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Patch 0.8.13.0 Beta - New Room Actions Menu And Bug Fixes



Happy Friday!


I know you folks are waiting for the production build but I'm going to keep these changes in beta until I'm happy with stability. It's not quite there yet. I'd like to move these changes to production tomorrow but I'll need to see if it still has major bugs to fix. Thanks for the patience. :)

There is one new feature which I've added to the game and that's Room Actions. This is a new menu found on the toolbar. It's where you'll find special abilities related to rooms. We're very light on these at the moment with the Farsight Beacon being the only room with an action currently. We have big plans for more actions though! Some that come to mind are:
-Town hall bell - ringing it sends everyone to the town hall except your fighters/militia.
-Trade with Merchant - we plan on adding a merchant-type room where travelling merchants will camp for periods of time. When they are in town, you'll be able to open the merchant screen with this room action.
-Arena/Tavern/Performance events - This isn't super fleshed out but the idea is you'd open and start things like performances for the settlement through here.

Anywho, we'll put many more in there but currently the Ancients are the only ones where you'll actually see this menu.

Here are the patch notes:
-Fixed a bug where you could use the pathing utility to see hidden places underground.
-Various performance improvements.
-Fixed a bug where blueprints counted as required props.
-Fixed a bug where container contents weren't spacing out name and quality.
-Added new Room Actions Menu.
-Added Farsight Beacon action.
-Added sfx for summoning Void Woken and Void Imps.
-Fixed a bug where some of the gods weren't able to attack properly.
-Fixed a bug where entities could work for free at a workstation if part of the required materials was not in the same pathing room as the player.
-Fixed a bug where summoned minions are allowed to fish. (NO FISHING FOR YOU, VOID IMP)
-Fixed yet another bug where battle music gets stuck because your newly tamed animals thinks the settlers are threats. I mean, they are but still.
-Added coin sfx for trading.
-Fixed a bug where npc spawns were still using coast spawn before border spawn.
-Fixed a bug where input sometimes wasn't read for some of the menu buttons.
-Fixed incorrect notification settings display text.
-Fixed a bug where workstation tasks weren't being started.
-Fixed a memory leak in workstations.
-Fixed a bug where blueprints with no item requirements (looking at you WELLHOUSE) were not being started.

Thanks! Have a great weekend. :)

Waylon

Patch 0.8.11.0 BETA - Notification UI Update, Fixes, Events



Hello!

Just uploaded the latest build which focuses on fixing a bunch of issues players were having. I'm still looking into some bugs regarding game load hang. I did also add a new event for the wilds which happens after a few seasons. I'm currently in the process of adding many more events and tuning previous ones. A lot of this week was focused on adding internal tools to do this more efficiently.

Here are the patch notes:

-Fixed a bug where Ancients, Void Woken and Void Imps could starve when migrating.
-Added better warning that migrating abandons settlement.
-Fixed a bug where entities weren't attacking with tools.
-Made a change where pathfinding is affected by timescale. i.e., faster timescales will run pathfinding faster as well.
-Updated notifications UI and sounds.
-Removed death notification for void imp.
-Added tutorial step to talk about notifications.
-Reduced value of water and purified water.
-Added total days in season to season tooltip.
-Item spawning should no longer discover underground places.
-Added a mid-game bandit scenario to wild biomes.
-Entities should no longer spawn inside bases that are walled off.
-Entities showing up at settlements will now first try to spawn at the map border before trying to spawn on an unobstructed coastline.
-Fixed a bug where new settlers were not updating (doing jobs) at the same speed as older settlers.
-Added current inventory count to workstation blueprint entries.
-Fixed a bug where the output of a blueprint wasn't factored into auto-queueing jobs. This would result in workstations creating way too much of the item.
-Fixed a bug where workstation auto-queue wasn't factoring in progress jobs into queue amount.
-Fixed a bug where items being carried were not being factored into workstation auto queue check.
-Added blueprint output count to workstation blueprints.
-Fixed a bug where selecting hostile/neutral entities would not play their sfx (if they do have sfx at all. Looking at you Ancients).
-Container capacity now determined by material type rather than prop type.

Next week I'll continue to work on adding new game events and later game content.

Have a great weekend!

Thanks,
Waylon

Patch 0.8.10.1 - Water Bug Hotfix

Hey folks!

Just uploaded a fix for the water bug that people were encountering where settlers were dying of thirst. Sorry about this issue. Things should be back to normal.

Thanks,

Waylon

Patch 0.8.10.0 Is Now Live On The Production Branch

Includes these changes:

0.8.10.0 Beta Update Notes

Thanks and have a great weekend!

Waylon

Patch 0.8.10.0 BETA - Combat Improvements and New Ancients Summon (Void Imp)

Hey friends!

Just uploaded the latest build to the Beta branch. This one was mostly focused around improving combat but I did also add a new summon for the Ancients. This one is called the Void Imp. Void Imps are really good at mining and Ancients have used them as pets for hundreds of years. Ancients definitely look down on imps (moreso than any other races) and you'll often find them naming their imps absurd names as a way to degrade these little clawed beasts.



Void Imps don't eat or drink but they have very short lifespans. Around 20 days. You can summon Void Imps with Arcane Dust, a new item which you can craft with Void Shards and Bones.

Here are the patch notes:
-Water is now treated as a beverage but does not provide buffs that are as good as purified water.
-Fixed a bug where you could tame/attack from far distances.
-Cleaned up projectile based attacks to factor in line of sight.
-Hold position will now have melee fighters only attack enemies that are within three tiles while archers/magic casters will hold their position and attack from afar.
-Cleaned up the attack positioning to be more spread out.
-Fixed a bug where some of the items were being considered 'inefficient weapons'
-Fixed a bug where taming an animal with an ally nearby would have that ally go berserk on the tame target. Poor chicken.
-Stealthed enemies will now be sighted when a settler is not working or sleeping.
-Added some dialogue and notifications for when an enemy is sighted.
-Fixed a bug where settlers would continue working if they are attacked.
-Fixed a bug where the bottom toolbar could get stuck animating in/out
-Added a new entity, the Void Imp.
-Added a new summon, the Void Imp.
-Ancients now spawn with more materials to get the basic rooms started.
-Fixed a bug where combat music could play forever.
-Fixed a bug where evocation and craft void skills were prioritized lower than all the other skills.
-Added new items, bone and arcane dust.
-Killed entities and caught fish will now spawn bones.

I'll be uploading this build to prod tomorrow!

This next week I'll continue to work on combat. This round will be focused on combat events and the behaviors of entities. i.e., How they attack and siege and where they spawn (fixing an issue where they'll spawn in your based).

Hope you all have great weekends!