Update log
Full Odd Realm update
The complete published notes, normalized for clean reading and source attribution.
Repeated intro
Hey friends!
Extracted changes
- UI and audio
- Store
- Gameplay
- Events
- Balance
I've just uploaded Patch 1.0.35.9, packed with fixes, UI improvements, new features, and QoL changes. After receiving tons of feedback post-1.0, I took my time to address as much as possible. Thanks for your patience—it’s been a long wait! There's still plenty more to add, but I hope this update makes a big difference in your experience.
Let's take a look!
UI Improvements
I made extensive UI improvements, separating elements into distinct functions for better organization. This includes new window tabs and entirely separate windows, such as the Market, which now has its own dedicated window (K) for easier use and clarity. I also added more tooltips and missing data.
You can now navigate the UI with arrow keys:
UP/DOWN for vertical lists LEFT/RIGHT for window tabs
Here is a peak at some of the windows with their updated UI:
You'll notice I've cleaned up the population/tracking entries in the HUD. That is the top-left panel with entities, groups, rooms (added this!), etc.
I cleaned up the settler overview window a bunch. Added in sorting.
Added entity overlay again, and moved uniforms into that.
Did a lot of work overhauling uniforms to get it working correctly and have more of a visual element to indicate how entities get items. Also, entities now start with default uniforms. i.e., Builders start with Hammers set in their uniform.
New merchant window with (hopefully!) an easier to use and read buy/sell experience.
Kingdom Level and Points
I've replaced the time-based Saga progression with XP/Level unlocking. I felt the time unlocks for research wasn't terribly satisfying. It didn't feel like it was you and your actions moving the progression forward. Now, all your actions earn XP that goes towards your kingdom level. The kingdom level also determines the max level of your settlers.
Also did a bunch of UI clean up, organizing things into tabs and such.
Plus, you'll see a few more nodes in there. There's a new unlockable Global Stat that applies to your whole settlement. i.e., +25% Xp gained from jobs.
Game Over State
I've added a new Game Over screen! It lets you reload or quit the game, but also restart your settlement with a special event. I'm really excited about this feature—I plan to add many events to help revive a dead settlement.
Right now, restarting triggers a settler wave, but more options are coming soon! Restarting also advances time by one year, so you'll notice plants taking over. I’m also working on prop and block decay, so over time, you'll see erosion as the world changes.
Ok, there's a lot of other stuff in here, but I'll let you read the patch notes:
Bug Fixes
[x] Fixed a small memory leak. [x] Fixed an issue where merchant AI would continue despite them being captured. [x] Fixed an issue where entities weren’t being removed after dying. [x] Fixed an issue where entities weren’t eating, drinking, or sleeping after changing faction. [x] Fixed an issue where entities were holding on to inventory items, which would also cause them not to eat or drink because they couldn’t pick up more items. [x] Fixed an issue where entities would dump all their items at a stockpile, and some items could spill out of the room. [x] Fixed an issue where entities were not carrying their max inventory capacity when stockpiling rooms. [x] Fixed an issue where plants weren’t regaining health. [x] Fixed an issue where entities would move
Source
