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Odd Realm News

Patch 0.8.16.0 Beta

Hey there! Just wanted to let you folks know I've uploaded a new beta build.

Unfortunately, this update is not backwards compatible because I re-wrote a lot of the core code, making it impossible to do so. Sorry if you lose saved progress!

It has these changes:

-Fixed a bug where fishing and water collect jobs were not being started.
-Fixed some tooltip bugs related to jobs and visible blocks.
-Fixed a bug where training dummies weren't being attacked.
-Added z level to random texture generation to help distinguish the change of layers.
-Fixed a bug where Void Woken weren't dying from running out of energy.
-Added an expired death notification.
-Fixed a bug where void imps were allowed to do skills other than mine, carry, and melee attack.
-Fixed a bug where grass and other platform textures could show graphical artifacts.
-Fixed a bug where plants weren't showing their proper stage when a floor blueprint was placed on them.
-Fixed a bug where incorrectly zoned items in containers weren't being removed.
-Fixed a bug where entities were dropping items on filled containers.
-Fixed a bug where you could accidentally place blueprints through the toolbar when selecting a blueprint.
-Fixed a bug where destroying containers wouldn't drop container items.
-Blueprints will no longer clear zones and rooms. They will only clear the zone if the completed blueprint block/prop doesn't allow zones or rooms. i.e., wall blocks.
-Settlers now carry items based on their skill level and can carry from multiple item points.
-Placing a blueprint on a previously built prop or room requirement will no longer disable the room.
-You can now mix blueprints. i.e., place a prop blueprint on a floor blueprint and vice-versa.
-Fixed a bug where items weren't tracking if they were being carried
-Fixed a bug where settlers would not do workstation tasks when hungry/thirsty.
-Fixed a bug where the log job would not remove a tree when loaded from a saved file.
-Added progress bars for several jobs.
-Fixed a bug where settlers would get stuck... mating.
-Stone pickaxe, sickle, hammer, and axe now have correct stone item art.
-Settlers will no longer try to fill a zone if it's removed before they reach the zone.
-Added ability to set deposit priority for zones.
-Fixed a bug where tooltips would say prop or item rather than object's name.
-Fixed a bug where animating textures could be seen when a block is supposed to not be visible.

Thanks!

Waylon

Dev Log - Thursday, Sept 12th -

Hey friends!

I'm writing up a quick dev log early this week because I'll be away visiting some family tomorrow and over the weekend.

I also wanted to show off the new game cover created by the talented Chris Lewis Lee:



Pretty cool, huh!

This last week I've been cleaning up bugs as well as polishing stuff from the last few weeks of code re-writes. Lots of updates on tooltips and trying to make them clearer.



I'm sitting in a great spot to put a beta update next week so stay tuned for that! Once I put out that update I'm going to start up work on updating rooms and polishing them up. Lots of little issues and poor design decisions there. :)

That's it for now! Thanks!

Waylon

Dev Log - Friday, Sept 6th - Zone Priorities

Hey folks!

Real quick update today. I'm still working on zone priorities. I'm adding two options for editing the priority of zones:
-Zone fill priority - Determines which zones gets filled first
-Zone withdraw priority - Determines which zones get used first for picking up items

This functionality works exactly the same way as job priority settings:


Hoping to finish that up early next week. Thanks and have a fantastic weekend! :)

Waylon

Dev Log - Friday, August 30th - Blueprint Improvements

Happy Friday all!

I've been working hard on finishing up a lot of the world/core system improvements. The rendering stuff I had been updating last week is pretty much good to go. When I had finished up the last of the main changes for that and seeing as I was already neck-deep in core code, I was inspired to jump onto some other things which I had been putting off in that realm. I figure that since I've been making my bed, I might as well clean the whole damn room. ;) These are largely QoL improvements related to blueprints and building and I think they reduce player headaches.

Here are some examples:

-Blueprints now act as holograms on top of a block. This means that they won't clear out previous blocks until they are built and IF the thing which was built needs to replace the previous block. For example, a floor blueprint won't clear out a zone which had been there.
-You can now mix floor and prop blueprints. Before, you had to place the floor blueprint under the bed blueprint after the bed was built. Now, you can put them both down and the settlers will try to build both if the items are available. If only one of the blueprints has items available, they'll build that one, leaving the other blueprint there until it can be finished.
-Settlers can move items from multiple block points. They could technically do this before when building blueprints but now they can also do this when just moving items into zones. The max carry amount is determined by skill (FINALLY carry matters). Professions like Laborers will be pretty good at carrying.
-Rooms will no longer lose their 'ready to use' status when you put a blueprint over a required prop.
-Settlers will no longer spill out items on a container when it had been filled while they were on their way to it.

These are some examples of the improvements I added this week and I'm currently adding two more which are pretty helpful, I think:

-Being able to build walls on previous walls. i.e., swapping out dirt blocks for stone wall blocks.
-Moving props.
-Zone priority.
-Zone copy. i.e., hold shift, left click a zone, that will now be your selected zone setting.

I want to get those in before I put out a beta update but hopefully I've got that in a good place next week so you folks can check it out. Then it's onto updating and improving rooms. :)

That's all for now. Have a great weekend!

Waylon



Friday, August 23rd Update - Work-Work

Hey friends!

I'm still alive! I just wanted to give you a quick update so you don't feel like I've abandoned you.

I've been super busy fixing and re-writing a lot of world and rendering tech I wrote early in development. Since the beginning of early access a lot of bugs and minor issues or roadblocks popup from these systems, so it was passed time for me to clean it up. Unfortunately, this means nothing in terms of new content or features. However, with these systems written properly, I'll be able to implement things much easier and with fewer bugs going forward.

One example of rendering improvements is how I treat blueprints. Before, a blueprint would completely replace a previous block but create a facsimile of what was there. With the newer rendering system, I'm able to display two blocks occupying the same space. i.e., A dirt wall blueprint placed over a stack of wood logs.

Blueprints Example 1 Blueprints Example 2

Also, how I was handling transparency was a complete hack and kept me from having multiple layers of transparent textures. You may or may not have noticed graphical issues related to this but a lot of things (water for example) were really poorly implemented.

Some less interesting improvements are how I track items and other inventoried block points. Many a bug came from this area.

Anywho, no new or exciting features/content to announce but once I'm done this stuff, I'm hoping to jump onto improving and adding to rooms. I'll be sure to keep you updated.

Thanks and have a great weekend!

Waylon