Thanks a lot for the feedback! Don't hesitate to use the in-game form to send me a message, this way I should receive your save and check why it's taking so much time to start actions, as it's clearly not normal that it takes so much time!
Fenrir
Creator of
Recent community posts
Hi everyone,
I'm starting an open dev process for my current project:
https://fenrir.itch.io/edge-islands
I'm looking for feedback about the current state of the game, I've been working on it for a year now. So if you're into colony management games or tacticals, don't hesitate to give it a try and tell me what you think of it!
Really glad that you find the new difficulty more balanced! :)
And thanks a lot for the other comments, it's noted! About more rythm based mini games, yes it will definitely be for the skills. In the current version it's really just some first place holders, but the idea is clearly to go for more advanced rythm mini games for them.
Thanks a lot, I've been able to reproduce and correct it! And really sorry for the issue, progress breakers also break my heart... :/ In those cases, the only manipulation possible is to go into your save folder ("C:\Users\<your_user>\AppData\Roaming\Wanderer\saves\Main" on Windows), remove the "Profile 1" file and rename the "Profile 1.old" to only "Profile 1", and you'll revert to your previous save. BTW I should probably keep a bigger history of saves to be sure to be able to revert to a working one if it happens.
Just pushed the Alpha 0.1146 version fixing the first issues reported:
- Fixed a crash in combat mode.
- Fixed an issue causing interactions to not be properly closed when dying while it's open.
- Fixed a manipulation issue with keyboard/mouse causing to select unintentionally the first item with the combine interaction.
- Improved the bunk interaction to display the text before updating the health and possibly dying with the boots part.
The current behavior is to not play again the full cutscene if you already went through it a first time. Having the glass shard or not won't change the beginning of it and will impact the scenario only when the convict will attack Rook.
But yes, we can probably replay it entirely when you come with the glass, we'll think about it!
Hmm it's not a bug, it's just that the ambient dialogue (a dialogue not preventing the player to move) is not super well timed. A solution can be to stop it when we leave the scene where it was triggered but it can lead to missing a part of it unintentionally. A better solution will be for us to try to trigger them in better suited locations...
Hehe it's not really a bug, actually when searching the boots, some branches can lead to loosing health, and so, you can die during the interaction and being sent back to the last save... And as currently it's a bit brutal when you die (black screen and direct reload), the transition is far from optimal. And I also just noticed that you won't even have the text displayed explaining why you lost some health in this case, so yeach I'll fix this.
But I'm not sure to understand the "selecting the search options was making Rook walk around too" part. It happened after the droid fight in the security room? And what do you mean by "walk around"?
Hmm it's definitely not normal but I'll probably need a bit more context for this issue, I can't reproduce it so far.
You started a combat without full health, right? Retrying should restore ou state at the beginning of the combat, but exiting and loading should restore your state before the combat started and before you started the interaction leading to the combat. So on which combat it happened? And wat was your state when reloading the save?