Odd Realm
Steam News 4 July 202510mo ago

More Hotfixes and Tuning

Hey friends Here's a small update focused on fixes and tuning. In the last version, fixing the scenario activation bug accidentally unleashed a flood of raids. This update pulls that back significantly to avoid overwhel…

Update log

Full Odd Realm update

The complete published notes, normalized for clean reading and source attribution.

Repeated intro

Hey friends Here's a small update focused on fixes and tuning. In the last version, fixing the scenario activation bug accidentally unleashed a flood of raids. This update pulls that back significantly to avoid overwhelming players. I've also fixed the settings menu option to properly disable raids. Note: if a raid is already en route on the overworld map, it will still arrive—but all future raids will now be blocked as expected.

Extracted changes

1 fix1 addition3 changes0 removals
  • Maps
  • Gameplay
fixedHey friends Here's a small update focused on fixes and tuning. In the last version, fixing the scenario activation bug accidentally unleashed a flood of raids. This update pulls that back significantly to avoid overwhelming players. I've also fixed the settings menu option to properly disable raids. Note: if a raid is already en route on the overworld map, it will still arrive—but all future raids will now be blocked as expected.
changedTuned arriving party size to scale up at a slower rate.
changedTuned raiding parties to be less frequent.
addedAdded game seed to save slot info.
changedTuned Kingdom XP requirement to grow steeply at first and plateau rather than be a linear growth.

Here are the notes:

🐛Bug Fixes

  • Disabling raids did not disable all raids.

  • Merchants weren’t leaving.

  • Command line up and down input select wasn’t working.

  • Global buffs were also applying to NPCs.

  • Glass wasn’t blocking rain.

  • Graphical tooltip error which shows a white box in an empty tooltip.

  • Caged hostile entities could not be captured because entities got stuck fighting them, or running away from them.

⚙Tuning/Content/Polish/Misc

  • Merchant inventories now leave a quarter of the total space open.

  • Tuned arriving party size to scale up at a slower rate.

  • Tuned raiding parties to be less frequent.

  • Ardyn herder loadout now starts with sheep instead of chickens.

  • Added game seed to save slot info.

  • Tuned Kingdom XP requirement to grow steeply at first and plateau rather than be a linear growth.

  • Arcane study blueprints now use Voidwork and Lecterns instead of Writing and no workstation.

Thanks!

Source

Steam News / 4 July 2025

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