Odd Realm

Odd Realm Dev Tracker




18 Jan

Post
Hello!

Here's another small patch to address some more serious issues that I missed with the last patch. This *should* stabilize the build quite a bit, but please do let me know if you see anything serious.

-The blueprint to make sand clods from stone chunks has been moved to the stonework tier in saga.
-Fixed a bug where entities weren't able to find food and water, even though it was clearly present. This happened most often with tamed animals.
-Fixed a bug where snow would not melt.
-Fixed a save/load error.
-Fixed a bug where room jobs were not evenly checked for auto-placement.
-Fixed a bug where freezing water spawned water items.
-Fixed a bug where plants in rooms weren't saving correctly.
-Fixed a bug where water wasn't moving into fire blocks.
-Fixed a bug where entities could not be summoned if a platform blueprint was under the required prop.
-Fixed a bug where an auto-job would say you needed a certain prop to build eve... 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.
Comment
    Sleipnir on Steam Forums - Thread - Direct
Shoot. Sorry that you're having this issue. The beta has a change which limits the minimum resolution that can be set to help avoid this problem, but it doesn't work retroactively. It only keeps players from scaling too low. For now, you'll need to reset the registries where Unity saves resolution screen sizes.

If you are on Windows:
1. Click the start button.
2. Type 'regedit' without quotes.
3. Navigate to HKEY_CURRENT_USER > Software > Unknown Origin Games > Odd Realm
4. Right-click Screenmanager Resolution Height, select delete
5. Right-click Screenmanager Resolution Width, select delete

You should be able to open the game and it will pick the appropriate default window size for your monitor. If not, you might need to specify window size in the registry edit window to what you want, instead of deleting those entries. You might want to delete, 'Screenmanager Is Fullscreen mode' too, as that might being minimizing the window.

On ma... Read more

17 Jan

Comment
    Sleipnir on Steam Forums - Thread - Direct
Currently, there's no way to do this. I can add something in which lets you limit how many jobs are queued. That sounds like a good idea!

16 Jan

Originally posted by quohogsdad

🥵

😎

Originally posted by DWLlama

Nice! I've been pretty busy with other stuff and haven't played for a couple updates but those changes to water look like they will be interesting and fun to play with!

Thanks Llama!

Originally posted by kairon156

I'm glad your focusing on efficacy of the game, something some games ignore.

Very nice, Water 'Physics!
Will farms ever require water, even if it's just to give a bigger yield rather than prevent failure would be nice.
Will there ever be mechanical damns and water pumps? assuming their not already a thing. (only played for about 7+ hours).

cool. I never thought to do a green house type of thing yet.
I look forward to future updates. keep up the good work.

Thank you!

Farms will require water at some point. I am thinking of adding that into the Ardyn update. As well as feeding and taking care of animals because Shepherds don't have much to do right now.

I will also be adding things to work with water (sluice gates, pumps, etc.)

Comment
    Sleipnir on Steam Forums - Thread - Direct
Originally posted by Silent Möbius: Is there any date set when the beta will release as stable?

No ETA, but it will be quite soon. I have to do one more update to make a new tutorial for all the changes. Once that's done, I'll move things to the stable branch. That *should* be in February.
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

0.10.0.11 Beta - Patch Notes & Jan Dev Log

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, ...

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