Odd Realm

Odd Realm Dev Tracker




13 Jul

Post
This is a real small hotfix update to follow up with 0.8.8.0 as some people were having issues. As well, I'm forcing the tutorial to restart because the previous tutorial was so different and this potentially caused problems.

Anywho, thanks!

Waylon

12 Jul

Post
Happy Friday folks!

I just uploaded 0.8.8.0 to the beta branch. I'm going to fix a few more things before pushing them to the production build tomorrow.

Also, you may be experiencing some bugs with old saves from 0.8.4.2 and before. That's because I didn't properly handle the change to age. So, you'd end up having all your settlers become children. That's one of the last few things I'm fixing up today to get into the prod build.

One big thing I've changed is the tutorial. It now has way more steps and is hopefully better at giving the player a sense for the game. There are several steps missing for it but most of the things are there. However, the Ancients tutorial still needs an upgrade but I'll have to get to that another time.

Here are the patch notes:
-Fixed a bug where control group button graphic wasn't updating to show when it's interactable.
-Re-made the tutorial.
-Fixed a bug where Emily Townsend would appear and kidnap non-child... Read more

09 Jul

Post
Hello!

This is a small patch to fix some problems people were having with settlers getting stuck. Should be fixed the next time you load your save. Sorry for the issue.

As well, I've moved around and cleaned up some of the hud in this build. There's also some little additions to overlays to show previous zones and rooms when placing different things in the world. Oh, and I've also fixed an issue where settlers were spawning all as one gender or one appearance type. Should be varied now.

Thanks and have a great day!

Waylon


05 Jul

Post
Hey there!

Wow. This build has been super intense for me to put out. Lots and lots of tiny design details behind this one. There are also a few things that I'm not even done and that's why this build is going to beta rather than production. HUGE disclaimer: this build might be buggy or questionable. There's just so many changes and additions that I didn't have time to triple check every detail. Apologies in advance if I break your game. : /

Mainly, this build is all about overhauling UI for rooms and various info displays. But it also changes up how Happiness works. Before, happiness was this very obscure stat that had a bunch of hidden values working in the background. Now, Happiness is a modifier on a brand new attribute called Will. Much like Hunger and Thirst, Will is a stat that starts at 1000. Happiness affects this stat over time, just like Metabolism affects Hunger. As the game progresses, Settlers will start to collect behaviors which affect their Happ... Read more

21 Jun

Post
Hello!

Hope you're all having a great day.

Just uploaded v0.8.5.0 to the beta branch.

This version is, I think, pretty cool as it adds a lot to the survival aspects of the game. That being said, it also might be the least stable in terms of loading saves. I've added a few things but also changed up some previous functionality so I'm not 100% certain everything will load perfectly. I didn't have any issues with the several old saves I loaded but you never know.

So what's new in this patch?

First up is age. I've completely changed how settlers treat age. Before it was based on seasons and children were treated as a profession. Them being a profession doesn't really makes sense especially when looking at elders. Elders shouldn't be stripped of their profession just because they get old. As well, who knows, I may want a child who's a super warrior to show up and I don't want to limit that because child is a profession.

Wow, wow, wow. Wh... Read more

14 Jun

Post
Happy Friday everyone.

Today's Production build (v0.8.4.2) has been uploaded.

Besides the Beta changes from a few days ago (Beta 0.8.4.0 patch notes), it includes:
-Fixed a bug where the custom zones inventory panel would get stuck open.
-Added an option to delete gear sets from the gear set list on the uniforms screen... Read more

12 Jun

Post
Hey super fam,

I've uploaded the latest version, 0.8.4.0, with the newest feature, settler Uniforms, to the beta branch.

*There are new tutorial steps for this feature. You can reset the tutorial from the settings menu if you'd like the game to explain it as you go.

What is this new Uniforms thang?
A lot of people have expressed that equipping settlers is tedious. The Uniform feature is a way around the micromanagement and monotony of going through each settler, one-by-one to equip items and gear.

Here are the important terms to know:
Gear Set - a loadout of items that Uniforms use to determine what settlers should auto-equip. Many Uniforms can use the same Gear Set.
Uniform - a preset which determines the items settlers need to equip based on Gear Set and prerequisites. There are three prerequisite categories: profession, selection group, and individual.
Profession Uniforms - settlers will equip items from this U... Read more

30 May

Post
Hello!

This is a small update to fix a memory leak which was occurring with UI text. Though, it may not be the fix for every mem leak in the game, this one is huge and should help with a lot of crashes.

Thanks,

Waylon

29 May

Post
Howdy!

Today's update focuses on our trusty companion, the tooltip. I've also updated some other UI elements such as the workstation window to communicate things a bit better. This patch also includes the changes from the beta branch version 0.8.2.0.

Here are the notes:
-Fixed incorrect seed/item inline icons for cherry corn, chaga fruit, plant fiber, sweet root, stoneleaf, and skyberries.
-Stoneleaf will now drop husks when harvested rather than when cut.
-Fixed a bug where workstation blueprints would have 1 frame of showing incorrect default info.
-Updated blueprint, prop, plant, tree, block, item tooltips to show:
-Health/toughness,
-Item yields for deconstructing/harvesting/cutting/logging/mining,
-Rooms that may require the blueprint object,
-Permitted seasons (planting),
-Hours to maturity (planting),
-Season yield (i.e., apple trees).
-Decay rates.
-Container permitted items ... Read more

23 May

Post
Hey folks!

It's me, I survived my travels and am back to provide you with that sweet, sweet Odd Realm goodness.

This update has a new priority utility option which has been requested for many moons. Here's a rundown of how it works:

-There are four states for a job priority: 0, 1, 2, 3.
-States 1 - 3 simply determine the order in which a job will be completed, where 3 is the most important and 1 is the natural default for all jobs. 0 on the other hand, will never be completed and is useful for planning.
-Job priority setting works in concert with all skills. So, if you set the priority for a mining job to 3, your laborer will focus on that over the harvest job they may have been planning on starting.
-There are two methods of setting priority: through the utility options menu or as you set the job. When placing jobs, you'll notice four colored boxes right above the tool bar. These determine the current priority for the job you are placing. Whereas... Read more

02 May

Post
Hey all!

Just uploaded today's build, v0.8.1.0. This one is comprised of mostly just new things to make at the smithy, distillery, and kitchen.

Here are the notes:
-Fixed a bug where doors weren't showing their open/close state.
-Tuned the relaxing state to be much shorter as people were getting confused as to why their settlers would 'idle' for so long.
-New items/blueprints for beverages: Coconut Brew, Elderberry Wine, Blackberry Wine, Pumpkin Ale, Vodka, Mushroom Wine, Whiskey, Apple Cider, Pineapple Brew, Skyberry Wine, Sweet Root Brew, and Sake.
-New items/blueprints for meals: Apple Pie, Pumpkin Pie, Sausage, Burger, Meat Pie, Omelette, Sleipnir Special, Chicken and Waffles, Fish and Chips, Tomek Fries, Fish Bowl, Potato Bread, Meat Bowl, Plant Fiber Broth, Toasted Xan, Minami's Squeakenbabs, Potato Flour.
-New items/blueprints for weapons: Iron 1h Kite Shield, Iron 1h Sword, Iron 2h Sword, Iron 1h Dagger.

Also, I will be away for th... Read more

26 Apr

Post
Hey folks!

The Ancients race is now playable alongside the Humes on version 0.8.0.0.

The Ancients - Their gameplay mechanics are quite different from Humans where they rely on finding Void Shards/Crystals to construct most of their rooms. They also don't require food to survive but instead need to rest at the Immortality tomb to replenish energy. When they are out of energy and have no tomb, they will get Void Sickness and slowly die. Additional Ancients can be found by finding Stasis Crystals underground. These crystals hold sleeping Ancients within and can be looted to free them. Ancients can only be one of the four new magic professions, but they can summon minions to do all the most basic tasks while they focus on more important things. >:)

Aside from the big Ancients addition, I've changed up how blueprints are discovered. Before, you would only discover a blueprint if you had the items. Now, basic blueprints that are essential to surviving will be disco... Read more

11 Apr

Post
Hail and well met,

Version 0.7.0.17 is up! It includes changes from 0.7.0.15 Beta:
Version 0.7.0.15 Post

This last week I also added some fun things. Here are the patch notes for this version:
-Fixed a bug where settlers... Read more

05 Apr

Post
Hey folks!

Just uploaded the (v0.7.0.15) overworld migration changes to the BETA branch.

This update fleshes out the UI and functionality for overworld travel. This stuff will be used for raids and trading when I add those.

Here's a breakdown for how travel on the overworld map works:
1. With the overworld map open, click 'migrate'.
2. Select which settlers you'd like to take with you.
3. Select which items you'd like to bring with you. Anything that is not cooked/raw food will be considered a resource.
4. Select a location on the map to migrate to.
5. Click 'start migration'.

Journeying
As a party moves across the overworld map, they'll use resources and food to survive. Each settler will use 1 food item each tile. If no food is available, they'll start to eat animals. If no animals are available, they will start to starve to death. Additionally, there are events that may occur as the settlers go across the map. These range f... Read more

26 Mar

Post
Hey folks!

Just uploaded a new build to address an issue some people were having where their previous save wouldn't load. The screen would get stuck on 'shining rocks'. Your save should now load properly with this update.

Apologies for this issue. Please email me at [email protected] if you continue to have load problems after getting this update.

Cheers!

(2:24, 26-03-19) EDIT: Some people are still reporting that their file won't load even after the patch. For some, the bug has messed up how files get saved properly (in a very specific edge case). Today's patch will keep future files from having the issue but because some user's files were already so messed up, they've lost their backwards compatibility and there's not really any way for me to fix that... Read more

22 Mar

Post
Hello!

Aside from the changes that are rolling over from the beta branch (0.7.0.12 Changes), this build includes some fixes and QoL stuff. This update is a little lighter than usual as I'm working a ... Read more

15 Mar

Post
Oh heeeey!

Just upload 0.7.0.12 to the beta branch.

Bet you didn't expect a Thursday update from yours truly. I'm going to start doing builds on Thursdays instead of Fridays in order to give me Friday to react to any potential issues users have. Whereas sometimes I'm not available on the weekend.

For today's patch, the main focus is around quality of life improvements and bug fixes. As well, I've changed the duration of the in game minute to be 1 real world second instead of 0.5. My reasoning for doing so is that I want settlers to be able to accomplish more in a day. This will be especially important when I implement settler scheduling so you can divide the day into work chunks. i.e., sleep 12am-8am, work 8am-6pm, other 6pm-12pm. What you may notice as a result is that settlers take much longer to get hungry, food takes way longer to grow, and things seem to slow down. Maybe it's not an issue, but please voice your thoughts. I can easily tune hunger and plan... Read more

08 Mar

Post
Hello, cool cats!

This update includes all the changes from the Beta update:
Version 0.7.0.10

As well as some fixes and additional content:

Patch notes:
-Added props: Stone Tab... Read more

01 Mar

Post
Hello friends!

I just uploaded the build for v0.7.0.10. As this build has some very large changes, I've decided to first do a week of beta testing to make sure I don't trash the live game. As well, this game has a TON of tuning changes. This will likely mean your previous saves, although playable, will be unbalanced. I'm sorry about that, but I'm still figuring out a way to properly update old saved entity attributes. Something I should really get on. :/

Anyway, going forward, I'm gonna start doing a different upload schedule to get more help finding bugs and getting feedback. (Thank you to those that recommended this! Great idea.) That new schedule will be: 1st week beta build, 2nd week production build, 3rd week beta build, 4th week production build, and so on.

Here's a how-to for getting the beta build:
... Read more