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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 You will notice that your old font selection is no longer in effect.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

Dev Log - Thursday, Sept 12th -

Hey friends!

I'm writing up a quick dev log early this week because I'll be away visiting some family tomorrow and over the weekend.

I also wanted to show off the new game cover created by the talented Chris Lewis Lee:



Pretty cool, huh!

This last week I've been cleaning up bugs as well as polishing stuff from the last few weeks of code re-writes. Lots of updates on tooltips and trying to make them clearer.



I'm sitting in a great spot to put a beta update next week so stay tuned for that! Once I put out that update I'm going to start up work on updating rooms and polishing them up. Lots of little issues and poor design decisions there. :)

That's it for now! Thanks!

Waylon

Dev Log - Friday, Sept 6th - Zone Priorities

Hey folks!

Real quick update today. I'm still working on zone priorities. I'm adding two options for editing the priority of zones:
-Zone fill priority - Determines which zones gets filled first
-Zone withdraw priority - Determines which zones get used first for picking up items

This functionality works exactly the same way as job priority settings:


Hoping to finish that up early next week. Thanks and have a fantastic weekend! :)

Waylon

Dev Log - Friday, August 30th - Blueprint Improvements

Happy Friday all!

I've been working hard on finishing up a lot of the world/core system improvements. The rendering stuff I had been updating last week is pretty much good to go. When I had finished up the last of the main changes for that and seeing as I was already neck-deep in core code, I was inspired to jump onto some other things which I had been putting off in that realm. I figure that since I've been making my bed, I might as well clean the whole damn room. ;) These are largely QoL improvements related to blueprints and building and I think they reduce player headaches.

Here are some examples:

-Blueprints now act as holograms on top of a block. This means that they won't clear out previous blocks until they are built and IF the thing which was built needs to replace the previous block. For example, a floor blueprint won't clear out a zone which had been there.
-You can now mix floor and prop blueprints. Before, you had to place the floor blueprint under the bed blueprint after the bed was built. Now, you can put them both down and the settlers will try to build both if the items are available. If only one of the blueprints has items available, they'll build that one, leaving the other blueprint there until it can be finished.
-Settlers can move items from multiple block points. They could technically do this before when building blueprints but now they can also do this when just moving items into zones. The max carry amount is determined by skill (FINALLY carry matters). Professions like Laborers will be pretty good at carrying.
-Rooms will no longer lose their 'ready to use' status when you put a blueprint over a required prop.
-Settlers will no longer spill out items on a container when it had been filled while they were on their way to it.

These are some examples of the improvements I added this week and I'm currently adding two more which are pretty helpful, I think:

-Being able to build walls on previous walls. i.e., swapping out dirt blocks for stone wall blocks.
-Moving props.
-Zone priority.
-Zone copy. i.e., hold shift, left click a zone, that will now be your selected zone setting.

I want to get those in before I put out a beta update but hopefully I've got that in a good place next week so you folks can check it out. Then it's onto updating and improving rooms. :)

That's all for now. Have a great weekend!

Waylon