Odd Realm

Odd Realm Dev Tracker




11 Aug

Comment
    Sleipnir on Steam Forums - Thread - Direct
Hello!

Up until now, we've been focusing on getting the most important features into the game over content. As a result, we've barely scratched the surface with implementing planned content. We are in early access after all.

Here are *some* things we have planned:
-More overworld map interaction. i.e., raiding, scouting, sending merchants, etc.
-More rooms. The merchant room is one example. Merchants that arrive would show up and camp out here, giving you the option to open trade at any time.
-Lore. Way more lore. There's a story that has yet to be revealed beyond some of the racial descriptions. We plan on having books, items with inscriptions, places of interest, important characters, etc. Lots planned here.
-End game goals. This one isn't set in stone, but we do want to give players an objective to 'win' which would be optional. Some ideas people in the community have come up with include building a portal to somewhere. Seems fun.
-More co... Read more

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 The wiki seems to be outdated.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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Post


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't yet. I've gone through the majority, if not all, the instances where this comes up but, hey, it's easy to miss things.

Also, the load times are slightly bloated b... Read more

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
    Sleipnir on Steam Forums - Thread - Direct
The difference is size and material requirements. Also, I forgot to mention that containers will keep food from decaying for an extra two days. :)
Comment

You should be able to deconstruct them if you're running a newer version of the game.

Comment
    Sleipnir on Steam Forums - Thread - Direct
No, there are very few naturally growing harvestable desert plants. You'll only find ones, like Melons, near an oasis or river.

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. :)

Comment
    Sleipnir on Steam Forums - Thread - Direct
The two flours (wheat and potato) are the only ones currently in-game which do not go bad.

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!

Comment
    Sleipnir on Steam Forums - Thread - Direct
Thanks! Glad you like it. If you get that issue again, I'd love to take a look. :)
Comment
    Sleipnir on Steam Forums - Thread - Direct
Working on adding more tin to the game. :)

06 Aug

Comment
    Sleipnir on Steam Forums - Thread - Direct
From the uniform menu ('O') you can set up outfits for each profession, selection group, or individual. If you just want to set up one outfit for one specific entity, select them, hit ('T') to open the entity overlay, then click the 'Inventory' tab. From here, you can just drag the bow onto the settler's hand slot.

05 Aug

Comment
    Sleipnir on Steam Forums - Thread - Direct
Hello! Thanks for the nice words. :)

Owners will automatically join rooms depending on if you have a settler with the skill. So, if none of your settlers have the cook skill turned on (which you can do from ('L') the settlers window under permissions) no one will take ownership. After the skill is enabled, the settler should join the room to start cooking unless the room is full. You can also manually assign people to rooms from the room edit window.

Hope that helps!