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Genre: Simulator, Strategy, Indie

Odd Realm

Tuning, Bug Fixes, and Polish - Beta 0.11.0.11 Patch Notes

Hello everyone!

Version 0.11.0.11 is live! Thanks for waiting patiently on this one.

Tuning



I took a bit longer with this patch because I needed to make some tools to help me work on tuning. Tuning has always been an extremely difficult and slow process for me on this game. So, I figured it was time to dedicate hours towards making that stuff easier for myself. I've tuned a bunch of things in the update, but there's still lots of work to do, especially with late game progression.

There are some other great things in this update. Let's take a look!

Tracking, Notifications, Designations, and Control Groups





You'll notice a couple new buttons on the HUD (as if we needed more!) which are intended to clean up and organize some things. The inventory button has also been moved over there. I'm trying to group these various buttons together based on functionality. So, the buttons on the top-left are grouped together because they all open up 'tracking' windows. Whereas, top-right is utility windows, bot-right is toolbars, bot-left is overlays.

Let's take a look at the new buttons/windows:

Tracking





I've added a new window for tracking stats on the top bar in the HUD. There are five types of stat to track up there:

  • Items - "3 Carrots"
  • Item Categories - "3 Raw Foods"
  • Races - "3 Sheep"
  • Statuses - "3 Hungry"
  • Control Groups - "[1] 3 Entities" (1 is the hotkey)


The top bar didn't have a localized place to manage these things, and I felt like it was time to add something to help with confusion. Also, there's no longer any limit to how many can go up there.

Notifications







I did a huge pass on notifications to make things a bit clearer. With work and attacks especially. You can hover over each notification to get more info which is great to understand why your entities might be doing more or less output when mining. I plan on adding more notifications in general to help communicate various things, so feel free to let me know if you'd like to see any added.

Designations





This is the panel you normally see when you open the jobs or rooms toolbar. I want to expand upon this window some more, but you'll notice the addition of a linking button. This lets you toggle whether the window opens when the jobs/rooms open. Helpful if you don't always want this window to open with jobs/rooms.

Control Groups





As you can see, I've removed the far right control group buttons and put those into their own window. You can edit and view control groups just like before from here.

Patch notes:


-Content: Added Ardyn settler wave.
-Content: Added late-game Human settler wave for settlements with low populations.
-Polish: Did a complete pass on notifications and added a bunch of tracking windows.
-Polish: Added feedback to the Saga button to indicate if a node can be unlocked.
-Polish: Added an 'auto-slot' feature to inventory items. When a uniform slot is visible, and an equippable item is clicked, it will automatically be slotted to the best slot candidate. The best candidate is one that is empty, or doesn't have the same item id, or doesn't have an item about to be equipped.
-Polish: Added hotkey info to inventory items to show how to equip items if no equipment display is visible.
-Bug Fix: Hostile and neutral entities would teleport to the closest player position if they were stranded.
-Bug Fix: Sometimes items being unequipped would be destroyed instead of spawned.
-Bug Fix: Added missing iron hammer icon.
-Bug Fix: Stone buckler, bronze cap/blood cap mushrooms, and iron hammer had incorrect graphics.
-Bug Fix: Dead entities were not being removed from rooms if the rooms were set to manual.
-Bug Fix: Temperature would not show a negative sign on the entity tooltip.
-Bug Fix: Work logs weren't showing the correct target attribute.
-Bug Fix: The difficulty rating determined by avg settler level was incorrect.
-Bug Fix: General visual layout fixes for lists where items were misaligned or popping into position.
-Bug Fix: Entities were not gaining happiness when sleeping in beds.
-Bug Fix: Very rarely an Ancient could get stuck in a sleeping loop.
-Bug Fix: Entities should no longer enter combat if all their combat skills are disabled. This resolves an issue where entities would not equip any items or work if a threat was nearby.
-Bug Fix: Entities that are given an attack order and have no combat skills enabled, will have those skills auto-enabled.
-Bug Fix: Worlds would not load when the Z depth was changed from the default 64 depth to 16.
-Bug Fix: Production rooms would show jobs for blueprints that had yet to be discovered.
-Bug Fix: Incorrect icons for several butcher blueprints
-Bug Fix: Uniform buffs and attacks weren't updating right away when items were added/removed.
-Tuning: Having two one-handed weapons now provides a 10% chance for both items to attack/work on a target.
-Tuning: Ancients will now gain happiness from sleeping in a Sarcophagus.
-Tuning: Re-organized several industry research nodes. Stone/wood, and iron/steel can now be unlocked as a choice rather than sequentially.
-Tuning: Did a complete tuning pass of all tools and weapons which focuses on the progression and differentiates types of weapon. i.e., Crossbows will shoot farther than bows, but do a small amount of damage less.
-Tuning: Evasion is now a chance to dodge an incoming attack as a percent, rather than as a comparison to a dice roll.
-Tuning: Added Happiness % to entity tooltip.
-Tuning: Stoneleaf items are now made at the workshop using the misc skill.
-Tuning: Stone/wood workbenches now unlocked in the Basics I research node.
-Tuning: Entities now spawn with randomly generated items based on player progression.
-Tuning: Harmful diet items will damage entities over time.
-Tuning: Loved diet items will improve entity happiness over time.
-Tuning: The Wyrm event should no longer spawn thousands of items.
-Tuning: Spellbook of healing now actually heals.

That's all for now. For 0.11.0.12, I'd like to focus on adding more events, especially mid-late game ones. Going to focus on adding some fun ones for the Ancients. Plus I'll continue to bug fix/respond to feedback and requests.

Thanks everyone! Have an awesome day. :)

Tavern, Hunting Grounds, and Workshop - Beta 0.11.0.10 Patch Notes

Good evening (or morning, or... day?!)!

Today's patch has some great fixes and tuning changes, but it also has some new rooms. Well, the Tavern won't be new to some of you as, once upon a time, it used to be a room in the game. But enough reminiscing! Let's take a look.

Tavern Room





It's time to re-enable this room as I am starting to feel like it has an actual purpose. That is, to improve the spirits (heh) of the masses. Right now, the Tavern has one job you can give it, and that's, "Relax With Drink." Entities will grab a drink, and go sit at a seat in the tavern, and refill their Will (happiness). I'm going to add a bunch more little jobs for this room. It won't just be this one job. But this is a start! There are even plans to have travelling bards which could come and play at your Tavern, but that's getting ahead of myself.

One thing about tuning I'll mention related to this. Alcohol no longer has the same buffs as things like water. Alcohol now provides a smaller thirst buff, a negative energy buff, BUT increases happiness for a time.

Hunting Grounds Room





Much like the Tavern, this is the early stage of this room. For now, it provides one job which is the automation of capturing entities in cages. I will soon be giving it the added job of having hunters actively hunting prey and the sort.

Workshop





The Workshop is a new room which provides job automation for the most rudimentary of jobs out there. Those jobs that don't really have a specific profession or skill that can be associated with them. You know, making coal, wicker objects, and, oh, I don't know, BONE ARMOR!



Yep, you can now unlock bone armor from the War tech tree. I will be adding more bone items soon!

Integrating Captured Entities



There's a new job, "Integrate As Citizen," which lets you convert captured sentient entities into full citizens. This coincides with a slight naming change for the research skill. This skill is now called writing. I made this change because I feel writing can be more broadly used than research. For example, the aforementioned integrate job requires someone with the writing skill to draft up the documents to make the captured prisoner a citizen. Captured, sentient entities are given permission (lol) to have relationships, change profession, and unlock their technology in the Saga window. But, keep in mind, they need to also be happy! So, make sure they have a bed to sleep on and, hey, maybe let them go to the Tavern for a drink every once in a while?

Notes On Tuning



I've done a bunch of balancing for the Ardyn race. Namely, they will no longer take 1:1 age off animals they retroanimate. Instead, 1 year of the animal gets multiplied by the Ardyn survival skill. Also, animals live a tiny bit longer. These things should keep your critters around for much longer.

I've also gone ahead and merged the fishing rod unlocks into the industry materials progression nodes. This is to make some space for new agriculture tech, but also because it was annoying to unlock fishing in the agriculture tree.

There are some other tunings mentioned below...

Here are the notes:
-Content: Added 4 bone armor items.
-Content: Added bone armor node to War research tree.
-Content: Added workshop room. This is where super basic crafting jobs can be done. i.e., bone/clay/thatch item crafting.
-Content: Added hunting grounds room. This is where capture jobs can be automated.
-Content: Re-enabled the Tavern room.
-Content: Added relax with drink job to Tavern. This improves settler happiness.
-Bug Fix: Some items would appear as inaccessible for containers surrounded by other containers on their four adjacent sides.
-Bug Fix: Unreachable item notifications would sometimes show the wrong item when the job required a type of item, rather than a specific item.
-Bug Fix: The item slots weren't updating after an item wasn't added/removed.
-Bug Fix: Some Nyctium items had incorrect inline icons.
-Bug Fix: The missing diet items in room notification was firing even when a room didn't have the diet items toggle enabled.
-Bug Fix: Sometimes entities (mostly animals) could start a gather item job.
-Bug Fix: Entities could sometimes start the same job at the same time.
-Bug Fix: The profession 'unused2' will no longer show up in the default skills list.
-Bug Fix: A typo where the Raw Food tooltip said it provides a worse bonus than Raw Food.
-Bug Fix: Companion statuses were being reset which would cause entities to leave/join homes constantly.
-Bug Fix: Inline icons on the room edit screen would appear duplicate for additional room owner group entries.
-Bug Fix: Newly spawned entities would show healing FX.
-Bug Fix: Fish would get stuck at the bottom of bodies of water.
-Bug Fix: Stone Dart and Stone Spear would not spawn a projectile.
-Bug Fix/Tuning: Hauling jobs weren't being created when there were other hauling jobs present.
-Tuning: Alcohols now provide less of a thirst buff, an energy debuff, and a new happiness buff.
-Tuning: Tired entities will now receive a small debuff to happiness.
-Tuning: Sleeping on the ground will lower entity happiness, and sleeping on a bed will raise it.
-Tuning: Non-sapient entities now get a small buff, "Ignorance Is Bliss", to happiness.
-Tuning: The manual input for room auto jobs was displaying incorrect text for queueing jobs. This has been changed to accurately describe that the jobs are manual. Additionally, if no manual jobs can be added, it explains why.
-Tuning: The default skills page now lists professions alphabetically.
-Tuning: Animal Enclosure stockpiles now start with a default priority of 2.
-Tuning: Beverage and food provide higher hydration/metabolism buffs.
-Tuning: Raised entity age to become elder for several animals.
-Tuning: Retroanimation now only adds 1 age to the target entity on each use. The amount lost for the Ardyn caster is based on their survival skill, so they'll still get a good return back.
-Tuning: Added extra action text to show when the source entity receives a bonus from their attack. i.e., when an Ardyn lowers their age from retroanimation.
-Tuning: Captured non-sapient entities will no longer jump into combat unless given an attack order.
-Tuning: Research has been renamed to Writing.
-Tuning: Coal, rope buckler, and pointy stick are now made at the workshop and requires misc skill.
-Tuning: Fishing rods are now unlocked in industry instead of agriculture.
-Tuning: The melt threshold for ice blocks has been raised.
-Optimization: Reduced memory allocation within pathfinding.

That's all I've got for now! I meant to add some more tools for various professions into the patch, but I didn't have the time so I'll save them for next week's update.

Special thanks to those constantly giving me bug reports, save files, and feedback. You are stars!

Have a great weekend!

Waylon

Hotfixes - Beta 0.11.0.9 Patch Notes

Suuuper quick little post. Some folks found some game breaking bugs that I missed, so I thought I'd put out this quick hotfix patch.

The issues that were addressed are:

-Bug Fix: Entities would not eat/drink if they were alchemists and the player loaded a save from before the alchemist version.
-Bug Fix: Entities would not remove their hungry/thirsty status when at full hunger/thirst.
-Bug Fix: Entities would ignore eat/drink jobs to work.

Thanks to those that brought these to my attention. Have a great day! :)

Waylon

Alchemy & Resurrection! - Beta 0.11.0.8 Patch Notes

Hi everyone!

Hope you are having a great start to your weekends.

I've just uploaded version 0.11.0.8 and this one is more of a content patch for once. There's a bunch of stuff I haven't added to the Ardyn expansion yet, and, now, I'm working on adding these things. And, it's not only the Ardyn race that I'm focusing on for content. I'm working on lots of stuff for the Humans and, especially, the Ancients.

Resurrection





You'll notice the Arcana research tech tree is a bit sparse. I've moved a lot of stuff over to the Ancient tech tree, to round out some of their uniqueness. Magic isn't intended to be this easily obtained thing. It's supposed to be difficult to achieve. Unless, of course, you're the Ancients and have thousands of years of mastery to work from. Don't worry, I'm adding much more stuff to the Arcana tree.

The first of these additions, as you'll see, is the Dark Magic I node. This introduces a new job (done at the Arcane Study) which lets summoners resurrect entities. This required the addition of some new code to assign more unique information to items. Later on, I want players to be able to edit this information and make their own unique items, but, for now, it is being used by entity remains to connect an entity to an item. For example, a Human remains item having the information for the Human that created it. These remains can then be used to resurrect that past entity.



Resurrected entities have all the same stats as their previous selves, with the exceptions of a few things. They don't get hungry, thirsty, or lose energy, but they also don't naturally heal, or procreate. Now, they will still die from old age, but I'm a bit on the fence as to whether this is good or bad. The intention is to keep Ardyn players from cheesing this ability to have an infinite supply of resurrected bodies to retroanimate. But, who knows, maybe I'll change this down the road based on feedback.

Lastly, coffins and tombs will keep remains from decaying. I think I'm going to add some sort of graveyard/tomb room soon to make it easier to organize and stockpile the dead into coffins and such. For now, you can use a regular old stockpile with just remains enabled to have them carry the remains into those props. They are a great way to preserve the dead for later resurrection. >:)

Alchemy & Apothecary





You can now unlock the Alchemist profession, and the Apothecary room in the Saga, cooking tree. This is very, very early days for alchemy. I have so much planned for this profession. I will be introducing strange and unique diseases to the game soon and the alchemist will be a big part of fighting those afflictions. As well, and this is far down the road, I want players (perhaps the more sinister ones) to be able to infect other kingdoms with diseases using their alchemists and merchants.



For now, I've added two items to make here. Health Potions, and Sablixian Tar. Also, you'll notice the new item category, Potions. Health potions can be used to heal wounded entities, while Sablixian Tar is a rare refined material that is created with Sable Chunks. It is used by the resurrection process, but will also be used by maaaany other dark magic focused things in the future.

I want to also add the ability for entities to hold types of items for quick use. For example, in uniforms, you would be able to tell certain entities to hold, say, potions. That way, in combat, they could quickly consume a potion instead of having to go to the alchemist for healing. I'd also set this up for food and drink items to be quickly consumed.

Tuning


You'll notice a lot of stuff has moved around in the Saga window, and you *might* have to unlock some things again. I'm in the process of tuning these progressions as well as making space for things. The war tree, for example, has seen a huge consolidation of nodes. This is to free up some room, but most importantly, remove a lot of grind just to get material specific gear. I'm working on adding some fun new research for the War tree, so, stay tuned for that!

Ok, let's take a look at the patch notes:

-Content: Added merchants for Ardyn and Ancient settlements.
-Content: Added Sablixian Tar item which can be made from Sable Chunks at the Apothecary.
-Content: Added Apothecary room, Alchemist profession, and Alchemy skill.
-Content: Added resurrection job to Arcane Study. This brings entities back to life. Resurrected entities are slower, and cannot rest, eat, sleep, or procreate.
-Content: Added Dark Magic I research node.
-Content: Added Healing I research node.
-Content: Added Alchemy I research node.
-Content: Added health potion and heal patient jobs.
-Content: Added icons for each summon. This also fixes the incorrect sizing of the entity icon for the auto-job window.
-Content: Items can now have unique names. This means items like remains will keep the information of the entity which is tied to them. This will be used later on to create unique named items too.
-Content: Bunch of new audio for various crafting things.
-Content: Added Potions item category.
-Bug Fix: Adding jobs to a room manually would not do anything, and was also spitting out a serious error which would interfere with lots of other systems.
-Bug Fix: An entity would get stuck if they were the target of a job and couldn't find a path to the job point.
-Bug Fix: Lectern of knowledge had an incorrect inline icon.
-Bug Fix: A save file corruption related to a very rare entity state in combat.
-Bug Fix: Entities would snap to land when swimming.
-Bug Fix: Entities would play idle timeout animation when working.
-Bug Fix: Drag camera with mouse wasn't working in overworld map.
-Bug Fix: Some drag movement glitches. Movement should be smoother when dragging the camera with the middle mouse button.
-Bug Fix: Entities were not being selected even though they were highlighted by the cursor when 1z layer up from the entity.
-Bug Fix: Certain research trees would repeat. i.e., The industry research tree showing up under the Ardyn research tree.
-Bug Fix: Entities wouldn't leave a room after limit to family was turned on.
-Bug Fix: Previous camera zoom was not loading correctly.
-Bug Fix: Capturing Humans would enable the settler wave event.
-Bug Fix: Entities would not use the bow animation when firing arrows.
-Bug Fix: Settlement music could start playing when the overworld map was open.
-Bug Fix: The camera zoom level number wasn't updating in the overworld map.
-Bug Fix: Population max wasn't always being considered when entities procreated, resulting in populations going over the set number.
-Bug Fix: Settlements would stop having children after longer player sessions.
-Bug Fix: Props that can rotate weren't snapping to fixtures.
-Bug Fix: Entities that were companions were getting stuck in separate houses (as owners).
-Tuning: When searching blueprints, if the search text also includes the name of the room associated with the blueprint, it will appear. i.e., searching Immortality Tomb, will show the Voidweave Sarcophagi.
-Tuning: The coffin and tomb now keep remains from decaying forever.
-Tuning: Added a green flash to indicate healing.
-Tuning: Tuned the required items for all the tomes to be a bit more difficult to make.
-Tuning: The Chaos Construct and Transmutation Chamber are now unlocked in the Ancient research tree only.
-Tuning: All weapons, and armor for the War research tree have been consolidated into one row.
-Tuning: Ardyn are now included as enabled by default for certain notifications like death.
-Tuning: Bone no longer decays.

And there you have it! I'm going to continue working on lots of new content. I've got some fun new Ancient related summons on the way! As well, I'm working on some new Sable blocks to build.

Thank you for the support, feedback, and for playing!

Waylon

Tuning, Bug Fixes & Polish - Beta 0.11.0.6 Patch Notes

Hey gang,

The latest patch has just been uploaded. I made a goof in the last patch which messed up uniforms and caused people to get stuck in idle. That should be fixed.

I've also done some work to smooth out the camera and entity movement. This will be very noticeable when following entities. No longer will it be all jittery.

Bunch of other things in there. Check it out:

-Polish: Auto-jobs will now show an orange warning that says, "Work point is in use," instead of a red warning that says the props is missing. This is to avoid confusion where the prop exists in the room but jobs can't be added because they already exists at the workstation.
-Polish: The selection box no longer snaps to a grid when selecting entities.
-Polish: Smoothed some of the camera movements. Especially when following entities.
-Polish: Smoothed some of the entity movements.
-Bug Fix: Not all mod data objects were being loaded.
-Bug Fix: Mods caching even without being enabled. This caused conflicts with other mods.
-Bug Fix: Entities could get stuck with the hover outline active even when the cursor was not hovering over them.
-Bug Fix: Entities get stuck in a mating job where they are both the targets of their own respective mating job. This also fixes an issue where entities wouldn't start other jobs if they were the target of a job which would never start.
-Bug Fix: Certain buffs on attributes were being saved and then never removed. This would cause bugs like Ardyn entities living forever.
-Bug Fix: Setting up a uniform could lock up entities in idle. This would cause them to start dying of thirst/hunger.
-Bug Fix: Platforms were not dirtying the neighbor paths and this could cause entities to get stuck pathfinding to places they can't actually reach.
-Tuning: Ice Blocks are now unlocked in Thaumaturgy I, and need the Thaumaturgy skill to make.

Thanks everyone! Hope you are all having a great weekend. :)

Waylon

Tuning & Bug Fixes - Beta 0.11.0.5 Patch Notes

Happy Monday everyone!

Here's another stability patch with a bunch of fixes and some tuning changes. I also have some modding fixes in the works, but they aren't quite ready. As well, I'm currently setting up the Workshop steam page. It involves some SDK setup, so it's taking a tad bit longer than expected. I'll keep you posted about that.

This patch really focus fires on some stockpile bugs. Hope that is starting to feel better for most people. Let me know if you continue to get any stockpile weirdness.

Here are the notes:

-Modding: Replaced the JSON data field for scenario actions in GDEScenariosData with c# data classes.
-Bug Fix: Scenario entities would spawn with incorrect appearance and age.
-Bug Fix: Entities would get stuck trying to eat/drink/gather items that were inaccessible from the entity's position.
-Bug Fix: Updated the chicken race portrait to match the entity portraits.
-Bug Fix: Entities were not moving items from one stockpile to another if the origin stockpile didn't permit the item. Instead they would just bring the items outside the room.
-Bug Fix: Entities would not warm up in cold biomes.
-Bug Fix: Pre-0.11.0.0 saves would sometimes not load.
-Bug Fix: Entities were assigned sleep on ground jobs for unreachable points.
-Bug Fix: Auto-jobs weren't being checked based on priority. This could cause lower priority jobs to be added to workbenches first.
-Bug Fix: Entity default skills could have a visual glitch if the notifications list was opened before.
-Performance Improvement: Removed some redundant item checks related to managing storage items.
-Tuning: Stoneleaf bags will now only be created for killed entities if the item count is > 5.
-Tuning: Max storage default item count is now 9999, instead of 999.
-Tuning: Increased default room owner size to 99.
-Tuning/Bug Fix: Harvest Nyctoid and Harvest Chronoblast jobs in the Hortichron room are now just Harvest Plant. This also fixes a bug where the two former jobs would be applied to the wrong plants.
-Content: Added 1 Patreon item, Axeward, for Dustin Pundt. Thanks for your support!

Going to aim for another patch this Friday!

Thanks everyone and have a great week. :)

Waylon

Tuning & Bug Fixes - Beta 0.11.0.4 Patch Notes

Heyo,

I've uploaded a patch to the beta branch with tons of fixes, especially for eat/drink bugs, and a nasty load issue which kept items from loading properly.

Here are the notes:

-Bug Fix: Entities would get stuck in single open block point. Now, they will snap to the closest entity to get unstuck.
-Bug Fix/Performance Improvement: Where entities were searching additional blocks for a job candidate when they already had one.
-Bug Fix: Certain scenarios weren't activating because they couldn't find the right tag for a previously created entity.
-Bug Fix: Stale room jobs (ones that have been sitting around for a long period of time without starting) were not properly being removed from a room. This would cause multiple jobs to stack forever.
-Bug Fix: A null reference would occur (in the entity WorkState) when an item search processed in the background, then the active job was cleared, then the job finished to reference the cleared job.
-Bug Fix: Entities would always search for the highest priority diet item, and ignore other items even if the search for the first item failed.
-Bug Fix: Blueprint toggles could be deselected.
-Bug Fix: The Ancient Hunters dialogue wasn't showing.
-Bug Fix: Some item lists weren't indented correctly.
-Bug Fix: New carry jobs for stockpiles wouldn't be created if the stockpile owner already had a carry job for another room.
-Bug Fix: Drink/eat jobs couldn't stack. For example, if one drink job was on the only block with water and the entity assigned was way off on the other side of the map, it would keep others from making their own drink jobs.
-Bug Fix: Settlers would bring items to a higher priority room even though the items were not permitted.
-Bug Fix: Entity diets had incorrect priority values which could cause them not to eat/drink certain foods/beverages.
-Bug Fix: Captured entities wouldn't trigger certain prop actions. For example, door open/close.
-Bug Fix: Items wouldn't save/load if they were on a platform in the air.
-Feature: A warning will now appear to let you know when you are removing a permitted item from a stockpile list that was set from the auto-pop by diet owner group option. This only shows up once.
-Tuning: Stockpile carry jobs will now be assigned the stockpile priority.
-Tuning: The blueprint menu search now looks at tags for props. For example, even though the sleeping mat doesn't contain bed in its name, it will still show up in the search because it is tagged as a bed.
-Tuning: Spawned scenario entities now have their default uniforms set to a higher priority. This is so entities with good gear don't immediately start to unequip their items.
-Tuning: Animal owners are now set to 'limit to unique' by default. This is to keep animals from joining multiple enclosures.

There were several of you that sent me save files, and those helped so much. Special thanks to those folks as well as those that have been helping me find these bugs. :)

Take care!

Waylon

Modding & Fixes - Beta 0.11.0.2/3 Patch Notes

Hello!

I uploaded two patches at the end of the week, but was unable to put out an announcement at the time. Both patches are quite small, but provide some good fixes/features.

Namely, 0.11.0.2 provides extra modding features while 0.11.0.3 provides a couple fixes for critical bugs.

Also, I've uploaded a guide to the modding github page which explains how to get started making mods. I'm in the process of making a video tutorial as well. Additionally, I'm setting up the Steam Workshop page. I want to have both of these things ready this week.

If you'd like to take a look at the modding written guide, or download the modding project, you can find those here:

Modding Project & Guide

Here are the notes for both patches:

0.11.0.2
-Feature: Mods can now replace the default inline icon atlas.
-Feature: Mods can now provide UI icon textures.
-Bug Fix: Where modded terrain atlases weren't being found.

0.11.0.3
-Bug Fix: Where an entity could get stuck in an infinite equip item loop.
-Bug Fix: Where the room edit window could get stuck open.

I'm currently hunting down some behavior bugs related to eating and drinking, as well as some rare crashes players are experiencing. I hope to push out patches this week for those. If you are experiencing these, feel free to send me your save folder. It helps narrow down the issues.

Thanks!

Waylon

Timeless Tyrants Expansion - Beta 0.11.0.1 Patch Notes

Hey folks!

Thanks to those that have been reporting issues/bugs with the 0.11.0.0 beta. That is extremely helpful and appreciated.

One of the big issues was captured entities not eating/drinking. This was due to a bug and some unclear new behaviors relating to rooms. Namely, there is the behavior where captured entities won't eat/drink anything outside their designated rooms. I've added a toggle to all owner groups to enable/disable this behavior, even for entities outside the Captured faction. As well, I've added a second toggle to enable/disable the auto population of stockpile item settings based on occupant diet. This is handy to have stockpiles filled with foods your animals will eat/drink. There is also a new notification for when entities don't have their diet food in a room AND they are restricted to the room.

-Music: Audio levels have been balanced for all music.
-Music: Added in the last new track. All five new tracks are in the game now.
-Feature: Added a toggle in the room edit window to populate stockpiles with occupant diet items.
-Feature: Added a toggle in the room edit window to limit entities to their rooms. This will keep entities from leaving the room as well as eat/drink and do jobs outside of it.
-Feature: Added a notification to indicate if an entity that's limited to a room is missing their diet items.
-Bug Fix: Where the description expand icon wasn't showing up.
-Bug Fix: Where Nyctoid and Chronoblast plants were obstructions.
-Bug Fix: Where tomes weren't spawning while playing the Ardyn race.
-Bug Fix: Where fishing wasn't behaving correctly, or sometimes at all.
-Bug Fix: Where troughs weren't showing when they had food/water in them.
-Bug Fix: Where the region room wasn't checking for food/drink jobs often enough and entities would not get those jobs.
-Bug Fix: Where entities weren't dying of old age.
-Bug Fix: Using the capture job on a contained entity that's already friendly will no longer make it hostile.
-Bug Fix: Where entities which died in water would not fully die and spawn their items.
-Bug Fix: Where the notification preview at the top of the screen could have text overflowing out of the window.
-Tuning: Ardyn start with one extra Tome of Agriculture (total of 2 now).
-Tuning: Ardyn start with campfire cooking research unlocked.
-Tuning: The Unassigned profession now has all skills enabled by default.
-Tuning: Fodder can now be made with the Fire Pit.
-Tuning: Added captured entities to the default stockpile hauling owners.
-Tuning: The Bare Bones Ancient starting loadout now comes with 2 Void Crystals instead of 1.

There are still lots of tuning things to be done, especially with the Ardyn race. I'll continue to clean things up, but I want to also put out a modding tutorial tomorrow. It will be a video where I go through all the steps to make a mod. Stay tuned for that!

Thanks and have a good one, friends!

Waylon

Price Increasing Soon! Odd Realm is 20% off now!

Transparency with the community is extremely important to me. That's why I want to let you all know that the price of Odd Realm will soon be going up from $10 USD to $15 USD in about a month. The game is currently on sale for 20% off to help players get the game at a lower price before I make this price change.

Now, I've always tried to keep the price of Odd Realm low for a few reasons but, namely, being an early access game, I wanted to make sure the price was fair to the consumer. If they're buying a half finished game, it should be half the price. That's why I started the price at $10, half of the $20 price that the 1.0 game will be. Now that we're getting very close to that 1.0 finish line, and there is a third race to play in the game, I feel it's time to raise the price to $15.

Normally, that content to price conversion wouldn't be on my mind and I'd keep the price low. However, a big part of raising the price now is that things are starting to get much more expensive where I live and $10 is no longer a feasible income price point.

Lastly, and this is a small thing but still a thing, I think many dismiss cheap games as amateur or small projects. I think it's easy for folks to see $10 on Odd Realm and think, 'eh, that is probably not a serious game or it's extremely short.' It's not, and it's not. I hate, HATE the marketing side of making games, but at the end of the day, I have to also consider how these things affect the development of Odd Realm.

Anyway, I hope you can understand my intentions here. To all of you supporting the game and telling your friends about it, I want to say thank you. I wouldn't be able to make this game without that.