If you don't know yet, this game has a incompatibility with the newer AGS engine because the old pathfinder was inaccurate at calculating endings https://github.com/adventuregamestudio/ags/issues/784
If this could be patched, it would be nice.
Hi! Thanks for your message. I downloaded the save file on the github page and found no issues - I'm unable to replicate the problem. This is not an issue that testers or players have come across as yet. The code in question is very standard AGS code (just calling Character.Walk after Room Fadein) so I'm unsure exactly what you would like us to do? Would this effect players who have a newer version of AGS installed on their PC? Let me know if you'd like me to send you the code. You can reach me via shaun.cadgames(at)gmail(dot)com
Are you running this way in order to get the game working on Linux? If so, I can create a Linux build for you to test? This may be something which would need to be addressed in the latest AGS Linux port executable - in which case you may wish to raise the question on the AGS forum.
Otherwise we simply wouldn't recommend running the game in this manner and I'm unsure how it could be patched to accommodate your request.
That's fair, and honestly it's likely the ags devs will fix this themselves by including the old pathfinder as a automatic or manual switch for old games, but i thought i'd just let you know since its a recent game and it's the only 'compatibility breaking' recent engine bug on the game* i found yet. I'm only running/testing games on the new engine, because i'm interested in keeping compatibility of AGS games for the 'last compatible version' as there are noises to make a complete compatibility break (also i like the new features and conveniences like working opengl on linux).
If you're interested in keeping compatibility with the new engine/pathfinder even if the devs decide not to include the old pathfinder, the 'probable' reason for the bug is that the new pathfinder is stricter and doesn't jump '1 pixel' to 'reach' unreachable destinations (unconnected walk destinations), so it could probably be fixed by messing around with either the exit hotspot on that room (the base of the big tree) or the 'move to' command destination you mentioned earlier, though i'm not a AGS dev or game maker in any way).
*there is another where yandi is getting up from falling into the mud shore of the river, and the animation of him lying down and standing mirrors suddenly and he's standing up from the opposite orientation you'd expect from how he was lying, but that's just cosmetic ofc.