Sleipnir

Sleipnir



02 Feb

Comment
    Sleipnir on Steam Forums - Thread - Direct
That's fixed up for the next version. :)

01 Feb

Post
Hello!

This is a smaller update to fix up some issues that were reported over the weekend.

-Fixed a bug that would cause loading a game to get hung up on, 'Generating World.'
-Fixed a bug where entities weren't starting jobs.
-Ancients now start with Arcane Dust.
-Fixed a bug where Void Crystals required the conjuring skill to build.
-Entities will now eat/drink at 50% (if they can). Additionally, entities will not take damage if they are on their way to eat/drink and are starving/dehydrating.
-Fixed a bug where the wood gate wouldn't open/close.
-Fixed a bug where removing a blueprint would leave ambient shadows on textures.
-Cutting grass should drop at least 1 plant fiber now.
-Holding alt will now place a new room instead of holding control. This is to avoid conflicts with the border select only hotkey.
-Added min/max temp and min skylight to plant tooltips.
-Fixed a bug where plants could grow underground. Mushrooms can st... Read more

31 Jan

Comment
    Sleipnir on Steam Forums - Thread - Direct
You need to build cages to capture them. Once they are in a cage, you can use the capture job on the cage.

30 Jan

Comment
    Sleipnir on Steam Forums - Thread - Direct
It's on my list!

29 Jan

Post
Hello!



Today's patch focuses on some performance issues. Hopefully you see an improvement when playing this new build. That said, I still have a few more things I need to improve before this is running at the level I want. I know there are GPU bound issues and next week I'm going to finish those up. Anyone running on a machine with a weak GPU will be running into this one. I noticed that some save times are a bit long. Will take a look at this too!

A few people have mentioned how overpowered cages and traps are. You *should* notice a difference in this build because the trigger will now take into account the target's evasion rating. The higher the evasion of an entity, the harder it is to trigger the cage or trap. Let me know what your experience is with the new change. Hopefully I haven't gone too far in the other direc... Read more

27 Jan

Comment
    Sleipnir on Steam Forums - Thread - Direct
There isn't, but that brings up an issue I've not quite thought about. I'm going to test this out today and see if I can come up with a good solution. Makes me wonder if there should be a inn or dorm room that provides a place for people without rooms to sleep, but doesn't provide the Human mating option...

Thank you for bringing this to my attention, Kyrros!
Comment
    Sleipnir on Steam Forums - Thread - Direct
I've changed this for the next patch. Thanks!

22 Jan

Post
Happy Friday/Saturday everyone!



This patch was initially just going to be some tuning and bug fixes, but, last night, I spent an hour adding in two new rooms, the Vault, and the Market. Like you, I get frustrated by where the merchant items spawn, so I thought I would remedy that with these rooms.

Market This room is needed for merchants to visit your settlement. Any items bought from the merchant will be spawned here, unless there's no room, in which case the items will spawn at the merchant. In the future, I am going to have merchants stick around in the settlement and hang out at the market, instead of leave immediately after a trade. That way, players can re-initiate trading while the merchant is around.

... Read more

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
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

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

15 Jan

Post
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, water, and treasure. I'm going to add many events to these in the future.
... Read more

07 Jan

Comment
    Sleipnir on Steam Forums - Thread - Direct
It's only available in the beta right now.

06 Jan

Comment
    Sleipnir on Steam Forums - Thread - Direct
Because the game is in early access, I've not focused too much of my time on the tutorial. I'd rather add more content and features first. However, I will be improving the tutorial and adding more to it to make it clearer before the game comes out of early access. Thanks for the feedback!

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.

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!