Odd Realm

Odd Realm Dev Tracker




05 Jan

Comment
    Sleipnir on Steam Forums - Thread - Direct
With the build menu open, you can remove blueprints by right-clicking them.

To remove things you have built, you need to deconstruct them with the clear/remove job in the jobs menu. With the job selecting left-click the desired object you want to deconstruct. Someone with the deconstruct skill enabled will come and remove it.

04 Jan


30 Dec


27 Dec

Comment
    Sleipnir on Steam Forums - Thread - Direct
Haha! Thank you! I have a fix in the next patch. :)
Comment
    Sleipnir on Steam Forums - Thread - Direct
The main immediate focus for me is to finish the three remaining playable races in addition to some improvements to the Ancients. I'll start on that once 0.10.0.0 is out of beta (sometime Jan).

That said, I do want to add quite a few overworld map features. My vision is to have it feel like you're building up some sort of kingdom or state. And, from that, you'd be able to create relationships with neighboring factions. I'd like to add several options where you could send out diplomats, scouts, raiding parties, settlers to start towns, and so on. Now, I'm not promising those things for 1.0.0.0, but I would like to add a bit more to the map before 1.0 is done, and then continue adding to it in following updates.
Comment
    Sleipnir on Steam Forums - Thread - Direct
Rooms no longer require a set of props. Instead, some blueprints may require a workstation. i.e., metal ingots require the furnace. It should say on the blueprint that you're trying to make which is needed.

As for the void shard blueprints, that sounds like I've overlooked something. I'll double check to make sure those are set up. Thanks for letting me know!

23 Dec

Originally posted by TheWizardChrist

Anymore playable races yet?

Not yet! I'm adding in the Ardyn race in the next update though!


22 Dec


21 Dec

Comment
    Sleipnir on Steam Forums - Thread - Direct
Originally posted by The Moose Is Loose: Awesome! I'm glad to hear that! Is it part of the plan to make all rooms able to behave like stockpiles? It would also be awesome to able to set amounts.
I gotta say its really nice to have a dev that seems to care so much about the players!

You should be able to set up any room to act like the stockpile. As long as it has occupants with carry enabled, the jobs will get created. If that doesn't work for you, let me know. That's the intended behavior. :)

As for amounts, what do you mean. Set a specific number that can be stored in any room? i.e., No more than 100 wood logs. That right?

And, hey, it's nice to have people like you playing my little game. Thank you...

20 Dec

Comment
    Sleipnir on Steam Forums - Thread - Direct
Not yet, but I'll be adding this soon!

As for feeding and watering animals, as long as you have a stockpile with their dietary needs added to the room, they should eat those items. With the added priority system, that *should* be enough to keep them going well.