Patch 0.8.11.0 Beta - Fixes and New Notifs UI




Hello!

Just uploaded the latest build which focuses on fixing a bunch of issues players were having. I'm still looking into some bugs regarding game load hang. I did also add a new event for the wilds which happens after a few seasons. I'm currently in the process of adding many more events and tuning previous ones. A lot of this week was focused on adding internal tools to do this more efficiently.

Here are the patch notes:

-Fixed a bug where Ancients, Void Woken and Void Imps could starve when migrating.
-Added better warning that migrating abandons settlement.
-Fixed a bug where entities weren't attacking with tools.
-Made a change where pathfinding is affected by timescale. i.e., faster timescales will run pathfinding faster as well.
-Updated notifications UI and sounds.
-Removed death notification for void imp.
-Added tutorial step to talk about notifications.
-Reduced value of water and purified water.
-Added total days in season to season tooltip.
-Item spawning should no longer discover underground places.
-Added a mid-game bandit scenario to wild biomes.
-Entities should no longer spawn inside bases that are walled off.
-Entities showing up at settlements will now first try to spawn at the map border before trying to spawn on an unobstructed coastline.
-Fixed a bug where new settlers were not updating (doing jobs) at the same speed as older settlers.
-Added current inventory count to workstation blueprint entries.
-Fixed a bug where the output of a blueprint wasn't factored into auto-queueing jobs. This would result in workstations creating way too much of the item.
-Fixed a bug where workstation auto-queue wasn't factoring in progress jobs into queue amount.
-Fixed a bug where items being carried were not being factored into workstation auto queue check.
-Added blueprint output count to workstation blueprints.
-Fixed a bug where selecting hostile/neutral entities would not play their sfx (if they do have sfx at all. Looking at you Ancients).
-Container capacity now determined by material type rather than prop type.

Next week I'll continue to work on adding new game events and later game content.

Have a great weekend!

Thanks,
Waylon

Files

oddrealm_v0_8_10_1_win.zip 221 MB
Jul 22, 2019
oddrealm_v0_8_10_1_mac.zip 224 MB
Jul 22, 2019
oddrealm_v0_8_10_1_linux.tar.gz 227 MB
Jul 22, 2019
oddrealm_v0_8_11_0_win_BETA.zip 224 MB
Jul 26, 2019
oddrealm_v0_8_11_0_linux_BETA.tar.gz 230 MB
Jul 26, 2019
oddrealm_v0_8_11_0_mac_BETA.zip 227 MB
Jul 26, 2019

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