unknownorigingames

unknownorigingames



18 Jun

Originally posted by vanpik

As a follow-up, how will the updates be released? Does the game notify us when there's a new update out, or will we have to check back on the itch page every so often or keep an eye out on the sub for updates?

If you follow the itch page, you should see my update posts.

Not yet but I'm going to add a method soon.

I'm currently trying to find the cause of this bug and hope to get a fix into the next patch. If you continue to see the issue, I'd love to check out your save file. If you want to sent it to me, you can follow these instructions:

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17 Jun

There is a save back up in the save folder. It's called #_backup (# is the save slot of either 0, 1, or 2). Rename #_backup to # and it will load that folder. This save backup is the penultimate save. So, it should be the one right before the migration.

You can find the save files at these locations:

Location on Windows: C:\users\you\appdata\locallow\Unknown Origin Games\OddRealm
Location on Mac: ~/Library/Application Support/Unknown Origin Games/OddRealm
Location on Linux: ~/.config/unity3d/Unknown Origin Games/OddRealm

They don't need them, no. What might happen is, if they all run out of energy, you can have some sleeping on the ground. So, it's best to have beds for all in case they all want to sleep at the same time. Sleeping in beds refills energy quicker. Soon, I'll be adding more reactive personality behaviors that focus on making them a bit happier and, in this case, they would be upset to not have their own bed. For now, energy is the only thing to manage here.


16 Jun

I'm currently doing a huuuuuuge combat overhaul. This next patch fixes a lot of problems with pathing and orders, sets a proper difficulty scaling progression, adds tons of new weapons/traps, etc.

The best advice I have is to use the control groups to quickly select warriors and archers and to make sure they are equipped with good weapons and armor. You'll have to live with the buggy combat ordering until this next patch is released sadly.

No. Planting carrots uses carrot seeds which are not eaten by any critters currently.

Thanks for reporting. I'll try to fix this soon.

Oh, and feel free to report bugs here or on the discord. Up to you.

Could be a bug! There is no way to force entities to eat/drink as they should do it on their own. I'll take a look to see what's happening.

Thanks for letting me know.

You can designate item zones on your containers and the settlers will put the items in those containers when they are not busy doing other more important jobs. You can change how settlers prioritize skills like carrying from the settler skill priority screen (L). Currently there is no way to prioritize items to be picked up first. That's on my long list of to-do's.


15 Jun

Not yet but that's planned!

Hmmm, the cause of death should appear. I'll look into this to see if there is a bug.

Ya, seems like a split audience on the permadeath mechanic. You can sort of "hack" that by renaming the back up folder for your save from 0_back to 0 (replace the number with the respective slot). I'll see if I can add some modes for players that don't like playing with permadeath.

Hmmm, they *should* produce spores underground. I'll test it out to see why they wouldn't be spawning. Thanks for letting me know.

As for the stuck in fences, ya, I'm going to put a fix out for this next patch.

Lastly, you can prolong the time it takes for food to decay by putting them in containers. The Icebox prop is especially good for this. We will be adding more foods that can last longer as well.

Thanks! I'm aware of these ones but I appreciate you taking the time to report them. I'll try to fix them soon.

You can report bugs here or on the discord. Up to you!


14 Jun

Originally posted by DarkEndever

No, it turns out it wasn't buggy at all, it's just not communicated very well to the player that you need to right-click, as the rest of the game has left-clicking being the "do" command and has right-click as the "undo/don't". So there should either be some immediate feedback to the player that they didn't tame them by left-clicking or point out that you need to right-click more clearly (eg tutorial popup, quest, npc interaction)

One of many things that need more tutorial support!

Is the mine room at the bottom 1 block in height? Or is it more? If more, they won't be able to through open air. Could just be a bug with the pathing not being updated, but try using the path overlay from the utility menu. It will highlight pathable blocks in green. This might give a better idea of the cause of the problem.

HA! That's an awesome way to cheese the game. xD

I'll try to get a fix in for the next update.

Thanks!

I'm actually re-working the tame process for the next big update. Rather than treating taming like combat, it'll be about capturing the animal and then taming them via traps.

For now, you *should* be able to select any settler and right-click an animal to issue the tame order (As long as it shows the carrot cursor). Though, attack and tame orders are currently acting very buggy. I'll have these order types fixed for the next patch.