Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Sucks cuz outside of that, the map is really engaging
Also we have two quests overlapping each other in the quest section.
Any ideas?
Was an awesome experience, that a great adventure! LOVE IT ! Thanks so much
We did run into a couple of bugs,
The door to the NW of Vita camp bugged for us, which also seemed to bug Fireseed Farms from opening (after we noclipped through the door to progress)
And in case anyone is confused after you sign the paper and need more dingovites, this was posted by the dev on the forums.
It appears to me that we didn't put in any actual objective text there, which is something I now intend to add. The objective text that should read at this point for you is something along the lines of, "Seat at least three members at the Dingo table in Dingo keep.".
You can get certain NPCs to sit at the table by completing their quests. Hunter, David, Jim, and Kress can all sit there I think (and maybe Commander Jooby I can't remember). David can be found at his house West of Dingotown (depending on the game state), Jim can be found within the tavern, and Kress can be found at his Pizza shop in the Southern portion of Dingotown.
Have you looked for any destructable walls? I know i had to pass one to get into a spider alcove which eventually lead through to be get behind some of the rubble.
https://steamuserimages-a.akamaihd.net/ugc/868493592239368609/83BE03A4B03FE47932CEB0C5A443620057E04126/
https://steamuserimages-a.akamaihd.net/ugc/868493592239368782/72F210193FFE0AA0A31D6152709AC21791B36BB1/
https://steamuserimages-a.akamaihd.net/ugc/868493592239368986/584F731E2EA26C378ADA50221927B5DDCEFA8E09/
https://steamuserimages-a.akamaihd.net/ugc/868493592239368885/516C1E6DBB67B3B6DB0A492DBC9B9681D34D0388/
https://steamuserimages-a.akamaihd.net/ugc/868493592239369080/DE1DFC71604C15521F567D405F3445374FEBF045/
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1126399660
It's clear the runes slow the respective fireball they're alined with, which makes passing them much easier to pass by each one, but there's no way to activate the 'inner' runes without atleast one extra player.
The reason for this, is it's impossible to get around the 'outer' runes without activating them, and due to the golden key at the end of the cart's track, i think it's mandatory to do this.
Am i missing something, or am i going to have to deal with the fast-firing fireballs for the middle and hope for the best?
I'll take a look at this today for you.
Mordakai, I know it is extremely vague. It's something that for now I'm using as a "thanks for bringing this bug to our attention" reward by giving people the solution.
I think I'll add some more hints though so its more possible to figure out on your own.
I'm going to have to look into this further and maybe rework the design in this spot.
Graham and I are pretty busy right now working on a different project, but I plan on cleaning this up next chance I have.
There should be a new build getting pushed soon that addresses the problem I originally thought was the extent of it all. If it fixes stuff, great, but if you guys continue to have problems please keep sounding off.
If not I'll give you guys who posted about it here the code for a secret room you encounter later in the game for your trouble.
Thanks again for playing.
The quality is incredible. Didn't run into any flickering textures or anything like that. Both the art and the music were phenomenal, really selling the story as opposed to the arcade that's vanilla Hammerwatch. An amazing map. I kind of wish it were a DLC so that more people would play it :p
I'm not exactly sure where the bug you mentioned is. Could you elaborate?
I did (literally) run into a bug where there was an invisible wall keeping me from meeting The Hunter outside the dungeon to the north for the first time. Bypassed this by launching the save in the debug version of the .exe and turning on noclip. Thank you to whoever it was out there in the aether that recommended this fix.
Aside from that one bug the rest went smooth. Loved the variety in all the different areas and I think there was still at least one puzzle I never solved.
Super Duper Spoiler (no peeking):
The (secret?) room near the end that can spawn mini-bosses endlessly got my paladin so fed. Like eye-popping roid rage fed. Everything after that room was hilariously easy.