Update log
Full Odd Realm update
The complete published notes, normalized for clean reading and source attribution.
Repeated intro
Hey folks!
Extracted changes
- Compatibility
- Gameplay
- Fixes
- Maps
- Store
So far the beta testing is going really well. I've been getting amazing feedback. As expected, when first going live with a beta, there are plenty of bugs and issues to address. Without player feedback this would be quite the challenge. So thanks to everyone that has been playing and letting me know what you think. Helps a ton!
Here are the fixes and changes for today's patch:
[x] Added family name to home-type rooms.
[x] Added ability to enable/disable room occupant groups.
[x] Added Hauler occupant group (disabled by default) to all rooms.
[x] Tuned skill requirement for jobs. Many were WAY too high.
[x] Added entity age to entity entries such as occupants.
[x] Increased Moss Kuplin carry skill bonus to +30.
[x] Max population is now saved.
[x] Manual room changes now saved.
[x] Fodder now requires mushrooms instead of vegetables to be created.
[x] Ancients now start with stone tech.
[x] Fixed issue where entities spawned as neutral.
[x] Fixed issue where recharging Machix applied permanent energy debuff to Ancient.
[x] Fixed issue where entities would occupy multiple family rooms.
[x] Fixed an issue where entities wouldn't die.
[x] Fixed an issue where steel axe had the wrong item type.
[x] Fixed flipped sprite for Spring.
Just from this weekend, I've written a wall of notes from player feedback. So, I'll be putting out another patch with more improvements based on those asap!
Thanks!
Source
