Today's update focuses on our trusty companion, the tooltip. I've also updated some other UI elements such as the workstation window to communicate things a bit better. This patch also includes the changes from the beta branch version 0.8.2.0.
Here are the notes:
-Fixed incorrect seed/item inline icons for cherry corn, chaga fruit, plant fiber, sweet root, stoneleaf, and skyberries.
-Stoneleaf will now drop husks when harvested rather than when cut.
-Fixed a bug where workstation blueprints would have 1 frame of showing incorrect default info.
-Updated blueprint, prop, plant, tree, block, item tooltips to show:
-Health/toughness,
-Item yields for deconstructing/harvesting/cutting/logging/mining,
-Rooms that may require the blueprint object,
-Permitted seasons (planting),
-Hours to maturity (planting),
-Season yield (i.e., apple trees).
-Decay rates.
-Container permitted items and size.
-Added room requirements for when you are placing a blueprint and hover over a point where an unfinished room is located. This should help you so you don't need to open the rooms menu to double check requirements when building them.
-Added output and buffs to workstation/blueprint overlay entries.
-Added a general settings option to show all tooltip extra info by default.
I know I keep saying I'm going to jump onto implementing the Ardyn, but I keep coming across things I've neglected more than them and, well, that's how it goes. Next up, I want to take a look at events seeing as I didn't get the chance to this week.
Thanks!
Waylon
Patch 0.8.2.0 Beta Branch - Priority Utility (Also back from vaca)
Hey folks!
It's me, I survived my travels and am back to provide you with that sweet, sweet Odd Realm goodness.
This update has a new priority utility option which has been requested for many moons. Here's a rundown of how it works:
-There are four states for a job priority: 0, 1, 2, 3.
-States 1 - 3 simply determine the order in which a job will be completed, where 3 is the most important and 1 is the natural default for all jobs. 0 on the other hand, will never be completed and is useful for planning.
-Job priority setting works in concert with all skills. So, if you set the priority for a mining job to 3, your laborer will focus on that over the harvest job they may have been planning on starting.
-There are two methods of setting priority: through the utility options menu or as you set the job. When placing jobs, you'll notice four colored boxes right above the tool bar. These determine the current priority for the job you are placing. Whereas, for the utility option, you set priority with left/right clicks. Left to increase, right to decrease.
-Priority colors are paired like so: 0=Magenta, 1=Blue, 2=Green, 3=Yellow/Orange.
Other than the priority feature, I've added some props to the biome surface generation. You'll now see things like, stone boulders, wood trunks, and void crystal nodes. These can be mined/logged to drop resources and are intended to be helpful for getting resources a little bit easier as well as providing some variation to the surface.
Here are the patch notes:
-Added Priority Utility tool.
-Added energy/health/hunger to settler overview screen.
-Fixed a bug where settlers could get sick.
-Added better visual indication that the game is paused.
-Fixed a bug where settlers couldn't idle on platforms on top of water.
-Fixed a bug where selecting a control group would not close the toolbar.
-Fixed a bug where a green entity would spawn on the edge of the map and cause a tremendous amount of lag.
-Sable blocks will now drop sable chunks.
-Increased the drop rates for dirt clods and stone chunks.
-Deconstructing props and platforms will now drop some of the items that required to build them.
-Fixed a bug where points could remain reserved by entities that are destroyed.
-Added four new surface props to generated biomes: stone boulder, wood trunk, wood desiccated trunk, and void crystal node.
-Fixed a bug where settlers would work on a workstation task from any map point if the workstation didn't have an open idle position.
-Fixed a bug where some of the tutorial wouldn't play for humans.
Next up, I'm going to focus on bandit events and some other QoL stuff.
Thanks,
Waylon
Patch 0.8.1.0 - New Content (Food and Weapons) - Vacation
Hey all!
Just uploaded today's build, v0.8.1.0. This one is comprised of mostly just new things to make at the smithy, distillery, and kitchen.
Here are the notes:
-Fixed a bug where doors weren't showing their open/close state.
-Tuned the relaxing state to be much shorter as people were getting confused as to why their settlers would 'idle' for so long.
-New items/blueprints for beverages: Coconut Brew, Elderberry Wine, Blackberry Wine, Pumpkin Ale, Vodka, Mushroom Wine, Whiskey, Apple Cider, Pineapple Brew, Skyberry Wine, Sweet Root Brew, and Sake.
-New items/blueprints for meals: Apple Pie, Pumpkin Pie, Sausage, Burger, Meat Pie, Omelette, Sleipnir Special, Chicken and Waffles, Fish and Chips, Tomek Fries, Fish Bowl, Potato Bread, Meat Bowl, Plant Fiber Broth, Toasted Xan, Minami's Squeakenbabs, Potato Flour.
-New items/blueprints for weapons: Iron 1h Kite Shield, Iron 1h Sword, Iron 2h Sword, Iron 1h Dagger.
Also, I will be away for the next ten days on vacation. But once I get back I'm going to continue work on game progression stuff and the third playable race, the Ardyn. So, while I'm away, there won't be any new updates. I will, however, still check the forum and discord channels frequently. So feel free to keep asking questions and making suggestions. :)
Thanks!
Waylon
Patch 0.8.0.0 - ANCIENTS
Hey folks!
The Ancients race is now playable alongside the Humes on version 0.8.0.0.
The Ancients - Their gameplay mechanics are quite different from Humans where they rely on finding Void Shards/Crystals to construct most of their rooms. They also don't require food to survive but instead need to rest at the Immortality tomb to replenish energy. When they are out of energy and have no tomb, they will get Void Sickness and slowly die. Additional Ancients can be found by finding Stasis Crystals underground. These crystals hold sleeping Ancients within and can be looted to free them. Ancients can only be one of the four new magic professions, but they can summon minions to do all the most basic tasks while they focus on more important things. >:)
Aside from the big Ancients addition, I've changed up how blueprints are discovered. Before, you would only discover a blueprint if you had the items. Now, basic blueprints that are essential to surviving will be discovered from the start. Things like containers, tables, chairs, and anvils fall into this group. That being said, there are many other blueprints which I've kept hidden for the sake of discovery. So, not everything is revealed. Just what's important to get going.
Here are the patch notes:
-Added a new playable race: The Ancients.
-Added three new starting scenarios: Immortal Conquest, Void Lord, and Bare Bones.
-Added Mage Profession - A profession specialized at fighting with magic.
-Added Thaumaturge Profession - A profession specialized at constructing with the void.
-Added Summoner Profession - A profession specialized at summoning entities.
-Added Arcanist Profession - A profession that's well rounded in summoning, void construction, and magic fighting. Similar to how the Laborer profession is decent at all non-magic skills.
-Added spellbook items that are used in magic fighting.
-Added Chaos Construct - Room where you can build magic items.
-Added Summoning Chamber - Room where Void Woken are summoned.
-Added Immortality Tomb - Room where Ancients rejuvenate energy and get rid of Void Sickness.
-Added Retrograde Arcanum - Room where Void Shards are converted into Void Crystals.
-Added Farsight Beacon - Room that indicates the location of void-based objects underground.
-Added Transmutation Chamber - Room that converts simple materials into Void Shards.
-Added Void Woken - An entity which does the bidding of the Ancients. Upon running out of energy, VW's will die.
-Added several new props: Lectern of Knowledge, Voidweave Sarcophagus, Void Cell, Void Catalyst, Void Stabilizer, Temporal Displacer, Stasis Crystal, Void Forge, Void Mine. - The Void Mine will explode when non-player controlled entities step on top of it. Nearby entities will be severely damaged.
-Fixed a bug where hitting the 'm' key while naming your settlement would take you back to the main menu.
-Fixed a bug where the overworld map retained the zoom scale of the in-game zoom.
-Fixed a bug where settlers were not spawning properly after a migration.
-Re-added the Blueprint Overlay window to show the item requirements to build things.
-Ancients and other creatures without blood will no longer get the bleed status.
-Fixed a bug where workstation auto jobs might not start immediately.
-Fixed a buuunch of save/load bugs.
-Added a 'clear auto job' button to the workstation overlay.
-You can now add/remove jobs across multiple z levels.
Next steps:
This next week I'm going to focus on adding way more items. Mainly food stuff, but some more weapons and gear too!
Thanks and hope you enjoy the new race.
Waylon
Friday Update - Working On New Playable Race (Ancients)
Hello!
There won't be a patch today as I'm currently working on the new playable race, the Ancients. I'm almost done with them, but I still have a few more minor changes to do before they are ready. They will definitely be ready to play by next week. :)
I will give a more detailed breakdown of the race next week when the patch is released, but here are some teasers:
Patch 0.7.0.17 - Containers, Fruit Trees, and Migration
Hail and well met,
Version 0.7.0.17 is up! It includes changes from 0.7.0.15 Beta:
Version 0.7.0.15 Post
This last week I also added some fun things. Here are the patch notes for this version:
-Fixed a bug where settlers could get stuck idling.
-Added the Apple Tree - Grows in Taiga and drops Apples in the summer.
-Added Apples.
-Added Coconuts - dropped by palm trees in the summer.
-Added the Laborer profession - starts off with a small bonus to all skills. Whereas other professions gain ranks in their favored skills each time they level up, the Laborer only gains ranks across the board every two levels (based on the Laborer perks).
-Changed the hermit mode to use Laborer as the settler profession.
-Added some new fonts - change them from the graphics settings.
-Improved the performance of decaying items each hour.
-Added the Wicker Basket container - made with plant fiber.
-Added the Clay Pot container - made with dirt clods.
-Added the Bronze, Steel, Iron, and Rutile chest containers.
-Added the Void Crystal item.
-Added the Void Shard item.
-Added a layer of Sable at the very bottom of the world.
-Fixed a bug where the slot 2 saves were getting overwritten in a very rare edge case.
-Back up saves named '0_backup, 1_backup, 2_backup' are now created when saving over a slot. This will backup the previous save.
Next steps:
As you might have noticed, there are some void items in the update. Although these aren't particularly useful now, they will be used for two big changes coming soon. The first is a currency for the world. This currency is the Void Shard. This currency will replace the barter system currently in place. Void Shards are left behind when Void Crystals are used in magic processes. With the Void Mage profession (another future feature), you will be able to turn several Shards into Crystals but mostly you'd find them underground. This leads into the second future feature of Void Mages and the Ancient race. As Ancients are strictly Void Mages, they will rely heavily on Void Crystals and Void Shards when going about their tasks. Adding in those items is my first step towards implementing that race and the Void Mage profession.
Oh, before a forget, I've add some new fonts (created by somepx) to give you some more options outside my Odd Realm font. This isn't necessarily a solution for people not being able to read the current font, but it was something easy for me to add and if it helps out even one person to read the font, then yay. It's going to take me a lot of work to add a better HD font, so that's still a WIP.
Well, that's all for now! Hope you have a great rest of your week.
Cheers,
Waylon
Patch 0.7.0.15 BETA - Overworld Migration
Hey folks!
Just uploaded the (v0.7.0.15) overworld migration changes to the BETA branch.
This update fleshes out the UI and functionality for overworld travel. This stuff will be used for raids and trading when I add those.
Here's a breakdown for how travel on the overworld map works:
1. With the overworld map open, click 'migrate'.
2. Select which settlers you'd like to take with you.
3. Select which items you'd like to bring with you. Anything that is not cooked/raw food will be considered a resource.
4. Select a location on the map to migrate to.
5. Click 'start migration'.
Journeying As a party moves across the overworld map, they'll use resources and food to survive. Each settler will use 1 food item each tile. If no food is available, they'll start to eat animals. If no animals are available, they will start to starve to death. Additionally, there are events that may occur as the settlers go across the map. These range from bandit ambushes to finding supplies to settlers falling overboard and drowning while crossing the ocean. Some events will only activate if certain conditions are met. For example, some bandit events will only occur if you don't have any warriors in your party. Or, you may come across a trader that you trade resources for food with.
Tip You can use the SPACE bar to pause/unpause travel.
Next Steps I have a few more things I'd like to add to the UI/system over the next week. Namely, a tutorial, some additional info on which settlers die in events, choices in the event dialogues, and adding in the remaining events I couldn't get to.
Also, I'm going to start work on making a higher resolution font. Whether this can get into next Friday's update is TBD, but I'll do my best. I know this is a highly requested item.
Lastly, I believe there is a weird bug where settlers can idle, not really doing much. I'm going to look into this. I want to see if this is a bug or just confusion with how settlers act during the day. i.e., people thinking the settler is broken when they are just relaxing and regaining energy.
Special thanks to Xandjro and others on the Discord for helping me brainstorm events!
Thanks,
Waylon
Friday Update - Overworld Map Shtuff
Hey folks!
I'm still working away on the overworld map and new features so I won't be able to put out an update today. Next week it will be in a good place to start getting used.
Here's where it's at:
You can choose a party and items to migrate to other tiles. Along the way, events will occur. This is dependent on the tile you're going through. i.e., a settler falling off your boat and drowning crossing the ocean, a bandit ambush in forests, freezing to death crossing the tundra, finding items on the path in the desert, etc. I'm going to add as many of these as I can to make it super varied. Food and supplies are used up as you journey across the map as well. If you run out of food, your settlers will start eating animals that are brought along. If there's nothing to eat, settlers will start to die. All of these things will determine the starting conditions for your new settlement.
Here's what I'll be working on going forward:
There's still a lot of UI and feedback work to do, which I'll be working a lot on this next week, but I will jump onto raiding and merchant caravan stuff after that. All the above functionality would be re-used for those other overworld map actions.
Anyway, hope you had a great week and also have a fantastic weekend.
Thanks!
Waylon
Patch 0.7.0.14 - Load Bug Hotfix
Hey folks!
Just uploaded a new build to address an issue some people were having where their previous save wouldn't load. The screen would get stuck on 'shining rocks'. Your save should now load properly with this update.
Apologies for this issue. Please email me at waylon@oddrealmgame.com if you continue to have load problems after getting this update.
Cheers!
(2:24, 26-03-19) EDIT: Some people are still reporting that their file won't load even after the patch. For some, the bug has messed up how files get saved properly (in a very specific edge case). Today's patch will keep future files from having the issue but because some user's files were already so messed up, they've lost their backwards compatibility and there's not really any way for me to fix that. Feel free to still send me your save file if you continue to get the issue and I'll try to provide a solution on a person-by-person basis (never know if there's something clever I can do). It's a very silly bug on my part and I'm sorry if some of you lost progress in the game. :( That sucks and is on me.
Patch 0.7.0.13 - Fixes and The Beginning Of Overworld Map Work
Hello!
Aside from the changes that are rolling over from the beta branch (0.7.0.12 Changes), this build includes some fixes and QoL stuff. This update is a little lighter than usual as I'm working a lot on the overworld map and most of that is not ready. Though, you will now be able to 'migrate' but this is very much a basic version of the intended design. In this build you can freely migrate anywhere at no real cost, bringing with you what you want to. In future updates, migrating will require food and you will encounter various good and bad events along the journey. This will also be used for the raiding, caravan, and scouting stuff I'm going to add soon. The reason I have put this basic version into the game is that I'd like to get testing on how well items and settlers carry over into a new tile and I figured having the ability to migrate in a simple manner would be welcome.
Here are the patch notes:
-Entities will now only go eat food while holding position if they are not in combat.
-Fixed a bug where health buffs could stack each time the game was loaded.
-Weapons now have skill a proficiency. This makes it so swords and the like can't be used effectively to, say, mine a block.
-Added a save-game hotkey (f8).
-Added a load-game hotkey (f12).
-Fixed a memory leak that would occur if you clicked on many different tiles on the overworld map.
-Fixed a bug where hotkeys would not work after loading into a new settlement after a game over.
-Fixed a bug where settlers could get into an infinite loop of trying to put items into a container that was placed on a floor blueprint.
-Fixed a bug where permitted paths sometimes would not update. The most common scenario for this to occur was mining down one block through grass.
This next week I'm going to continue working on the overworld journey (caravans, migrating, raiding, etc) UI and requirements.