Odd Realm

Odd Realm Dev Tracker




14 Aug

Comment

Let me see how much I can help you here!

  1. Settlers need down time to breed, if I'm not wrong, so having them work constantly will make this difficult. They also need bedrooms!

  2. I believe a room value tool is in the works.

  3. Room quality, I believe, is to increase the quality of living and mood for settlers.

  4. Tavern is sort of like how bedrooms work, it's somewhere for settlers to go on their downtime when they're not working. It's a place you can find your workers relaxing and enjoying themselves.

  5. If not right now, these are on their way in.

  6. This is planned I believe.

  7. Also planned.

  8. That is a really good idea, I'll mention it.

  9. The farming "room" should do that? If not, try resetting that location.

  10. Not yet, but that's a good suggestion.

And for your mining suggestion. Veins are best mined by those who are of a h...

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12 Aug

Originally posted by DrKusachki

can we have saved storage loadouts (Like, no stone chunks if I store them in other building) and/or stone/sable bricks?

Great idea!

Originally posted by DragonEmperor92

QoL stuff you say? I'd like it if you make it so if I click on the idle villager count (top center hud) it cycles through my idlers? I do know there's a hotkey, but I kept trying to click it.

Also I've had some trouble with info text boxes going off screen in larger GUI size.

Also can all walls be climbed? I'd like that to be reconsidered. Or if there could be a '(wood/stone) fortress wall' that isn't climbable, maybe stronger and a little more expensive?

All walls can be climbed. Building an overhang (like an upside down L) will keep settlers from climbing. Or you can build a fence around the top of the wall.

Thanks for the suggestions!


10 Aug

For sure! We're very early in content development right now so it's not just the Ancients that are lacking. We're only now focusing more on content over features.


09 Aug

Thanks for the suggestion!

Hi!

Q: How long does each season last in the current build? The wiki seems to be outdated.

A: Variable. Spring = 15 days, Summer = 18 days, Fall = 14 days, Winter = 10.

Q: When winter comes, do you lose the seeds for any planted crops?

A: You do.

Q: How are wild crops assigned? Is it a certain # for the whole map, each z-level, or does ever exposed dirt block have a chance to spawn them?

A: Do you mean, how I generate the plants on the surface? It's just random noise.

Q: Deconstruction has its own skill, are any associated with construction?

A: Wood work, stone work, metal work, and void work are.

Q: What level farmer do I need to get new seeds at least 20% of the time?

A: There are two perks for the farmer which increase plant quality. Quality affects the growth time. Each plant has individual drop %'s and humans have a slight racial buff to this. Harvest drop rates are around 90% to ...

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Originally posted by brokenwifi

Thank you so much for making this wonderful game.

Thank you! :)

https://i.redd.it/xb56q0heshf31.png

Hey all!

Just uploaded the most recent changes to the steam Beta branch.

This update is likely to be pretty buggy, so, only get it at your own risk.

Why is it a risky build? I've made a significant change to how light acts underground. Before, lights produced by torches and other similar devices would not penetrate the ground. Now it does. This may or may not cause problems because visibility was a huge part of determining whether your settlers could do something. Is that mining job visible? No? Ok, we won't do it. Now, you can see much further into the earth. So this might have issues where settlers think they can do something when they really can...

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Hello! Here are my answers:

Q: Can i prioritize food going to the animal troughs somehow? I have 99+ raw food but keep having issues with my animals going thirsty. I even had a bunch of cows dying to starvation. Troughs are definitely set to accept raw foods and I definitely have tons, its just that the laborers shuffle all the food into cabinets far away from the animals. The only solution I've found is to keep the total amount of storage inside my base lower than the total amount I have to get them to overflow storage to the animals.

A:I need to implement zone priorities (like job priorities). It's high on my to-do list.

Q: Are there any foods that can be grown inside? I've looked for mushrooms and even tried to do some underground irrigation ( bad mistake ). I've attempted to build an indoor growing thing underneath glass but somehow that doesn't seem to let enough light in either. Basically - is there any way to grow food in the winter?

A: Mushro...

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08 Aug

Comment

You should be able to deconstruct them if you're running a newer version of the game.

Originally posted by greasy-jester9

nice work, love the game so far. i have an idea tho if it has not been requested or suggested, id love to see backpacks or wheelbarrows for the labors as a tool?

We're definitely looking into the idea of backpacks, wheelbarrows and pack animals. :)


07 Aug

Comment

Well! It's similar in the way that the factories are instead little people/ creatures!

You can get super creative with your building styles and work out a super efficient village. Become super good at farming and mining, while keeping everyone fed and happy. Defeat the depths below and make a big profit!

While Odd Realm doesn't have a precise "endgame" goal, it'll keep you busy for hours trying out different playstyles and stuff!


03 Aug

https://i.redd.it/sl6rfmxp4ae31.png

Just a quick update to let you know that the production branch is now up-to-date with all the beta changes.

This update includes changes from:

...

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Originally posted by DobbieP

But what if my void imps want to relax? :(

No relaxing for Void Imps! Only work! Muahahaha


02 Aug

Happy Friday!

https://i.redd.it/6zrhpw7jb3e31.png

I know you folks are waiting for the production build but I'm going to keep these changes in beta until I'm happy with stability. It's not quite there yet. I'd like to move these changes to production tomorrow but I'll need to see if it still has major bugs to fix. Thanks for the patience. :)

There is one new feature which I've added to the game and that's Room Actions. This is a new menu found on the toolbar. It's where you'll find special abilities related to rooms. We're very light on these at the moment with the Farsight Beacon being the only room with an action currently. We have big plans for more actions though! Some that come to mind ar...

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01 Aug

Ok! Thanks for the feedback. I'll look into adding something like this. :)


31 Jul

From the settler menu (L) or select the one you want to edit and hit (T).


27 Jul

Originally posted by SmurkyBot

When i migrate to a new place does my old base gets destroyed or can i come back to it

Currently, you cannot go back. That’s a future feature we have planned


26 Jul

https://i.redd.it/429z40xyppc31.png

Hello!

Just uploaded the latest build which focuses on fixing a bunch of issues players were having. I'm still looking into some bugs regarding game load hang. I did also add a new event for the wilds which happens after a few seasons. I'm currently in the process of adding many more events and tuning previous ones. A lot of this week was focused on adding internal tools to do this more efficiently.

Here are the patch notes:

-Fixed a bug where Ancients, Void Woken and Void Imps could starve when migrating.-Added better warning that migrating abandons settlement.-Fixed a bug where entities weren't attacking with tools.-Made a change where pathfinding is...

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25 Jul

Ok. I'll take a look at this in the morning and try to get a fix out for Friday. Thank you for mentioning this. :)