Releases

Changelog

What changed in each release of the game, the admin app and the server.

  1. Odyssey Server
    v13.0.0-beta.2Test release

    The second beta of Odyssey 13: the server's Docker image, on more machines.

    Running a server

    • The Docker image runs on 64-bit ARM processors too, such as an Apple Silicon Mac. Docker picks the right image by itself.
    • Odyssey Server Admin can manage a server in Docker on a Mac. The server's data folder is shared there from the Mac's own disk, which cannot hold the file the admin app's connection needs, so the server started without the admin app and said only "Permission denied". The image now keeps that file elsewhere.
    • A server that cannot make that file says which one it tried and what to do instead, rather than only "Permission denied".
  2. Odyssey
    v13.0.0-beta.1Test release

    The first public beta of Odyssey 13.

    Odyssey 13 is Odyssey rebuilt. The game, the server and the editors have been rewritten from Visual Basic 6 into C#, so they run on today's computers: Linux, Windows and macOS. It plays as Odyssey 12 does, with the same rules, the same art and the same keys, and a server converted from Odyssey 12 keeps its world, its characters and its scripts.

    What follows is everything that is deliberately different from Odyssey 12: old bugs fixed, things that work differently, and what is new. This is a beta, so expect rough edges, and tell us about them on the forum.

    Getting started

    • Linux, Windows and macOS. The game is one program with its files beside it, and nothing else to install. On a Mac it needs macOS 14 or later on Apple Silicon.
    • The game updates itself. It checks for a new version when it starts, shows what changed and installs it with one click. A server that needs a newer game says which version and offers the update, and the server list marks servers you would need to update for.
    • A main menu. A list of servers from the Odyssey website, a tab for servers joined by their address, and character select.
    • Several characters to an account. Odyssey 12 had one character per account. Now you pick a character, or make a new one, after signing in. Deleting deletes one character, not the account.
    • Your Odyssey account works on any listed server, alongside each server's own accounts. On a server whose owner allows it, you can join your Odyssey account and an account you had on that server, from character select, and play every character of both from one sign-in. This is how a returning player reaches their old characters on a converted server.
    • Returning players choose a new password. On a converted server, sign in once with your old password typed in capitals, then choose a new one. If your old password cannot be read, staff can give you a temporary one.
    • Passwords are changed from the sign-in screen, which asks for the current password and keeps the new one exactly as you type it. Odyssey 12 stored passwords in capitals.
    • Nobody can read your password, not even the server's owner. A server keeps only what proves you know it.
    • Remember Me keeps your password in your computer's password store: the keyring on Linux, the Keychain on macOS, and a file only your Windows account can open on Windows. Odyssey 12 wrote it into its settings file as plain text. Signing out removes it, as unticking Remember Me does.
    • The connection is encrypted, and the game checks it reached the real server. A server picked from the website's list must prove it is the one listed, or the game will not connect. For a server joined by address, the game remembers it and warns you if its identity ever changes.
    • Odyssey's ban list. A player banned on the Odyssey website is turned away by every server that follows Odyssey's ban list, is told why, and can appeal on the forum.
    • Crash reports, only if you agree. The first time the game starts, it asks whether to send Burningstorm Studios crash reports and usage statistics: which version crashed and why, which screens are reached, and what the computer is. Nothing is sent unless you say yes, and Settings changes the answer. A report never includes your name, account, characters, chat, anything you type, your address or your computer's name.

    Your game

    • Escape opens a pause menu with a settings screen, including master, music and effects volume.
    • Key presets. Legacy keys (the default, as Odyssey 12 had them), Modern (WASD to walk, Y to open chat) or Custom, with any key rebound.
    • Picking up has its own key under Modern keys: G for one item and Shift+G for everything. Under Legacy keys it is Enter and Shift+Enter on an empty chat line, as before.
    • Chat has a scroll bar and scrolls with the mouse wheel. The arrows and Page Up and Page Down move by lines, and no longer beep at either end. Sending a line returns to the newest message, and long messages indent their wrapped lines.
    • The chat line can be edited anywhere under Modern or Custom keys: arrows, Home and End move the cursor, Shift selects, Ctrl moves a word at a time, and Delete deletes forward. Under Legacy keys the arrows still walk while you type.
    • `/helpme` lists the keys you actually have bound and the commands you can type, and a server can add its own help.
    • `/ignore` hides what you choose. A window lists who you ignore and which kinds of message to hide (everything, by default, emotes and yells included), and whether to keep them on the list after you sign out. Odyssey 12 hid says, tells and broadcasts only, and forgot a player you ignored as soon as they came back into the game.
    • Other languages. Every menu, message and editor, and the server's own replies, come from language files, and Settings has a Language list. English is the only language so far. Translators can try their own file from a folder Settings opens. What a server owner writes, such as item and map names, stays as they wrote it.
    • Your own screens, pictures and sounds go in a folder of your own. Every screen outside the world, and its colours, is a file you can change. Put your version in the Content folder (Settings, General opens it) and it is used in place of the game's own, so an update never undoes it.
    • Anyone can type `/quit`, which goes back to the server list. Odyssey 12 kept it for gods.

    Playing

    Moving and the world

    • Animated tiles on any layer. In Odyssey 12 the only animation was a background tile and its second frame. Now any layer can hold an animation of any number of frames, each with its own time, and every animation runs on the server's clock, so all the water on a beach is on the same frame for every player. Converted maps look as they did.
    • A map can be tinted with a colour of its author's choosing, which night darkens and lights thin out.
    • A server started at night is night. Odyssey 12 started every server in daylight, whatever the hour, until the next nightfall.
    • A script's change to a map's weather or darkness shows at once, instead of the next time you arrive on the map.
    • A monster never appears on top of anyone.

    Combat

    • Monsters land their hits more often. Odyssey 12 rolled a monster's swing twice against your agility and needed both rolls: one passing alone showed as a hit for 0, or a miss after your armour had already worn. A monster now rolls once, as a player always did, so the more agile you are, the bigger the difference. A server owner can change this.
    • Bows fire real shots. In Odyssey 12 a bow needed a target in a clear line, the blow landed the moment you attacked, and the arrow was a picture that followed it. Now attacking with a bow fires the way you face. The shot flies a square at a time for the bow's range and stops at the first monster, player or wall it meets, so a target can step out of the way and someone else can step in. Only what it reaches is hit, with the usual roll to hit, and a player you may not hurt stops it unharmed. The arrow is spent either way and lies where it stopped for a second. A shot can have its own picture for each direction, so an arrow points the way it flies.
    • A sword no longer throws a stray picture at whatever it hits. Only a bow shows a shot.
    • A bow that needs no arrows adds its own damage. Odyssey 12 read the damage of an unrelated item, so the same bow hit harder or softer depending on which inventory slot it sat in.
    • Armour no longer repairs itself when its defence is more than a hit.
    • New characters start with full HP. Odyssey 12 could start them with none.
    • The Thief's extra energy on levelling uses its energy chance, not its HP chance.
    • Hitting a breakable wall shows the damage over the wall, and a swing the wall's armour stops says so.
    • Breaking walls works as it should. Only the wall beside you can be hit, on any square; the wrong weapon says so; a hit that brings it to nothing breaks it; armour never heals it; and a broken wall disappears for everyone without the map reloading. A map's author can let a wall rebuild itself when the map resets.

    Items

    • A worn item can be taken off by double-clicking its equipment box, as well as from the inventory.
    • Dropping part of a stack asks for a number, with an All button, in place of Odyssey 12's grid of plus and minus buttons.
    • A worn item's glow is a gold square, since the old glow picture did not come across.
    • A Relic's Newbified box keeps it when you die. Odyssey 12 read the wrong setting, so the box did nothing.
    • Only a two-handed weapon blocks a shield. In Odyssey 12 a bow could block one by accident.
    • Dropping part of your worn arrows leaves the rest worn.
    • When the last arrow is used, you are told your arrows broke, and the inventory is shown correctly. Odyssey 12 named and blanked whatever was in an unrelated slot.
    • Rings bought from a shop last. Odyssey 12 sold them already worn out.
    • Buying, selling and banking check everything first, so a refused trade never leaves half a trade behind, and selling your last potion from a full pack works.
    • A shop line reads as the trade goes: what you pay, an arrow, and what you get, each with its picture. A shop can have any number of lines, and its window scrolls.
    • Repair, if the server turns it on: /repair at a repairer quotes your worn items, and /repair <slot> mends one.

    Guilds

    • Guilds can be run from chat as well as the guild window: /guild kick, rank, declare, undeclare, disband, moveout and view. /guild disband asks first.
    • A guild deed is spent when the guild is founded, not when it is used, so closing the naming window keeps the deed.
    • Invitations go only to players without a guild, and the inviter is told when someone already has one. Odyssey 12 sent the invitation and refused only when they tried to join.
    • The guild window shows only the buttons you may use.
    • The hall-buying message gives the real number of members needed.

    Gods

    • A god can set their powers aside with /god off and play as an ordinary player until /god on, while still hearing god chat.

    For gods and mappers

    • Editors are panels over the running game, and several can be open at once.
    • New finds the next free number, instead of you choosing one.
    • Art is chosen by its name and picture, from the game's own art and the server's together, not by number. Missing art draws a marker, never another picture.
    • Make animations in the map editor. Pick any tiles as frames, give each its own time, watch it play, and change it later. Players see a saved animation at once. The palette's Animations tab lists them.
    • The tile palette has as many sheets as the server has, not seven tabs.
    • The map editor reads an attribute back. On an attribute layer, the square under the pointer shows its attribute and values. Choosing an attribute layer ticks Display Attributes, and the Upload and Cancel buttons stay in view.
    • Placing a light shows the map's darkness, with its lights on, so a light can be judged before uploading.
    • A selection highlight previews the tile about to be placed, and a choice of marker styles.
    • Editor fields explain themselves, behind a "(?)" beside any field whose name does not.
    • The item editor's labels are right. Typos are fixed, a weapon's first value says Attack and armour's absorbing value says Absorbs rather than Strength, and the potion labels that were the wrong way round now match what the potions do. Existing potions behave as before.
    • A breakable wall's armour stops at 255. Odyssey 12 let you set up to 5000, which it could not store.
    • The script editor checks as you type, listing every error and warning and marking their lines, in place of a Test button. It shows the old script a converted one came from beside it, and the other editors link to their item's, NPC's, monster's or map's scripts. A save over someone else's newer one is refused. The indent is a setting.
  3. Odyssey Server Admin
    v13.0.0-beta.1Test release

    The first public release of Odyssey Server Admin, alongside the Odyssey 13 beta.

    Odyssey Server Admin is how you run an Odyssey 13 server. It takes the place of the forms on Odyssey 12's server and adds a great deal they never had. It runs on Linux, Windows and macOS (on a Mac, macOS 14 or later on Apple Silicon), administers a server on the same computer or one anywhere else, and keeps itself up to date.

    Setting up

    • Install a server from the app, from the latest release, or open one you already have.
    • First-run setup walks you through choosing a world, a new empty one or one you converted on the Odyssey website, and starting the server for the first time. A converted world's assets folder, kept beside its .db file, comes in with it.
    • A setup checklist on the dashboard shows what is left before players can find and join your server, such as the message of the day and open ports, and ticks each off as it is done.
    • Opening your ports. With Enable UPnP on, the server asks your router to forward its ports while it runs. The app says whether the router agreed, and whether the Odyssey website could reach your server from outside, with what to do if it could not.
    • A server elsewhere is reached over an encrypted connection, and you sign in with your Odyssey account or an account on that server. A new server is claimed with a one-time setup code from its log, or by signing in as the owner of its website listing. A server on your own computer needs no sign-in.
    • Forget a server, or reset the app, to start again. Neither touches the server itself.

    Running the server

    • Start, stop and restart from the top bar. Stopping counts down with warnings to players, and can be cancelled.
    • The dashboard shows whether the server is up, who is online, latency and capacity.
    • The live console: players joining and leaving and what is said in the game, in one feed you can filter, who is online, and a box to speak as the server on any channel players see.
    • The server log, live, filtered by text and by how serious a line is.
    • Updates. The top bar says when a new server version is out and what changed. Updating backs up the world, counts players down, checks your scripts against the new version first, and rolls back if the new version fails to start. Nothing updates unless you choose to.
    • Server configuration: the world's settings, from the message of the day and start locations to classes, combat, guild limits and costs, repair, and how long held names are kept.
    • The website listing (Registry): your server's entry on the Odyssey website, whether it follows Odyssey's ban list, and whether players can join their Odyssey account to an account on your server.

    Players

    • Players: look up any account and its characters, edit a character on one screen, and give, change or take away their items, online or not. Staff can give a player a temporary password, which they replace at their next sign-in.
    • Bans, with their history: edit a ban, add private notes, lift it and keep the record, or delete it outright.
    • Whitelist, for a private server: the accounts and addresses allowed in, and invitation links to send people.
    • Names: reserve names nobody may take, and see the names being held for players who renamed or deleted a character.
    • Roles: a world starts with eight. Rename them, change which rights each grants or denies, delete them, add your own, or put the eight back. Only Server Owner is fixed. A change reaches the players who hold the role at once.
    • Tags: the named tags your scripts put on characters.
    • Reports: what is in the world, and a rough scan for cheating scripts.

    The world

    • Maps: paint maps with the game's art and your own, each tile chosen by its picture from a palette seven tiles wide, as in the game. Make animations from any tiles, with a time for each frame, and save several in a row. A save over somebody else's newer edit is refused.
    • Items, NPCs, monsters and guild halls, edited with pictures in place of numbers, and a sentence explaining any field whose name does not.
    • Scripting: an editor that checks as you type, with autocomplete and every error and warning marked on its line, and the old script a converted one came from shown beside it.
    • Asset catalog: upload your own tiles, sprites, item pictures, effects, music and sounds beside the game's own, each file checked as a player's game would check it. Name the web address you copy your art to, if you serve it from somewhere other than the server, and check that copy from the app. A converted world that had its own art has its old picture files converted and its maps and records moved onto them here.
    • Database maintenance: back up the world while it runs, download and upload backups, restore one at the next start, and reset parts of the world. A reset waits for the next start, is backed up first, and can be cancelled until then.

    The app

    • Light and dark themes, and other languages: English is the only one so far, and a translator can try their own file.
    • The app updates itself, and Settings chooses whether to take test releases.
    • Usage reports, only if you agree. The app asks once whether your server sends Burningstorm Studios crash reports and usage statistics about itself. Nothing is sent unless you say yes, and no report includes anything about a player.
  4. Odyssey Server
    v13.0.0-beta.1Test release

    The first public beta of Odyssey 13.

    Odyssey 13 is Odyssey rebuilt. The game, the server and the editors have been rewritten from Visual Basic 6 into C#, so they run on today's computers: Linux, Windows and macOS. It plays as Odyssey 12 does, with the same rules, the same art and the same keys, and a server converted from Odyssey 12 keeps its world, its characters and its scripts.

    What follows is everything that is deliberately different from Odyssey 12: old bugs fixed, things that work differently, and what is new. This is a beta, so expect rough edges, and tell us about them on the forum.

    Running a server

    • Linux, Windows and macOS, as one program. The server is one executable with a couple of small libraries beside it, and nothing to install but OpenSSL on Linux, which every modern distribution has. It can run as a service. On a Mac it needs macOS 14 or later on Apple Silicon.
    • A world is one database. Odyssey 12 split a world across its .dat and Server.ini, Classes.ini and Night.ini. Now classes, start locations, the starting kit, timers, darkness, costs and the message of the day all live in the world's database, and server.yaml holds only what belongs to the machine.
    • SQLite, PostgreSQL, MySQL or MariaDB. A world is a SQLite file by default, or a PostgreSQL (13 or later), MySQL (8.0 or later) or MariaDB (10.6 or later) database you already run, chosen in server.yaml. odyssey-server import-world puts a converted world or a backup into it.
    • Updates from the admin app. The server says when a new version is out and what changed, and you update with one click or one command. Players get a shutdown countdown, the world is backed up first, and an update that fails to start is rolled back. Before installing, the new version checks your scripts and lists any that would stop working. Nothing updates unless you choose to.
    • Shutdown counts down, with warnings, and can be cancelled. A player who signs in during the countdown is told how long is left.
    • The server can open its own ports. With Enable UPnP on, it asks your router to forward its ports while it runs. Off by default. Only works with routers that support the feature.
    • A listed server is told whether players can reach it. The website tries your server from outside, and the admin app says whether it answered and what to do if it did not.
    • Private servers. A whitelist of accounts and addresses, and invitation links you send people.
    • Crash reports, only if you agree. The admin app asks once whether the server sends Burningstorm Studios crash reports and usage statistics about itself: its version, uptime, errors, which features are on, how many players are online and which admin pages are used. Nothing is sent unless you say yes, and a report never includes anything about a player.

    Converting an Odyssey 12 world

    • Upload your `.dat` on the Odyssey website with its Server.ini, Classes.ini and Night.ini, and download the converted world. Classes come from Classes.ini, or Odyssey 12's defaults where it is missing.
    • Accounts come across without their passwords. A converted account signs in once with its old password typed in capitals and chooses a new one. One whose password cannot be read gets a temporary password from staff. Nobody, you included, can read a password afterwards.
    • Returning players can reach their old characters with their Odyssey account, if you turn on joining accounts: from character select they prove the old account is theirs, and every character of both is on one account. As Server Owner you can also join two accounts by hand, for a player who has forgotten an old password.
    • Guild rosters, declarations and halls come across, members matched to characters by name.
    • Monster descriptions come across and are shown. Odyssey 12 never showed them.
    • An item worn in the Energy Source slot comes across unworn, in its inventory slot; nothing in Odyssey 12 used that slot.
    • A world with its own art has its maps and records moved onto that art from the admin app, which also converts the old picture files.
    • Player flags survive a restart after a reset. Odyssey 12 lost every flag set since a reset whenever the server restarted. A world setting brings that back for scripts written around it.

    The admin app

    • A desktop app, for Linux, Windows and macOS, in place of the forms on Odyssey 12's server. It can install a new server from scratch.
    • Remote administration needs a sign-in, with an Odyssey account or one of the server's own, over an encrypted connection. On the server's own machine it needs none. A new server is claimed with a one-time setup code from its log: with your Odyssey account, with a new account made on the server there and then, or with one already on it, such as a converted world's god whose password nobody remembers, given a new password. The owner of its website listing can also claim it by signing in.
    • Roles and rights in place of access levels. A world starts with eight roles, which you can rename, change, delete or add to; only Server Owner is fixed. Each person can do only what their roles allow, so an editor can edit the world without being able to ban anyone.
    • World editors. Maps, items, NPCs, monsters and halls can be edited in the admin app as well as in the game, with pictures in place of numbers. A map save over someone else's newer edit is refused.
    • Players are edited one screen at a time, with one Save, not a button per field.
    • Bans keep their history. Odyssey 12 deleted a ban when it was lifted; now the record stays, and a ban can carry private notes. A server can also follow Odyssey's ban list, so a player banned on the website is turned away there and told why.
    • Passwords can be reset by staff, with a temporary password the player replaces.
    • Names. A renamed or deleted character's name is kept for its player for 30 days, so nobody else can take it; you set the number of days, or 0. You can also reserve names no character may have, such as staff's or an NPC's.
    • Backups. Odyssey 12 backed up on a timer. Now Back up now copies the world while it runs, the server backs up before every restore and reset, and any backup can be put back at the next start.
    • Database resets wait for the next start, after a backup, and can be cancelled until then. You type the world's name to confirm, and the history lists each reset with the backup that undoes it. A reset also clears what depended on what it deleted.
    • The admin app can be shown in other languages. English is the only one so far.

    Art and sound

    • The official art is never replaced. A server's own tiles, sprites, item pictures, effects, music and sounds are added beside it, declared in a manifest.json in its assets folder, and uploaded and edited in the admin app, which checks each file as a player's game would.
    • Players fetch your art from the server, or from another web address you copy the assets folder to. Each file is checked, and anything the copy does not have right is fetched from the server instead. Players download each file once, however many servers use it.
    • Art has a name, not a number. Every piece of art has a key that never changes, which maps and records keep, so a map can use tiles from any sheet. Missing art draws a marker.
    • Animations on any tile layer. Mappers make them in the game or the admin app, any number of frames with a time each, and players see a saved one at once. Every animation runs on the server's clock, so all players see the same frame. The second background layer is a layer of its own.

    Scripting

    • Scripts are C#. The converter rewrites each MBSC script as C# and keeps the MBSC beside it. The server compiles scripts itself, and the script editor, in the game and the admin app, checks as you type.
    • Scripts run in a sandbox. The same functions as before, plus C#'s own collections, maths, text and dates, and nothing that reaches files, the network or other programs. A script that tries is refused, with the line, and quarantined.
    • A runaway script is stopped, and the server carries on. A script that loops too long or calls itself too deeply is stopped and quarantined. In Odyssey 12 it hung the server.
    • A script names its parameters, and a script whose parameters do not match is quarantined with the reason.
    • `SERVERSTART` and `SERVERSTOP`. The server runs SERVERSTART once at start, before anyone can join, and SERVERSTOP as it shuts down.
    • `PlayerConnect` runs when a character is chosen, before they enter, and can turn them away.
    • Rights, roles and tags. HasRight, HasRole and IsGod ask what a player may do; GiveRole and TakeRole hand out roles; GiveTag, TakeTag and HasTag put a named tag on a character. FindPlayersWithTag, FindPlayersWithFlag and GetOnlinePlayers find players. GetPlayerAccess and flags work as before.
    • `RunScript<int>`, `RunScript<bool>` and `RunScript<string>` ask another script for a value. RunScript0 to 4 work as before, but a nested call no longer changes the calling script's arguments.
    • Scripts name art by key, such as "server:grass". The calls that take numbers still work.
    • `ResetPlayerFlag(player, flag)` resets one player's flag.
    • Several script labels per player, by id, cleared when the player leaves; a one-letter label shows.
    • INI values live in the world's database, under the same file, section and key names, so they move with the world. A server's old script .ini files are not converted yet.
    • `PrintToIRC` and `PrintToChannel` write to the server log. Odyssey 12's IRC relay was switched off, so they did nothing.
    • Fixes to Odyssey 12's script functions: - TakeInv takes from the slot it is given; in Odyssey 12 it never took anything. - GiveInv's arguments land where its declaration says. - DisplayObjDur covers all 30 slots, not just the first 20. - SetInvObjectVal and SetPlayerLevel update the player's screen. - SetPlayerMaxHP, MaxEnergy and MaxMana change the maximum with the player's gear at once, not only the maximum before it. - AttackPlayer makes a real kill: the killer becomes the murderer, not the victim. - SetPlayerName refuses a name another character has, or one held or reserved. - MapRefresh shows the map as it is running, without saving it. - GetMonsterDesc returns the monster's description. - GetEquippedObjNum answers for the slot asked about, not always the primary hand. - UNUSEOBJ<n> names the item being taken off. - LEAVEGUILDHALL is told which hall the guild left. - GETOBJ and DROPOBJ are handed the same values wherever they run. - GetAttData and GetAtt2Data with index 4 read 0. - Time.Get, Hall.Get, Tile.Upload and ClassData.Name do what their fields say. - Mid, Mid2, Replace2 and Sqr given a value out of range give empty text or 0, instead of an error. - Effects play their end sound, land on their target, use their own frame count and animate from the moment a player arrives; an out-of-range number sends nothing. - A warp within the same map only moves the player, without running the map's leave and join scripts. - A script's change to a map's weather, darkness or flags shows at once.
    • Small changes a script might notice: - GetMonsterTarget answers -1 for no target, SpawnMonster answers -1 when it cannot make the monster, and MonsterWarp accepts map 1. - & and | between two conditions stop at the side that settles the answer. Every converted script we tested behaves the same. Prefer && and || for new scripts. - A call with arguments left off gets 0 for them, and a script that asks for more than the server gives it gets 0 there.
    • The memory functions (HeapAlloc, CopyMemory and the rest) do nothing, and a later release removes them.

    Settings

    Odyssey 12's fixed numbers are settings, with Odyssey 12's values as their defaults:

    • The time between swings, the energy a swing costs, the level cap, the flood limit and the training stat cap.
    • Guild limits: how many guilds, the level to join, the cost of an invitation, and the members needed to keep a guild or buy a hall.
    • Guild dues: the daily charges, and a switch to turn them off.
    • The mana a tell and a broadcast cost.
    • Whether a worn item keeps its inventory slot.
    • The durability multiplier for weapons and armour bought from a shop. Odyssey 12 tripled it; the default is now 1, and 3 is Odyssey 12's.
    • Repair, off by default. Odyssey 12 had it switched off in its build, so no server could use it.
    • The world's starting kit can be longer than eight items.

    Gameplay changes your players will see

    • Gameplay formulas are scripts you can edit: damage, armour, hit rolls, experience, kill value, levelling and regeneration. They reproduce Odyssey 12 exactly to start with.
    • Monsters land their hits more often. Odyssey 12 rolled a monster's swing twice against the player's agility and needed both, so one passing alone showed a hit for 0 or a miss after armour had worn. A monster now rolls once, as a player always did. To keep Odyssey 12's rate, edit the MonsterHitsPlayer script.
    • Bows fire real shots that fly the way the player faces, a square at a time, and hit the first monster, player or wall they meet. An item's Speed is how long its shot takes to cross a square. A shot can have its own effect for each direction; a converted item that used 255 for this has the four directions filled in.
    • A map lists as many monsters as you like, and Double Monsters is gone: a converted map that had it lists each monster twice, so it spawns as it did.
    • Breaking walls is fixed, and a wall can rebuild itself when its map resets.
    • New characters start with full HP, and a server started at night is night.
    • Item fixes: rings from shops last, relics' Newbified box works, a bow's own damage counts, armour no longer heals itself, and trades check everything first.
    • Guilds can be run from chat, and a deed is spent only when the guild is founded.
    • `/ignore`, chat scrollback, key presets, `/quit` for everyone, and gods can set their powers aside with /god off.

    Not carried over

    • The server's admin password, tileset number, "encrypt dat file", checksum validation, minimize-to-tray, and Odyssey 12's registry and its admin commands.
    • The Account Delay option, which Odyssey 12's server never used.
    • Account logs.
  5. Odyssey Server Admin
    v0.1.2Test release

    A test release that fixes updating a server from the app.

    • Installing a server update works. In 0.1.1 and earlier the update dialog closed by itself once the download finished, and opened blank after that, so the update could be downloaded but never installed. It now stays open and goes on to the install step, where you choose when the server restarts into the new version.
    • The top bar notices a server update as soon as the server comes up, rather than several minutes later when the app was opened before the server, and shows the right version after the server has updated.
  6. Odyssey
    v0.1.1Test release

    A test release with fixes from the first round of testing.

    • The client is now called Odyssey, in its window title and its install.
    • Signing in to a server always tells you why it was refused. Before, a second try after a wrong password could appear to do nothing, and a refusal after the server identity prompt or the art download could be lost on the way back to the sign-in screen.
    • If a whitelisted server turns you away just after you accepted its invitation, the message says it can take a minute to reach the server and to try again shortly.
  7. Odyssey Server
    v0.1.1Test release

    A test release with fixes from the first round of testing.

    • Put your world's database (and its assets folder) beside odyssey-server before the first start, and the server moves them into its data folder and uses them. If it finds no world, it says where it is creating an empty one. The download now includes a README explaining the layout.
    • A databaseFile given without a folder in server.yaml is looked for in the data folder, however the server was started.
    • The log is quieter: failed database queries no longer print pages of detail.
    • Accepting a whitelist invitation for an account that is already on the whitelist no longer adds it twice.
    • The server is now called Odyssey Server.
  8. Odyssey Server Admin
    v0.1.1Test release

    A test release with fixes from the first round of testing.

    • The app opens properly on current Linux desktops; 0.1.0 showed only a grey window on some.
    • "Install a new server" works from the first-run screen: it offers the test release when there is no stable one yet, and lets you choose when there are both.
    • The first-run screen has the app's language, theme and test-release preferences, since Settings cannot be reached until a server is connected.
    • The app is now called Odyssey Server Admin.

    On Linux, if 0.1.0 shows a grey window, start it once with LD_PRELOAD=/usr/lib/libwayland-client.so.0 (the path may differ on your system) and let it update itself; 0.1.1 does not need this.

  9. Odyssey Server Admin
    v0.1.0Test release

    The first test release of Odyssey Server Admin.

    • Start, stop and restart your server, watch its console and log, and manage players, the world's editors, scripts, assets, backups and the website listing.
    • Install a new server from the latest release, or open one you already have.
    • Update your server from the top bar when a new version is out.
    • The app keeps itself up to date too.
  10. Odyssey Server
    v0.1.0Test release

    The first test release of the new Odyssey server.

    • Runs a converted Odyssey world, managed from the Odyssey Server Admin app or a terminal.
    • List your server on the Odyssey website so players can find it and join with one click.
    • Updates itself when you choose to: the admin app, or odyssey-server update, downloads the new version, checks your world's scripts against it, gives players the usual shutdown countdown, backs up the database and switches over. If the new version does not start, the previous one comes back, database and all.
  11. Odyssey
    v0.1.0Test release

    The first test release of the new Odyssey client.

    • Play on servers from the Odyssey website's server list, or on a server you know the address of.
    • Sign in with your Odyssey account; it is remembered securely on this computer.
    • The client keeps itself up to date: when a new version is out it says so on the sign-in screen, shows what changed, and updates with one click.
    • A server's own art, sounds and music are fetched when you connect, and kept for next time.