groups. The only difference is that, if you have no entities selected, it will create a world marker for the current camera position.




There are a TON more little changes and quality of life additions in here that I haven't mentioned. Check them out:
-Fixed a bug where the more settlers you had the slower their behavior update would be.
-Fixed a bug where tool output wouldn't fit on blueprints.
-Workstation screen will now fit on 1200x800 displays.
-Lowered level up xp requirements.
-The first settler wave can now be turned away.
-Some settler behaviors can now be disabled.
-Added priority to workstation blueprints.
-Overhauled the entity overlay screen.
-Added a skill priority page to the settlers overlay.
-Lowered the chance fire-based props can start fires.
-Increased max workstation job queue to 999.
-Fixed a bug where trap doors wouldn't drop entities.
-Neutral and Hostile entities can now starve and die of thirst. (Race permitting)
-Neutral, Hostile, and Tamed Entities now have their own panels within the Settlers overlay.
-Fixed a bug where auto-plant would not happen if item was in the way.
-Farmers will now cut and replant weeds in farms to harvest plant fiber and seeds.
-Mirmit will now find mushroom spores rather than plant trees.
-Fixed a bug where cut jobs persisted after a plant had expired.
-Fixed a bug where the iron hatchet was showing the iron sickle sprite.
-Fixed a bug where plants would spawn in bad lighting at the start of a new season.
-Fixed a bug where plants would spawn in places that planting isn't permitted at the start of a new season.
-Added missing sfx to several UI buttons.
-Required skill is now shown on blueprint tooltips (the ones placed in the world).
-Props that have fires will now only ignite flammable props directly adjacent to them.
-Fixed a bug where the workstation lists would snap to the top occasionally.
-Added World Markers.

Ok. Now, I'm seriously, no joke, for reals, honest going to go add some content. :D

Thanks!

Waylon

Friday Update - Moved To Next Week

Hey folks!

Just wanted to let you know that I won't be uploading an update tomorrow because I'll be away visiting some family. That means that next week's update will be twice as cool. ;)

I'm currently focused on updating the priority system so that you can set priorities for skills via the settlers overlay as well as the priorities for work stations blueprint jobs. In addition to that, I've revamped a bunch of UI to hopefully be clearer and provide extra info. The entity overlay has received a huge update in this regard.







Anywho, thanks and hope my American friends out there are having a nice Thanksgiving. And, if you're not celebrating a holiday, have a great weekend. :)

Cheers,

Waylon

0.8.22.0 Beta - Fire And Water

Hey everyone!

Hope you're having a wonderful weekend. I've uploaded the latest Odd Realm build, 0.8.22.0, to the beta branch just now. This update includes additions/changes to the fire and water physics in-game. I've also touched up the notifications a bit and added some new ones. There are also some fixes for a pathing lag bug related to issuing a attack or move order as well as a fix for not being able to assign a profession from 'none' in some places.



Here are the patch notes:
-Fixed an issue where item tracking numbers get cut off after three digits.
-Fires can now be started from props involving fire. This will only happen if adjacent tiles have flammable materials. If they're surrounded by stone, a fire won't start.
-Fires can now be started from lightning strikes when it rains.
-Settlers will now put out fires with water and purified water.
-Added 'Fire!' notification.
-Fixed a bug where notifications didn't snap to the same z level as a notification event point.
-Population bar now shows beverages rather than just purified water.
-Added 'Animal tamed' notification.
-Added 'Settler stuck' notification.
-Added 'Unreachable resource' notification.
-Added 'Low beverages' notification.
-Added 'Low food' notification.
-Added 'Unassigned profession' notification.
-Raw Food, Cooked Food, and Beverage counts on the top panel will now include items being carried.
-Clicking an entity notification will now follow the entity.
-Fixed a lag bug with issuing a path order to tame/attack an entity.
-Tuned butchering animals to drop more meat.
-New 'event' notification category for things like merchants arriving, finding caves/dungeons, bandit attacks. Clicking the 'go to' button on these events will take you to the last priority point for the event. Handy for jumping to dungeons you've discovered.
-Lowered the volume of the Vytrax snarl so that it doesn't blast out your eardrums rendering you unconscious.
-Fixed a bug where professions were not assignable from certain screens if the profession was 'none'.
-Fixed a bug where blueprints weren't auto rotating.
-Settlers are much more prone to drowning but this should only be happening if there is absolutely no open pathable point adjacent to them.
-Added a 'Died from burning' death type.
-If fish have no water block to occupy, they will now be 'caught' spawning their respective items nearby.

Fairly soon I'll be adding props to let you manage liquids. Things like sluice gates, drains, pumps, pipes, etc. Before jumping onto that, I'm going to add workshop priorities into the game. There are quite a lot of issues where settlers won't start jobs because they're too preoccupied elsewhere. I'll be addressing issues like this ASAP.

Thanks and have a good one,

Waylon