Odd Realm

Odd Realm Dev Tracker


1

Posts today

17

Posts in the last week

1092

Posts total recorded
I'm adding some to the next update. :)

06 Jul


Originally posted by Croce11

I think the best solution is to just let the players decide how many days it takes to age people up by a year. 1 day being the default setting, maybe going as high as 10-15 days or higher.

Right now people live so short that I don't feel like investing in their skills is worth it. I can rename people but I don't feel bothered to do so since they just die after a year or two anyways. If someone dies in combat it doesn't feel like that big of a deal they were going to die soon anyways.

There's pros and cons to each type of setting. Which is why it should be player choice in some options menu.

If I want to do a hermit playthrough I'd like my character to last a very long time. So a 15 day per year setting would help here. But if you're trying to play some grand civilization you'll probably want them to age as they do now. So they can make babies and have the children age up into adults ASAP. Most people would probably want something in the middle, a modest amou...

Read more

Ya, once I add modding support, this will likely be something players will edit as it's a very easy value to change in the game data.

Originally posted by Mokmokmik

Odd Question: for those that got the game through the bundle for racial equality, how do we access updates?

The itch app has a little gear beside the install button. You just have to install the latest version from there.

Originally posted by DWLlama

I'm looking through your Trello now so sorry if it's in there and I haven't seen it yet. But a mixed race settlement would be awesome. Maybe nomads etc of other races could potentially randomly join at a low possibility, unlocking race-specific options?

Would also be great to have some in-game clue as to whether randomly found plants are actually useful or not. Should I farm bur clover, lady's harp, etc, or are they a waste of settler time, and space? who knows? :/

Mixed race settlements are planned but I didn't have that card in the trello list. I've added it now! Thanks.

I will be adding more info for all items. It has just been more of a polish task that I haven't gotten to.

Thanks for the feedback!

Originally posted by Ransackery

I don't know what beta branch is. Help me help you!

Alright. Here are the instructions to get into the beta builds:

https://steamcommunity.com/app/688060/discussions/0/1841314700705719781/

Alternatively, you can wait a bit for the beta version to go to production. Probably at the end of the week. Up to you.

The beta branch has a fix for this you can try out!

03 Jul


Here's the game's trello page which details the roadmap for the 1.0 version of the game, some suggestions I've noted, as well as full bug/task tracking for each version I put out:

https://trello.com/b/NZ5CUtEA/odd-realm-bugs-and-feature-plan

The main features I want to have done for the 1.0 version of the game are:

-3 more playable races, each having their own unique playstyles (Gwdir, Ardyn, Tomek).

-Trading, scouting, attacking neighbors, and more overworld map actions.

-Town Hall - Used as a gathering place when the bell is rung (great for when being attacked)...

Read more

Nice Little Easter Egg

Comment
    Sleipnir on Steam Forums - Thread - Direct
Haha Yes! Finally someone noticed. :)

Originally posted by Vivid_evasion0

Haha I had the winter grass bug in my last game and I was so confused. I wondered if it was a biome thing. Thanks for fixing that!

Haha ya not good! Winter provides lots of fun bugs. :S

Originally posted by Hypocritical_Oath

God damn, this fixes the most common bugs I've encountered so far. Nice!

Thanks!

02 Jul


Spring cleaning :)))

Heyooo!

Just uploaded a build to the beta branch which should fix these issues:

-Fixed a bug where entities weren't updating their age status (child/adult/elder) after migrating.
-Fixed a bug where the settler permissions screen wasn't updating skills when settlers became adults.
-Fixed a bug where skills could get locked permanently.
-Fixed a bug where grass from previous seasons could get carried over after Winter.
-Fixed a bug where entities could get stuck inside blocks after building them.
-Fixed a bug where one gender would only spawn for animals.
-Fixed a bug where plant data for goose grass wasn't being found and could cause saves to corrupt.
-Fixed a bug where hatches couldn't be built over ladders.

If this build turns out to be stable enough I'll move the changes to the main production branch.

Thanks!

Waylon

External link →
Heyooo!

Just uploaded a build to the beta branch which should fix these issues:

-Fixed a bug where entities weren't updating their age status (child/adult/elder) after migrating.
-Fixed a bug where the settler permissions screen wasn't updating skills when settlers became adults.
-Fixed a bug where skills could get locked permanently.
-Fixed a bug where grass from previous seasons could get carried over after Winter.
-Fixed a bug where entities could get stuck inside blocks after building them.
-Fixed a bug where one gender would only spawn for animals.
-Fixed a bug where plant data for goose grass wasn't being found and could cause saves to corrupt.
-Fixed a bug where hatches couldn't be built over ladders.

If this build turns out to be stable enough I'll move the changes to the main production branch.

Thanks!

Waylon
: You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/688060/announcements/detail/2543919999041936104]here[/url].

Raiding

Comment
    Sleipnir on Steam Forums - Thread - Direct
I'm not sure. I'm currently focused on adding content which will likely take up the next couple months (Tech tree, more things to build, more combat related items, etc). And I'm going to add the next playable race (Ardyn) before starting any overworld map features. I've also learned to stop promising dates because, as just one fella, I usually can't guarantee I'll hit them.

Originally posted by seawiiitch

Wait for Winter then "mine" the ice/snow walls that keeps on building up due to snow. You'll then have thousand of snowballs to creat Ice Chunks via workshop. Recipe will show up once you acquire your first snowball.

You can also use the clear/remove job on ice that forms on water which will spawn the ice chunks directly.

01 Jul


Suggestion - Forays

Comment
    Sleipnir on Steam Forums - Thread - Direct
I will be adding some more water manipulation props later. Things like sluice gates and pumps which allow you to drain bodies of water or create new lakes, etc.

30 Jun


Suggestion - Forays

Comment
    Sleipnir on Steam Forums - Thread - Direct
I really like the idea of stocking a body of water with fish! I haven't heard that one before. Very cool.
As for foraging, that's actually planned as one of the overworld map actions so we are in accord. :)

Butchering? (Solved!)

Comment
    Sleipnir on Steam Forums - Thread - Direct
Happy to hear you like it and that you managed to butcher the animals. :)
Right now, going back to an old settlement isn't implemented. It is a planned feature.

29 Jun


Super quick announcement that I've uploaded a hotfix patch (v0.9.0.11) which fixes the season transition lock-up bug. Thank you to those folks which brought it up and sent me save files. You rock!

I will be uploading another fix over the next few days for other issues which have been brought up recently. Hang tight for that!

Thanks!

Waylon
: You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/688060/announcements/detail/2543919999031753679]here[/url].
Thanks my friend. :)