Error repairing motorcycle after purchasing from man at inn
If the file says incompatible on the loading screen, then that's intentional. I checked some changelogs and there were couple of big changes between version 24 and 28. The unlocks and settings should work fine, so you can overwrite the old version with the new. Old saves won't work, but unlocks will stay.
Not really. But if you downloaded new version and overwriten the old without realising that your old saves would be incompatible, then you can download one of the older version and finish your old save on that older version. After that, you can download the new version again and overwrite you old version. Your old saves won't work, but you already finished the game on the older version.
Hello! I got some notes, but I don't know if they are still relevant for 29.0
hunger potion doesn't work or it conflicts with "big stomach" trait
I don't get humanoid meat from kobold warriors and leaders
Trait "sickly" is too op. 3 trait points for -2 wellness each week. $_$
I don't know how hard it is to code but please consider adding mouse input so people could play with one hand only
maybe "wasd" input instead of arrows and memory of last turn (helps with grind)
Thanks for reporting.
Fixed the hunger potion
Kobold warriors and leaders already drop humanoid meat in 0.29
Traits are still not balanced properly and they will need some adjusting. I will look into it change it if necessary.
As for playing with one hand, you can already do that for the most part, if you have full size keyboard. Num 0 acts as esc and enter is confirm. Only keys that are out of the way are Q and W, but PAGE down and up works just like them. I will try to add proper rebinding into the game at some point though. As for mouse control, this might happen, but not anytime soon.
Last turn memory might also happen, but I don't want to spend too much time on this combat system. I will most likely be replacing it completely sometime in the future. And as for the fullscreen, you can get the exacly same effect by pressing ALT+ENTER. The engine doesn't support any other type of fulscreen anyway.
Got a bug when I tried to harvest my precious potatoes farm, no notification about me getting the potato and no potato in my inventory. I forgot when I planted the seeds so maybe I took too long to harvest it and that caused the bug?
Edit: this is my second harvest, the first planting+harvesting works just fine so idk why it didn't work now
Thanks for reporting this.
It will take me some time to properly fix, but doing this might help you get around that error.
I tried it and it worked for me. Tell me if it does or doesn't work.
I checked and there is a bug that didn't make abomination kills count. I fixed it and I will release new version tomorow.
I don't feel good about you wasting all that time killing them, so I will implement a simple temporary "cheat" menu. I will add a command that will give you 200 abomination kills, so you won't have to go through all that again.
Finishing the game opens the "unlocks" option in the main menu. It looks like this.

It shows you a list of challenges you can try to complete in new save. Doing so unlocks something new, like an outfit, strong weapons or cheats. One of these challenges is to kill 200 abominations. You have only a year to do that (All challenges can be completed only in the first year.) and it takes quite some time to do so and because of that bug, all that time he spent killing them was for nothing. That's why I want to add that temporary cheat, so he can finish the challenge without having to that all over again in the new version.
The bug is fixed, but it still won't count the kills you had on your previous save, so you would have to kill them all over again. It's up to you though.
If you decide to use the "cheat" however, just go to the spot on the screenshot, interact with the picture and input the number you see there. It will give you 210 abomination kills, but nothing more. No XP, no money.

I will release new version in about 10 minutes.
The game asks you if you want to save your characters imprint at the ending section. Doing so saves all your stats and atributes, but not your skills you learned from other NPCs/ Things like basics of hunting and so on.
When you create a new character, go to the secret cave (It's right next to the bridge guard) and use the machine in the top right corner of the cave.
This will replace the stats of your new character with the stats from your old character. Replace is the key word here. It won't add them, it will replace them.
You can also use an imprint, get even stronger, finish the game and save that new imprint. Doing so will make your starting characters become stronger over time.
I think you can apply more states, but similiar states don't stack. For example, if there were two different skills lowering enemy attack by 10% and 20%, then using both of them would simply replace the earlier state. Same goes for damage over time.
I will try to fix burning enemies not showing up in bestiary, but it will take some time.


because I feel the older version Ghoul is much easier to defeat than the new version Ghoul when trying to get the fire blood stone and it's hard to get it inside the cave when the Ghoul comes like 5 minutes after I went in. I already know older version cannot be played in newer version "but what about playing newer version in older version?" I thought. And it looked like I can play my save file but then this happened.
The Ghoul sometimes still sprinting towards me like in the older version and not walking so idk if that's slow enough. The Ghoul walk slow at first but if I saved and loaded the save when the Ghoul is on the screen or near me it instantly starts sprinting towards me like when that ghoul inside the mineshaft attacked
Ghouls should work like this.
When you enter a cave, a hidden variable will start increasing by 1 every ten seconds. Once it reaches certain number, a ghoul will spawn. You will hear a sound to signalise that.
Ghouls are very slow, but they always know where you are and they will follow you untill you leave the area. Once they get close to you (about three tiles), they make a sound and start sprinting. Killing the ghoul makes it dissapear from that area, but entering it again will make him appear once more.
When you sleep or work, the variable resets and you can enter the caves again without ghouls appearing instantly. Each cave area also needs different value for that variable to spawn ghouls. Outer caves, like the beach cave or the rope cave spawn ghouls after about 100 seconds. Deeper cave, like the one with the bloodstone spawns one after about 50.
Bear in mind that this variable counts for all caves at once. If you spend 100 seconds in the beach cave, the ghoul will spawn. If you kill it and go to another cave right away, the ghoul in that cave will spawn instantly because you spent 100 seconds in the caves in total. Doesn't matter which one.
Ghouls pass through walls, because there is no pathfinding in the game yet. They would get stuck on anything otherwise.
They shouldn't be teleporting though. They only reset their position when you leave and enter the area and they incredibly fast once angered, but should be it. What exacly do you mean by teleporting?
I couldn't replicate ghouls teleporting around. They always spawned on one spot and then started slowly walking towards you. I was switching areas, killing them and leaving areas, passing a week and coming back and they always spawned at the same spot.

Is it a specific location that does that, or some specific action?
My theory is that because of the darkness and the fact that ghouls home on you from the start (They don't have a cone of vission like other enemies. They always know where you are and are always chasing you) makes them look like they are teleporting, which isn't the case when you get rid of the darkness.