It's on the github.
The-Balthazar
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Thanks!
Yeah with how late I started I had to choose 3 of the 5 of netcode, AI, deck construction, audio, and sleep. I nearly made time for the audio; I woke up like 2 hours before the end of the jam, and reached for my microphone, but the battery was dead and I took it as a sign to go back bed instead.
Your tiles, including upcoming tiles, refill at the start of your turn if you still have health, and then effects like ! tiles falling off happen during your turn.
To activate equipment that require manual activation you click/press thier icon.
There are plans to release the OST when my brother is happy with it, although he's currently sitting on a big music rework that should be coming soon™.
For most enemies where defeating them counts as murder, you can make them run away by hurting them enough (enough usually being less than half health). Enemies that count as murder that wont run away only happen if you're already on a murdery path or choose a murdery event option. They'll have if they will run or not listed in their statuses with a little exit icon.
So after looking through the logic of how that could have happened, you must have gotten to a forest, had an event that wasn't the hell opens event, then entered the forest.
I'll add a clause preventing it from happening in subworlds. In the meantime a workaround is to avoid level 4+ nodes in subworlds until the hell opens event has actually happened. Hopefully you can either get through or get to another place where it's safe to trigger it.
For whatever reason it likes to run Proton instead of the Linux native version by default, which is definitely a choice, and based on the fact that that compatdata path includes the Steam AppID it'd load a different folder for the full game when running on Proton. (Demo is 2570560, and full version is 2562130)
Linux native version in and out of Steam and/or the demo should hit the same ~/.local/share/SternlyWordedAdventures folder regardless.
An easy way to handle this that doesn't require waiting for me to get the fix out or edit save files, is to load the Steam demo, then quit and go back to the itch version.
It's a script that affects migrating old save data, that had a last minute addition specifically for the Steam version that shouldn't have been enabled for the Itch version.
I'm trying to work out how this could have happened unless you managed to download v37 in between me checking the analytics and seeing no downloads, and finishing uploading and publishing the amended version (that I thought I'd only privately referred to as 37.1).
Can you confirm that the issue persists on the currently available version? And if so could you describe the game state when it occurred?
This appears to be a conflict between the voiceless rough stone charm and the bronze bonsai. If you're able, unequip one of them until I can get a fix out.
Edit: I have a fix, I'll see if I can easily untangle it from the unfinished new update for a hotfix, or finish the update in the next day or two.
That is the current end yes. More is planned later, but I can't say when that will be. There should be an unlock the first two times you do it though. Depart essentially takes you to a fresh world for a newgame+ on a new seed. The option is technically available the whole time, but costs 1000g if you've not done that fight. Explore is currently unimplemented.
Yeah, those can sometimes throw some super obscure words at you. If you check the stats, it'll tell you what they were on there. I should probably add a postgame screen to them.
Looks like an Arabic loan word. I used wiktionary to cross reference all the entries, so they're in there with an English definition at least.
At a guess, when it's having issues you're either inputting upper-case, or some other letter-character other than basic lower-case latin script that it has no info on how to render. I'll add something to sanitise that input.
Hints already only searched a fraction of the dictionary, and the next version uses wildcards for hints as of about 20 hours ago.
It never seemed worth specifying that it doesn't include wildcards, since if you have enough that it can't find anything outside of them, then you can probably put anything in and the wildcards will figure it out.
I've already agreed to a publishing deal with 2LeftThumbs.
Word frequency is not a good statistical metric for a game where you care about letter frequency within words. If you use word frequency you end up drowning in H's and T's unless every other word you make is THE or contains TH. If you can track down a pre-V23 copy you can feel that first hand.
I is less common in shorter words than it is in longer words. Considering only words of 3-6 letters length it's around the 5th most common letter. Above that it's the most common letter by an increasing margin as the words get longer.
Making it less common on its own would make it harder to make 7+ letter words. Having the algorythm consider what's already on the board would be a possiblity, but that might inadvertedly nerf things like the Book of 4-heal.
As it currently stands for I, it's the third most common letter, which is a middle of the road compromise between short words and long words.
Hints exclude wildcards altogether, same for the insight potions and similar. I could experiment with enabling wildcards for hints since it doesn't do a full dictionary search, although for insight potions including wildcards makes the function take about a second on my hardware, rather than a few miliseconds.