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Tuning & Bug Fixes - Beta 0.11.0.5 Patch Notes

Happy Monday everyone!

Here's another stability patch with a bunch of fixes and some tuning changes. I also have some modding fixes in the works, but they aren't quite ready. As well, I'm currently setting up the Workshop steam page. It involves some SDK setup, so it's taking a tad bit longer than expected. I'll keep you posted about that.

This patch really focus fires on some stockpile bugs. Hope that is starting to feel better for most people. Let me know if you continue to get any stockpile weirdness.

Here are the notes:

-Modding: Replaced the JSON data field for scenario actions in GDEScenariosData with c# data classes.
-Bug Fix: Scenario entities would spawn with incorrect appearance and age.
-Bug Fix: Entities would get stuck trying to eat/drink/gather items that were inaccessible from the entity's position.
-Bug Fix: Updated the chicken race portrait to match the entity portraits.
-Bug Fix: Entities were not moving items from one stockpile to another if the origin stockpile didn't permit the item. Instead they would just bring the items outside the room.
-Bug Fix: Entities would not warm up in cold biomes.
-Bug Fix: Pre-0.11.0.0 saves would sometimes not load.
-Bug Fix: Entities were assigned sleep on ground jobs for unreachable points.
-Bug Fix: Auto-jobs weren't being checked based on priority. This could cause lower priority jobs to be added to workbenches first.
-Bug Fix: Entity default skills could have a visual glitch if the notifications list was opened before.
-Performance Improvement: Removed some redundant item checks related to managing storage items.
-Tuning: Stoneleaf bags will now only be created for killed entities if the item count is > 5.
-Tuning: Max storage default item count is now 9999, instead of 999.
-Tuning: Increased default room owner size to 99.
-Tuning/Bug Fix: Harvest Nyctoid and Harvest Chronoblast jobs in the Hortichron room are now just Harvest Plant. This also fixes a bug where the two former jobs would be applied to the wrong plants.
-Content: Added 1 Patreon item, Axeward, for Dustin Pundt. Thanks for your support!

Going to aim for another patch this Friday!

Thanks everyone and have a great week. :)

Waylon

Tuning & Bug Fixes - Beta 0.11.0.4 Patch Notes

Heyo,

I've uploaded a patch to the beta branch with tons of fixes, especially for eat/drink bugs, and a nasty load issue which kept items from loading properly.

Here are the notes:

-Bug Fix: Entities would get stuck in single open block point. Now, they will snap to the closest entity to get unstuck.
-Bug Fix/Performance Improvement: Where entities were searching additional blocks for a job candidate when they already had one.
-Bug Fix: Certain scenarios weren't activating because they couldn't find the right tag for a previously created entity.
-Bug Fix: Stale room jobs (ones that have been sitting around for a long period of time without starting) were not properly being removed from a room. This would cause multiple jobs to stack forever.
-Bug Fix: A null reference would occur (in the entity WorkState) when an item search processed in the background, then the active job was cleared, then the job finished to reference the cleared job.
-Bug Fix: Entities would always search for the highest priority diet item, and ignore other items even if the search for the first item failed.
-Bug Fix: Blueprint toggles could be deselected.
-Bug Fix: The Ancient Hunters dialogue wasn't showing.
-Bug Fix: Some item lists weren't indented correctly.
-Bug Fix: New carry jobs for stockpiles wouldn't be created if the stockpile owner already had a carry job for another room.
-Bug Fix: Drink/eat jobs couldn't stack. For example, if one drink job was on the only block with water and the entity assigned was way off on the other side of the map, it would keep others from making their own drink jobs.
-Bug Fix: Settlers would bring items to a higher priority room even though the items were not permitted.
-Bug Fix: Entity diets had incorrect priority values which could cause them not to eat/drink certain foods/beverages.
-Bug Fix: Captured entities wouldn't trigger certain prop actions. For example, door open/close.
-Bug Fix: Items wouldn't save/load if they were on a platform in the air.
-Feature: A warning will now appear to let you know when you are removing a permitted item from a stockpile list that was set from the auto-pop by diet owner group option. This only shows up once.
-Tuning: Stockpile carry jobs will now be assigned the stockpile priority.
-Tuning: The blueprint menu search now looks at tags for props. For example, even though the sleeping mat doesn't contain bed in its name, it will still show up in the search because it is tagged as a bed.
-Tuning: Spawned scenario entities now have their default uniforms set to a higher priority. This is so entities with good gear don't immediately start to unequip their items.
-Tuning: Animal owners are now set to 'limit to unique' by default. This is to keep animals from joining multiple enclosures.

There were several of you that sent me save files, and those helped so much. Special thanks to those folks as well as those that have been helping me find these bugs. :)

Take care!

Waylon

Modding & Fixes - Beta 0.11.0.2/3 Patch Notes

Hello!

I uploaded two patches at the end of the week, but was unable to put out an announcement at the time. Both patches are quite small, but provide some good fixes/features.

Namely, 0.11.0.2 provides extra modding features while 0.11.0.3 provides a couple fixes for critical bugs.

Also, I've uploaded a guide to the modding github page which explains how to get started making mods. I'm in the process of making a video tutorial as well. Additionally, I'm setting up the Steam Workshop page. I want to have both of these things ready this week.

If you'd like to take a look at the modding written guide, or download the modding project, you can find those here:

Modding Project & Guide

Here are the notes for both patches:

0.11.0.2
-Feature: Mods can now replace the default inline icon atlas.
-Feature: Mods can now provide UI icon textures.
-Bug Fix: Where modded terrain atlases weren't being found.

0.11.0.3
-Bug Fix: Where an entity could get stuck in an infinite equip item loop.
-Bug Fix: Where the room edit window could get stuck open.

I'm currently hunting down some behavior bugs related to eating and drinking, as well as some rare crashes players are experiencing. I hope to push out patches this week for those. If you are experiencing these, feel free to send me your save folder. It helps narrow down the issues.

Thanks!

Waylon

Timeless Tyrants Expansion - Beta 0.11.0.1 Patch Notes

Hey folks!

Thanks to those that have been reporting issues/bugs with the 0.11.0.0 beta. That is extremely helpful and appreciated.

One of the big issues was captured entities not eating/drinking. This was due to a bug and some unclear new behaviors relating to rooms. Namely, there is the behavior where captured entities won't eat/drink anything outside their designated rooms. I've added a toggle to all owner groups to enable/disable this behavior, even for entities outside the Captured faction. As well, I've added a second toggle to enable/disable the auto population of stockpile item settings based on occupant diet. This is handy to have stockpiles filled with foods your animals will eat/drink. There is also a new notification for when entities don't have their diet food in a room AND they are restricted to the room.

-Music: Audio levels have been balanced for all music.
-Music: Added in the last new track. All five new tracks are in the game now.
-Feature: Added a toggle in the room edit window to populate stockpiles with occupant diet items.
-Feature: Added a toggle in the room edit window to limit entities to their rooms. This will keep entities from leaving the room as well as eat/drink and do jobs outside of it.
-Feature: Added a notification to indicate if an entity that's limited to a room is missing their diet items.
-Bug Fix: Where the description expand icon wasn't showing up.
-Bug Fix: Where Nyctoid and Chronoblast plants were obstructions.
-Bug Fix: Where tomes weren't spawning while playing the Ardyn race.
-Bug Fix: Where fishing wasn't behaving correctly, or sometimes at all.
-Bug Fix: Where troughs weren't showing when they had food/water in them.
-Bug Fix: Where the region room wasn't checking for food/drink jobs often enough and entities would not get those jobs.
-Bug Fix: Where entities weren't dying of old age.
-Bug Fix: Using the capture job on a contained entity that's already friendly will no longer make it hostile.
-Bug Fix: Where entities which died in water would not fully die and spawn their items.
-Bug Fix: Where the notification preview at the top of the screen could have text overflowing out of the window.
-Tuning: Ardyn start with one extra Tome of Agriculture (total of 2 now).
-Tuning: Ardyn start with campfire cooking research unlocked.
-Tuning: The Unassigned profession now has all skills enabled by default.
-Tuning: Fodder can now be made with the Fire Pit.
-Tuning: Added captured entities to the default stockpile hauling owners.
-Tuning: The Bare Bones Ancient starting loadout now comes with 2 Void Crystals instead of 1.

There are still lots of tuning things to be done, especially with the Ardyn race. I'll continue to clean things up, but I want to also put out a modding tutorial tomorrow. It will be a video where I go through all the steps to make a mod. Stay tuned for that!

Thanks and have a good one, friends!

Waylon

Price Increasing Soon! Odd Realm is 20% off now!

Transparency with the community is extremely important to me. That's why I want to let you all know that the price of Odd Realm will soon be going up from $10 USD to $15 USD in about a month. The game is currently on sale for 20% off to help players get the game at a lower price before I make this price change.

Now, I've always tried to keep the price of Odd Realm low for a few reasons but, namely, being an early access game, I wanted to make sure the price was fair to the consumer. If they're buying a half finished game, it should be half the price. That's why I started the price at $10, half of the $20 price that the 1.0 game will be. Now that we're getting very close to that 1.0 finish line, and there is a third race to play in the game, I feel it's time to raise the price to $15.

Normally, that content to price conversion wouldn't be on my mind and I'd keep the price low. However, a big part of raising the price now is that things are starting to get much more expensive where I live and $10 is no longer a feasible income price point.

Lastly, and this is a small thing but still a thing, I think many dismiss cheap games as amateur or small projects. I think it's easy for folks to see $10 on Odd Realm and think, 'eh, that is probably not a serious game or it's extremely short.' It's not, and it's not. I hate, HATE the marketing side of making games, but at the end of the day, I have to also consider how these things affect the development of Odd Realm.

Anyway, I hope you can understand my intentions here. To all of you supporting the game and telling your friends about it, I want to say thank you. I wouldn't be able to make this game without that.