0.8.24.0 Beta - Ancient Additions


Hey friends!

This week's build, 0.8.24.0, is live on the beta branch. I'm hoping to move this update onto the production branch as early as tomorrow. This will depend on whether or not the build has any major bugs. If it does, I probably won't be able to get the update to production until after xmas as I will be away visiting family. Here's hoping this one is good to go. :)

This update fixes a large amount of bugs and adds some fun things to our good ol' Ancient friends. Namely, the Aeternum which is a new headgear item for them to wear which provides energy and magic skill boosts. There are seven for you to make. Four of which require newly added gems which can be found deep underground.

As well, I've added some voices and new portraits for them to slowly bring them up to the same level as Humans in terms of content. Oh, and I also added in three events for 'Unworthy' Ancients to appear and ask to join you. This is similar to the Human settler wave event. Here's some lore for the Unworthy: Within the Ancient class system, Unworthy Ancients are those that acquired immortality without permission of the council several hundred years ago. Immortality was only given to the most deserving Ancient. Having achieved it secretly was blasphemous at the height of Ancient civilization. Nowadays, it's less severe because Ancients are so few in numbers. The Aeternum is a symbol of class standing for Ancients and you'll notice the Unworthy will appear with the Makeshift Aeternum, which is the weakest of them all.

Here are the patch notes:
-Merged blueprints and workstations into one screen called Production.
-Added a sub-screen to Production called Active Jobs which displays jobs currently being worked on by settlers.
-Combat music will no longer play for taming/training.
-Fixed a bug where settlers could lose their targets in combat.
-Fixed a bug where some build jobs would become invisible and keep players from being able to deconstruct props.
-Human Settlers will now also start with wool boots.
-Void Woken are now able to use magic skills.
-Deconstructing the void cell will now drop a crystal rather than shards.
-Smelting ingots now produces 3 bars.
-Rooms will no longer auto-select item designations for you.
-Workstation tasks are no longer based on the prop being worked at and will now be based on the blueprint.
-Removed room quality. This feature is soon to be replaced and, in its current state, doesn't provide the experience we're looking for.
-The room placement window will now fit on 768 height monitors.
-The room edit window will now fit on 768 height monitors.
-Added more detail to the working state display on an entity's tooltip.
-Added sfx for Ancient voices.
-Fixed a bug where harvest/cut jobs were occasionally not being started.
-Fixed a bug where animals on islands would slow down the game.
-Fixed an issue where migrating animals were showing up even though the map was chalk full of animals already.
-Fixed a bug where infinite water could spawn from the map border when putting out fires.
-Holding shift will now hide overlays.
-Fixed a MAJOR bug with pathfinding.
-Fixed a bug where Ancients were trying to path to their sarcophagus even thought there was no possible path available. This caused them to stand around until the path opened.
-Fixed a bug where putting down blueprints on walkways would close off pathing that was provided by the current block.
-Added three scenarios where one 'Unworthy' Ancient will appear at settlements with less than three Ancients.
-Added six new portraits for the Ancients.
-Fixed some input field layout bugs for the new game and new settlement screens.
-NPC's will no longer get XP for doing tasks and fighting.
-Fixed a bug where newborns would create the no profession assigned notification.
-Fixed a bug where if an item was reserved by more than one entity it would show 'reserved by multiple' for each entity.


If you run into any game breaking bugs with this update, please let me know as soon as you can and, if possible, send me your save file. I need to make sure this build is ready to move to production very quickly.

Thanks and have an amazing weekend. :)

Waylon

Files

oddrealm_v0_8_24_0_win_BETA.zip 192 MB
Dec 19, 2019
oddrealm_v0_8_24_0_linux_BETA.tar.gz 189 MB
Dec 19, 2019
oddrealm_v0_8_24_0_mac_BETA.zip 191 MB
Dec 19, 2019

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