1. Odd Realm
  2. News

Odd Realm News

0.8.20.1 Beta - Combat Improvements, Health Bars, Fixes

Hello all!

I've just uploaded 0.8.20.1 to the beta branch. This fixes a bunch of issues related to combat but also adds a new UI feature, health bars. The default has health bars display when in combat, below full health, or when SHIFT is held. There are some handy settings in the settings menu for you to change how and when health bars are displayed. Check it out.

As well, enemies will try to get to your settlers if there's no immediate open path by digging or breaking down obstacles such as doors and walls. Should make things a bit more interesting!

OH, and before I forget, dehydration/starving will now not immediately kill your settler but degrade their health. It's only when they reach 0 hp that they will die.

Here are the notes:
-Fixed a bug where entities may not attack when given an attack order.
-Fixed a bug where hold position orders could only be applied on the same z level as the camera.
-Fixed a bug where issuing a tame order would not disable the hold position order.
-Fixed a bug where projectile attacks were not being loaded properly in mid-flight.
-Tuned down Wool and Cloth toughness.
-Added health bars.
-Fixed a bug where animals could form inter-faction unions.
-Updated some of the terrain art.
-Starvation and dehydration will now remove health rather than kill an entity immediately. It's not until the entity reaches 0 HP that they will then die of dehydration or starvation.
-Added ways for hostile entities to reach the player if they do not occupy the same room. They will now try to dig or deconstruct their way to the closest settler.
-When children become adults, they will no longer auto choose a profession.
-Fixed a bug where some blueprint jobs were not starting.

If this build doesn't have any serious issues, I'll push it on over to production in the next day or so. :)

Thanks!


Waylon

0.8.20.0 Beta - Furry Friends

Hi!

I've just uploaded today's new update featuring some cool critters. The build also contains a ton of extra items in addition to a handy entity highlighting tool which outlines all entities and shows their profession icon above them.

Entities should now appear on the map every few days whereas before you'd only get a few early on in the game. Keep in mind they will also leave after a certain amount of time if you don't tame them.

Speaking of taming, you can now tame every animal in the game and all entities can now fight. Want a Crab army? Sounds good to me. Want Rats to be your legion? Rad.

Here are some quick notes on the behaviours/benefits of the five new animals:
Dogs - Will seek out stealthed baddies in your settlement.
Sheep - Produce Wool daily.
Rats - If not tamed, will eat food and seeds in the settlement.
Snoots - Haven't given them anything special yet, but they will apply a poison once I add alchemy as a profession.
Gully - Like their real-life inspiration, they are just useless birds.
Cats - Cats will hunt down rats that have not been tamed.







Here are the patch notes for the build:

-Added Rats.
-Added Rat Hide item.
-Added Rat Remains item.
-Added Rat Raw/Cooked Meat items.
-Added Sheep.
-Added Sheep Raw/Cooked Meat items.
-Added Sheep Remains item.
-Added Gully.
-Added Gully Raw/Cooked Meat items.
-Added Gully Remains item.
-Added Snoot.
-Added Snoot Raw/Cooked Meat items.
-Added Snoot Remains item.
-Added Snoot Skin item.
-Added Dog.
-Added Dog Remains item.
-All critters can now be tamed.
-Added melee attack anims for remaining critters.
-Added Wool Cloth item.
-Added Wool Hat item.
-Added Wool Boots item.
-New rooms will now use unpurified water instead of purified water as the default beverage designation.
-Added global highlight hotkey which highlights all entities and show's their professions.
-Added hotkey for camera zoom toggle. i.e., holding left-alt to change camera zoom.
-Entity indicators will now not be obscured by lighting.
-Stoneleaf blueprints now require clothwork instead of metalwork.
-Fixed a bug where settlers would wait 1 frame before doing the pathing calculation.
-Settlers issued a move order will now stay at the target location for a brief amount of time.
-Entities will now pop up instead of down when they fill a block they stand in. This should help some issues where settlers could bury themselves in graves.
-Brightened up unlit blocks so they aren't so dark.
-Hold position is now designated much like an attack or tame order so that you can specify the exact position.
-Added additional text prediction for entity spawn command.
-Added 'migration' command for migration tests.
-Updated bird behaviour to fly around the sky more often.
-Animals will now migrate into the player's map at various intervals.
-Fixed a bug where settlers weren't properly dying of old age.
-Tuned entity health to be higher.

Thanks, friends. Have a fantastic day.

Waylon

Patch 0.8.19.1 Beta - Fixes

Hey everyone!

This is a quick announcement that I've uploaded version 0.8.19.1 to the beta branch which fixes a few bugs that have been found from last week's update.

Note: This update has not been uploaded for OSX users yet. Apple has a new notarizing process that I'm currently figuring out. Hopefully this won't permanently slow down OSX builds but this is my first experience with this added step. Will try to upload that build as soon as I can.

Here are the notes:
-Fixed a bug where the loom, spinning wheel, and tanning rack could be rotated.
-Fixed a bug where props weren't being tagged properly. This caused certain scenarios to not replace names in dialogue.
-Only archers and warriors will train at the barracks now.
-Fixed a bug where destroyed training dummies weren't rebuilt.
-Fixed a bug where tiles were appearing as not visible black squares.
-Fixed a bug where the stone carpenter's table wasn't working as a requirement for the work shop.

Thanks to those reporting these bugs. Helps me a lot.

Cheers,

Waylon

Patch 0.8.19.0 Beta - Search Feature, Tailoring, Butchery, and Leatherworking

Hello fam!

I've uploaded the latest beta build which has a bunch of cool new additions. Sadly, I goofed and made a coding mistake which makes it so this build isn't backwards compatible AGAIN. Ugh. Apologies. I know losing your settlements sucks. Next time I'll be more careful about backwards compatibility.

As for what's new, I've added Tailoring and Leathworking as professions/skills. And you can also now build the Clothier and Tannery rooms which open up some jobs related to those. As well, you can now butcher animals using the Survival skill. This will collect meat, bone, and hide (if the animal has a hide) from the corpses of entities. I'm going to work on migrating animal herds for the next patch to help make butchering/leatherworking more of a viable resource.

Also, I've added in a new function to the build/plant menus which lets you filter blueprints by name/room. To use it, hold SHIFT and type out either the name of the blueprint you'd like to see or the room. i.e., SHIFT+Smithy will show all blueprints that would be required by the Smithy room. Or, type SHIFT+Wood and you'll see all items that have wood in their name. This should help with finding blueprints when building. :)

Anyway, here are the notes for today's build:
-Added Search feature for blueprints.
-Added Tannery room.
-Added Clothier room.
-Added Leatherwork profession.
-Added Clothier profession.
-Added Remains item category.
-Added Clothwork skill.
-Added Leatherwork skill.
-Added Wood loom.
-Added Stone loom.
-Added Wood spinning wheel.
-Added Stone spinning wheel.
-Added Wood coffin.
-Added Stone coffin.
-Settlers will now hold position even if they are hungry/thirsty.
-Fixed a bug where some plants couldn't be cut down.
-Added Linen Cloth item.
-Added Light Leather item.
-Added Light Leather gear.
-Added Remains item for all entities.
-Added Remains zone.
-Fixed a bug where items entities were carrying weren't put into a lootable bag.
-Added decay times to items.
-Containers now show their decay buff.
-When Settlers fall in love with an enemy, that enemy will join the player faction.
-Fixed a bug where deconstruct tasks would corrupt a save file.
-Fixed an error with crabs having their overlay window stuck open.
-Fixed a bug where the tooltip overlapped some of the buttons when the build menu was open.
-Fixed a bug where scenario which were only supposed to play once were being played multiple times.
-Fixed a bug where tooltips would stop showing up.
-Fixed a bug where elders could only mine, carry, and fight.
-Fixed a bug where settlers wouldn't sleep in their beds... again... for the hundredth time.
-Fixed a bug where, if a workstation job was interrupted, the job wouldn't be restarted.
-Fixed a bug where Humans could select Void Imps and Void Woken as custom animals.

That's it for now. Have a fantastic weekend!

Best,

Waylon