Odd Realm

Odd Realm Dev Tracker




23 Jul

Hi everyone!

Hope you are having a great start to your weekends.

I've just uploaded version 0.11.0.8 and this one is more of a content patch for once. There's a bunch of stuff I haven't added to the Ardyn expansion yet, and, now, I'm working on adding these things. And, it's not only the Ardyn race that I'm focusing on for content. I'm working on lots of stuff for the Humans and, especially, the Ancients.

Resurrection

https://preview.redd.it/cm7o015nvcd91.png?width=1202&format=png&auto=webp&s=8e9da928495a549bf0d9ea7aa695c2fe129cf03a

You'll notice the Arcana research tech tree is a bit sparse. I've moved a lot of stuff over to the Ancient tech tree, to round out...

Read more External link →
Post
Hi everyone!

Hope you are having a great start to your weekends.

I've just uploaded version 0.11.0.8 and this one is more of a content patch for once. There's a bunch of stuff I haven't added to the Ardyn expansion yet, and, now, I'm working on adding these things. And, it's not only the Ardyn race that I'm focusing on for content. I'm working on lots of stuff for the Humans and, especially, the Ancients.

Resurrection


You'll notice the Arcana research tech tree is a bit sparse. I've moved a lot of stuff over to the Ancient tech tree, to round out some of their uniqueness. Magic isn't intended to be this easily obtained thing. It's supposed to be difficult to achieve. Unless, of course, you're the Ancients and have thousands of years of mastery to work from. Don't worry, I'm adding much more stuff to the Ar... Read more

16 Jul

Hey gang,

The latest patch has just been uploaded. I made a goof in the last patch which messed up uniforms and caused people to get stuck in idle. That should be fixed.

I've also done some work to smooth out the camera and entity movement. This will be very noticeable when following entities. No longer will it be all jittery.

Bunch of other things in there. Check it out:

-Polish: Auto-jobs will now show an orange warning that says, "Work point is in use," instead of a red warning that says the props is missing. This is to avoid confusion where the prop exists in the room but jobs can't be added because they already exists at the workstation.
-Polish: The selection box no longer snaps to a grid when selecting entities.
-Polish: Smoothed some of the camera movements. Especially when following entities.
-Polish: Smoothed some of the entity movements.
-Bug Fix: Not all mod data objects were being loaded.
-Bug Fix: Mods c...

Read more External link →
Post
Hey gang,

The latest patch has just been uploaded. I made a goof in the last patch which messed up uniforms and caused people to get stuck in idle. That should be fixed.

I've also done some work to smooth out the camera and entity movement. This will be very noticeable when following entities. No longer will it be all jittery.

Bunch of other things in there. Check it out:

-Polish: Auto-jobs will now show an orange warning that says, "Work point is in use," instead of a red warning that says the props is missing. This is to avoid confusion where the prop exists in the room but jobs can't be added because they already exists at the workstation.
-Polish: The selection box no longer snaps to a grid when selecting entities.
-Polish: Smoothed some of the camera movements. Especially when following entities.
-Polish: Smoothed some of the entity movements.
-Bug Fix: Not all mod data objects were being loaded.
-Bug Fix: Mods caching even w... 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.

11 Jul

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 ...

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Post
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 o... 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.

06 Jul

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 ...

Read more External link →
Post
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.
-... 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.

03 Jul

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 P...

Read more External link →
Post
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[github.com]

Here are the notes for both patches:

0.11.0.2
-Feature: Mods can now rep... 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.

30 Jun

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...

Read more External link →
Post
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.
-F... 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.

18 Feb

Hi everyone!

https://i.redd.it/n6vb95jgihi81.gif

Phew! This one took me a bit longer to get out the door because I had to get my hands dirty with a bunch of pathfinding stuff. Thanks for waiting patiently for me to put this one out. :) Also, thank you to those of you that were sending me builds and helping me find issues. Your help is so appreciated!

Pathfinding

You should notice some improvements to the pathfinding speed. I went through and optimized several things, but I also worked on how paths are prioritized. Entities with the shortest paths or the most urgent paths (i.e., given a move order) should be calculated first. Also, NPC's are prioritized last, giving th...

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06 Nov

Happy Friday everyone!

I've just finished uploading the 0.10.0.6 patch. There are a lot of fixes in this patch. As well, I spent some time working on improving the hotkey options/settings. I've added a few features to it and it should be much clearer to use. You can now assign hotkeys to the mouse, add modifiers (shift, ctrl, alt, etc.) to any keyboard key, and add up to 3 hotkeys to an action. Scroll input now has the option to be inverted and I've removed the scroll options from generic settings because you should be able to do this through hotkeys. The only thing I couldn't get working was modifier keys for the mouse. This sounds trivial and certainly isn't impossible to add, but it will require some more work, and I'm going to have to put that on the backburner for now. I don't think modifier keys for the mouse are terribly important, but it would be nice to have later. As well, I've removed editing the ESC backout action because it's too easy to mess this up and lock...

Read more External link →
Post
Happy Friday everyone!


I've just finished uploading the 0.10.0.6 patch. There are a lot of fixes in this patch. As well, I spent some time working on improving the hotkey options/settings. I've added a few features to it and it should be much clearer to use. You can now assign hotkeys to the mouse, add modifiers (shift, ctrl, alt, etc.) to any keyboard key, and add up to 3 hotkeys to an action. Scroll input now has the option to be inverted and I've removed the scroll options from generic settings because you should be able to do this through hotkeys. The only thing I couldn't get working was modifier keys for the mouse. This sounds trivial and certainly isn't impossible to add, but it will require some more work, and I'm going to have to put that on the backburner for now. I don't think modifier keys for the mouse are terribly important, but it would be nice to have later. As well, I've removed editing the ESC backout action because it's too easy to mess this up and lock... Read more