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Patch 0.8.4.0 Beta - Uniforms

Hey super fam,

I've uploaded the latest version, 0.8.4.0, with the newest feature, settler Uniforms, to the beta branch.

*There are new tutorial steps for this feature. You can reset the tutorial from the settings menu if you'd like the game to explain it as you go.

What is this new Uniforms thang?
A lot of people have expressed that equipping settlers is tedious. The Uniform feature is a way around the micromanagement and monotony of going through each settler, one-by-one to equip items and gear.

Here are the important terms to know:
Gear Set - a loadout of items that Uniforms use to determine what settlers should auto-equip. Many Uniforms can use the same Gear Set.
Uniform - a preset which determines the items settlers need to equip based on Gear Set and prerequisites. There are three prerequisite categories: profession, selection group, and individual.
Profession Uniforms - settlers will equip items from this Uniform if they are of the same profession.
Selection Group Uniforms - settlers will equip items from this Uniform if they are in the selection group. (Selection Grouping is the feature which lets you name and hotkey settlers.)
Individual Uniforms - settlers will equip items from this Uniform if the player has manually equipped items to a settler.

What's important to note about the Uniform functionality is that individual uniforms completely overwrite the two other Uniform types of profession and group. If no individual override exists, settlers will try to equip from profession and group Uniforms based on their relative priorities.

You can have many profession and group Uniforms. Settlers will auto-equip using a waterfall method. This means, that if no item exists for the highest priority Uniform, they will then look to the next highest Uniform to determine what item needs equipping. You can see a settler-by-settler breakdown of the behavior from the settler's info screen.

Here are the patch notes:
-Input fields now start as selected so you can begin typing right away.
-New UI and System for settler Uniforms.
-New tutorial steps explaining the new UI.
-Fixed a bug where Wicker Baskets could be deconstructed for Bronze Ingots.
-Fixed a bug where integer text popups wouldn't accept Enter input from the keyboard.
-Fixed a bug where cancelling and 'equip item' action would still have the settler go and equip the item.

There's a lot more that I want to add to polish up these screens for the Production build on Friday. These items include:
-Only auto create professions for permitted race professions.
-Add copy/duplicate for uniforms and gear sets.
-Show when a uniform has no items.
-Add delete button for gear set list.
-Swap out rarity display text (i.e., 'Ordinary') with stats/buffs for inventory panels to easily see how good items are.
-Update inventory panels when new items spawned.
-Export/import feature to transfer uniforms presets from one game to the next.

I'd really like your feedback on this feature as it's complex and I appreciate your opinions.

Thanks,

Waylon

Friday Update - Uniforms Feature

Hey friends,

Just wanted to let you know I won't be putting out an update today as I'm still working on the new uniforms feature. It's actually very close to being complete but, as you'd expect with something with so many complexities, there are a lot of edge cases and UI feedback tasks for me to tackle first.

Here's a breakdown of the feature:

The Uniforms window is a brand new overlay where you'll be able to create gear loadouts for professions, control groups, and individual settlers.

Uniforms Window

Settlers that fulfill the requirements of a uniform will automatically equip the items that are a part of the uniform's gear set. For example, you can create a gear set for your Miners which has them automatically equipping pickaxes. As well, within these uniforms, there is a priority level which you can edit. So, you could have two uniforms for your Miners, one with Bronze Pickaxes and one with Iron Pickaxes. The Iron Pickaxe uniform can be setup with a higher priority so your settlers will try to equip items for this first and then fallback to Bronze Pickaxes if no Iron ones exist.

Keep in mind that you'll still have the ability to setup individual uniforms like before. Individual uniforms are of a higher priority than profession and control group uniforms, so your settler, in this case let's say, Jeffrey, will first try to equip the Blade of Brian before falling back to a uniform that's set up for their profession or control group.

I'm going to try to push this new update to the BETA branch once I finish off the remaining items on my task list, sometime early next week. Then I'll push to the PROD branch on Friday.

Anywho, sorry for the delay. Hope you have an excellent weekend.

Waylon

Patch 0.8.3.1 - Mem Leak Fix

Hello!

This is a small update to fix a memory leak which was occurring with UI text. Though, it may not be the fix for every mem leak in the game, this one is huge and should help with a lot of crashes.

Thanks,

Waylon

Patch 0.8.3.0 - Tooltips and QoL

Howdy!

Today's update focuses on our trusty companion, the tooltip. I've also updated some other UI elements such as the workstation window to communicate things a bit better. This patch also includes the changes from the beta branch version 0.8.2.0.

Here are the notes:
-Fixed incorrect seed/item inline icons for cherry corn, chaga fruit, plant fiber, sweet root, stoneleaf, and skyberries.
-Stoneleaf will now drop husks when harvested rather than when cut.
-Fixed a bug where workstation blueprints would have 1 frame of showing incorrect default info.
-Updated blueprint, prop, plant, tree, block, item tooltips to show:
-Health/toughness,
-Item yields for deconstructing/harvesting/cutting/logging/mining,
-Rooms that may require the blueprint object,
-Permitted seasons (planting),
-Hours to maturity (planting),
-Season yield (i.e., apple trees).
-Decay rates.
-Container permitted items and size.
-Added room requirements for when you are placing a blueprint and hover over a point where an unfinished room is located. This should help you so you don't need to open the rooms menu to double check requirements when building them.
-Added output and buffs to workstation/blueprint overlay entries.
-Added a general settings option to show all tooltip extra info by default.


I know I keep saying I'm going to jump onto implementing the Ardyn, but I keep coming across things I've neglected more than them and, well, that's how it goes. Next up, I want to take a look at events seeing as I didn't get the chance to this week.

Thanks!

Waylon

Patch 0.8.2.0 Beta Branch - Priority Utility (Also back from vaca)

Hey folks!

It's me, I survived my travels and am back to provide you with that sweet, sweet Odd Realm goodness.

This update has a new priority utility option which has been requested for many moons. Here's a rundown of how it works:

-There are four states for a job priority: 0, 1, 2, 3.
-States 1 - 3 simply determine the order in which a job will be completed, where 3 is the most important and 1 is the natural default for all jobs. 0 on the other hand, will never be completed and is useful for planning.
-Job priority setting works in concert with all skills. So, if you set the priority for a mining job to 3, your laborer will focus on that over the harvest job they may have been planning on starting.
-There are two methods of setting priority: through the utility options menu or as you set the job. When placing jobs, you'll notice four colored boxes right above the tool bar. These determine the current priority for the job you are placing. Whereas, for the utility option, you set priority with left/right clicks. Left to increase, right to decrease.
-Priority colors are paired like so: 0=Magenta, 1=Blue, 2=Green, 3=Yellow/Orange.

Other than the priority feature, I've added some props to the biome surface generation. You'll now see things like, stone boulders, wood trunks, and void crystal nodes. These can be mined/logged to drop resources and are intended to be helpful for getting resources a little bit easier as well as providing some variation to the surface.

Here are the patch notes:
-Added Priority Utility tool.
-Added energy/health/hunger to settler overview screen.
-Fixed a bug where settlers could get sick.
-Added better visual indication that the game is paused.
-Fixed a bug where settlers couldn't idle on platforms on top of water.
-Fixed a bug where selecting a control group would not close the toolbar.
-Fixed a bug where a green entity would spawn on the edge of the map and cause a tremendous amount of lag.
-Sable blocks will now drop sable chunks.
-Increased the drop rates for dirt clods and stone chunks.
-Deconstructing props and platforms will now drop some of the items that required to build them.
-Fixed a bug where points could remain reserved by entities that are destroyed.
-Added four new surface props to generated biomes: stone boulder, wood trunk, wood desiccated trunk, and void crystal node.
-Fixed a bug where settlers would work on a workstation task from any map point if the workstation didn't have an open idle position.
-Fixed a bug where some of the tutorial wouldn't play for humans.

Next up, I'm going to focus on bandit events and some other QoL stuff.

Thanks,

Waylon