Greetings, Fargoalians! Here are the links to download the most recent beta of Sword of Fargoal 2.
UPDATE! UPDATE! HUGE UPDATE! I have now updated ALL THREE BETAS with a bunch of requested bugfixes! Feel free to redownload and try them out! If you want to verify that you have the new version, from the main menu click “More…” and make sure the version number in the upper-left is 0.9.2.
Windows Beta – This version requires the most recent Visual C++ redistributable.
Linux Beta – To run this version you will need to install the following libraries: SDL 1.2, SDL Mixer 1.2, SDL Image 1.2, SLD Net 1.2 and Boost Filesystem.
For all betas, you’re going to want to delete your old savegames and settings before you run the new version. On Windows, this will be in “Documents > My Games > Sword of Fargoal 2”. On OS X, this will be in “~/Library/Applications Support” where ~ represents your home folder. If you can’t see this folder, open a Finder and go to the View menu. Select Go and type: ~/Library to open it.
Okay, let’s talk about the bug I’m having trouble squashing. Some of you are reporting that in certain resolutions, GUI elements like menus or the minimap aren’t positioned on the screen correctly. If you are having this problem, I’d very much like you to send me a save game and a copy of your settings file. You can find these on your computer in “Documents > My Games > Sword of Fargoal 2” on Windows.
If you find any bugs, please send me an email at anthony.salter@gmail.com with the word “Fargoal” in the subject line.
Thank you guys for your patience, and thanks to Ed Perkins and Rob Hammond for help troubleshooting these betas. Also Rob, you have the coolest email address ever.
The game works until I create a Hero and click “Start”. Then I get a Visual Studio error or something (but I can’t see the error itself even when clicking on the task at the bottom of the screen… It just crashes!)
It’s been the same thing with the previous version, when I tried it a few weeks ago. π
Running Windows 10 64-bit with 8 Gb RAM.
Hmmm….the first thing I’d like for you to try is deleting your previous saves and settings. Go to your documents folder and look in My Games and delete the Sword of Fargoal 2 folder you should have there. Then try again and let me know what happens. Thanks.
Hi i needed the Visual C++ Redistributable for Visual Studio 2015 x86 version for this to run. I removed the old directory in the My Game folder but still had problems. The Visual C++ Redistributable did the job for me.
https://www.microsoft.com/en-us/download/details.aspx?id=48145
Thanks, Ed. I guess that’s a side-effect of playing so many games…I always have all that stuff installed. I’ll edit the post to include this information.
On the Mac, you have to remove any old folder located at ~/Library/Applications Support (where “~” represents the Home folder) for Sword of Fargoal 2 before it launches smoothly. Those who might not be able to see this folder, use the Finder’s View Menu, select Go and type: ~/Library to open it.
Thanks, I’ll update the post with this information.
Linux version works, thanks so much (ubuntu 16.04).
I missed this game so much!!
Will be back with some more feedback as i try it out.
Good! I’m glad it worked.
I already have the VC++ Redistributable stuff installed on my computer (it won’t install the file you suggested, saying it’s already there)… AND I can’t seem to find any saved game, which is logical, since I never could run the previous version at all either.
So in short: HELP! π
Steph V., try this: Look in your Documents folder and see if you have a folder called “My Games”. If you don’t have one, create one with exactly that name and see if Fargoal runs. Please report back!
I had the same crash as Steph V.
But I got an errorsignature:
Problemsignature:
Problem Event Name: BEX
Application Name: Fargoal 2.exe
Application Version: 0.0.0.0
Application Timestamp: 577b9922
Fault Module Name: ucrtbase.DLL
Fault Module Version: 10.0.10137.0
Fault Module Timestamp: 556ebf74
Exception Offset: 00075054
Exception Code: c0000417
Exception Data: 00000000
OS Version: 6.1.7601.2.1.0.256.48
Locale ID: 1031
Additional Information 1: 3ebd
Additional Information 2: 3ebd5b2c433ad6f3701bcbb48e6d3c5c
Additional Information 3: df5c
Additional Information 4: df5c7614395ad12f8ea4c8bd95d38649
Creating a “My Games” did the trick. Thank you.
Thanks, Manfred, it’s nice to know for certain the cause of that error.
THANK YOU SO MUCH! Creating a “My Games” folder did the trick.
Now, guys, please make sure the next Beta or version DOES that when the folder does not exist. π
Thanks again!
just a random observation… π
it feels extremely tough to start out at least, many attempts with diff classes (and seemingly good rolls/stats) and i can barely make it past lvl 4-5
finished the original multiple times, just sayin.
either mobs hit way too hard, or traps .. or both. π
Poison traps are QUITE deadly, yeah, mostly before level 4. Some monsters also get critical hits pretty often and hit with 15-28 damage, while many characters have under 20.
First 4-5 levels should be a walk in the park so players get accustomed to the mechanics.
I believe I read in a previous email that the Fargoal Forums would be back up when this new beta came out. Is it somewhere other than the old one at http://forums.fargoal.com/ ? Or is this it? If so, some threading would be much appreciated.
Also, aren’t you supposed to sneak past known traps? I’ve been killed repeatedly by poison traps I knew were there, entered sneak mode, then promptly got myself poisoned to death.
I’m not complaining, just giving feedback. Thanks for the new beta! I’m having a blast!
Just knowing a trap is there doesn’t disarm it. Sneaking gives you a chance to not set off the trap, and that chance is directly related to the class you pick (with fighters having the worst chance, wizards and rangers slightly better, and rogues the best). While you’re standing on a trap you can try to disarm it, but you have a chance of setting off the trap again if you fail.
I’m going to rejigger the poison traps a bit during my bugfixing session tonight.
Ah, good to know. It used to be sneak was sneak. As a fighter, I’ve been batting 0/100. I realize you’re working on just getting 1.0 out the door, but it occurred to me that if you are on the adjacent block and set the trapped space to be your “look at” point, it would be nice to be able to attempt a disarm without actually stepping on the thing. Also, while I’m giving feedback, I’ve got a slight blue/green colorblindness, and it’s nearly impossible for me to tell the up stairs from the down stairs on the map. Might you increase their saturation to make them more easily distinguishable?
Thanks for the quick response!
I’ll talk to Jeff (since he’s the designer) but I think being able to disarm from the side might make it a bit too easy, especially since you can try to disarm over and over. There’d be no risk.
But I did go ahead and change the colors for up and down stairs; that will be in the next version.
You could simply keep the risk of triggering a trap (and its effect/s) valid, even on an adjacent square? Should not be too complicated, code-wise. This would simply avoid the first trigger by stepping on one… and you could make them harder to see for low-IQ characters. π
I like this idea. Knowing the trap is there should at least give you a shot at disarming it without setting it off, but if you do set it off, you still take the consequences.
Quick suggestions here: on PC, it would be nice to be able to just exit a menu when pressing ESC, not the whole game. Like then we’re managing inventory and stuff, I *always* press ESC because that’s what we do in pretty much any other game out there. Or enabling the “i” key to open the inventory would also be nice… unless you have other plans for the “i” key. π
Just 2 suggestions:
Could you please increase the carry capacity without being fatigued ?
After resurrecting at a temple it would be nice if the malus stats from traps (poisoned, sleepy etc) would be cleared.
But otherwise the latest beta is great !!!
Anthony the game crashes after the character creation. I didn’t save the log file this time. My question is about the VC redistributable. I have a June 8, 2016 file but it is of the x64 type. Do I need to use the x86 version if it exists?
Thanks. Glad this project is moving forward.
I’m so sorry I missed your comment, it got help up in moderation! If your game is crashing on character creation, make sure you have a “My Games” folder inside your Documents folder (this bug has been fixed but I haven’t updated the beta for you guys yet).
Yes, you will need the x86 redist but if you have the x64 you should have the x86…the installer should have installed both. Maybe you should redownload the redist (link is in the original post) and try again. Let me know how it goes.
Iβm having the problem with the mini-map falling off the bottom edge of the window on large levels. I just hit a Crypt on level 7 thatβs giving me the problem. Where would you like the save game and settings files sent?
Please send them to anthony.salter@gmail.com. Thank you!
This is looking and playing great, much more like Fargoal 1 than the previous versions, which is a good thing.
One thing I notice is that, four floors in on my first playthrough, I’ve pretty much exhausted any way forward/down into the dungeon. Unless I’m mistaken, the level design seems to have far fewer paths forward than in Fargoal 1, which tended to always give plenty of options forward. I’m also noticing less “tunnels” through walls reaching to other areas. Maybe this is just a quirk of the particular randomization of the current playthrough, but in case others are seeing the same thing. I’m seriously having to look for secret doors in the hopes of finding a way forward, but this dungeon feels like a dead end.
Last, how can Jeff be reached to get in on the iOS beta?
Can you send me that save so I can see what you’re seeing? If you could zip up your save directory and email it to anthony.salter@gmail.com I’d be grateful. If it really is a bug in the dungeon generation, that’s bad.
Just so you guys know, I’ve already cleared up a whole bunch of these bugs. I’ll be updating the beta version this weekend.
If you want to get in on the iOS beta, you can contact Jeff at support@fargoal.com.
Loaded the new 0.9.2 and the game works, but when pressing ESC from the main menu to exit the game, it crashes. Minor, but still…
Weird…I’ll look at it when I get home. Thanks.
Definitely an issue with game balance. One should not start out right beside a ‘Powerful” Ogre that kills you in 1 hit (went from 13 health to -23) and died as your first move.
Also, this latest update, i had a Thief character that had a base 18 DEX, 18 CON and 10 STR and found a +7 DEX ring and a +1 DEX ring in the first level. So I had a 26 DEX and was unable to open 2 barrels. Lost 3 knives and a metal shield to the barrels… Then on level 2 was killed by a “Powerful” Ogre in one hit.
Game doesn’t crash anymore. But I’Ve noticed that when you die poisoned or with another effect (toxic, etc.) in Squire mode, you resurrect carrying the effects, which might kill you again in a few seconds! π
Hmmm…okay, I’ll look at that.
Something else: I unchecked the “Play Fanfare” box… and the trumpet still plays when launching the game. Was it for that or did I miss something?
Hi – I was excited to finally try the beta yesterday (on Mac OS). By far the biggest playability problem is encumbrance: I mean the most fun part of the game used to be pushing forward to explore and find new equipment and trying to balance the risk of that exploration with the rewards of the new stuff. Now you can barely carry anything. Rogues and mages with low strength can’t even carry a full load of gold to a temple, and I had a fighter with 18 strength who couldn’t wear armor, a helm, carry a barrel lid shield, and a sword without being encumbered. I feel like the game would be stronger dropping this mechanic entirely or at least 2-3xing the carry capacities so you can get down to dungeon level 4 or 5 before you have to start making choices about what to leave behind.
Beyond that: one bug on Mac is when you create a new character and then try to resume the last quest where you just died it doesn’t work, and your just-rolled character is lost.
Something I found weird is knocking enemies to the ground (unconscious?) and then whacking them again for the kill. Somehow makes the combat feel more brutal/immoral. In a thoughtful game, that could be great, but in this game, you have to fight 1000s of enemies, and I don’t want to feel like the bad guy 1000s of times. If this is an important part of the game (e.g. because it allows enemies to recover over time or drink a potion if not killed) then I think the choice as to whether to leave the enemy unconscious or kill it should be more clear/obvious.
Another issue: waiting for your Wizard’s staff of striking to recharge is super boring. I understand the class should be high damage but weak and “running out of mana” is part of the balance/challenge. One way that many games deal with this is with an unlimited but weak magic attack compared to other classes, or a slower rate of attack than other classes. But the current recharge rate for staff of striking and ineptness of low level wizards for any other type of combat means a play loop of “shoot once, then run away, wait 20-30 turns, come back to shoot again.” This is neither fun nor challenging, so the balance isn’t right.
Re: the whacking of unconscious/disabled enemies — to be fair, they do the same thing to you. I don’t know if that’s a necessary thing in terms of your being able to drink a healing potion before getting snuffed.
First bug in the new ios beta: I was killed by a dwarven guard, but told I had been killed by a barbarian. Otherwise, looking good!
I’ve been playing the Linux version and have hit a couple of glitches. I just ran across a case where I went down a staircase and found myself in an area with no upwards staircases. There are a couple of downwards ladders elsewhere in the area, so I might be able to find some other way back to where I belong.
The room that I arrived in was one of those with many traps. Hypothesis: the up staircase is masked by one of the traps.
A couple of weeks ago I had a situation where going down one particular drain caused the game to freeze. Repeatable * 3. I got frustrated and deleted that game — it didn’t occur to me until afterwards that I should have reported the problem to you and saved the data. Sorry about that. I can only speculate that my character was dropped onto a location that was obstructed, that he couldn’t actually land there for some reason.
Triggering some kinds of traps in the course of trying to disarm them doesn’t cause additional damage or otherwise repeat the effect. Flame traps, ceiling traps, flash traps. Traps that have an area effect behave as expected when triggered during attempts to disarm.