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Odd Realm 1.1.1 — patch notes
Tutorials
- Added a two-page overworld introduction explaining where to start a kingdom and showing the current movement, camera-drag, and selection bindings.
- Hotkey prompts now include custom bindings and hide disabled defaults.
- Expanded the Human tutorial to cover basic needs, containers, jobs, stockpiles, and rooms.
- Added six tutorial cards each for Ancients, Ardyn, and Tomek, and five for Gwdir. These cover survival, rooms, production, and growing your population.
- Reduced the tutorial background opacity to 50%.
- Completed tutorials can now be restarted from the Codex.
- Space now advances tutorial messages.
Visitors and diplomacy
- Renamed the Tavern to Inn. Settlers can serve meals and drinks to neutral sapient guests at seats. Guests can also sleep in beds. Each meal, drink, or rest costs 5 Ren.
- Sapient visitors start arriving at the map edge after your first week. Expect visits every two days while there are peaceful nations to send them. Friendly nations send visitors more often and allow daily arrivals.
- Local visits won't bring the visitor count above your kingdom's population or 50, whichever is lower. Smaller groups arrive when there's less room, and visits stop while you're at the cap.
- Visitors arrive with at least 15 Ren. They won't order anything they can't afford, and leave when they run out of money. They also leave if they've been hungry, thirsty, or tired for 12 in-game hours.
- Visitors belong to nations on the overworld map. Kill a peaceful nation's visitor and that nation declares war: its citizens become hostile and stop visiting. Arrival and attack messages warn you beforehand, and a popup announces the war.
- Inn guests join a separate occupant group. Idle neutral occupants now go to their assigned rooms.
- Prison Cells now have a Servers group for serving free meals and drinks to prisoners at seats.
- Neutral and hostile entities can now get hungry, thirsty, and tired.
Food and diets
- Added a Diet tab to Entity Info with shared food and drink preferences for each race: 0 forbids an item, while 1–3 sets its priority. Eating, drinking, feeding, and serving jobs respect the eater's current diet. Reset Race Diet restores all defaults, including undiscovered items, and appears only when preferences have changed.
- The Diet tab also shows hunger, thirst, and room food and drink jobs, including blocked requirements. Jobs stack by type; expand a stack to see each room's job and availability. Click a job to open it in Room Management.
- Diet tooltips show food benefits, penalties, status durations, and permanent changes to maximum stats. Changing food priority does not change its effects.
- Blueprint requirements show how much food the diet allows out of your total supplies. If food is available but forbidden, they say “Blocked by diet.” Diet category counts now match the items shown.
- Adjusted animal diets to suit each animal. Plant eaters can eat fodder, predators prefer meat and fish, and cats have milk disabled by default. Added missing water preferences. Enclosures can use any food the animal's diet allows, not just fodder. Older saves get the new defaults; diets you've edited with the new Diet tab stay as you set them.
- Tomek now use the same eating and serving jobs as everyone else. They still eat their own special foods, plus ores, ingots, and gems. Each mineral restores 30 hunger. Mineral diets remain exclusive to Tomek. Existing saves update their hunger statuses and room jobs on load.
- Settler meals, animal feeding, and meals served at Inns and Prison Cells grant Well Fed for one in-game hour: +1 morale and +3 hunger every five minutes.
Cooking and medicine
- Kitchens and apothecaries now require iron or better cauldrons for seasonal stews and health potions, and steel or rutile cauldrons for youth potions and Yellow Gale tea. Boiling, plant-fiber broth, and Sablixian tar remain available at bronze cauldrons.
- Distilleries now require iron or better stills for sake and steel or rutile stills for whiskey. Vodka remains available at bronze stills; upgraded stations can still make earlier recipes.
- Seasonal stews restore 10 more hunger and add 5 happiness. Sake restores 60 thirst and 15 health; whiskey restores 60 thirst, 25 energy, and 10 happiness.
- Plant-fiber broth now restores 20 hunger with a 5-happiness penalty instead of 15 hunger and a 15-happiness penalty. Health potions restore 150 health instead of 100. Yellow Gale tea restores 50 energy instead of 85, retaining its 60-thirst restoration.
Rooms, jobs, and settlers
- Added a Tooltips tab to the selection panel, selected by default. Selecting another tab hides the docked tooltips.
- Moved the Tracking tab's entity lists into Settlement Inventory, grouped by race with population counts and tracking controls.
- Reworked Room Management into Overview, Jobs, Storage, and Occupants tabs. Added job sorting, idle-job requirements, usable storage space, and occupant activity. The quality breakdown shows current and maximum quality, bonuses, and points needed for the next tier. Click an occupant to locate them. The selected room is highlighted in the world.
- Added an option to restrict room item storage to containers.
- Queuing a disabled job now enables it. Expanded jobs show requirements even while disabled.
- Each room has props that contribute double quality, such as beds in homes, anvils in Smithies, troughs in Animal Enclosures, and containers in Stockpiles. The quality breakdown lists each bonus prop and its multiplier, or shows when there are none. Undiscovered props appear as ???, with their icons and search results hidden.
- Superior rooms grant bonuses based on room type. Workshops generally add +1 to their trade skill; homes and creature rooms add 10 to a relevant maximum stat. Animal Enclosures give shepherds +1 Farming and animals +10 maximum Hunger; Stockpiles give haulers +1 Hauling. Bonuses appear in Entity Info and room tooltips.
- Happy now grants +2 movement speed and Unhappy applies -2 movement speed, replacing the old core-skill modifiers. Happiness thresholds remain 75% and 25%.
- Rebalanced room quality. Furniture and decorations contribute more than storage, workstations, and defenses, with bonuses for better materials. Finished floors and roofs also provide more quality. Crops provide moderate quality, flowers and unusual plants provide more, and weeds provide little. Tree roots and empty plants no longer add quality.
- Superior rooms now need 70% quality instead of 75%; Adequate still needs 25%. Adjacent blocks contribute half their quality once per room, excluding blocks above and below. The room overview shows these contributions and both thresholds.
- Added AND/OR matching to room occupant groups. Existing groups keep their previous matching behavior.
- Removed room occupant caps. Each occupant lowers room quality by 10, with quality updating as occupants join or leave.
- Superior rooms grant +3 morale (up from +1), and squalid rooms apply -3 (from -2). These can offset each other. Room effects apply to assigned occupants even outside the room and update every minute as quality or membership changes. Each effect applies once and clears when it no longer applies. Custom groups receive no room effects. The room overview shows the morale effects.
- Auto-queued planting now waits for the crop's growing season. Added Season conditions to auto-jobs for seasonal work and crop rotation, with is/is not comparisons and AND/OR combinations.
- Auto-job conditions can now require an attribute amount on the worker or target, such as a Leech Life target being at least 20 years old. Added “at least” and “at most” comparisons.
- Settlers start work as soon as they reach a valid tile instead of continuing to a previously chosen spot. Jobs that require an exact location still use that tile.
- Children can only haul until adulthood and cannot choose a profession or earn XP, including in existing saves. Tooltips explain these restrictions.
- Void Woken start with higher mining and logging skills, with both jobs enabled alongside hauling. Removed their stone and wood crafting bonuses. Void Imps also gain a small mining increase to keep them the stronger starting miners.
- Human Settlers loadout now starts with an empty glass bottle.
World and encounters
- Items spawned with surface structures start unclaimed and must be claimed before settlers can use them.
- Added 25 shapes each for oak, apple, iro, pala, berara, and nila trees, plus 30 Caelum Oscula shapes. Saplings grow into fixed mature shapes, trying alternatives when a tree will not fit. Mature trees no longer spread or change shape. Apple trees still fruit in season, and unsupported trees collapse.
- Trees and structures no longer generate over water, including where canopies and other overhangs extend beyond dry ground.
- Added 80 surface ruins.
- Added five dungeon types to every biome.
- Added ten cave interiors.
- Caves and dungeons with hostile inhabitants now only generate below z=90.
- Dungeons no longer generate above sea level.
- Removing apple, berara, Caelum Oscula, iro, nila, oak, pala, and palm trunks now drops a seed.
- Ordinary item spawn caps now exclude items archived in other settlements and overworld party stock. Legendary item caps remain global.
- Restored 28 settlement encounters and added 19 new scenarios, including three for each of five biomes.
- Added hostile spies that evade settlers and kill livestock.
- Added kidnappers that steal children. Killing the kidnapper frees the child.
- Reduced Fighter Mouse's minimum gap after other encounters from one day to one hour.
- Added thirteen random histories for each playable race: Humans, Ardyn, Ancients, Gwdir, and Tomek. Revised descriptions and corrected lore names and ages, including Astralarium crafting histories.
- Added 20 lore descriptions and filled in missing item, prop, and block descriptions.
- Added 11 Steam achievements.
Resurrection and remains
- Restored resurrection in the Arcane Study after researching Dark Magic. Use Sablixian tar and remains to bring back the deceased. Resurrected entities move slowly, lose their family ties, and cannot reproduce or form new families.
- Remains now show who they belonged to. Wood and stone coffins preserve remains while stored inside.
Crafting and equipment
- Metal smelting and equipment crafting now follow staggered station requirements: bronze uses basic furnaces and anvils, iron requires bronze or better, steel requires iron or better, and rutile requires steel or better. Better stations can still make earlier recipes.
- Steel smelting now uses five iron ingots and two coal to produce five steel ingots.
- Iron and steel equipment now each require one coal per forging job, replacing iron equipment's three-coal cost and steel equipment's fuel-free forging.
- Sable research now follows steel alongside rutile. Sable anvils and furnaces support the same recipes as rutile stations, including lower-tier recipes.
- Tuned base recipe difficulty for void (15 → 20), steel (25 → 35), and rutile and sable (30 → 50).
- Moved steel combat gear to a later generation tier.
- Light and medium leather crafting now require a tanning rack instead of a workbench. Wood and stone tanning racks now satisfy leather recipe requirements.
- Increased medium leather and equipment recipe difficulty from 10 to 20. Medium leather gear now grants 6 toughness per piece (up from 5) and one additional point of cold tolerance.
- Increased equipped tome bonuses. Agriculture, Arcana, and Cooking now give +4 to their respective skills. Industry gives +2 to wood, stone, metal, cloth, and leather working instead of hauling. War gives +2 toughness and evasion. All five tomes now cost 150 Ren and share the same loot tier.
Combat and creatures
- Reduced the iron dagger's critical rate bonus from 50 to 5.
- Increased shield slam base damage by 50%.
- Iron mace, iron flail, rutile dire flail, and wood club strikes now deal bludgeoning damage instead of piercing damage.
- Increased steel one-handed sword slash damage from 34–38 to 37–41.
- Being tired now halves damage after armor is applied. Previously, it subtracted half the damage before armor.
- Stealthed creatures are now harder to spot, especially for non-sapient creatures. Added a cooldown before entities can enter stealth again.
- Pitzargl now wait 10–30 minutes at normal speed before trying to duplicate, including their first attempt. They can no longer create a chain of duplicates immediately.
- Wild Pitzargl now hunt the same prey as Vytrax. Neutral predators turn hostile when they choose player-owned prey. Player-controlled creatures don't hunt on their own.
- Nearby idle NPCs of the same race and nation can now move together.
- Improved how creatures move around each other at tile edges and spread out when standing on top of each other.
- Non-sapient entities assigned to the player faction now become captured instead, including when loading existing saves.
- Non-sapient creatures no longer receive random starting inventory or equipment.
- Bees will visit plants and bring pollen back to apiaries again.
- Cage escape difficulty now uses the cage's skill level.
Interface and display
- Left-clicking the world exits active search input. Clicking UI keeps search active.
- Single-layer selection starts enabled and remembers your choice across sessions.
- Settlement placement and object selection temporarily turn off single-layer selection, restoring your saved preference when leaving those modes.
- Fixed single-layer selection blacking out lower terrain on the minimap and shading the wrong height after changing layers or selection modes.
- Added a fourth, larger UI scale option in settings.
- Moved the first kingdom's Start button to the bottom center of the HUD, with settler and supply counts, a beige background, and a black border. It only appears when choosing the first settlement tile.
- Clicking the active selection actions tab now hides its list without leaving a gap above the tabs. The list stays hidden after reloading. Click any tab to reopen it.
- Added Right Shift + left-click/drag as an alternate Deselect binding for trackpad users.
- Added monitor selection and Borderless Full Screen to Graphics settings. Resolution can be changed in all window modes, with the monitor's resolution marked "Current Screen". Monitor changes revert after 10 seconds unless confirmed.
- Added job difficulty info to block details.
- Added roles like spy, thief, and merchant to tooltips. Also updated the kidnapper icon.
Bug fixes
Visitors, food, and needs
- Hungry and thirsty settlers look for work to meet their needs before unloading or equipping items. Full inventories no longer prevent them from collecting food or drink for immediate consumption.
- Fixed settlers starving because eating jobs failed to find available food.
- Fixed cooking and other item actions applying diet effects to the worker. Those effects now only apply when eating or drinking. Also fixed harmful effects being labeled as benefits.
- Fixed food counts missing carried supplies or counting food already set aside for a job twice. Servers can use food they're carrying. Food searches no longer get stuck when diet priorities change or supplies run out.
- Fixed the Diet tab failing for some races. Jobs no longer blame diets when there's nobody available to eat.
- Fixed feeding and watering checking the wrong consumer or clearing another animal's hunger and thirst statuses.
- War popups wait for dialogue and confirmation windows to close. Attack orders now skip dead or removed creatures.
- Visitors whose events need children now leave when no suitable children remain. Rescued children keep trying to spawn if there's no room for them, including after reloading.
- Fixed entities drinking from blocks without water-collection permission.
- Fixed incorrect health and energy when spawning or loading entities with bonuses to their maximum stats, including missing starting health, unwanted healing, and energy being cut off at the base maximum.
- Fixed getting free energy by repeatedly equipping items that increase maximum energy.
- Fixed maximum-energy bonuses causing settlers to wake before fully rested or skip the slowdown at 10% energy or less.
Jobs and hauling
- Fixed item permissions not refreshing job availability when restored to their defaults.
- Fixed room-job conditions evaluating AND/OR incorrectly, including OR failing when only the first condition was true.
- Fixed Fill Container jobs being unavailable above water.
- Fixed settlers overlooking available work after priority changes, expired cooldowns, or checking too many jobs they could not do.
- Fixed settlers getting stuck on jobs with nowhere to work.
- Fixed settlers remembering failed work locations across jobs and refusing to retry after access was restored.
- Fixed settlers choosing work locations through blocked floors and ceilings.
- Fixed jobs checking secondary target requirements against the worker instead of the target.
- Fixed jobs removing items from inventory before checking if they could be stored.
- Fixed jobs that need one item, including drinking, ignoring usable items the settler already carried if their inventory was full or no item could be found in the world.
- Fixed Collect All and Collect Stock actions continuing after a failed pickup instead of reporting failure.
- Fixed repeated failures on room jobs, including drinking, making settlers wait longer than the intended 30 game minutes before trying again.
- Fixed failed movement to a stockpile preventing settlers from searching for drinking and other jobs.
- Fixed canceled job requests starting job actions a second time.
- Fixed successful jobs not clearing previous failure cooldowns, causing longer waits after later failures.
- Fixed job assignment errors leaving settlers waiting indefinitely or preventing them from finding new work.
- Fixed repeating jobs using more memory over time.
- Fixed jobs getting stuck after an error during completion. Partly completed jobs are now removed instead of retried.
- Fixed a job-search error when leaving a game.
Equipment and uniforms
- Characters with a disabled hand can now equip one-handed items in their healthy hand. Generated equipment now checks every slot an item needs before equipping it, including both hands for two-handed weapons. Starting loadouts also preserve gear already equipped in those slots.
- Two-handed equipment now properly unequips all displaced items, removes their effects, and keeps the items in inventory. Equipment changes validate required slots before replacing anything.
- Losing a hand now removes equipment and its effects from the disabled slot, including two-handed equipment, and keeps the item in inventory.
- Fixed newly created equipment sometimes being ignored by uniforms after another item was destroyed during pickup.
- Clearing an item from a uniform now moves matching gear into the inventories of characters who use it. Characters who are away do this when they return, including after saving and loading. Characters keep wearing it if another uniform requires it or the item cannot be removed.
- Changing a uniform, who uses it, or its priority now cancels pickups that no longer apply. Characters check what they should wear before starting another queued pickup.
- Characters waiting for equipment now check again when it is claimed or another task releases its reservation.
- When a character cannot reach equipment for their uniform, they now try equipment elsewhere. They wait 30 seconds before trying the failed location again.
- Equipping a carried item for a higher-priority uniform now stops processing lower-priority uniforms for that slot.
- Fixed item reservations expiring during active pickups and older requests releasing another settler's reservation. Equipment pickups now also reject items reserved by another request.
- Saved equipment now loads into the correct tracked slots even if the slot order has changed. Dropping several items of the same type no longer skips some of them.
- Individual uniforms now survive travel without creating duplicates. Duplicate individual uniforms in older saves are merged on load; later saved assignments replace earlier ones, while empty slots leave earlier assignments intact.
Combat and movement
- Fixed escaping cave creatures falling back down between digging turns. Non-sapients dig footholds; sapients build ladders before climbing.
- Fixed idle entities being moved off ladders to find solid ground.
- Projectiles stopped by obstructions no longer damage or apply attack statuses to their intended targets.
- Fixed projectiles losing track of their attacker and target after saving.
- Missed attacks no longer apply statuses such as poison.
- Last stand now checks current health and protection at impact instead of when a projectile is fired.
- Fixed chance rolls for evasion, critical hits, and last stand. A 0% chance can no longer succeed.
- Canceling an attack now clears its pending data while keeping projectiles already in flight and results from completed attacks.
- Fixed creatures choosing their first attack too often and using attacks that should never be selected.
- Fixed Sword of Love making its wielder unable to die. It now adds 100 to maximum health.
- Fixed predators selecting themselves instead of nearby prey, and allowed hunting attempts before fleeing from player entities.
- Fixed repeated sighted notifications for stealthed entities.
- Fixed Pitzargl not duplicating.
- Fixed canceled attempts to move aside counting as movement. Fixed following slowdowns using old movement directions or responding to distant creatures.
- Fixed idle movement not checking all eight neighboring tiles.
World, items, and population
- Fixed water spreading endlessly above sea level during simulation and world loading, including flooding from newly revealed caves.
- Fixed birth histories preventing fast and slow movement traits from generating.
- Fixed belief histories failing to generate when referring to a specific god.
- Fixed cave haasts, rats, and snoots spawning with the wrong faction. Cave crabs now use the neutral faction.
- Fixed dungeon discovery failing without entry requirements, skipping unrelated tiles, or revisiting existing dungeons.
- Fixed unwanted item drops from unsupported trees during world generation and from trees or structures clearing space as they spawn. Tree drops now require cutting down the tree or losing an established foundation.
- Ren no longer takes up inventory space or causes encumbrance. Random item generation no longer adds ordinary items when its item limit is zero.
- Fixed NPC items unlocking discoveries before the player acquired them. Items are now discovered in the settlement or when carried or equipped by player or captured entities, including overworld parties.
- Fixed reproduction exceeding the population cap, including pregnancies started before the cap was reached. Births now stop at the limit, including within litters, and the population check matches the HUD.
Parties, saves, and resurrection
- The party editor now counts each cargo item once and excludes Ren, fixing inflated totals and false encumbrance warnings.
- Starting party loadouts retain supplies that exceed carrying capacity instead of discarding them.
- Departing parties now take only the requested cargo amounts and only what their members can carry.
- Fixed settlers being counted twice after returning to a settlement and leaving it again.
- Fixed overworld parties not loading correctly from saves made before the 1.1.0 beta format.
- Fixed resurrection changing archived family relationships before saving. Reloading without saving now restores the previous relationships. Newly archived entities also retain their save format version when playing an older settlement.
- Fixed remains losing track of who they belonged to after reloading, which broke resurrection. Older saves still load, but this can't recover information already lost from remains.
- Fixed restoring archived settlers deleting files still needed to reload the last save.
- Saved jobs with incompatible recipe actions now return their deposited materials and restart with the current recipe instead of restoring materials and progress into the wrong steps.
- Fixed save loading failing when saved jobs could not be recreated.
- Fixed jobs losing track of stored resources after loading a save.
- Saved items now load even when above a spawn cap.
- Fixed spotlight-filled areas not refreshing their lighting when loading a saved game.
- Fixed completed tutorials not staying completed between sessions.
Interface and controls
- Fixed settlement ambience playing on the overworld map. Only music plays while the map is open.
- History entries now retain the names of archived friends.
- Switching away from the game releases held keys and mouse buttons without closing open windows or resetting toggled views.
- Fixed floating labels overlapping or briefly jumping when their contents change, and reduced unnecessary label updates.
- Corrected spelling in tooltip names and descriptions.
- Fixed screens with a fixed layout, including New Game, being resized and offset when opened.
- Fixed custom key-and-mouse bindings triggering without both inputs, including Ctrl+mouse wheel.
- Fixed small windows, including Inventory and Log, being blocked from reaching the screen edges when dragged.
- Fixed an unintended game over when clicking a faction in the top bar during settlement placement.
- Leader professions now stay hidden in Profession Defaults and Skill Defaults. Unavailable professions correctly appear locked and inactive in Profession Defaults.
- Fixed duplicate Elder names in the Codex. The Ardyn variant is now named "Elder Ardyn".
- Fixed unsupported fullscreen resolutions on Windows and the resolution list failing to refresh after switching monitors.