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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