Odd Realm

Odd Realm Dev Tracker




25 Apr

Comment
    Sleipnir on Steam Forums - Thread - Direct
The current beta (0.9.0.0+) is not backwards compatible with anything before. Sometimes the beta is backwards compatible, though. It really depends on the amount of core system re-writes that were involved. Unfortunately, 0.9.0.0 involved large sweeping changes to the game's foundation and resulted in losing backwards compatibility. Apologies about that. I try to avoid losing backwards compatibility but it's not always realistic to do so.

22 Apr

Comment
    Sleipnir on Steam Forums - Thread - Direct
Interesting. Which version are you on? If you're on the beta, can you send me the save file?

18 Apr

Comment
    Sleipnir on Steam Forums - Thread - Direct
Which version are you on, friend?


17 Apr

Hey all!

Here are today's patch notes:
-Fixed a bug where beverages would show 99+ on the HUD but food would not.
-Fixed a bug where plants weren't being cut when building on them.
-Tuned night to be a bit darker.
-Fixed a bug where climbing anims weren't playing for male children.
-Players now start the game with a random set of crates and barrels containing their starting items.
-Humans now start off with a bit more food and beverages.
-Fixed a bug where tutorials weren't properly restarting.
-Fixed a bug where the tutorial for building would disallow placing blueprints.
-Fixed a bug where weeds would drop seeds even when not mature.
-Added a setting for changing night brightness.
-Fixed a bug where props could lose their light property if worked on. i.e., the fire pit losing light when someone builds coal there.
-Fixed a pathing bug where entities could path upwards but not downards in certain situations.
...

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Post
Hey all!

Special thanks to JK47 and all the people reporting bugs on the beta. It's much appreciated. :)

Here are today's patch notes:
-Fixed a bug where beverages would show 99+ on the HUD but food would not.
-Fixed a bug where plants weren't being cut when building on them.
-Tuned night to be a bit darker.
-Added a slider to manual change how dark night is in the settings panel.
-Fixed a bug where climbing anims weren't playing for male children.
-Players now start the game with a random set of crates and barrels containing their starting items.
-Humans now start off with a bit more food and beverages.
-Fixed a bug where tutorials weren't properly restarting.
-Fixed a bug where the tutorial for building would disallow placing blueprints.
-Fixed a bug where weeds would drop seeds even when not mature.
-Fixed a bug where props could lose their light property if worked on. i.e., the fire pit losing light when someone builds c... Read more
Post
    /u/ on Steam - Thread - Direct
: You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/688060/announcements/detail/4173090916839168701]here[/url].

16 Apr

I've been thinking about adding this functionality so it's a 'maybe' from me. :)

The Arboretum has not been added yet. Soon!

Void Woken can't actually use items. For the Ancients, however, they will equip the items you designate in uniforms as long as the uniform is assigned to their respective profession OR group selection.

Originally posted by Justhe3guy

It’s probably so that you can’t wall off the border so nothing can enter, many games do similar things with the border

This is the correct answer. :)


14 Apr

Comment
    Sleipnir on Steam Forums - Thread - Direct
I don't see why not! I'll think about adding that. :)
Comment
    Sleipnir on Steam Forums - Thread - Direct
Which version are you playing?
Comment

Hey bud, I appreciate your interest in learning aspects of the game. For now, I'm gonna approve your posts but when you have future questions, please just make 1 post.


13 Apr

Comment
    Sleipnir on Steam Forums - Thread - Direct
This should be fixed in the beta which I'll be moving to production soon. Are you playing in the beta?

10 Apr

Hey folks! Hope you're all having a great week. Here are the notes for last two patches.

0.9.0.3
-Fixed a bug where blueprints could be placed on blocks that are the same as the blueprint creation.
-Fixed a bug where gates weren't rotatable.
-Fixed a bug where blueprints weren't resetting ambient shadows for props.
-Fixed a bug where you could build over a light/heat source and keep the light/heat properties.
-Fixed a bug where points weren't being unreserved after item pickup, causing entities to have to wait for the point to be unreserved after the reserving entity had finished their task.
-Fixed a bug where rain would SNEAK past glass surfaces like some sort of Baggins.
-Fixed a bug where plants were using the correct data for cold tolerance thresholds.
-Fixed a bug where latitude temperature offsets weren't saving and loading correctly.
-Fixed a bug where entities could get stuck in combat, flailing about like idiots as the...

Read more External link →
Post
Hey folks! Hope you're all having a great week. Here are the notes for last two patches.

0.9.0.3
-Fixed a bug where blueprints could be placed on blocks that are the same as the blueprint creation.
-Fixed a bug where gates weren't rotatable.
-Fixed a bug where blueprints weren't resetting ambient shadows for props.
-Fixed a bug where you could build over a light/heat source and keep the light/heat properties.
-Fixed a bug where points weren't being unreserved after item pickup, causing entities to have to wait for the point to be unreserved after the reserving entity had finished their task.
-Fixed a bug where rain would SNEAK past glass surfaces like some sort of Baggins.
-Fixed a bug where plants were using the correct data for cold tolerance thresholds.
-Fixed a bug where latitude temperature offsets weren't saving and loading correctly.
-Fixed a bug where entities could get stuck in combat, flailing about like idiots as they contemplate... Read more

08 Apr