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Odd Realm News

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

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