Odd Realm

Odd Realm Dev Tracker




10 Jul

Comment
    Sleipnir on Steam Forums - Thread - Direct
Ok. Send me the save file and I'll take a look!
Comment
    Sleipnir on Steam Forums - Thread - Direct
Please send me the save file if this happens.
Comment
    Sleipnir on Steam Forums - Thread - Direct
In the next update, I've changed it so training dummies are:
-Very difficult to destroy.
-Quick to build.
-Quick to deconstruct.
This should fix the issue of builders always having to use resources and time to keep the barracks stocked with training dummies. Warriors/Archers/Mages will still lose energy training there and will stop training when depleted which is the main trade off to get the xp.

09 Jul

Comment
    Sleipnir on Steam Forums - Thread - Direct
Thanks! :)

Agreed about making professions like Leatherworker more viable/important. The current state is just a product of me not having added all the items/blueprints to the game yet. The upcoming version will have a lot more things like this to round out the progression a bit better.

08 Jul

Comment
    Sleipnir on Steam Forums - Thread - Direct
I'm adding some to the next update. :)

06 Jul

Originally posted by Croce11

I think the best solution is to just let the players decide how many days it takes to age people up by a year. 1 day being the default setting, maybe going as high as 10-15 days or higher.

Right now people live so short that I don't feel like investing in their skills is worth it. I can rename people but I don't feel bothered to do so since they just die after a year or two anyways. If someone dies in combat it doesn't feel like that big of a deal they were going to die soon anyways.

There's pros and cons to each type of setting. Which is why it should be player choice in some options menu.

If I want to do a hermit playthrough I'd like my character to last a very long time. So a 15 day per year setting would help here. But if you're trying to play some grand civilization you'll probably want them to age as they do now. So they can make babies and have the children age up into adults ASAP. Most people would probably want something in the middle, a modest amou...

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Ya, once I add modding support, this will likely be something players will edit as it's a very easy value to change in the game data.

Originally posted by Mokmokmik

Odd Question: for those that got the game through the bundle for racial equality, how do we access updates?

The itch app has a little gear beside the install button. You just have to install the latest version from there.

Originally posted by DWLlama

I'm looking through your Trello now so sorry if it's in there and I haven't seen it yet. But a mixed race settlement would be awesome. Maybe nomads etc of other races could potentially randomly join at a low possibility, unlocking race-specific options?

Would also be great to have some in-game clue as to whether randomly found plants are actually useful or not. Should I farm bur clover, lady's harp, etc, or are they a waste of settler time, and space? who knows? :/

Mixed race settlements are planned but I didn't have that card in the trello list. I've added it now! Thanks.

I will be adding more info for all items. It has just been more of a polish task that I haven't gotten to.

Thanks for the feedback!

Originally posted by Ransackery

I don't know what beta branch is. Help me help you!

Alright. Here are the instructions to get into the beta builds:

https://steamcommunity.com/app/688060/discussions/0/1841314700705719781/

Alternatively, you can wait a bit for the beta version to go to production. Probably at the end of the week. Up to you.

The beta branch has a fix for this you can try out!


03 Jul

Here's the game's trello page which details the roadmap for the 1.0 version of the game, some suggestions I've noted, as well as full bug/task tracking for each version I put out:

https://trello.com/b/NZ5CUtEA/odd-realm-bugs-and-feature-plan

The main features I want to have done for the 1.0 version of the game are:

-3 more playable races, each having their own unique playstyles (Gwdir, Ardyn, Tomek).

-Trading, scouting, attacking neighbors, and more overworld map actions.

-Town Hall - Used as a gathering place when the bell is r...

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Comment
    Sleipnir on Steam Forums - Thread - Direct
Haha Yes! Finally someone noticed. :)

Originally posted by Vivid_evasion0

Haha I had the winter grass bug in my last game and I was so confused. I wondered if it was a biome thing. Thanks for fixing that!

Haha ya not good! Winter provides lots of fun bugs. :S

Originally posted by Hypocritical_Oath

God damn, this fixes the most common bugs I've encountered so far. Nice!

Thanks!


02 Jul

Spring cleaning :)))

Heyooo!

Just uploaded a build to the beta branch which should fix these issues:

-Fixed a bug where entities weren't updating their age status (child/adult/elder) after migrating.
-Fixed a bug where the settler permissions screen wasn't updating skills when settlers became adults.
-Fixed a bug where skills could get locked permanently.
-Fixed a bug where grass from previous seasons could get carried over after Winter.
-Fixed a bug where entities could get stuck inside blocks after building them.
-Fixed a bug where one gender would only spawn for animals.
-Fixed a bug where plant data for goose grass wasn't being found and could cause saves to corrupt.
-Fixed a bug where hatches couldn't be built over ladders.

If this build turns out to be stable enough I'll move the changes to the main production branch.

Thanks!

Waylon

External link →
Post
Heyooo!

Just uploaded a build to the beta branch which should fix these issues:

-Fixed a bug where entities weren't updating their age status (child/adult/elder) after migrating.
-Fixed a bug where the settler permissions screen wasn't updating skills when settlers became adults.
-Fixed a bug where skills could get locked permanently.
-Fixed a bug where grass from previous seasons could get carried over after Winter.
-Fixed a bug where entities could get stuck inside blocks after building them.
-Fixed a bug where one gender would only spawn for animals.
-Fixed a bug where plant data for goose grass wasn't being found and could cause saves to corrupt.
-Fixed a bug where hatches couldn't be built over ladders.

If this build turns out to be stable enough I'll move the changes to the main production branch.

Thanks!

Waylon
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/2543919999041936104]here[/url].