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Odd Realm News

Friday Update

Hey all!

I'm running behind on today's update so I'm going to push it out until Sunday or maybe just hold onto it for another week. I'm currently in the process of adding some new things and they're taking a bit longer than usual. Plus, a few people have brought up bugs that I still haven't been able to look at and I wanted to get fixes for them into this build.

Here's a brief on some new things that I've added to the next update:
-4 new 'lodes' which can be mined for: Amber Opals, Sunrise Opals, Forest Emeralds, and Seabreeze Sapphires. These are found pretty far under ground.
-7 new 'Aeternum' items. Aeternums are a headband item that Ancients use to increase their energy as well as improve their magic skills. The new gems will be used as regents for the making of these. Ancients will start with the Fledgling Aeternum which is the second worst one. In lore, Aeternums were only given to Ancients that were permitted to perform the passage of immortality. There are some Ancients in Odd who have done so in secret and you'll see them wearing the Makeshift Aeternum which is just a rough facsimile, providing terrible benefits.
-Re-work of jobs and new job screen. In the past, all jobs used blocks and their HP/Toughness to determine the progression of the job. This works well for things like mining but is awkward and hacky for training, building, doing workstation tasks, etc. Now, I have a job wrapper which looks at either a block or blueprint to determine progress. This fixes the issue of builders 'destroying' a stool in the work shop in order to build a wood bow. I'm sure most didn't notice this happening as I'd always reset the stool HP to 100% on completion but that was my hacky solution from ages ago. In addition, I've added a new window which displays all the active jobs being done. From here you can go to the worker/work point, cancel the job, see its progress, see what's being done, and so on.

There are quite a few changes and fixes on top of these three main points but I'll save those for the patch notes.

Thanks and have a great weekend!

Waylon

0.8.23.0 Beta - QoL/UI Update

Friends! Hello!

Just uploaded this week's update, 0.8.23.0. This one has quite a few changes/additions to screens. Ok, I know I really need to add some more content to the game but I HAD to fix up some UI as it was buggin' the heck out of me.

Here are the main changes:
Entity screen - This one didn't need to be updated necessarily but I figured why not as I was already working on UI. I've rearranged a lot of the elements to be more compartmentalized and clearer than before.




Workstations screen - Now fits on a 1200x800 (the min spec supported) display! You'll also notice you can prioritize tasks here. Improved layout and such as well.




Settlers screen - Added some new filters and organized things. You can now see neutral and hostile entities and animals have been separated out into their own panel. As well, I've added a skill priorities panel so you can manage that. Make sure to check out hotkeys for this panel by holding shift over a toggle. Has some helpful ones in there. You'll also notice that you can drag lists horizontally on the skill screens. Had to add this because they don't all fit on a 1200 width window.






World Markers - These work through the same system as control groups. You can now create markers around the world to snap to via the hotkeys 0-9. It has the same functionality as control groups. The only difference is that, if you have no entities selected, it will create a world marker for the current camera position.




There are a TON more little changes and quality of life additions in here that I haven't mentioned. Check them out:
-Fixed a bug where the more settlers you had the slower their behavior update would be.
-Fixed a bug where tool output wouldn't fit on blueprints.
-Workstation screen will now fit on 1200x800 displays.
-Lowered level up xp requirements.
-The first settler wave can now be turned away.
-Some settler behaviors can now be disabled.
-Added priority to workstation blueprints.
-Overhauled the entity overlay screen.
-Added a skill priority page to the settlers overlay.
-Lowered the chance fire-based props can start fires.
-Increased max workstation job queue to 999.
-Fixed a bug where trap doors wouldn't drop entities.
-Neutral and Hostile entities can now starve and die of thirst. (Race permitting)
-Neutral, Hostile, and Tamed Entities now have their own panels within the Settlers overlay.
-Fixed a bug where auto-plant would not happen if item was in the way.
-Farmers will now cut and replant weeds in farms to harvest plant fiber and seeds.
-Mirmit will now find mushroom spores rather than plant trees.
-Fixed a bug where cut jobs persisted after a plant had expired.
-Fixed a bug where the iron hatchet was showing the iron sickle sprite.
-Fixed a bug where plants would spawn in bad lighting at the start of a new season.
-Fixed a bug where plants would spawn in places that planting isn't permitted at the start of a new season.
-Added missing sfx to several UI buttons.
-Required skill is now shown on blueprint tooltips (the ones placed in the world).
-Props that have fires will now only ignite flammable props directly adjacent to them.
-Fixed a bug where the workstation lists would snap to the top occasionally.
-Added World Markers.

Ok. Now, I'm seriously, no joke, for reals, honest going to go add some content. :D

Thanks!

Waylon

Friday Update - Moved To Next Week

Hey folks!

Just wanted to let you know that I won't be uploading an update tomorrow because I'll be away visiting some family. That means that next week's update will be twice as cool. ;)

I'm currently focused on updating the priority system so that you can set priorities for skills via the settlers overlay as well as the priorities for work stations blueprint jobs. In addition to that, I've revamped a bunch of UI to hopefully be clearer and provide extra info. The entity overlay has received a huge update in this regard.







Anywho, thanks and hope my American friends out there are having a nice Thanksgiving. And, if you're not celebrating a holiday, have a great weekend. :)

Cheers,

Waylon

0.8.22.0 Beta - Fire And Water

Hey everyone!

Hope you're having a wonderful weekend. I've uploaded the latest Odd Realm build, 0.8.22.0, to the beta branch just now. This update includes additions/changes to the fire and water physics in-game. I've also touched up the notifications a bit and added some new ones. There are also some fixes for a pathing lag bug related to issuing a attack or move order as well as a fix for not being able to assign a profession from 'none' in some places.



Here are the patch notes:
-Fixed an issue where item tracking numbers get cut off after three digits.
-Fires can now be started from props involving fire. This will only happen if adjacent tiles have flammable materials. If they're surrounded by stone, a fire won't start.
-Fires can now be started from lightning strikes when it rains.
-Settlers will now put out fires with water and purified water.
-Added 'Fire!' notification.
-Fixed a bug where notifications didn't snap to the same z level as a notification event point.
-Population bar now shows beverages rather than just purified water.
-Added 'Animal tamed' notification.
-Added 'Settler stuck' notification.
-Added 'Unreachable resource' notification.
-Added 'Low beverages' notification.
-Added 'Low food' notification.
-Added 'Unassigned profession' notification.
-Raw Food, Cooked Food, and Beverage counts on the top panel will now include items being carried.
-Clicking an entity notification will now follow the entity.
-Fixed a lag bug with issuing a path order to tame/attack an entity.
-Tuned butchering animals to drop more meat.
-New 'event' notification category for things like merchants arriving, finding caves/dungeons, bandit attacks. Clicking the 'go to' button on these events will take you to the last priority point for the event. Handy for jumping to dungeons you've discovered.
-Lowered the volume of the Vytrax snarl so that it doesn't blast out your eardrums rendering you unconscious.
-Fixed a bug where professions were not assignable from certain screens if the profession was 'none'.
-Fixed a bug where blueprints weren't auto rotating.
-Settlers are much more prone to drowning but this should only be happening if there is absolutely no open pathable point adjacent to them.
-Added a 'Died from burning' death type.
-If fish have no water block to occupy, they will now be 'caught' spawning their respective items nearby.

Fairly soon I'll be adding props to let you manage liquids. Things like sluice gates, drains, pumps, pipes, etc. Before jumping onto that, I'm going to add workshop priorities into the game. There are quite a lot of issues where settlers won't start jobs because they're too preoccupied elsewhere. I'll be addressing issues like this ASAP.

Thanks and have a good one,

Waylon

Friday Update

Hey folks!

Just wanted to quickly let you know I'm running behind on the update so I won't be uploading until super late tonight or early tomorrow. Lots of great fire/water stuff added to this one. Sorry for the delay!

Thanks,

Waylon