Thanks for the bug report! I'm not sure why that is happening to you, do you have the latest version available?
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Hello Beertual! Unfortunately there is not a good solution for rebinding the keys in AdventurOS. There are third party software that can re-map keys but we should really do something to make it inside the game.
We will try to make it fin in the next update but for now there is not much you can do :( I'm really sorry about it!
Hello there. First of all, thank you for getting in touch with us. This is all great feedback and we really appreciate your time in writing this. We feel honored to receive your offer but at the same time we wouldn't want to make anyone work for free so if we ever consider hiring a QA tester we will think about you. For now we already have more tickets that we can handle and it might be an overkill.
We think we understand what parts of the game need to be improved but at this point we are having a lot of issues with Game Maker Studio and our source code itself. We are considering making the project open source and maybe try to move as much as possible out of the Game Maker Studio ecosystem so it can be easier to manage.
We will create tickets for the issues you reported and hope to get back on track fixing and releasing updates!
We are still working on getting the Linux version to run properly. We have a couple updates to make and we hope to get it out soon.
The main_drive option only gets read on Windows so you don't really have to worry about that.
Hopefully we can release a version tonight. We will keep you posted!
This is an interesting workaround! We need to save the game as soons as the player dies to avoid this. We have to test all those cases to know what could be fixed. Thansk again for your insights!
Hello Jacob. Cursed rooms are designed to be a limit for your character to not get into very dangerous areas. You can un-curse them by getting that skill with Adventure Points. Also, remember that beating the totems is just to make the final fight easier, but you can face the last boss whenever you find the key to get to it, so destroying all the totems it is not "necessary" to beat the game.
Hope that helps! We will try to make this things clearer via tutorials and better text messages in-game in future updates.
Hello, and thanks for your honest feedback and good words!
I remember when you guys made the video for Indiegogo and you said .rar files would be chests, but I have yet to come across any chests anywhere near my rar files.
Do you say that rars are not being set as chests? or that there are not a lot of chests other than on .rar files? The chest thing is one of the main elements that we noticed how hard is to use a computer structure and try to make a game out of it. We were way too focused on the main user directory and that is only a small percentage of the filesystem. We wrote about this kind of things on the blog before.
Secondly, the monster improvements (which I know you're working on) is very, very needed. Many of the monsters don't do anything, and even if they were big, they weren't difficult to take down. What is difficult is getting mobbed by 20 things and not being able to escape when you're low level. So it's either really easy or really difficult.
As you said, we are working on improving the monsters in generals because it is the most important thing of the game. We hope to get them in a much better spot soon. We are still working on getting the game working 100% in Mac and Linux so it is taking us longer to get to that.
The other thing I thought was supposed to happen was that if there are a lot of a file type, they combine to make a harder enemy (or this was the plan from the indiegogo video). What REALLY happens is that you go into your system32 folder and end up sitting there for LITERALLY 3 HOURS killing the 12,000 enemies pouring out of the rift. I don't mind this rift style of play, but eventually just send a big bad boy out instead of the remaining 10,000 enemies. there needs to be something like minibosses for stuff like this to prevent monotony.
We have a few ideas in mind about how this can be fixed. On the indiegogo we said about merging bosses but later we discarded that idea because of it removing the individuality of each file as a separate entity. After getting the monsters on point we would love to have time to improve those kind of rooms.
Another issue I had (which I see others have already suggested) was the skill and level system needs re-tweaking. I actually think it needs a bit of an overhaul. I don't think you should "make it like skyrim" but I think it would be better to have more options like in the skyrim skill trees. For example, if I'm making a magic character, let me get some magic talents...
On our initial design we had way different trees of talents, each one of them with steps and improvements but as you can imagine, it is a lot of work to implement. The only reason why this version is already playable is because we had to cut out a lot of features. We wrote more about this issue a blog entry that can be summarized to: "Easy to say, hard to implement"
INVENTORY okay this one was a bit of a big one for me. Please please please make separate inventory category pages. For consumables, armor, shields, weapons, books, etc. because scrolling through the whole list is just monotonous. And the option to double click items to either equip or vendor, as dragging them gets a little monotonous too.
We want to make the inventory better and filtering by categories could be one of the solutions. We first need to make the same items to stack, but because of a few bugs with that it is not working at the moment.
Gold is useless and I pretty much never used it
I agree, making NPCs more gold friendly should fix this and balance things out.
There was no real bonus for entering those cursed doors
The cursed doors are a way to avoid the player into getting deeper than it should before he/her is ready to get into those dangerous places.
The adventurOS folder key easter egg is a little much. I killed one out of the four bosses and then found the key and went to the end. Maybe make it something else? Or maybe make it random for each playthrough. Make 10 possible options or special things you can get from it but don't give a free pass to the end boss
I'm not sure what you mean about the first part here. About giving a free pass to the end boss is intended. If you think you are ready to face it, why make you jump through more hoops?
Also, I went and played my high level character, and after the update, I pretty much got insta-gibbed by those reappearing dudes. I barely stood a chance. I'll probably give it another play through to see how the progression is now, but the sudden change just hit my character like a truck
Woops! Yeah, things are a bit more difficult now, but not that much.
As you can see, the game is too big and every change generates a butterfly effect that make it difficult to tune properly. We hope to keep ironing this stuff out until the game is in a good place for a big release. For now, we will keep doing everything we can to get it into a better place than it is right now.
Hello there, thanks for the report. Yes, this is indeed a glitch. It seems like the indexer is not reading your directories properly. We will try to make a test case for this issue and display the proper error. Sorry for the trouble!
Thank you for the report and the workaround, a lot of people have been reporting this error but I am still confused on why is it happening. I'll try to re-write all that part because it was not very well done initially. Thanks for the messages!
I think this is happening for people that are not using the itch.io app. It is weird that the file works fine when you run it from the launcher but not when you extract the zip file manually. We are looking into it!
Hello there, GNU/Linux builds are experimental for now, we are working on getting it to work. The long wait time you are reporting is a timeout because the game is trying to reach a server to download updates that no longer exists. We will post an update when this version becomes stable. Sorry for the trouble!
Hello there! I received a private email with the same error happening on windows 8. Unfortunately we don't have those systems to test out so it is going to be harder to debug. I'll see what I can do, and try a few things for the next update.
Hello there! We are very busy with the Mac and Linux updates but I added a new Windows build that includes descriptions for the skills. It still needs a few more things to be better but I hope you will understand each skill a little bit better than before. Cheers!
Windows Version 7 (#93003)
- Corrected some item names (thanks to Bastille for the help)
- Fixed an issue with small rooms
- Hiding debug computer object on top left of rooms
- Connection piece in blue rooms now fixed and creating properly
- A lot of small changes
Hello there, thanks again for your excellent feedback. I'm preparing a patch for many of those issues but our top priority right now is getting the mac version running. The computer thing is a debug object that should not be visible 🙈
We are looking into a way of making the totem spawning places better
Hello there avarisclari, thanks for the report! Yes, we are aware of that issue on linux and we are working on getting it and mac's linux working. We will write a blog entry once those versions become stable. For now I'm not sure if there is a way in itch.io to mark them as unstable :/
The QNANO error should be fixed on the version we pushed now. If you want to continue using that file you can try to fix it by dropping your files on the icon with the wrench. Sorry for the trouble!
Windows Version 5 (#92469)
- You can no longer buy the skull key from a merchant
- Fixed a bug that prevented people to visit a sub room in the outdoor environment
- Added a different message when trying to fix dead files
- Changing drive experimental support added (you can add/change the drive letter in the settings.ini file)
- Experimental Linux and Mac version added. They will most probably not work 100% without a lot of tinkering. This is mostly for internal use.
Seems like it is still crashing, yes. I'm using the game's built-in update rather than re-downloading the .exe though. Might not be properly overwriting something?
You should use the itch.io app for updates or re-downloading it from the website manually. The built-in updater was giving a lot of issues and we removed it from the game.
The totem for it is coloured in, at least. Not sure if that means the game thinks I've beaten it or that shows I've just found the boss.
Coloured seems like you found where it is, when you destroy the monster you should see the totem broken on the menu as well
As for the missing totem, it was in a folder flagged so it'd only show up if "Hide protected operating system files (Recommended)" is unchecked. That'd explain why it wouldn't show up in Explorer searches.
We will try to avoid creating totems in those kind of folders!
I have a problem. In my current game, there is a totem at "C:/$Recycle.Bin/S-1-5-21-2379391044-2193906916-136181802-1000/$R1PXOU9/.rsrc/1053" (line taken from the "totems" file in appdata).
The issue here is that i can't find the "$Recycle.Bin" Door in the starting area. (and by "can't find it i mean it's not there ^^ (i looked 5 time))
So yeah, i can't get to this totem ^^. Before it was here, it was in another folder in the recycle bin. I tried to empty my bin to see if it would disappear but it just changed to the line i copy-pasted.
I tried adding "banned="$Recycle.Bin"" to the config file. The totem is still in the same folder. (i tried to ban another folder (AppData) in which was another totem, and the totem placement didn't change. Looks like the part of the code that place the totems doesn't care of the banned folders ^^)
The system was supposed to avoid that folder, so I'm not sure why it didn't work as expected. We will take a second look at that
Now if i can add a "gameplay" suggestion, i think it would be better if the last two folders of where the totems are were visible. I mean, that's why i went to check the totem positions in the first place (try finding where a totem is when the only thing you know is that it's 5 folders deep and that it's last folder is named "Resources", "localization", or even "1053" like the line i copy-pasted.) Or maybe instead of the last two folders, you could show the first and the last, it would narrow down the search quite substantially ^^. I mean, in the base C:/ i have 17 folders, most of which have around 5 to 15 folders in them (if not more). After searching for 4hours, i was like : "well f**k it, i'm gonna cheat or else i'll never find these totems".
So that's my suggestion, maybe i'm just too lazy or maybe my computer is ill organized, but i don't think searching for 5 hours without finding any is a good thing ^^
We will have to improve the way the totem folders are discovered. We will think of ways of making this process more enjoyable.
1 - When you mastered all skills (and bought all spells), if you get 50(?) or more adventure points, the skills tab will "light up" to tell you that you can buy another skill. This would not really be a problem if it didn't put you on the skills menu EACH time you press Q (which would normally open the inventory). Each time you get a loot and want to check it, instead of getting directly to the inventory it opens the skill page and you have to press right to get to the inventory page. Quite annoying ^^
This is fixed on the update release today :)
2 - Speaking of skills, you can ignore the dash completely. If you have either "triple jump" or "life drain", you can unlock the aerial dash without having unlocked the dash. Based on that i assume it would mean you can also unlock triple jump without having double jump (i did not test it, just making assumptions). Maybe there should be some benefit to taking the normal dash even when you have the aerial one (for example, unlocking both dashes would make you dash further). - Additional question : what happens if you unlock "ghost dash" without having unlocked either dash ? (Nothing happens or you gain the ability to dash ?)
Being able to get later updates is something that we don't really want to allow, so we will have to re-think on that menu and the tree in general.
3 - Some monsters just stay in place and do nothing (example : the "rage wolf") i guess this is either a bug or an unfinished monster ^^
Yes, as another user pointed out, some of the monsters are not exactly challenging or entertaining, and that is something we will have to improve a lot.
4 - the key bound to quick select the nova spell ("C"), is the same that the one that open the totem screen, so if you have unlocked the nova, every time you want to open the totem screen it selects the nova spell, and every time you want to select the nova spell, it opens the totem screen ^^ (funny but annoying)
The latest version of the game updated this already! you can open the totem menu with [T] now.
Thanks for the reports!