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Bug Fixes, Entity Overlay, UI Improvements - 1.0.32.0

Hey Oddities!

I've uploaded 1.0.32.0 which focuses on bugs, performance, and various issues. I have also been trying to clean up UI based on feedback. This has mostly been around the tooltips, but I also added in the entity info screen which you can open by hitting T. Moved some of extra entity stuff from their tooltip into there to cleanup the tooltip.

With that stuff out of the way, I'd like to also clean up the production, room, and blueprint UI. I know that needs a lot of work. I've gotten some really great feedback on that. As well, I am going to start adding in some more content. I want to add back in events and some more overworld stuff. Looking forward to that!

There are a few other things in there. Here are the patch notes:

Bug Fixes

[x] Fixed a small memory leak.
[x] Fixed an issue where merchant AI would continue despite them being captured.
[x] Fixed an issue where entities weren’t being removed after dying.
[x] Fixed an issue where entities weren’t eating, drinking, or sleeping after changing faction.
[x] Fixed an issue where entities were holding on to inventory items, which would also cause them not to eat or drink because they couldn’t pick up more items.
[x] Fixed an issue where entities would dump all their items at a stockpile, and some items could spill out of the room.
[x] Fixed an issue where entities were not carrying their max inventory capacity when stockpiling rooms.
[x] Fixed an issue where plants weren’t regaining health.
[x] Fixed an issue where entities would move extra slow when walking and possessing a move speed debug.
[x] Fixed several issues with tooltip text not lining up correctly.
[x] Fixed an issue where merchant trade tooltips weren’t displaying for items.
[x] Fixed an issue with pathfinding when trying to build a multi-level ladder.
[x] Fixed several issues related to entities standing around idling.
[x] Fixed incorrect skill requirements for turning stone and logs into void shards. Now require Voidwork instead of Woodwork/Stonework.
[x] Fixed an issue where loading screens weren’t fading in and out properly.

Tuning/Content/Polish/Misc

[x] Improved rendering performance.
[x] Added toggle to show/hide inventory entries at zero.
[x] Added toggle to add/remove world item count to item total count in inventory window.
[x] Added toggle to add/remove carried item count to item total count in inventory window.
[x] Added toggle to add/remove equipped item count to item total count in inventory window.
[x] Added set faction “-f” option to the set command to change selected entity faction.
[x] Added separate hotkey to lock current tooltip (left-ctrl). This allows you to lock the tooltip without having to click the block (though you can still do it through this method).
[x] Cleaned up tooltips: Moved extra entity info to entity overlay window, added tooltip for hovering over statuses on several other UI elements.
[x] Added entity overlay window.
[x] Added Steam Cloud Save support.
[x] Added Steam Workshop support.
[x] Tuned natural, surface, food producing plants to be much rarer.
[x] Fixed incorrect inline icons for the iron sewing needle and tongs.
[x] Added some more steps to the tutorial.

Thank you for reading this far. Hope everyone is well.

All the best,

Waylon

October 2024 Dev Log

Hey everyone,

I don't have a new patch or anything but I wanted to post a quick update so folks don't think I'm awol or anything. Every now and then I see the odd post saying I've abandoned the game or something similar. I have not.

That said, I definitely won't be able to match the amount of work that was going into the game pre 1.0. I was working every day this last year, and it was not healthy. It really burnt me out and I don't want to feel that way again. As well, I'm dealing with a bunch of family and life challenges at the moment, so I don't have the same bandwidth to completely focus my efforts on the game. Hope you can understand.

As for the game dev stuff, I'm currently focused on testing some improvements to jobs, pathing, and performance. These are complicated systems, so I'm trying to take my time with them. I want to fix the issues people have mentioned quickly, but I also don't want to rush them out only to create other problems. These are also mostly late-game issues, so it takes a considerable amount of time to setup the right conditions. Additionally, I have some UI improvements and functionality ready to go out with these changes. Doing my best to get these things done soon.

Anyway, that's really all I've got.

Thanks

Cloud Saves, Workshop, New Wiki - 1.0.31.2 BETA

Hey folks!

New Wiki


Wiki

Special thanks to Kingfisher for creating a new official Odd Realm Wiki, and to those that have been working on it. It has tons of helpful information about the game along with a bunch of great guides.

Cloud Saves


Cloud saves should now be working for the game. You can enable/disable them from the properties menu for the game in the steam client.

Workshop and Modding


Workshop

The workshop page is now live, but you will need to use the beta build of the game to download the items for now. When you subscribe to mods from the workshop, the game client will download them, and then show you a pop up to choose the mods you want enabled when you start the game.

Modding Git Project

You can use the github project to make mods, and it comes with an uploader executable that lets you upload your mods to the steamworks workshop.

Patch Notes


A lot of my focus went into modding, cloud saves, and various tertiary thing this week, but I did manage to work a bit on some of the client things. One big thing that has been changed is that plants that produce food are much rarer on the surface. A lot of folks mentioned how easy the game was because food was everywhere. So, I've tuned those way down. Please give me your feedback on that if it is too hard.

Bug Fixes

- [x] Fixed incorrect skill requirements for turning stone and logs into void shards. Now require Voidwork instead of Woodwork/Stonework.
- [x] Fixed an issue where loading screens weren’t fading in and out properly.

Tuning/Content/Polish/Misc

- [x] Added Steam Cloud Save support.
- [x] Added Steam Workshop support.
- [x] Tuned natural, surface, food producing plants to be much rarer.
- [x] Fixed incorrect inline icons for the iron sewing needle and tongs.
- [x] Added some more steps to the tutorial.

I'm hoping to jump onto a lot of the issues, requests, content, and QoL things that need attention. Thank you to everyone that has been providing feedback. It helps a lot!

As always, feel free to join our discord if you'd like to talk to me or the other active community members on our discord:

Discord

All the best,
Waylon

Fixes - 1.0.30.0 Patch Notes

Hey friends!

1.0.30.0 is up. I focused some more on idle settler issues and various annoying bugs. The snow not melting was a big one and should be all good now.

Settlers should again bring items to jobs even though the settler doesn't do the job as their profession. You can disable this functionality by disabling hauling for an entity. They default with this enabled. And, I also fixed a bug related to this which kept entities from doing their jobs if they didn't have hauling enabled. So, hopefully, that all works as expected now.

I'm getting lots of great feedback from the community. I'll continue to respond to that as best I can as well as expand upon the tutorial a lot more. Thanks for being patient and learning the game the annoying hard way for now.

# 1.0.30.0 Patch Notes

Bug Fixes

- [x] Fixed an issue where settlers wouldn’t do their jobs if carry was disabled when it’s not the core skill used. i.e., Farmer not planting crops when farming is enabled, and carry disabled.
- [x] Fixed an issue where entities would drop inventory into random rooms.
- [x] Fixed an issue where NPCs were levelling up.
- [x] Fixed an issue where sometimes entities would not move items from open spaces to containers after players disabled open spaces as a permitted storage location.
- [x] Fixed an issue where snow wasn’t melting after winter.
- [x] Fixed an issue where trapdoors didn’t drop entities all the way to the ground below.
- [x] Fixed an issue where settlers could ignore close items to stockpile.

Tuning/Content/Polish/Misc

- [x] Unclaimed items are now factored into requirements on tooltips. If items requirements are not met because of unclaimed items, the amount of unclaimed items will be shown beside the requirement count.
- [x] Tuned some of the pathfinding to promote the use of ladders and stairs over climbing walls.
- [x] Added faction icon to the entity name if it’s not a player controlled entity.
- [x] Changed Carry skill name to Haul.

Thanks everyone!

Waylon

Fixes For Idle Settlers And Inefficient Behaviours - 1.0.29.0 Patch Notes


1.0.29.0 is up! It fixes some pretty annoying idle bugs and a buuunch of annoying behaviours that bog down job efficiency.

# 1.0.29.0 Patch Notes

Bug Fixes

- [x] Fixed an issue where entities wouldn't start a job.
- [x] Fixed an issue where entities would collect resource from across the map instead of using ones nearby.
- [x] Fixed an issue where entities would stop doing a job if a high priority job was created which they could carry items to. This would result in haulers stopping in the middle of a stock room job to bring items to a high priority auto-job. i.e., bringing brick to a high priority brick job they can't build.
- [x] Fixed an issue where unclaimed items were set to claimed on game re-load.

Tuning/Content/Polish/Misc

- [x] Invert scroll wheel now only inverts the list scroll direction.
- [x] Settlers will try and prioritize resources based on closest to job OR entity. Used to be just to entity. This should now cause settlers to use resources if they are close to the job itself.
- [x] Added individual item counts to tracking entry which also shows what items are unclaimed.

Thanks everyone!

Waylon