Odd Realm

Odd Realm Dev Tracker




08 Oct

Which version are you playing on?

On the live version (0.9.0.13), you can edit the max population. There's a button on the top left of the screen that lets you do so.

On the beta version (0.10.0.0+), you need to middle mouse click the human population (should be on the top middle stat bar) and set a max there. Alternatively, you can disable the bedroom function for the home. That'll keep them from procreating. But, that's on a per-household level and that might be tedious.

0.10.0.2 has been uploaded!

Here are the patch notes:

-Tuned food and water items to give a larger instant refill.
-Optimized some UI elements to help reduce drops in FPS.
-Fixed a bug where settlers would not do life saving jobs. i.e., not build a torch when needing to warm up.
-Fixed a bug where job progress was being reset to 0 when an entity walked through it.
-Fixed a bug where plants weren't saving if an item was spawned on the same tile.
-Tuned plants to reproduce naturally at a slower rate.
-Fixed a bug where settlers couldn't find a heat source if it was too far away.
-Added the Warmed status for entities that have warmed up at a heat source. This reduces the cold tolerance for a brief period.
-Added the Wounded status which lowers entity energy at a faster rate. The intention is to have them sleep earlier to heal missing HP. Once HP is full, the wounded status goes away.
-Fixed a bug where entities with buff...

Read more External link →
Post
0.10.0.2 has been uploaded!

Here are the patch notes:

-Tuned food and water items to give a larger instant refill.
-Optimized some UI elements to help reduce drops in FPS.
-Fixed a bug where settlers would not do life saving jobs. i.e., not build a torch when needing to warm up.
-Fixed a bug where job progress was being reset to 0 when an entity walked through it.
-Fixed a bug where plants weren't saving if an item was spawned on the same tile.
-Tuned plants to reproduce naturally at a slower rate.
-Fixed a bug where settlers couldn't find a heat source if it was too far away.
-Added the Warmed status for entities that have warmed up at a heat source. This reduces the cold tolerance for a brief period.
-Added the Wounded status which lowers entity energy at a faster rate. The intention is to have them sleep earlier to heal missing HP. Once HP is full, the wounded status goes away.
-Fixed a bug where entities with buffed HP max would... 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 Oct

Comment
    Sleipnir on Steam Forums - Thread - Direct
Not a dumb question at all! Zones are no longer a thing. Instead, you have two options:
-Place a 'storehouse' room and edit the room's item specifications to what you want.
-Place a room and add the 'storage' room function. This can be added to any room. In fact, any of the room functions can be mixed and matched to suit your needs.
Fair warning, there are several nasty bugs with rooms that I'm fixing right now. So, apologies if you encounter some issues as there are a few. I've also got it on my list to add priorities for these various room functions, but I need to clean up the UI and such first.

05 Oct

Hey everyone! Thank you for testing and reporting issues for the buggy beta build. It means a lot. I've just uploaded a new version with some fixes for various things.

I'm still figuring out an issue with pathfinding which makes it so entities always think they're in combat with underground enemies. I've temporarily disabled the underground tomb discovery to avoid this while I fix the real problem.

Before I list the patch notes, let me explain the next steps for beta. My main priority is fixing serious game breaking issues. There are a few but we'll get there. Plus, I want to fix a lag issue that's coming from the UI. The FPS drop some of you are seeing is from this. I'll need to optimize a few windows to improve frames. Once those bigger issues are somewhat out of the way, I'll focus on tuning/balancing, adding in disabled scenarios, and changing/fixing things that are annoying based on feedback. I know there's a progression issue with how Ancients unlock summo...

Read more External link →
Post
Hey everyone! Thank you for testing and reporting issues for the buggy beta build. It means a lot. I've just uploaded a new version with some fixes for various things.

I'm still figuring out an issue with pathfinding which makes it so entities always think they're in combat with underground enemies. I've temporarily disabled the underground tomb discovery to avoid this while I fix the real problem.

Before I list the patch notes, let me explain the next steps for beta. My main priority is fixing serious game breaking issues. There are a few but we'll get there. Plus, I want to fix a lag issue that's coming from the UI. The FPS drop some of you are seeing is from this. I'll need to optimize a few windows to improve frames. Once those bigger issues are somewhat out of the way, I'll focus on tuning/balancing, adding in disabled scenarios, and changing/fixing things that are annoying based on feedback. I know there's a progression issue with how Ancients unlock summoning.... 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
I'll be putting out a patch today to address this. Sorry for the issue.

For future bug reports/issues, would you mind posting in the thread:

Beta 0.10.0.0 Bugs

I'm trying to keep the issues organized by version so things don't get confusing between production, and the various beta versions.

Thank you

04 Oct

Comment
    Sleipnir on Steam Forums - Thread - Direct
That's an oversight on my part. I've changed this so it's part of the Summoning 1 research. The change will be in the 0.10.0.1 patch.

Thank you mentioning this!
Comment
    Sleipnir on Steam Forums - Thread - Direct
Place down a Forge room, then, under the Smithy room function, select Auto Jobs. This should show you the bronze ingot job if you've unlocked the blueprint from the tech tree.

03 Oct

Originally posted by Greaserpirate

Cathedral development is when you do a lot of development behind the scenes and wait months for a big release.

Bazaar development is where you roll out small changes one by one

Oh! Yes, I understand. Thanks for explaining. Bazaar is my preferred method, for sure. The only reason this last update took longer than normal is because I did a lot of overhaul work. Going forward, I'd like to do smaller updates at quicker intervals.

Comment
    Sleipnir on Steam Forums - Thread - Direct
Have you unlocked the blueprints from the tech tree (found in the Saga screen)?

02 Oct

Originally posted by quohogsdad

😩🥵

spicy

Originally posted by minami26

congrats sleipnir!! cant wait to play it!

Thanks minami!

Originally posted by DiegoRaist

i have been waiting for this beta for so long im going to enjoy this

Yay! Thank you!

Originally posted by irantu

Thx, a library room sounds nice. Was the techtree present before? I just thought blueprints appear if all needed itema for them exist

Ya, before, a blueprint would appear as soon as you found all the required materials. I added a tech tree so players can see all the blueprints that exist in the game, and have a better progression.

Originally posted by theGoatgod_

Thank you my guy ima jump straight in and find some bugs for ya

You're the best! Thanks!