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Odd Realm News

Patch 0.8.18.1 Beta -> Prod Merge

Hello from the frozen northern wasteland of Canada.

Version 0.8.18.1 has been pushed to the production branch and you can get all the goodies from the last several beta updates. Warning that, unfortunately, the new version is NOT backwards compatible. So you will lose saved progress. There was no way for me to avoid this as I had to re-write some core systems for the game to make improvements. I'm hoping this is a rare case and apologize for the loss of your progress.

Here is a list of all the stuff that's in this build since 0.8.14.0:

0.8.15.0 - New Props and New Lighting 0.8.16.0 - Zone Priorities and Tons of Bug Fixes 0.8.17.0 - New Font, Performance Improvements, and New Currency 0.8.18.0 - New 'Starting Settlement' Window Upgrades

Hope you like all the things that have been added. I'll be uploading the next beta build tomorrow. This one includes two new professions and two new rooms that I'll reveal then. :)

Talk to you later!

Waylon

Patch 0.8.18.1 Beta - Hotfixes and Settings Options

Hello!

Just wanted to let you folks know I've uploaded a hotfix for a couple bugs. As well, the build includes Some extra settings options. Here are the notes:

-Option to invert mouse scroll for the camera.
-Option to set max frame rate for the game. Helpful if you are trying to preserve laptop battery or don't want your laptop getting too hot (no guarantee!).
-Fix for plants disappearing at the end of each season (not including winter - winter will still remove all plants).
-Fix for a lag spike which would happen for certain games.
-Fix for a tooltip bug which occurred after equipping an item to a settler.

That's it!

Thanks!

Waylon

Patch 0.8.18.0 Beta - New Settlement Overlay Update and General Polish/Fixes

Hey fam!

I've uploaded version 0.8.18.0 to the beta branch. This is for sure the build that will be moved onto the production branch. I'm going to let it soak until Friday to see if there are any major issues before moving it to production.

Tons of fixes and polish went into this build. Namely, a big update to the 'New Settlement' overlay. I've added the ability to spend money there to choose custom loadouts. As well, you can now take in some companions like chickens or cows. Additionally, the list of items will show all the items in the game that aren't unique event items. You'll probably see quite a few new items because, in the past, they weren't accessible naturally. You'll notice a currency on each loadout option. This is the starting currency and I still need to do a bit of work to make it clearer that that's what it is, rather than looking like it costs that amount to be selected.



Aside from that main addition, I did a lot of work fixes smaller bugs I had been neglecting. The music jump-scare volume bug when quitting out of a game is a good example. I also made some tuning changes. Food and seeds will now drop at higher rates but settlers get hungrier quicker. As well, I've made it a bit easier to mine some of the surface level blocks.

Here are the patch notes:
-Fixed a bug where Well jobs couldn't be started.
-Removed the font selector for the settings menu.
-Fixed a bug where settlers wouldn't stock up a zone for an animal enclosure.
-Added fodder item which can be made from plant fiber and fed to animals.
-Food troughs can now hold raw or cooked food.
-Animal enclosure can now have cooked food as a feed item.
-Rooms that create their own zones will now clear them when they are removed.
-Fixed a bug where not all items showed their benefits on the tooltip.
-Fixed a bug where uniforms would double down on buffs for 2h items.
-Workstations will now show up at the top of the list if they are ready to use.
-The workstation list will now update when a new room is added.
-Polished the workstation room to be a bit clearer.
-The inventory panel item should now show buffs on the tooltip.
-Fixed a bug where inefficient attacks were still utilizing the damage of the weapon/tool being used.
-Tuned crops to produce more food/seeds when harvested.
-Tuned entities to become hungry faster.
-Added animals to the settlement loadout screen.
-Tuned/updated the settlement loadout look.
-Added currency to settlement loadouts.
-Currency can now be used in the custom loadout screen to purchase items/animals. Unused currency is taken into the game for use at merchants.
-Tuned item merchant values.
-Hovering the pointer over a notification will keep it from disappearing.
-Merchants can now show (randomly drawn) all non-legendary items in the game.
-Music will now start up if 'always play day/night music is turned on'
-Fixed a bug where audio (music usually) would become super load when leaving a game.
-Fixed a bug where audio wasn't being 100% muted when putting the slider to 0.
-Tuned kalite, void stone, sandstone to be a bit easier to mine.
-Added some sfx for removing blocks like dirt, stone, sand, and ore.
-Fixed a bug where building certain props on a platform would remove the platform.
-The game will now pause when a discovery is found.
-Fixed a bug where settlers couldn't be given an attack order if they were holding a position.
-Fixed a bug where entities would run by each other when they are supposed to attack.
-Fixed a visual issue where the overworld map grid selector wasn't animating correctly.
-Fixed a visual issue where grass fx would fly out way too far.
-Build size should be a bit smaller due to some audio file compression.

After I've pushed this build to production I'm going to focus on content creation again. I'll still improve screens and polish various features but it won't be my main focus like the last several builds have been. I'm going to keep what content I'm adding a surprise. >:)

That's all for today.

Have a lovely day!

Waylon

Patch 0.8.17.0 - New Font, Performance Improvements, and New Currency

Glad tidings to you and yours!

I've uploaded a new beta build. I'm really excited about this one because it has two huge changes which have haunted me for ages.

The first is a new font which, is not only easier to read, but is a higher resolution meaning it can support localization in the future. I'm still a ways out from any localization changes but with the old font localization was a never-going-to-happen situation. You will notice that your old font selection is no longer in effect. I had to remove all those older fonts because they don't all support localization and, I think, aren't that easy to read. I did, however, forget to remove the font selection from the settings because I'm silly. This will be gone in the next patch.

The second big change is how builds are made. I won't get into too many technical details because it's probably not that interesting but you should notice a significant performance increase for the game in general because of this change.

I've also added a new currency to the game which allows for micro-transactions. For $100 you get 10 ODD DUBLOONS. HA. I kid. I did add a new currency but this is used to buy/sell when trading with merchants. As I will be adding a merchant room in the future, I wanted to add this new currency in first. The old bartering system was clunky and a bit complicated.



The new currency has many names, depending on the race you are playing. Humans call it, 'Ren'. Ancients call it, 'Gibaren'. Tomek call it, 'Shinies'. Ardyn call it, 'Shin'. Gwdir call it, 'Tal' or 'Talos'. The coin is the main form of currency because of its unique quality that it can't be destroyed or altered. The coins are actually relics from the past, created by an unknown civilization. On the coin is the portrait of some creature that doesn't appear to exist any more and it reads, "Shin-Ghirinan (26000 F.E. - 4500 F.E.)". Maybe you'll come across someone in your travels that can tell you the history of the coin.

Ok, enough of my yammering. Here are the notes:

-Fixed a bug where names were being truncated in the permissions window.
-Fixed a bug where you could hover over the notification ui and get a tooltip when it was just barely off-screen.
-Laborers will now only level up carrying (excluding the level up to all skills from perks).
-Entities now only get xp for favored skills. This also fixes an issue where children could level up.
-Fixed a memory leak bug.
-Swapped out old font for new font that has a higher resolution, improving legibility and providing the ability to localize in the future.
-Fixed a bug where logs weren't being removed when cut down by a forester.
-Fixed popping cloud bug on the overworld map.
-Added ren/gibaren currency to the game.
-Added buff and output info to merchant overlay.
-Fixed a visual bug where proper price wasn't displayed in the merchant screen.
-Added 'add all' button to merchant item entries.
-Fixed a bug where stasis crystals weren't spawning an Ancient when looted.
-Fixed a bug where water wasn't being collected at the well.
-Fixed a crash which occurred after a game over.
-Fixed a bug where moving down into the ladder/stairs block wasn't providing a speed bonus.
-Added better error handling for when save files don't load.
-Made the SFX sliders bigger.
-Fixed a bug where you could place a floor blueprint inside a solid block.

This build is going to be the basis for the merge into production. So, please do let me know if you find any severe issues. For this next version I'll mostly focus on fixing those bugs and adding small things.

Thanks and have a great week!

Waylon

Patch 0.8.16.0 Beta

Hey there! Just wanted to let you folks know I've uploaded a new beta build.

Unfortunately, this update is not backwards compatible because I re-wrote a lot of the core code, making it impossible to do so. Sorry if you lose saved progress!

It has these changes:

-Fixed a bug where fishing and water collect jobs were not being started.
-Fixed some tooltip bugs related to jobs and visible blocks.
-Fixed a bug where training dummies weren't being attacked.
-Added z level to random texture generation to help distinguish the change of layers.
-Fixed a bug where Void Woken weren't dying from running out of energy.
-Added an expired death notification.
-Fixed a bug where void imps were allowed to do skills other than mine, carry, and melee attack.
-Fixed a bug where grass and other platform textures could show graphical artifacts.
-Fixed a bug where plants weren't showing their proper stage when a floor blueprint was placed on them.
-Fixed a bug where incorrectly zoned items in containers weren't being removed.
-Fixed a bug where entities were dropping items on filled containers.
-Fixed a bug where you could accidentally place blueprints through the toolbar when selecting a blueprint.
-Fixed a bug where destroying containers wouldn't drop container items.
-Blueprints will no longer clear zones and rooms. They will only clear the zone if the completed blueprint block/prop doesn't allow zones or rooms. i.e., wall blocks.
-Settlers now carry items based on their skill level and can carry from multiple item points.
-Placing a blueprint on a previously built prop or room requirement will no longer disable the room.
-You can now mix blueprints. i.e., place a prop blueprint on a floor blueprint and vice-versa.
-Fixed a bug where items weren't tracking if they were being carried
-Fixed a bug where settlers would not do workstation tasks when hungry/thirsty.
-Fixed a bug where the log job would not remove a tree when loaded from a saved file.
-Added progress bars for several jobs.
-Fixed a bug where settlers would get stuck... mating.
-Stone pickaxe, sickle, hammer, and axe now have correct stone item art.
-Settlers will no longer try to fill a zone if it's removed before they reach the zone.
-Added ability to set deposit priority for zones.
-Fixed a bug where tooltips would say prop or item rather than object's name.
-Fixed a bug where animating textures could be seen when a block is supposed to not be visible.

Thanks!

Waylon