Odd Realm

Odd Realm Dev Tracker




14 Mar

Post
Hey friends!

I've just uploaded Patch 1.0.35.9, packed with fixes, UI improvements, new features, and QoL changes. After receiving tons of feedback post-1.0, I took my time to address as much as possible. Thanks for your patience—it’s been a long wait! There's still plenty more to add, but I hope this update makes a big difference in your experience.

Let's take a look!

UI Improvements
I made extensive UI improvements, separating elements into distinct functions for better organization. This includes new window tabs and entirely separate windows, such as the Market, which now has its own dedicated window (K) for easier use and clarity. I also added more tooltips and missing data.

You can now navigate the UI with arrow keys:

UP/DOWN for vertical lists
LEFT/RIGHT for window tabs

Here is a peak at some of the windows with their updated UI:

... Read more

01 Dec

Hey Oddities!

I've uploaded version 1.0.33.0 which focuses on bugs, performance, and various issues. I have also been trying to clean up UI based on feedback. This has mostly been around the tooltips, but I also added in the entity info screen which you can open by hitting T. Moved some of extra entity stuff from their tooltip into there to cleanup the tooltip.

With that stuff out of the way, I'd like to also clean up the production, room, and blueprint UI. I know that needs a lot of work. I've gotten some really great feedback on that. As well, I am going to start adding in some more content. I want to add back in events and some more overworld stuff. Looking forward to that!

There are a few other things in there. Here are the patch notes:

Bug Fixes

[x] Fixed a pathfinding lag bug....

Read more External link →

23 Aug

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Hey friends!

1.0.30.0 is up. I focused some more on idle settler issues and various annoying bugs. The snow not melting was a big one and should be all good now.

Settlers should again bring items to jobs even though the settler doesn't do the job as their profession. You can disable this functionality by disabling hauling for an entity. They default with this enabled. And, I also fixed a bug related to this which kept entities from doing their jobs if they didn't have hauling enabled. So, hopefully, that all works as expected now.

I'm getting lots of great feedback from the community. I'll continue to respond to that as best I can as well as expand upon the tutorial a lot more. Thanks for being patient and learning the game the annoying hard way for now.

# 1.0.30.0 Patch Notes

Bug Fixes

- [x] Fixed an issue where settlers wouldn’t do their jobs if carry was disabled when it’s not the core skill used. i.e., Farmer not planting crops... Read more
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    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

21 Aug

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1.0.29.0 is up! It fixes some pretty annoying idle bugs and a buuunch of annoying behaviours that bog down job efficiency.

# 1.0.29.0 Patch Notes

Bug Fixes

- [x] Fixed an issue where entities wouldn't start a job.
- [x] Fixed an issue where entities would collect resource from across the map instead of using ones nearby.
- [x] Fixed an issue where entities would stop doing a job if a high priority job was created which they could carry items to. This would result in haulers stopping in the middle of a stock room job to bring items to a high priority auto-job. i.e., bringing brick to a high priority brick job they can't build.
- [x] Fixed an issue where unclaimed items were set to claimed on game re-load.

Tuning/Content/Polish/Misc

- [x] Invert scroll wheel now only inverts the list scroll direction.
- [x] Settlers will try and prioritize resources based on closest to job OR entity. Used to be just to entity. This should... Read more
Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

20 Aug

Post
Edit: I've uploaded 1.0.28.2 which fixes a serious auto-job bug for rooms. Should be working again. Sorry about that.

Hey everyone,

I've just uploaded some more fixes and small changes to help address issues folks have raised. The biggest issue being that players could not integrate captured entities into their settlement, but some other fixes for quite annoying bugs in there too. Plus some tuning to bandit raids to make them less intense.

As always, thanks for providing bug reports and feedback!

# 1.0.28.1 Patch Notes

Bug Fixes

- [x] Fixed an issue where the Integrate Citizen job wasn’t changing entity faction.
- [x] Fixed an issue where chairs weren’t being recognized for the Relax With Drink job at the Tavern.
- [x] Fixed an issue where the “Remove” tooltip showed left mouse click instead of right mouse click.
- [x] Fixed an issue where control group permissions weren’t showing up or being saved.
- [x] Fixed ... Read more
Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

19 Aug

Post
Hey everyone!

Happy to see so many new faces in the community. I'm working away furiously on the issues that were brought to my attention this weekend. In this patch I address a particularly nasty game freeze that happened after killing bandits. You shouldn't encounter that issue any more. As well, there are a few more serious bugs I'm working on for the next patch coming very, very soon.

And, of course, I've heard loud and clear that a tutorial needs to be added. That is one of my top priorities and I've added the first section to this patch. It's definitely not the final tutorial (maybe like 10%), but it's what I was able to get accomplished in between the chaos that was this weekend. Thank you so much for patiently waiting on that!



Here are the patch notes:

Bug Fixes

[x] Fixed an issue where killing entities would freeze the game.

Tuning/Content/Polish/Misc

[x] Added a toggle to disable/enable/re... Read more
Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

12 Jan

Hello dear friends!

https://preview.redd.it/3pl8w7h95oba1.png?width=800&format=png&auto=webp&s=fe4d8a4d6f30d8d9cbc05d94edf28da7763d0c71

I've been working away on the Gwdir race and they are very close to being ready for the beta branch. I wanted to put out this patch in the meantime as it has quite a few performance improvements, but, most importantly, carrying behaviour improvements. Settlers were wasting so much time carrying inefficiently and I needed to address that. Settlers will now focus on items closest to stockpiles first, and you should notice they will keep animal enclosure stockpiles filled in a more reliable way too. As long as you have the haulers and items of course.

I'm working on a job which lets you designate items to haul immediately. As an example, this will make it so you could force settlers t...

Read more External link →
Post
Hello dear friends!

I've been working away on the Gwdir race and they are very close to being ready for the beta branch. I wanted to put out this patch in the meantime as it has quite a few performance improvements, but, most importantly, carrying behaviour improvements. Settlers were wasting so much time carrying inefficiently and I needed to address that. Settlers will now focus on items closest to stockpiles first, and you should notice they will keep animal enclosure stockpiles filled in a more reliable way too. As long as you have the haulers and items of course.

I'm working on a job which lets you designate items to haul immediately. As an example, this will make it so you could force settlers to carry items on the edge of the map over items right beside the stockpile.

There are a few tuning and bug fix changes for you to check out in the patch as well. They should make things a bit more enjoyable and less teeth-grindy.

-Feature: Command line ... Read more
Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

13 Oct

Hey all!

This is hopefully the last little patch before Timeless Tyrants goes live. Thank you to those sharing bugs and feedback. That has helped out so much!

Notes

-Bug Fix: Some auto job settings/info would not update when changing rooms/jobs.
-Bug Fix: Floating trees. Ya.
-Bug Fix: Entities having multiple companions. I believe this was causing some extra issues with entities joining rooms properly.
-Bug Fix: Children weren't being added to the family tab in the entity overlay.
-Bug Fix: Manual saves right at the moment that the auto-save occurs threw an error.
-Bug Fix: Some entity scenarios weren't saving/loading.
-Bug Fix: Sometimes newly acquired Ancients wouldn't start their dialogue for being freed from an immortality tomb.
-Bug Fix: Sometimes names weren't inserted into dialogue text, appearing as {@0} instead of the name.
-Bug Fix: Auto saves could happen when selection input was active,...

Read more External link →
Post
Hey all!

This is hopefully the last little patch before Timeless Tyrants goes live. Thank you to those sharing bugs and feedback. That has helped out so much!

Notes
-Bug Fix: Some auto job settings/info would not update when changing rooms/jobs.
-Bug Fix: Floating trees. Ya.
-Bug Fix: Entities having multiple companions. I believe this was causing some extra issues with entities joining rooms properly.
-Bug Fix: Children weren't being added to the family tab in the entity overlay.
-Bug Fix: Manual saves right at the moment that the auto-save occurs threw an error.
-Bug Fix: Some entity scenarios weren't saving/loading.
-Bug Fix: Sometimes newly acquired Ancients wouldn't start their dialogue for being freed from an immortality tomb.
-Bug Fix: Sometimes names weren't inserted into dialogue text, appearing as {@0} instead of the name.
-Bug Fix: Auto saves could happen when selection input was active, and could cause issues.
-Bu... Read more
Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

07 Oct

Hey everyone!

This update includes mostly fixes and tuning, but I snuck in a new panel for rooms. It's part of the room stockpile panel. This panel lets you select who's hauling for a stockpile. By default stockpiles now pull haulers from the region (so, all player controlled entities with carry enabled). However, you can select a specific owner group to do the hauling if you choose. Additionally, the window will show a list of candidate haulers and why they may not be hauling for the stockpile.

https://preview.redd.it/1e0bx04n2hs91.png?width=1201&format=png&auto=webp&s=00e61ce0ce49d620c3fc9a7d0c87026828046f88

Ok, here are the notes:

-Feature: Added hauler options to r...

Read more External link →
Post
Hey everyone!

This update includes mostly fixes and tuning, but I snuck in a new panel for rooms. It's part of the room stockpile panel. This panel lets you select who's hauling for a stockpile. By default stockpiles now pull haulers from the region (so, all player controlled entities with carry enabled). However, you can select a specific owner group to do the hauling if you choose. Additionally, the window will show a list of candidate haulers and why they may not be hauling for the stockpile.



Ok, here are the notes:

-Feature: Added hauler options to room stockpiles. This lets players change who is hauling items for stockpiles. By default, stockpiles will use the region as a pool for haulers, but players can change it to any room owner groups if they wish. Lastly, candidates will be listed and any errors for keeping them from hauling it... Read more
Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.