Glad you got it working! I thought it might have been because my launch script loaded the window module early if the config has no values for resolution set. I already changed V48 so that it delays the window module and user config loading until after the other core modules, I'd be interested to know if that would interact with that setting, or if it would have still crashed anyway.
The-Balthazar
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Sorry it took me a few days to get back about this, I have an idea what this could be, and you can bypass it with an edit to the config.
If you open "~/.local/share/SternlyWordedAdventures", if there's no file called "userConfig" (no extension, plain text) create one with:
return {
window = {
width = 1920, -- or appropriate values for your system
height = 1080,
fullscreen = false,
},
volume = {
music = 1,
effects = 1,
master = 1,
},
}If there is one already, add the window section to it or add the width height definitions to the existing window section. The file needs to be a valid Lua table.You'll probably want to go through the options and set everything then restart the game if you did set that bare minimum config.
I'll change how the code I think is at fault functions to hopefully prevent similar issues in the future for future versions.
I was debating adding a button for that this last version, but if you're on windows then your save directory is in %appdata%/SternlyWordedAdventures
Your metaprogression, stat-totals, and other permanent flags like for one-off tutorials are stored in persistentSaveData, if you delete that you should also delete mainSaveData and combatSveData; those are your current character (or you could get them eulogised first), since they could put your metaprogression in a impossible state. If you played pre V40, deleting persistentSaveData will have it try to import the save data at %appdata%/WordTileGame
Deleting userConfig would, as you might imagine, delete your settings.
You could preserve the contents of saveStats and get the majority of the new player experience; you get a predefined single hero option with an empty stats folder (the adventurer with no curses or boons), the halfling unlocks on a non-empty stats folder, and world seed is based on the number of stats entries you have, so if you keep your stats history you'd instead get 3 hero choices with random curses/boons. You'd have a very high chance of rolling mechanically the same as the starter with no unlocks/seen items though, and you could technically get that experience as a full newbie by just going to the arcade first.
Whether or not you delete any stats, if you delete persistentSaveData you should also delete statsIndex; it'll trigger a recount of global stats and reindex them.
Wishing well or village well? I could see that maybe on a wishing well but they aren't supposed to have a blurry background, and the village water well blurry background renders once then stores the result. On my setup it naturally caps the framerate, so it's probably related to an individual setup not capping it.
The forest not completing is probably a missing check or trigger my end. I'll look into it although it's not vital for progression.
On investingating further, it looks like you chose to fight on past the required enemies then quit while still in the dungeon. There was a load order issue in V45 (and possibly also a few versions before that) in that specific situation.
The good news is that crash was fixed along with a big combat load order rework in V46 some months back. The bad news is to save that character before V46 you'll need to do some light save editing, which I can guide you through. Mostly just deleting the last few kill stats so it rolls you back to the chest.
Edit: Or you can email me the save or drop it in the discord and I'll fix it.
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.


