Odd Realm - Sleipnir
Hello!

0.10.0.17 has been uploaded to the BETA branch!



There are lots of goodies in this one!

Tutorial
First off, there's a new tutorial. I think it needs a bit of trimming, and some better timing, but it's mostly there. I want to add one or two more tips, but let me know if there's anything you think is missing. I'm also going to make a video tutorial on YouTube because I know some people prefer that. I'll keep you posted on its status.

Entity Tuning
Another big change is the tuning for entity attribute update intervals. Previously, I was updating attributes every 1 minute of game time, and, now, I'm updating them every 5. I felt that, when a settler started to starve or dehydrate, there wasn't a lot of time to address emergencies. With increased intervals, there's way less pressure on the player to scramble for water and food. We'll see how 5 minute intervals feel. I might even go higher because these higher intervals also give me more room for buff values. Time will tell! Or maybe you will. Let me know what you think.

Pathfinding
I've slightly changed how pathfinding works to help with some lag in the later game. The problem was that entities would pathfind all at once, especially once you got more than 25 entities. This would cause some FPS drop as the pathfinding manager tried to process them all. Now, I'm processing pathfinding requests one at a time, and I prioritize closest move targets first. The request also checks to see how long it's taking and it will delay a frame (to let other processes continue), then continue on in the next frame. The downside to this change is that you might see a settler standing there waiting for a path to be found, usually if the path end point is extremely far away. I was playing with some pretty big populations and I didn't notice any serious delays in pathfinding. In fact, I think this system responds faster because I'm delaying using the ms process time instead of the number of iterations a pathfinding process goes through. Of course, any time I touch the pathfinding, there's the chance I've inadvertently broken something else, so do let me know if your people just never move at all.

Container Improvements


You'll notice now that containers can hold more and that some of them have special permissions. Bins, for example, can only hold seeds and resources, but they can hold up to 150 items. Whereas, crates, can hold any item category, but only up to 75 items. Chests will also hold way more to make up for their cost to build. Lastly, there's a new item category, Books, so you can hold tomes and spellbooks in bookcases.

More Tooltip Info






I've added some extra info to tooltips to show what sorts of benefits blueprints provide. Things like movement speed bonuses, container size/permissions, and decay buffs will now be shown. Oh! And you will now see prop requirements for room tooltips.

Patch Notes
There are quite a few fixes in here too. Take a look!
-Entity attributes are now update at 5 minute intervals instead of 1 minute intervals.
-Entity attribute updates are now staggered so that not all entities get hungry all at once.
-Fixed a pathing bug that could cause entities to become stuck.
-Added some prop information to the room tooltips.
-Fixed a bug where entities were getting stuck in an equip item loop.
-Entities that cannot equip items will not longer have uniforms auto created. This should keep cows and chickens from having individual uniforms.
-Fixed a bug where entity intelligence type wasn't being set on load.
-Increased storage capacity for all containers.
-Added item category restrictions to certain containers. The trade off is that a container might hold more, but only be able to hold resources, and seeds. i.e., the Wood/Stone Bin.
-Added an item category for books.
-The bookcase can now hold books.
-Added more info to various tooltips.
-Improved pathfinding performance for larger populations.
-The clay roof is now unlocked with The Basics research.
-Fixed a bug where entities could get stuck in the mating state if they weren't in the same pathing room.
-Fixed a couple places where entities tried to start pathfinding to inaccessible areas.
-Fixed a bug where mating entities could get stuck in infinite move loops as they tried to move to the point the other entity was at simultaneously.
-Search input will now only affect the focused window at the time of search start. This is to avoid windows changing the selected target unintentionally. For example, using search to filter items in the inventory window, then dragging an item onto a uniform, only to have the uniform window change which uniform is selected because of search input.
-Settler search is now more accurate for name searching.
-Fixed an issue where some items would not be removed from rooms that didn't permit them.

What's next!
This is the home stretch to get 0.10 out of beta and into the main branch. There are still a few behavior bugs and tuning things I need to address, but I also need to re-enable several scenarios. Once those things are done, the game should be stable and ready to go to mainline. I'm aiming for no later than the 20th!

That's all for now. Thanks and have a great day!

Waylon

Odd Realm - Sleipnir
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 still grow underground as they don't need light.
-Fixed a bug where saplings couldn't grow in cold weather.
-Fixed a bug where search lists would lose the search filter if the mouse left the window.
-Fixed a bug where the last toolbar selection wasn't re-selected when the toolbar re-opens if the toolbar was closed with the ESC key.
-Roofs and floors are now easier to build.
-Fixed a bug where a job wouldn't start if its prerequisite job wasn't the same priority.
-Fixed a bug where uniform items weren't being equipped.
-Fixed a bug where trees weren't spawning after the sapling matures.

Thanks,

Waylon
Odd Realm - Sleipnir
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 direction. I do need to add some feedback to indicate that a trigger check was fired and failed. Will do soon!

I've slightly changed how caves generate in the game. You should notice that they have more of a buffer when spawning. Because this change affects biome generation, you might see a cave appearing when you first load your game. I still need to come up with a method that lets me change/tune biome generation without it messing up save files. So, I apologize if a cave messes up part of your settlement when you load!

I'm going to jump into the notes, but, before I do, I'd like to point out that I've increased the game time's speed. It used to be that 1 realtime second = 1 game minute. Now, it's setup so that 0.5 realtime second = 1 game minute. It takes ages for seasons to pass, so I thought this might be a nice change to help things move along. However, it also means things like damage from hunger are faster. This *might* result in your settlers dying super quick while starving or dehydrating. Don't worry, I can fix this by tuning some things. Just let me know what you experience so I can tune accordingly. :)

Ok, here are the notes:

-Fixed a bug where entities were not dying of old age. Now, entities (those with hearts) will have a small chance to go into cardiac arrest after becoming an elder. This is randomly applied over time, and the chances are higher the older they become.
-Newly spawned adult entities will now have their starting age closer to the age they need to become an adult. Adult Humans, for example, should start with an age between 16-27.
-Water put on fires will now have less starting mass. This should keep settlers from flooding large areas with water.
-Fixed a bug where the character sprite wasn't changing to represent a new entity appearance. For example, when becoming an elder, the sprite didn't show white hair.
-Fixed a bug where clicking a death notification didn't take you to the point of death.
-Fixed a bug where, if a population max wasn't set, the game wasn't using the default 99 limit.
-Fixed a bug where the attack labels in the entity window were overlapping.
-Increased dirt and stone spawn amounts.
-Added small chance to spawn stone chunks when mining dirt.
-Fixed a bug where extra items were being eaten/drunk.
-Fixed a bug where entities didn't show the climbing animation for ladders.
-Fixed a bug where items were discovered before being found in the world or unlocked in the saga research tree.
-Fixed a bug where blueprints would show up as blue (ready to start) when the room they are assigned to doesn't have anyone with the skill enabled. i.e., no one with the cooking skill to do cooking jobs in the kitchen, but someone in the world does have it.
-Item spawning will now favour spawn points in a room if it originated in one. i.e., butchering an animal's remains will try to spawn the produced meat inside the room (kitchen) that the job originated. This is intended to avoid spawning these items outside the room, or on the roof.
-Fixed a blueprint name typo where Sand Shrimp Meat was showing (Raw) instead of (Roasted).
-Fixed a bug where Chirpen Meat (Roasted) was showing up as Chicken Meat (Raw). Thanks Morin!
-Improved performance relating to jobs, and world rendering.
-Reduced loading times.
-Fixed a bug where Ancients would randomly start with non-magic professions, and humans would start with magic professions.
-Fixed a bug where windows would not automatically rotate.
-Props which clamp to fixtures like walls, should no longer fall from gravity.
-Fixed a bug where duplicating a uniform didn't copy the profession or control group.
-Fixed several bugs where entities would stick around in control groups after dying or leaving the settlement.
-Fixed a bug where inventory counts were sometimes incorrect.
-Attacks now show the icon of the skill used instead of a unique attack icon.
-Fixed some bugs with tooltips not showing when hovering over various UI elements.
-Tooltips that aren't locked (because the entity/block isn't selected) will now become 50% transparent if the mouse is over the tooltip.
-The temporal displacer now requires Arcane Dust instead of a Glass Pane to be constructed.
-Fixed a bug where a noticeable pattern could be seen in the terrain random offsets. This was most noticeable when zooming out and looking at the repetition of water.
-The Wyrm event no longer spawns items when creating a tunnel.
-Fixed a bug where caves weren't generating plants or props.
-Increased the buffer used to determine the position of caves in relation to visible blocks. The intention is to have them spawning farther away from the mine, rather than right on top of them.
-The glass window is now a glass block.
-Fixed a bug where crafting sand clods required metal crafting instead of stone crafting.
-Added a bunch of missing inline icons for blocks.
-Added wood plank item which can be manufactured at the Wood Mill for 1 Wood Log.
-Wood plank shingle/floor/block now require wood plank items to build.
-Fixed a bug where fences didn't transition with gates
-Rooms without auto job options will no longer show up in the production window.
-Cages and traps will now only trigger based on a roll beating the target's evasion. i.e., If the random roll (out of 100) is 15 and the target's evasion is 16, the cage or trap will fail to capture, drop, or damage them. The higher the evasion rating of the entity, the harder it is to trigger the block.
-Fixed a bug where NPC's would show equipping/unequipping uniform icon and feedback on item slots.

Thanks everyone!

Have a great weekend!

Waylon
Odd Realm - Sleipnir
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.



Vault
This room is where any Ren acquired from a trade will spawn. It starts with a Ren stockpile already set up as well.



I also added a bit of extra AI logic to neutral animals wandering around the map. They are now attracted to cages with their preferred foods inside them. You can put items in a cage using the stockpiles.



Additionally, neutral animals will also shy away from your settlers and they should be less inclined to enter rooms. Though, you'll still see them stealing your food.

Here are the notes:

-Added market room. Mechants will now only arrive when this room is placed. Merchants will leave any purchased items here.
-Added vault room. Merchants will leave newly acquired Ren here.
-Improved some performance issues with item tracking and saving.
-Fixed a bug where entities would run in air immediately after climbing.
-New settlements now start with enough containers for all items that are brought. Ex: If no items are brought, no containers are spawned. If 100 items are brought, 2 containers are spawned.
-Fixed a bug where all input would get locked if, in the overworld screen and with an active settlement loaded, you hit the ESC key while selecting a new settlement loadout.
-Fixed a bug where you would see items and entities in lists when they were not present in the world.
-Added some extra zoom levels.
-Fixed a bug where depth 16 worlds were not generating.
-Fixed a bug where the item edit list for migrating wasn't showing all items.
-Fixed several bugs for adding/removing items to the migration loadout.
-Fixed a bug where entities wouldn't spawn correctly when selecting a new starting point on the map.
-Neutral entities will be less inclined to pick rooms as random migration points.
-Neutral entities will now try to avoid player entities.
-Fixed a bug where non-player entities were using custom diets.
-Neutral entities will now be lured to cages with foods that match their diets.
-Fixed a bug where stockpiles showed custom and liquid category types.
-Fixed a bug where an entity being attacked wouldn't fight back.
-Fixed a bug where neutral animals would try to move to herd members that the player owned.
-Fixed a bug where cages wouldn't capture an entity if they had just held an entity.
-Fixed a bug where entities could get stuck in an infinite drop item loop.
-Fixed a bug where scenario entities could spawn and then immediately die.
-Berara trees no longer have leaves around the trunk to allow settlers easier access to cut them down.
-Fixed a bug where the debug paint tool wasn't showing the correct display name for entries.
-Fixed a bug where entities would ignore food/water that was close at hand if they were doing a job which produced food/water. This would result in entities going long distances to do the job, ignore food/water they ran by, and starve/dehydrate before reaching the job.
-XP is now only given to player entities. This is to keep hostile entities from levelling up during combat.
-Fixed a bug where entities wouldn't walk over hatches.
-Distillery blueprints now require stills instead of barrels.
-Cooked foods will now be worth more than their raw counterparts.
-Added sfx for when research is activated.
-Renamed the Water blueprint in the Wellhouse to Draw Water From Well.
-Fixed a tooltip bug which would occasionally cause some lag issues.

One last thing. For this build, I made some changes to clean up unused items (items you delete, items merchants take away, items eaten/drunk) so, there's the possibility you might see some newer weird item bugs. I hope I fixed any issues there, but something like that might appear as jobs disappearing immediately after being placed, or entities getting stuck in item pick up/drop off loops. I'm going to address any severe issues over the weekend. Please let me know if you see anything!

Thanks everyone! Have a fun weekend!

Waylon
Odd Realm - Sleipnir
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 even if you had it in the room.
-Fixed a bug where skill buffs weren't saving.
-Fixed a bug where the evocation skill wasn't levelling up newly summoned entities.

Thanks!

Waylon
Jan 16, 2022
Odd Realm - Sleipnir
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
Odd Realm - Sleipnir
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.


Water 'Physics'
I've made it so water now has a mass. This gives players the ability to drain ponds and fixes a bug that caused worlds to flood if a player placed a water block on the surface. The only time water isn't finite is if it's touching the world border. The idea here is that it's connected to a water source outside the map.


Draining a lake into a cave below.

Temperature 'Physics'
I did a bit of work improving how heat spreads in the game. You should now be able to make greenhouses much better. Especially because I fixed the issue where glass roofs didn't stop snow and heat should keep the roof from being covered by it. If you build a torch or fire pit inside that is.


Patch Notes
-Made several CPU performance improvements related to UI and world rendering.
-Reduced the RAM footprint of the game.
-Decreased load times.
-Fixed a bug where selections were deselected in the paint debug window when SHIFT is released.
-Lowered the save game audio clip volume.
-Fixed a lag spike that would occur when new ambient clips were played.
-Reduced the save game time.
-Fixed a bug where 'Friendly' was shown on a hostile or neutral entity tooltip.
-Fixed an issue where some overlays (i.e., room placement) would indicate a point as being not permitted by desaturating a texture.
-Fixed a visual bug where crates showed they could be locked.
-Single water blocks will now dissipate instead of flood a map.
-Fixed a visual bug where interior temperature was being displayed instead of surface
-Fixed another bug that causes floating trees. Hopefully that's the last one...
-Fixed a bug where bedrock wasn't generating correctly.
-Fixed a bug where entities wouldn't start the nearest job after it becomes newly reachable. This was most apparent when mining.
-Fixed a bug where snow could get through glass roofing.
-Fixed a bug where weather effects would show below glass roofing.
-Fixed a bug where Ancient tombs weren't generating.
-The free job now requires the survival skill instead of tame skill.
-Added missing icon for Stasis Crystals.
-Fixed a bug where the Unworthy Ancient's scenario wasn't activating properly.
-Added caves and lakes to find underground.
-Tuned some item merchant values. Merchants will now favour crafted goods and rare items, offering to buy these items for a higher value.
-Added web block.
-Re-enabled 64 z depth option.
-Void Woken will now have the laborer profession by default.
-Void Imps will now have the miner profession by default.
-Fixed a bug where the Human research would cost '0 Wood Logs' to unlock.
-Added warnings to the Home and Immortality Tomb to let players know when they are missing beds/voidweave sarcophagi.
-Fixed a bug where fire wasn't spreading or spawning correctly.
-Fixed a bug where the lightning strike scenario wasn't activating.
-Added the Wyrm event. Tiles will show if Wyrms have been sighted.
-Fixed a bug where hitting ESC with the overworld map open didn't close it.
-Fixed a bug where fire wasn't creating a light aura.
-Entities can now use unpurified or purified water to put out a fire.
-Added an expand tooltip btn to block tooltips.
-Fixed a bug where, sometimes, entity selection wasn't properly prioritizing closest-to-cursor entities.
-Fixed a bug where you can select entities on any z level when the Select Single Layer option was enabled.
-Fixed a bug where camera dragging could get stuck when an event started while dragging the camera.
-Fixed a bug where entities weren't joining rooms.
-Entities should now snap to a proper standing point instead of fall after finishing a job.
-Added platforms to the block tooltip.
-Re-added overlay visual to indicate when a solid block is above.
-Fixed a bug where all ren was being cleared in the custom loadout screen after Clear All was clicked.
-Fixed a bug where entities wouldn't train at the Barracks, Range, and Arcane Study.
-Tuned the Saga Arcana skill tree so that Thaumaturgy I needs to be unlocked first. This is because all the following unlocks, such as Summoning Chamber, require props from that initial research node.
-Ancients now start with The Basics research unlocked.
-Fixed a bug where blueprints to convert waste, plant fiber, stone chunks, and wood logs, into void shards were missing.
-Added the stone buckler item and blueprint.
-Fixed a bug where players couldn't build over a Lectern of Knowledge.
-Attacks no longer show a dice value such as, "1d2." Instead, they will show a damage range similar to, "1-2."
-Fixed a bug where leaves weren't being removed by the clear/remove job.
-Fixed a bug where entities would occasionally choose a point on a different z level to work from.
-Fixed a bug where the drowning notification wasn't showing.
-Fixed a bug where incorrect notifications were being shown.
-Added some better water 'physics.' Water now has a mass and lakes can be emptied. However, water blocks on the map edge are still treated as a water source and will never empty.
-Fixed a bug where fish notifications would show up blank sometimes.
-Fixed a bug where Ancients were joining homes and Humans joining immortality tombs.
-Fixed a bug where neutral entities couldn't leave the map.
-Fixed a bug where speed buffs weren't applied when climbing ladders/stairs.
-Made a change to room auto-jobs so that they will not be placed unless the required items are available.

Next Up
My next goal is to add a proper tutorial back into the game. This shouldn't take me too long. Once that's done, and if there aren't too many more issues to fix, I should be able to move the beta version to production. After that, I'll start work on the Ardyn update and a ton of new content. Very excited!

Thanks everyone for the support.

Waylon
Odd Realm - Sleipnir
Hey gang,

Thanks to the community's vigilant bug hunting I was quickly made aware of some issues I overlooked for 0.10.0.8. I just uploaded 0.10.0.10, but had also put out a small patch on Friday (0.10.0.9). Here are the notes for the two of them:

0.10.0.9 Fixes:
-Fodder now requires cooking instead of tame animal skill to make.
-Fixed a bug where the auto-job for well water wasn't appearing.
-Fixed a bug where it looks like you can equip items to Void Woken when you can't.
-Save/load issue related to some attack data not being present after the new version change.
-Fixed a bug where the stoneleaf bag job option wasn't available.

0.10.0.10 Fixes:
-Fixed a bug where the delete owner group btn wasn't visible.
-Added tome counts to the Saga window.
-The Void Stabilizer now requires a Void Crystal instead of a Iron Ingot to be built.
-The Void Catalyst now requires Arcane Dust instead of a Bronze Ingot to be built.
-Fixed a bug where plants couldn't be removed with the Clear/Remove job.
-Fixed a bug where item stats would stack if two of the same item were equpped in two different hand slots. i.e., 2 tomes of war, one in the left hand slot, one in the right hand slot.
-Fixed a bug where items were not being added to rooms if the stockpile had no item category specified.

Thanks! Hope you all had a great weekend. :)

Waylon
Odd Realm - Sleipnir
Hey Oddities!

I have uploaded the 0.10.0.8 patch. There are quite a few changes in it, and I'd love for you to give it a go. Now, because I changed a lot of uniform and room data under-the-hood, this *MIGHT* mess up your old saves. I've tried to make it backwards compatible, but the chances of weird behaviors will be higher for old saves on this version. If you do see weird things, before reporting them, try reproducing them on a new save. If it still happens, then let me know!

Ok, the main focus for this patch was room management and production, but I added some new content, overhauled a lot of UI (especially with uniforms), and put in a ton of fixes for bugs. I also did a pass on all the room art because I didn't feel like it had enough character:



Room Management
Rooms in the game are complicated. There's a lot to take in and do with them. Even if you know what everything does, the UI is super cluttered and hard to read. Initially, I thought it would be best to have everything on one window so you didn't have to manage multiple screens. Trying to fit all the production stuff into the Room Edit window made everything a huge mess. I decided to split them up into two windows (just like the old days!) where one window manages room production, and, the other, room occupants and items. This gives me way more space to present things.

You'll notice that each room 'Function' has its own button in the toolbar now. Whereas, before, I had some functions combined into a super room. This was creating a lot of confusion between what a 'Room Template' and 'Room Function' was. I've decided to remove the option to add functions to rooms. The added control wasn't worth how complicated it made things. Now, rooms are just rooms and each provides unique jobs and functionality.

Additionally, rooms no longer need a set of props to function. Instead, some blueprints will require a specific prop in order to be started. For example, you'll need a Workbench to build certain tools in the Wood Mill. The job will say what type of prop it needs and will list candidates you should build. This has the added visual bonus where settlers will go to those props and work. So, you'll see them cooking at a fire, or smelting at a furnace.

Production Window


Now, no matter what I do, the production stuff is going to be complicated. I give players a lot of ways to set them up, and the range of options makes it seem super overwhelming. I'm going to keep improving this stuff based on feedback, as well as create a tutorial to help communicate what it is you should do.

There are a ton of new options for setting up an auto-job and how they are queued. There are now six threshold types to choose from:
  • Manual - You queue jobs manually.
  • Items In Room - The threshold looks at the count of items in the room.
  • Items In World - The threshold looks at the count of items in the world.
  • Jobs In Room - The threshold looks at the count of jobs in the room.
  • Jobs In World - The threshold looks at the count of jobs in the world.
  • Entities In World - The threshold looks at the count of entities of a race in the world.

You can also change the threshold condition to any of the following:
  • Equal To
  • Not Equal To
  • Less Than
  • Greater Than

Some examples of combining the above are:


If Carrot Seeds in world are greater than 0, queue 1 job.


if Harvest Standing Crop jobs in room are less than 1, queue 1 job.

You can also edit the job priority which will set the priority for the jobs that are added to the world as well as determine which auto-jobs are assessed first.

Room Edit Window


You can still edit the owner groups and room item specifications. This hasn't changed all that much. I've made it so rooms look for skills instead of professions when trying to auto-add occupants. You can still set up professions as the restriction, but skills as the default make the rooms much easier to set up.

Uniforms And Item Equipping


You can now equip/unequip items from any of the equipment displays found in the entity tooltip, entity window, and uniform window. Clicking on any slot will bring up the game's inventory window where you can drag items from there onto slots. Slots now highlight and provide more feedback for what can be equipped and where. Dragging items onto a slot that's affected by multiple uniforms will also bring up a popup that asks which uniform to change.

The uniform window has been cleaned up and I've removed one of the unnecessary panels. You should be able to easily created and edit control group, profession, and individual entity uniforms from here.

Oh! I've added a 'back' slot for bags. These increase carry skills, and I plan to add things like cloaks/capes, and other 'back' type items in the future.

Patch Notes

There are many other additions, so let's just go through the notes!

-Fixed a bug where entities couldn't be attack targeted.
-Added a greyscale to overlays to help distinguish job placement permission.
-Fixed a bug where storage carry jobs that were automatically created were being set on items that were falling.
-Fixed a bug where carry auto-jobs for storage rooms might not get created.
-Fixed a bug where bandit warnings weren't showing up in the overworld map screen.
-Fixed a bug where selecting an entity from a UI window such as the settlers overlay wasn't unlocking the entity tooltip info and buttons.
-Rooms no longer need props to function. Instead, blueprints may require a prop to be started. i.e., Pumpkin Pie now requires an 'oven' prop.
-Each playable race now has a unique research tree. i.e., The Ancient research tree unlocks the Immortality Tomb room, and Aeternum blueprints, while the Human research tree unlocks the Human Home room.
-Changed the "carpenter's table" name to "workbench".
-Added stone stove and stone oven props.
-Created a new screen for room production.
-You can now enter a value for selling and buying items using the input popup. This can be done by clicking the amount.
-Fixed a bug where the hold position order wouldn't work after issuing a move command.
-Fixed a bug where some toggles were not disabling correctly.
-Fixed a bug where 'Feeding Buff' was displayed instead of 'Survival Buff'.
-Fixed a bug where leather working buffs weren't being applied correctly.
-Fixed a bug where entities weren't unequipping items that were no longer part of a uniform.
-Added a back slot to equip bags, capes, cloaks, etc to.
-Confirmation popup now listens for enter input to confirm in addition to clicking the confirm button.
-Fixed a bug where buffs weren't being removed correctly when items were unequipped.
-Fixed a bug where entities wouldn't hold their current position if an entity was already given a move command before.
-Most rooms now require skills instead of professions to become an owner. i.e., needing the harvest or planting skill instead of the farmer profession to occupy the farm room.
-Added wood, stone, bronze, iron, steel, and rutile tongs, sewing needles, carving knife, and chisels which are used by Masons, Tailors, Leatherworkers, and Blacksmiths.
-Added a Masonry Shop where stone-based items and materials can be produced.
-Added cloth backpack, stoneleaf bag, and leather backpack items to equip to the back slot.
-Polished the uniforms screen to fit on one panel and be easier to understand.
-Players can now edit entity uniforms from the entity tooltip and entity overlay in addition to the uniforms screen. Items can be dragged onto any of those slots from the inventory popup. Slots will now highlight to show if an item can be equipped when the player hovers over an item. Additionally, already equipped items will display a stat comparison to show their current stats, and the stat change if the item were equipped.
-Added a popup window for when players drag items onto slots that are affected by multiple uniform sets. This lets players select which uniforms will get the change.
-Fixed some incorrect icons for saplings.
-Fixed a bug where trees would leave behind an obstruction after being logged.
-Added more tree prefab variations.
-Re-enabled settlement building generation for when players settle the same tile as a previous settlement.
-Fixed a bug where logging the centre of a tree could sometimes cause it to float in mid-air.
-Re-added selection area to tooltips for placing jobs and rooms. i.e., 3x5x6
-Added priority option to auto-jobs.
-Fixed a bug where doors couldn't be locked.
-Fixed a bug where settlers wouldn't be allowed to be a room owner if they had all their skills disabled.
-Fixed a bug where entities were spawning items if they weren't player controlled. i.e., Cows spawning milk.
-Improved the chances of taming captured animals.
-Did an art pass on all room icons.
-Cleaned up and re-organized all the UI elements to have a more uniform look and feel, especially the HUD.
-Add search input to several lists. You can now hover over certain lists to 'focus' them. i.e., hovering over the inventory panel to apply searches to that popup.

To Conclude...
For the next patch, I'll continue to improve quality of life stuff, and polish UI, but I will mostly focus on optimization. Mainly, I want to reduce how much RAM is used by world load, improve performance of some UI elements, and reduce the save time lag. After that, I'm also going to update the tutorial and re-enable it. I think this next patch will be the last one (not including small hotfix patches) before I can finally put beta out as the main production build. Hurray!

Thank you all for the support and feedback! Hope you have a good holidays and/or end of the year!

Waylon


Odd Realm - Sleipnir
Hello!

This patch is a few days later than I wanted, so apologies for that!

Lots of fixes here but I also spent a few days working on the game's notifications. A bunch of them were not firing properly, and I also wanted to spruce up the notification settings. You'll no longer find the notification settings within the notification panel. Instead you'll find them through the main settings menu. I think a lot of people were totally unaware that there were notification settings at all, so having them at this location with other settings options should help with that. Also, I've added the ability to tune which factions *and* which races have notification settings. This is nice for when you don't want, say, the death notification for Void Woken. By default, only the main races will fire off notifications, but you can enable them for everyone. This saves to your player profile, so you shouldn't have to set this each game or anything.



On another note, I've decided to make the world depth 32 by default instead of 64 until I can optimize things. The 64 depth worlds are just too slow now that the maps can get up to 256x256. I'll need to put in a lot of work to make them work well, and I don't have the bandwidth right now. And, honestly, you're not really getting that much more out of the game from 32 extra layers. I'm sure most would prefer bigger (256x256) maps over that added dirt. The terrain should generate like normal, but if you see something off, let me know. Now, I'm not scrapping 64 depth for good. I will do my best to make the 64 depth work in the future, but I will likely need to put it on the backburner for a bit. Oh, and those that have 64 depth saves, should still be able to play those. You just won't be able to create new 64 depth worlds.

As you'll see in the notes, I've enabled animal migrations again. I'm sure this is going to have some interesting bugs because wild animals have some new behaviours. Namely, they will hunt animals they consider prey. The Vytrax, for example, consider everything prey. This doesn't mean they'll attack you right away, but they do have a chance to become aggressive. Also, you'll probably see animals hunting your animals, so keep that in mind. For example, cats hunting rats. You should be able to catch wild animals using cages. I've added notifications to help communicate when they are captured and tamed.

Enough talk, here are the notes:

-Fixed a bug where default hotkeys were being disabled on load if a custom hotkey was added as a second hotkey.
-Fixed some bugs with incorrect notifications and notification duplicates.
-Fixed a bug where settlers could get stuck in a pick up item loop when organizing room items.
-Removed the bedrock blueprint from the build menu.
-Optimized a performance issue with tooltips.
-Fixed a flicker bug with tooltips.
-Holding Left Shift will again add/remove entities to the current group of selected entities.
-Fixed a bug where placing a room would deselect the template if the room wasn't actually placed.
-Fixed a misaligned text element for the error popup.
-Fixed a bug where you couldn't use Left Control + Right Mouse to select a room from the overlay
-Fixed a bug where mouse selections couldn't be made when using the search panel.
-Raised the max temp of plants to 95 so they don't die en masse during summer.
-Enabled a couple more events that were temporarily disabled.
-Enabled migrant animals again. Plus added in all the overworld map info to display what kinds of animals a tile will have in the area.
-Fixed some issues where notifications weren't playing anymore. (i.e, Low on food, low on beverages, entity born, etc.)
-Added some new notifications for: entity captured, and entity tame failed/succeeded.
-Fixed a bug where notifications would appear for scenarios that didn't activate.
-Fixed a bug where scenario entities arriving at the border weren't spawning if you were surrounded by water.
-Neutral animals will occasionally try to kill prey. This only applies to animals that actually have prey. i.e., Vytrax, owls, snoots, etc.
-Fixed a bug where flying entities weren't calculating paths properly.
-The equip item priority has been increased to ensure entities equip items before starting the next job.
-Fixed a bug where toggles would get stuck if another hotkey using the same key was activated.
-Fixed a save/load bug related to jobs.
-Separated Harvest into two jobs: Harvest Ground Cover and Harvest Plants. This also fixes an issue where auto-jobs were harvesting planted crops when you just wanted the grass harvested.
-Fixed a bug where trees could be harvested.
-Room auto-jobs will now be managed by the room and idle entities. This means jobs will queue and get created regardless of an entity being idle. This should also fix an issue where room jobs just weren't being created because the respective entities were always busy.
-Fixed a bug where drink/eat audio wasn't playing.
-Jobs will now show a description when hovering over the toggle button in the toolbar menu.
-Fixed a bug where entities wouldn't stay at a point to fully heat up their body temperatures.
-Fixed a bug where ambient audio would continue to play after exiting a game.
-Fixed a bug where the main menu music wouldn't stop after selecting a file to load.
-Fixed a bug where Void Imps wouldn't eat or drink because they didn't have a diet set up.
-Fixed a bug where settlers were dropping several items on one block that wasn't able to hold them all. This would result in the items spawning around the target drop point, requiring them to pick up and carry the items again.
-Fixed a bug where entities would create eat/drink jobs for the same item. This would cause several entities to go for the same item.
-Fixed a bug where room points weren't being removed from a room if the block no longer permitted rooms.
-Fixed a bug where an item could get stuck falling on top of another item. This bug would cause sfx to play forever. The most common example being the sound of Ren falling.
-Fixed a bug where, if a room's storage settings were changed so current items were no longer permitted, settlers would try to put the items just outside the room rather than look for a better candidate in the same room or another room.
-Fixed a bug where settlers were eating/drinking more items than they needed.
-Fixed a bug where the state color of a job would flicker.
-Fixed a bug where job textures weren't transitioning correctly.
-Fixed a bug where unreachable jobs weren't immediately updating their state once a neighbor obstruction was removed.
-Fixed a typo that caused the Swords of Love and Hate to have missing icons.
-Fixed a bug where jobs could be seen through the ground.
-Fixed a bug where newly added research blueprints wouldn't be unlockable if the player had already unlocked the relative research node.
-Added the Wood Hammer blueprint and item.

I've received a TON of constructive feedback related to the auto-jobs and room edit UI. There's a lot of great polish stuff that I will be working on, but the main thing I want to address is how auto-jobs are nested within the room UI. This makes it really difficult to quickly queue up jobs and, because of the small UI space available, it's hard to read. I'm going to create a separate window for room based jobs. This is pretty much the workshops UI we had in the past. I feel silly coming full circle with this, but oh well. Anyway, from this screen you'll see all the available blueprints you can make, plus which rooms they are assigned to, and you'll be able to filter and (SHIFT) search each blueprint easily. It should greatly improve the experience. I've really floundered with this room stuff, so thank you all for your patience and incredible feedback.

Thanks to everyone supporting the game's development and helping with beta testing.

Waylon
...