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Fixes, Tuning, QoL - Beta 0.11.0.15 Patch Notes

Hey all!

This is hopefully the last little patch before Timeless Tyrants goes live. Thank you to those sharing bugs and feedback. That has helped out so much!

Notes


-Bug Fix: Some auto job settings/info would not update when changing rooms/jobs.
-Bug Fix: Floating trees. Ya.
-Bug Fix: Entities having multiple companions. I believe this was causing some extra issues with entities joining rooms properly.
-Bug Fix: Children weren't being added to the family tab in the entity overlay.
-Bug Fix: Manual saves right at the moment that the auto-save occurs threw an error.
-Bug Fix: Some entity scenarios weren't saving/loading.
-Bug Fix: Sometimes newly acquired Ancients wouldn't start their dialogue for being freed from an immortality tomb.
-Bug Fix: Sometimes names weren't inserted into dialogue text, appearing as {@0} instead of the name.
-Bug Fix: Auto saves could happen when selection input was active, and could cause issues.
-Bug Fix: Light was not being removed when a light prop was.
-Bug Fix: Hatches wouldn't allow vertical pathing if a platform was below.
-Bug Fix: Water plant job couldn't be re-added to farm/arboretum.
-Bug Fix: Some names wouldn't update in the entity list for the entity info window.
-Bug Fix: Liquids item category was being added to stockpiles by default when it is not used in-game (yet).
-Bug Fix: Several tutorial arrows had incorrect positions.
-Bug Fix: Spellbooks were built by the chaos construct but unlocked with the arcane study. Now, they will be unlocked by the arcane study and built there. As well, the lectern of knowledge is now unlocked there too.
-Tuning: Added some dialogue for discovering immortality tombs to communicate that players should use the free job on stasis crystals.
-Tuning: Increased the time it takes for trees to mature.
-Polish: Added feedback to job buttons in the toolbar menu to indicate when the settlement doesn't have anyone with the required skill.
-Polish: Added additional hotkeys to skill toggles to enable/disable/reset all skills for an entity.

I might put out one very small patch after this, but we'll see. If you see anything crazy, let me know!

Thanks and have a solid day!

Waylon

Additional Stockpile Hauler Options, Fixes, Tuning - Beta 0.11.0.14 Patch Notes

Hey everyone!

This update includes mostly fixes and tuning, but I snuck in a new panel for rooms. It's part of the room stockpile panel. This panel lets you select who's hauling for a stockpile. By default stockpiles now pull haulers from the region (so, all player controlled entities with carry enabled). However, you can select a specific owner group to do the hauling if you choose. Additionally, the window will show a list of candidate haulers and why they may not be hauling for the stockpile.



Ok, here are the notes:

-Feature: Added hauler options to room stockpiles. This lets players change who is hauling items for stockpiles. By default, stockpiles will use the region as a pool for haulers, but players can change it to any room owner groups if they wish. Lastly, candidates will be listed and any errors for keeping them from hauling items will be shown. i.e., missing carry skill.
-Feature: Added option to add inline icon to room naming.
-Bug Fix: Migrating to a new tile without items would have jobs appear as unable to start.
-Bug Fix: Trees which produce fruit (Apple and Palm) were not spawning items. Trees will now spawn items when mature and in the correct season.
-Bug Fix: The freezing notification settings used the wrong inline icon.
-Bug Fix: Some item stats weren't showing.
-Bug Fix: Some scroll bars in the settings window didn't change their respective setting.
-Bug Fix: Sickles were buffing Harvest (deprecated skill) and not Horticulture.
-Bug Fix: Small glitch when job/build/room menu is first opened where the designations list is maximized for one frame.
-Polish: Added tooltip info to communicate when trees spawn items.
-Polish: Added an overlay option for item jobs. Item jobs will no longer be visible when the jobs menu is open. Players can hold G or TAB to show the item jobs overlay. The reason for making this change was to clean up the visuals while building. Item job overlays would obscur lots of the terrain when placing blueprints, meaning players would need to toggle jobs on/off in order to see where they are building.
-Tuning: Cabinets can now also hold tools.
-Tuning: Bows now fire farther than crossbows, but deal less damage.

Thank you and have a wonderful weekend!

Waylon

Archenthrall, New Props/Blocks, Fixes, Tuning - Beta 0.11.0.13 Patch Notes

Hellooooo!

Long time no see. I have had quite the event filled last month, which includes my SSD corrupting and me needing to reset my desktop. So, I do apologize for the longer wait for an update! Also, sorry for the lackluster patch notes. I lost my patch notes on the corrupted SSD, but I did my best to create a new patch note list from memory. As you you'll see, my memory is apparently like a spaghetti strainer.

This patch adds in quite a few new content things. Lots of new blocks and props to build from things like sable, rutile, bronze, etc. But additionally, a new summon. Sort of. I guess it's more like a new spell? What I'm referring to is...

Archenthrall




This is a new status that can be applied to Ancients. It makes them extremely powerful, but it does make them less effective in void crafting and summoning. It's essentially a rage-mode for Ancients. Keep in mind it cannot be reversed!

New Props/Blocks




I added quite a few things to the various material types. I didn't get to add all of the ones I wanted, but you'll notice quite a few new things. Check them out in the Saga window the next time you play. :)

More UI Polish???






I can almost hear the groans about yet another change to screens. I'll admit, UI is not my strong point. I'm really trying haha. That said, let's take a look at what I've gone and done now.

Namely, I've consolidated the room owners, production, and stockpile options into one window. I've cleaned up a lot of the various screens by removing unnecessary visuals, moved lists to the left of windows, unified colors schemes, etc. The production window has seen a lot of changes to help make things easier to use and clearer. You'll notice that you can now collapse and expand a ton of the UI elements to reduce the clutter. Plus, it should be much easier to tell why you can't do a job.

I've added (back) in the ability to queue jobs. So, if you manually add some jobs to a room, it will add as many as it can based on available work stations, and the remainder will be queued until the work station becomes available.

Patch Notes


-Feature: Job Queueing in Room Edit window. When increasing the job count for an auto-job, any number that exceeds the available work station count will be queued. Queued jobs are then added to the room when work stations become available.
-Content: Added more props, and blocks for several material types.
-Content: Archenthrall summon.
-Tuning: Increased stockpile max cap to 99999.
-Tuning: Climbing down 1 block now receives a small speed bonus. This is to simulate an entity simply jumping down onto the ledge below.
-Tuning: Ancients will now start with the Magic Fighting skill enabled by default.
-Polish: Moved all window lists to the left to help players read left to right better.
-Polish: Added quite a few utility options to lists, especially for things like remove/add all.
-Polish: Unified the colors for all windows to better communicate button purpose and reduce clutter.
-Polish: Combined the production, owners, and stockpile room windows into one window.
-Polish: Redid the layout for production to make job management clearer and easier.
-Polish: Added better feedback to jobs and room owner settings to communicate why a job can't be done, and why an entity won't join a room.
-Polish: Added the option to select where room job workers/subjects are pulled from. You can now select specific rooms groups or the entire region.
-Bug Fix: System keys like ESC were not working in the front end.
-Bug Fix: Some information in the overworld screen could get cut off on smaller resolutions.
-Bug Fix: Many scenarios/threats weren't activating if the settlement had a complete water border.
-Bug Fix: Control group entities weren't saving.
-Bug Fix: Cages and traps weren't triggering correctly.

Next Up

This will be my last content update for the expansion. The next two weeks are going to focus on bug fixing and tuning as I want to move the beta to the live branch in the middle of October. I think this patch will have a couple nice production window bugs for me to fix right away. So, if you see anything there, please let me know!

Thanks and hope you all have a solid weekend!

Waylon

Tuning, Bug Fixes, and Polish - Beta 0.11.0.11 Patch Notes

Hello everyone!

Version 0.11.0.11 is live! Thanks for waiting patiently on this one.

[h2]Tuning[/h2]

I took a bit longer with this patch because I needed to make some tools to help me work on tuning. Tuning has always been an extremely difficult and slow process for me on this game. So, I figured it was time to dedicate hours towards making that stuff easier for myself. I've tuned a bunch of things in the update, but there's still lots of work to do, especially with late game progression.

There are some other great things in this update. Let's take a look!

[h2]Tracking, Notifications, Designations, and Control Groups[/h2]



You'll notice a couple new buttons on the HUD (as if we needed more!) which are intended to clean up and organize some things. The inventory button has also been moved over there. I'm trying to group these various buttons together based on functionality. So, the buttons on the top-left are grouped together because they all open up 'tracking' windows. Whereas, top-right is utility windows, bot-right is toolbars, bot-left is overlays.

Let's take a look at the new buttons/windows:

[h3]Tracking[/h3]



I've added a new window for tracking stats on the top bar in the HUD. There are five types of stat to track up there:
  • Items - "3 Carrots"
  • Item Categories - "3 Raw Foods"
  • Races - "3 Sheep"
  • Statuses - "3 Hungry"
  • Control Groups - "[1] 3 Entities" (1 is the hotkey)


The top bar didn't have a localized place to manage these things, and I felt like it was time to add something to help with confusion. Also, there's no longer any limit to how many can go up there.

[h3]Notifications[/h3]





I did a huge pass on notifications to make things a bit clearer. With work and attacks especially. You can hover over each notification to get more info which is great to understand why your entities might be doing more or less output when mining. I plan on adding more notifications in general to help communicate various things, so feel free to let me know if you'd like to see any added.

[h3]Designations[/h3]



This is the panel you normally see when you open the jobs or rooms toolbar. I want to expand upon this window some more, but you'll notice the addition of a linking button. This lets you toggle whether the window opens when the jobs/rooms open. Helpful if you don't always want this window to open with jobs/rooms.

[h3]Control Groups[/h3]



As you can see, I've removed the far right control group buttons and put those into their own window. You can edit and view control groups just like before from here.

[h2]Patch notes:[/h2]
-Content: Added Ardyn settler wave.
-Content: Added late-game Human settler wave for settlements with low populations.
-Polish: Did a complete pass on notifications and added a bunch of tracking windows.
-Polish: Added feedback to the Saga button to indicate if a node can be unlocked.
-Polish: Added an 'auto-slot' feature to inventory items. When a uniform slot is visible, and an equippable item is clicked, it will automatically be slotted to the best slot candidate. The best candidate is one that is empty, or doesn't have the same item id, or doesn't have an item about to be equipped.
-Polish: Added hotkey info to inventory items to show how to equip items if no equipment display is visible.
-Bug Fix: Hostile and neutral entities would teleport to the closest player position if they were stranded.
-Bug Fix: Sometimes items being unequipped would be destroyed instead of spawned.
-Bug Fix: Added missing iron hammer icon.
-Bug Fix: Stone buckler, bronze cap/blood cap mushrooms, and iron hammer had incorrect graphics.
-Bug Fix: Dead entities were not being removed from rooms if the rooms were set to manual.
-Bug Fix: Temperature would not show a negative sign on the entity tooltip.
-Bug Fix: Work logs weren't showing the correct target attribute.
-Bug Fix: The difficulty rating determined by avg settler level was incorrect.
-Bug Fix: General visual layout fixes for lists where items were misaligned or popping into position.
-Bug Fix: Entities were not gaining happiness when sleeping in beds.
-Bug Fix: Very rarely an Ancient could get stuck in a sleeping loop.
-Bug Fix: Entities should no longer enter combat if all their combat skills are disabled. This resolves an issue where entities would not equip any items or work if a threat was nearby.
-Bug Fix: Entities that are given an attack order and have no combat skills enabled, will have those skills auto-enabled.
-Bug Fix: Worlds would not load when the Z depth was changed from the default 64 depth to 16.
-Bug Fix: Production rooms would show jobs for blueprints that had yet to be discovered.
-Bug Fix: Incorrect icons for several butcher blueprints
-Bug Fix: Uniform buffs and attacks weren't updating right away when items were added/removed.
-Tuning: Having two one-handed weapons now provides a 10% chance for both items to attack/work on a target.
-Tuning: Ancients will now gain happiness from sleeping in a Sarcophagus.
-Tuning: Re-organized several industry research nodes. Stone/wood, and iron/steel can now be unlocked as a choice rather than sequentially.
-Tuning: Did a complete tuning pass of all tools and weapons which focuses on the progression and differentiates types of weapon. i.e., Crossbows will shoot farther than bows, but do a small amount of damage less.
-Tuning: Evasion is now a chance to dodge an incoming attack as a percent, rather than as a comparison to a dice roll.
-Tuning: Added Happiness % to entity tooltip.
-Tuning: Stoneleaf items are now made at the workshop using the misc skill.
-Tuning: Stone/wood workbenches now unlocked in the Basics I research node.
-Tuning: Entities now spawn with randomly generated items based on player progression.
-Tuning: Harmful diet items will damage entities over time.
-Tuning: Loved diet items will improve entity happiness over time.
-Tuning: The Wyrm event should no longer spawn thousands of items.
-Tuning: Spellbook of healing now actually heals.

That's all for now. For 0.11.0.12, I'd like to focus on adding more events, especially mid-late game ones. Going to focus on adding some fun ones for the Ancients. Plus I'll continue to bug fix/respond to feedback and requests.

Thanks everyone! Have an awesome day. :)

Tavern, Hunting Grounds, and Workshop - Beta 0.11.0.10 Patch Notes

Good evening (or morning, or... day?!)!

Today's patch has some great fixes and tuning changes, but it also has some new rooms. Well, the Tavern won't be new to some of you as, once upon a time, it used to be a room in the game. But enough reminiscing! Let's take a look.

[h2]Tavern Room[/h2]



It's time to re-enable this room as I am starting to feel like it has an actual purpose. That is, to improve the spirits (heh) of the masses. Right now, the Tavern has one job you can give it, and that's, "Relax With Drink." Entities will grab a drink, and go sit at a seat in the tavern, and refill their Will (happiness). I'm going to add a bunch more little jobs for this room. It won't just be this one job. But this is a start! There are even plans to have travelling bards which could come and play at your Tavern, but that's getting ahead of myself.

One thing about tuning I'll mention related to this. Alcohol no longer has the same buffs as things like water. Alcohol now provides a smaller thirst buff, a negative energy buff, BUT increases happiness for a time.

[h2]Hunting Grounds Room[/h2]



Much like the Tavern, this is the early stage of this room. For now, it provides one job which is the automation of capturing entities in cages. I will soon be giving it the added job of having hunters actively hunting prey and the sort.

[h2]Workshop[/h2]



The Workshop is a new room which provides job automation for the most rudimentary of jobs out there. Those jobs that don't really have a specific profession or skill that can be associated with them. You know, making coal, wicker objects, and, oh, I don't know, BONE ARMOR!



Yep, you can now unlock bone armor from the War tech tree. I will be adding more bone items soon!

[h2]Integrating Captured Entities[/h2]

There's a new job, "Integrate As Citizen," which lets you convert captured sentient entities into full citizens. This coincides with a slight naming change for the research skill. This skill is now called writing. I made this change because I feel writing can be more broadly used than research. For example, the aforementioned integrate job requires someone with the writing skill to draft up the documents to make the captured prisoner a citizen. Captured, sentient entities are given permission (lol) to have relationships, change profession, and unlock their technology in the Saga window. But, keep in mind, they need to also be happy! So, make sure they have a bed to sleep on and, hey, maybe let them go to the Tavern for a drink every once in a while?

[h2]Notes On Tuning[/h2]

I've done a bunch of balancing for the Ardyn race. Namely, they will no longer take 1:1 age off animals they retroanimate. Instead, 1 year of the animal gets multiplied by the Ardyn survival skill. Also, animals live a tiny bit longer. These things should keep your critters around for much longer.

I've also gone ahead and merged the fishing rod unlocks into the industry materials progression nodes. This is to make some space for new agriculture tech, but also because it was annoying to unlock fishing in the agriculture tree.

There are some other tunings mentioned below...

Here are the notes:
-Content: Added 4 bone armor items.
-Content: Added bone armor node to War research tree.
-Content: Added workshop room. This is where super basic crafting jobs can be done. i.e., bone/clay/thatch item crafting.
-Content: Added hunting grounds room. This is where capture jobs can be automated.
-Content: Re-enabled the Tavern room.
-Content: Added relax with drink job to Tavern. This improves settler happiness.
-Bug Fix: Some items would appear as inaccessible for containers surrounded by other containers on their four adjacent sides.
-Bug Fix: Unreachable item notifications would sometimes show the wrong item when the job required a type of item, rather than a specific item.
-Bug Fix: The item slots weren't updating after an item wasn't added/removed.
-Bug Fix: Some Nyctium items had incorrect inline icons.
-Bug Fix: The missing diet items in room notification was firing even when a room didn't have the diet items toggle enabled.
-Bug Fix: Sometimes entities (mostly animals) could start a gather item job.
-Bug Fix: Entities could sometimes start the same job at the same time.
-Bug Fix: The profession 'unused2' will no longer show up in the default skills list.
-Bug Fix: A typo where the Raw Food tooltip said it provides a worse bonus than Raw Food.
-Bug Fix: Companion statuses were being reset which would cause entities to leave/join homes constantly.
-Bug Fix: Inline icons on the room edit screen would appear duplicate for additional room owner group entries.
-Bug Fix: Newly spawned entities would show healing FX.
-Bug Fix: Fish would get stuck at the bottom of bodies of water.
-Bug Fix: Stone Dart and Stone Spear would not spawn a projectile.
-Bug Fix/Tuning: Hauling jobs weren't being created when there were other hauling jobs present.
-Tuning: Alcohols now provide less of a thirst buff, an energy debuff, and a new happiness buff.
-Tuning: Tired entities will now receive a small debuff to happiness.
-Tuning: Sleeping on the ground will lower entity happiness, and sleeping on a bed will raise it.
-Tuning: Non-sapient entities now get a small buff, "Ignorance Is Bliss", to happiness.
-Tuning: The manual input for room auto jobs was displaying incorrect text for queueing jobs. This has been changed to accurately describe that the jobs are manual. Additionally, if no manual jobs can be added, it explains why.
-Tuning: The default skills page now lists professions alphabetically.
-Tuning: Animal Enclosure stockpiles now start with a default priority of 2.
-Tuning: Beverage and food provide higher hydration/metabolism buffs.
-Tuning: Raised entity age to become elder for several animals.
-Tuning: Retroanimation now only adds 1 age to the target entity on each use. The amount lost for the Ardyn caster is based on their survival skill, so they'll still get a good return back.
-Tuning: Added extra action text to show when the source entity receives a bonus from their attack. i.e., when an Ardyn lowers their age from retroanimation.
-Tuning: Captured non-sapient entities will no longer jump into combat unless given an attack order.
-Tuning: Research has been renamed to Writing.
-Tuning: Coal, rope buckler, and pointy stick are now made at the workshop and requires misc skill.
-Tuning: Fishing rods are now unlocked in industry instead of agriculture.
-Tuning: The melt threshold for ice blocks has been raised.
-Optimization: Reduced memory allocation within pathfinding.

That's all I've got for now! I meant to add some more tools for various professions into the patch, but I didn't have the time so I'll save them for next week's update.

Special thanks to those constantly giving me bug reports, save files, and feedback. You are stars!

Have a great weekend!

Waylon