almost 5 years ago - /u/ - Direct link
: You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/688060/announcements/detail/1607151615994872252]here[/url].
almost 5 years ago - Sleipnir - Direct link
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
almost 5 years ago - /u/ - Direct link
: You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/688060/announcements/detail/2989758706119773127]here[/url].
almost 5 years ago - Sleipnir - Direct link
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