Odd Realm

Odd Realm Dev Tracker




18 Jan

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

16 Jan

Post
Hey everyone!

I uploaded several hotfixes for some issues that were brought up. I apologize for not having seen them before putting out 0.10.0.11.

Here are the notes:

-Fixed a bug where entities were eating/drinking too many items when hungry/thirsty.
-Fixed a bug where some labels (i.e., item counts) weren't showing correct values.
-Fixed a bug where the merchant scenario was happening way more than it should.
-Fixed a bug where some water blocks placed on the border were being treated as infinite water sources.

Thanks for your patience and for making me aware of the issues so fast. You rock!

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

15 Jan

Post
Hey friends!

I hope you are all well and having a nice weekend so far.

A few moments ago, I uploaded version 0.10.0.11 to the beta branch. I'm thrilled to get this update out to you all. The focus for this one was performance but I was able to get in a lot of other fun things too. Alongside the performance improvements, I re-enabled the 64 world depth option. The RAM usage should be much less, so playing those bigger maps should be much easier. However, those maps do require more from your computer. Be aware of that if you're playing on a potato, and re-size your world accordingly. I think most machines should handle the biggest maps ok, though. I'll continue to improve performance as I go. There are still a few UI things I want to improve.

Caves I added in some procedural cave generation for players to discover while mining underground. These may or may not spawn with mushrooms, water, and treasure. I'm going to add many events to these in the future.
... 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 Dec

Post
Hey gang,

Thanks to the community's vigilant bug hunting I was quickly made aware of some issues I overlooked for 0.10.0.8. I just uploaded 0.10.0.10, but had also put out a small patch on Friday (0.10.0.9). Here are the notes for the two of them:

0.10.0.9 Fixes:
-Fodder now requires cooking instead of tame animal skill to make.
-Fixed a bug where the auto-job for well water wasn't appearing.
-Fixed a bug where it looks like you can equip items to Void Woken when you can't.
-Save/load issue related to some attack data not being present after the new version change.
-Fixed a bug where the stoneleaf bag job option wasn't available.

0.10.0.10 Fixes:
-Fixed a bug where the delete owner group btn wasn't visible.
-Added tome counts to the Saga window.
-The Void Stabilizer now requires a Void Crystal instead of a Iron Ingot to be built.
-The Void Catalyst now requires Arcane Dust instead of a Bronze Ingot to be built.
-Fixed a... 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.

17 Dec

Post
Hey Oddities!

I have uploaded the 0.10.0.8 patch. There are quite a few changes in it, and I'd love for you to give it a go. Now, because I changed a lot of uniform and room data under-the-hood, this *MIGHT* mess up your old saves. I've tried to make it backwards compatible, but the chances of weird behaviors will be higher for old saves on this version. If you do see weird things, before reporting them, try reproducing them on a new save. If it still happens, then let me know!

Ok, the main focus for this patch was room management and production, but I added some new content, overhauled a lot of UI (especially with uniforms), and put in a ton of fixes for bugs. I also did a pass on all the room art because I didn't feel like it had enough character:



Room Management Rooms in the game are complicated. There's a lot ... 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.

16 Nov

Post
Hello!

This patch is a few days later than I wanted, so apologies for that!

Lots of fixes here but I also spent a few days working on the game's notifications. A bunch of them were not firing properly, and I also wanted to spruce up the notification settings. You'll no longer find the notification settings within the notification panel. Instead you'll find them through the main settings menu. I think a lot of people were totally unaware that there were notification settings at all, so having them at this location with other settings options should help with that. Also, I've added the ability to tune which factions *and* which races have notification settings. This is nice for when you don't want, say, the death notification for Void Woken. By default, only the main races will fire off notifications, but you can enable them for everyone. This saves to your player profile, so you shouldn't have to set this each game or anything.

... 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 Nov

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

29 Oct

Post
Happy Friday!

Oook. Lots in this one. Here are the notes:

-Fixed a few UI related errors happening under the hood. This would keep some windows from closing or working properly.
-The single layer overlay now slightly darkens layers not on the same layer as the camera rather than make them totally black.
-Fixed a bug where notifications weren't appearing for things like hunger, thirst, void sickness, drowning.
-Vertical paths and several other overlays no longer start activated when opening jobs, rooms, and other toolbar menus.
-Block surfaces will now no longer be obstructed by the single layer overlay.
-Room function auto-jobs now start with 'Items In World' by default. They also use the produced item as the default selected item, and start with a Threshold and Queue Set count of 1. This is to ensure players have to do as little as possible to get auto-jobs going.
-Fixed a bug where the auto-job threshold amount for Items In World was using Ac... 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.

26 Oct

Post
Hey there,

Here are the notes for some fixes I just uploaded. A couple save/load issues fixed in here.

-Fixed a bug where the main menu screen would still be visible after loading into a previous save.
-Fixed a bug where settlers were not doing their idle movements.
-Fixed a bug where the error popup window was not centered. >:|
-Fixed a bug where settlers could walk around after dying.
-Fixed a bug where the game could crash on save after issuing a move order.
-Fixed a bug where the season index wasn't being saved. This could cause some longer term season issues.
-Added top bar statuses for drowning and void sickness.
-Fixed a bug where workers could get stuck trying to path to a missing work point. This would appear as them standing around trying to get to a started job.
-Fixed a save/load bug related to entity diets.
-Added stone anvil prop.
-Fixed a bug where entities could get stuck equipping items.
-Fixed a bug where a... 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.

25 Oct

Post
Hello friends!

Thanks for waiting a couple weeks for this patch. I received so many bug reports and notes of feedback that I needed to take a bit longer to get this patch completed.

The main points of focus for the patch were entity state issues (starving, drowning, dying of thirst, freezing, etc.) and the room editing window. The state issues should mostly be fixed up, but I'm sure there will still be the odd occurrence of someone getting stuck, or bugging out. It's tough for me to find every little edge case during my own tests. It will get better and better as I address each bug report, so thanks for the patience with that stuff.

And, as for the room edit window, I've optimized it a bunch to not be so laggy. Plus, I've improved the feedback to communicate what players need to get a room working. i.e., if they don't have someone with the right skill in the room, don't have the right props, don't have an owner group assigned to a function, etc. I have a lot ... 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.

16 Oct

Post
Hello everyone!

Today's post will be short and sweet to update you on what I'm working on.

Two weeks ago the beta build went live and I've mostly been focused on all the bugs that have been reported. There are... a few. That has been keeping me real busy. Special thanks to everyone that has been helping out with that! All those bug reports are invaluable. There are some nasty issues with the multitude of ways settlers can die. It's mostly a tuning issue, but I am addressing the lack of feedback as well as some strange cases where settlers just ignore important, life saving items. The entity state machine is pretty complicated, so there's no one panacea for this type of issue. It simply comes down to finding edge cases and tuning various stats. We'll get there!

Aside from major bugs, I've reserved some time to work on the room edit screen. This screen is one of the most important in the game, so I want to polish it quite a bit. I've spent some time cleaning up... Read more