I would first like to thank everyone who participated in our first and second survey. We honestly didn't think we would get as many responses as we did. This data has been critical to us in making our decisions about how we are going to move forward and we appreciate your involvement. Instead of detailing it all here, I've made a post on the community page at the link below. Results Open Realms is a small team, and by that I mean it's just myself and Dave. Our first game Forge Quest took us four years to develop and in that time we learned quite a bit about ourselves, the community, and also plenty about game design. What we originally planned for our game all the way back then is very different then the game we ended up with. We are quite proud of what we made, yet there are many ideas that have been left unexplored. After a few months from officially releasing Forge Quest, things began to settle down and we started to come back to some of our old ideas. We saw all the things we weren't able to do and finally had the time to begin exploring them. However, we quickly realized although these ideas are great, they would fundamentally change Forge Quest into a completely different game. It would be unfair of us to destroy the experience people already enjoy and we have worked so hard to create. This is why we decided to take everything from Forge Quest and began working on it as a new title. Set in the same world and very close to in spirit to Forge Quest, but not a direct sequel. (Unofficially we call it Forge Quest 2: The Search For More Chickens). Without promising anything, because anything might change as we design, I will share with you where our heart is with this new project. First and most importantly we want to make the Forge Quest experience one of an open world. We want to achieve this is two major ways, both geographically as well as in the core of gameplay. Our plans currently revolve around a large procedurally generated continent that will feature towns, quests, and points of interest to explore. This will also focus on varying types of terrain that may require tools like hang gliders, grappling hooks, or mounts to traverse. There will still be a large focus on combat and dungeons with challenges for you and your friends. However we would also like to introduce gameplay elements that give you choices in how you play. Things like sneaking, thievery, merchant trading, and other unique ways to interact with the world. Our hope is to edge away from stat grinding and more towards activities that are enjoyable to play. Last but not least, we want to feature more story and culture surrounding the land. This may be done in quests, NPCs, towns and other significant locations. Our hope is that we can make the continent into a living and breathing place where you get to explore and learn to love. We have a million ideas we would love to see implemented, but already the above is quite a bit of task for us to do. (Honestly I'm stressed just writing all of this, but I know we can do it. :D) This project has been underway actually for a few months now. We have been exploring story writing, world building, game play design, artistic assets, just about everything under the sun. Right now we are still focused on the core of the technology that will end up running all of our content at the end of the day. We can leverage a lot of our previous technology and the lessons learned to make this project not take nearly as long to develop as before, but we don’t want to give out any dates or deadlines at this time. As we move forward with developing this project we want to keep the community involved as much as possible. Heck, we are making the game for you guys so who better to be involved. Expect that we will be posting news here, but we are going to start moving more of our spoiler content to other sources. We likely will end up with a development blog, however for the time being we will be using the sub-reddit at the link below. reddit.com/r/forgequest If you guys do have any questions about the new project, or simply want to just talk about ideas you would love to see please post on the sub-reddit for now. We will be actively looking at it and will love to communicate directly. Both Dave and I thank you for everything and we are glad that you are part of the Forge Quest community. We hope that we can continue to develop content that brings enjoyment and perhaps even a smile. - Chase & Dave
I would first like to thank everyone who participated in our first and second survey. We honestly didn't think we would get as many responses as we did. This data has been critical to us in making our decisions about how we are going to move forward and we appreciate your involvement. Instead of detailing it all here, I've made a post on the community page at the link below. Results Open Realms is a small team, and by that I mean it's just myself and Dave. Our first game Forge Quest took us four years to develop and in that time we learned quite a bit about ourselves, the community, and also plenty about game design. What we originally planned for our game all the way back then is very different then the game we ended up with. We are quite proud of what we made, yet there are many ideas that have been left unexplored. After a few months from officially releasing Forge Quest, things began to settle down and we started to come back to some of our old ideas. We saw all the things we weren't able to do and finally had the time to begin exploring them. However, we quickly realized although these ideas are great, they would fundamentally change Forge Quest into a completely different game. It would be unfair of us to destroy the experience people already enjoy and we have worked so hard to create. This is why we decided to take everything from Forge Quest and began working on it as a new title. Set in the same world and very close to in spirit to Forge Quest, but not a direct sequel. (Unofficially we call it Forge Quest 2: The Search For More Chickens). Without promising anything, because anything might change as we design, I will share with you where our heart is with this new project. First and most importantly we want to make the Forge Quest experience one of an open world. We want to achieve this is two major ways, both geographically as well as in the core of gameplay. Our plans currently revolve around a large procedurally generated continent that will feature towns, quests, and points of interest to explore. This will also focus on varying types of terrain that may require tools like hang gliders, grappling hooks, or mounts to traverse. There will still be a large focus on combat and dungeons with challenges for you and your friends. However we would also like to introduce gameplay elements that give you choices in how you play. Things like sneaking, thievery, merchant trading, and other unique ways to interact with the world. Our hope is to edge away from stat grinding and more towards activities that are enjoyable to play. Last but not least, we want to feature more story and culture surrounding the land. This may be done in quests, NPCs, towns and other significant locations. Our hope is that we can make the continent into a living and breathing place where you get to explore and learn to love. We have a million ideas we would love to see implemented, but already the above is quite a bit of task for us to do. (Honestly I'm stressed just writing all of this, but I know we can do it. :D) This project has been underway actually for a few months now. We have been exploring story writing, world building, game play design, artistic assets, just about everything under the sun. Right now we are still focused on the core of the technology that will end up running all of our content at the end of the day. We can leverage a lot of our previous technology and the lessons learned to make this project not take nearly as long to develop as before, but we dont want to give out any dates or deadlines at this time. As we move forward with developing this project we want to keep the community involved as much as possible. Heck, we are making the game for you guys so who better to be involved. Expect that we will be posting news here, but we are going to start moving more of our spoiler content to other sources. We likely will end up with a development blog, however for the time being we will be using the sub-reddit at the link below. reddit.com/r/forgequest If you guys do have any questions about the new project, or simply want to just talk about ideas you would love to see please post on the sub-reddit for now. We will be actively looking at it and will love to communicate directly. Both Dave and I thank you for everything and we are glad that you are part of the Forge Quest community. We hope that we can continue to develop content that brings enjoyment and perhaps even a smile. - Chase & Dave
We are back with another survey for the community. This time we want to ask some direct questions about your play style and opinions about Forge Quest in an open world setting. We can't wait to see what you have to say. Proceed to the survey here! Thank you again for time. Here at FQ headquarters we have been working and tinkering harder then ever to make new great experiences. We have messed around with a lot of technology and ideas and are eager to show you more as we can. If you would like to ask us questions directly or otherwise be involved in the community we invite you to our reddit page here. May the chickens be ever in your favor, - Chase & FQ Team
We are back with another survey for the community. This time we want to ask some direct questions about your play style and opinions about Forge Quest in an open world setting. We can't wait to see what you have to say. Proceed to the survey here! Thank you again for time. Here at FQ headquarters we have been working and tinkering harder then ever to make new great experiences. We have messed around with a lot of technology and ideas and are eager to show you more as we can. If you would like to ask us questions directly or otherwise be involved in the community we invite you to our reddit page here. May the chickens be ever in your favor, - Chase & FQ Team
As Open Realms moves forward we want to make sure that our efforts are spent making the best game we can. This can be a difficult task, but we have found that keeping an open ear to the community is the best way to proceed. In our effort to continue this, we created a survey asking about your experiences with FQ as well as what features you may want to see in the future. We want to hear what you have to say and would appreciate if you would take some time out of your day to let us know. Survery Link Thank you for being a member of our community. We will continue to strive to bring your fun and entertaining moments! - Chase
As Open Realms moves forward we want to make sure that our efforts are spent making the best game we can. This can be a difficult task, but we have found that keeping an open ear to the community is the best way to proceed. In our effort to continue this, we created a survey asking about your experiences with FQ as well as what features you may want to see in the future. We want to hear what you have to say and would appreciate if you would take some time out of your day to let us know. Survery Link Thank you for being a member of our community. We will continue to strive to bring your fun and entertaining moments! - Chase
Added a little Halloween content right in time for the end of the month. In the swamp overworld there is now a graveyard, check it out and you might find some spooky things. Note: To get to the content you will either need to rebuild the world from the character select screen. We also did a few minor fixes. The main one being that poison no longer makes mobs produce more loot. As always, if you have any questions or experience any issues with the game please let us know. E-mail us at support@forgequestrpg.com or let us know on the forums. Have a Happy Halloween!
Added a little Halloween content right in time for the end of the month. In the swamp overworld there is now a graveyard, check it out and you might find some spooky things. Note: To get to the content you will either need to rebuild the world from the character select screen. We also did a few minor fixes. The main one being that poison no longer makes mobs produce more loot. As always, if you have any questions or experience any issues with the game please let us know. E-mail us at support@forgequestrpg.com or let us know on the forums. Have a Happy Halloween!
A number of bugs have been resolved. We thank the community for letting us know about these issues.
Bug Fixes
- Fixed crash with lockpick minigame - Added fix for character becomming stuck if they die and then kill the boss while dead. (It's possible) - Fixed issue that could cause crash when drag/dropping item - Fixed items that have procs not retaining those procs after saving/loading the character - Fixed issue that caused dropped item on OSX to sometimes be invisible - Fixed crash when you die but spawned chickens are still attacking for you
Small Additions
- Ability to quick buy/sell with shift key and single left click As always, if you have issues with the game please feel free to let us know on the forums or e-mail us directly at support@forgequestrpg.com.
A number of bugs have been resolved. We thank the community for letting us know about these issues.
Bug Fixes
- Fixed crash with lockpick minigame - Added fix for character becomming stuck if they die and then kill the boss while dead. (It's possible) - Fixed issue that could cause crash when drag/dropping item - Fixed items that have procs not retaining those procs after saving/loading the character - Fixed issue that caused dropped item on OSX to sometimes be invisible - Fixed crash when you die but spawned chickens are still attacking for you
Small Additions
- Ability to quick buy/sell with shift key and single left click As always, if you have issues with the game please feel free to let us know on the forums or e-mail us directly at support@forgequestrpg.com.
Today's update fixes a number of bugs that had been brought up to us on the forums.
Fixes
- Fixed several achievement bugs. A few were brought up that had individual issues. There was also an issue with achievements not working the first time you created a character.
- Improvements have been added to the Inventory widget which was causing slowdowns. These changes should fix the issue.
- Added ESC command back to the pop-up dialogs so that they close properly.
- Now able to shift-click in inventory to perform action that normally would happen with double click.
Today's update fixes a number of bugs that had been brought up to us on the forums.
Fixes
- Fixed several achievement bugs. A few were brought up that had individual issues. There was also an issue with achievements not working the first time you created a character.
- Improvements have been added to the Inventory widget which was causing slowdowns. These changes should fix the issue.
- Added ESC command back to the pop-up dialogs so that they close properly.
- Now able to shift-click in inventory to perform action that normally would happen with double click.
With a few extra tweaks we finally decided to release the beta features branch that we have been working on to the main branch. Below are the most major ones of note.
Endless Dungeon
A new gametype "Endless" is now available to all characters. This mode allows you to endlessly travel the dungeons, without any story or overworld to get in your way. Each level is random from the dungeon types in the game, and every 5 levels you will fight a random boss.
Monster Difficulty
When in game, you are able to choose a monster difficulty modifier from the options menu. This modifier affects the damage monsters both give and receive. A great tool for players who want a little more or less difficulty to the game.
Character Balancing
A large number of items and abilities have been modified to bring balance to some of the builds available. You are still able to make quite powerful characters, but some strategies will take a bit more work then previously needed.
Monster Balancing
A number of monsters have been modified to fit the game better. Some of these being minor tweaks, but also more advanced features like combat circles, they make melee combat with a large number of melee monsters more engaging. If you experience any issues with the game or otherwise have questions feel free to let us know here or e-mail us directly at support@forgequestrpg.com
With a few extra tweaks we finally decided to release the beta features branch that we have been working on to the main branch. Below are the most major ones of note.
Endless Dungeon
A new gametype "Endless" is now available to all characters. This mode allows you to endlessly travel the dungeons, without any story or overworld to get in your way. Each level is random from the dungeon types in the game, and every 5 levels you will fight a random boss.
Monster Difficulty
When in game, you are able to choose a monster difficulty modifier from the options menu. This modifier affects the damage monsters both give and receive. A great tool for players who want a little more or less difficulty to the game.
Character Balancing
A large number of items and abilities have been modified to bring balance to some of the builds available. You are still able to make quite powerful characters, but some strategies will take a bit more work then previously needed.
Monster Balancing
A number of monsters have been modified to fit the game better. Some of these being minor tweaks, but also more advanced features like combat circles, they make melee combat with a large number of melee monsters more engaging. If you experience any issues with the game or otherwise have questions feel free to let us know here or e-mail us directly at support@forgequestrpg.com
Pushed a small update to fix a few things that were brought up in the beta features branch. - Fixed, error when rebuilding or creating a new world for an existing character. - Fixed, you can now get through doors without lockpicks. This was needed since in endless mode you could be immediately put into a dungeon with locked doors but no lockpicks, or worse run out. Lockpick game still exists, but rewards XP depending on number of theoretical lock picks you break. Fixed, minor typos in some text. As always, if you experience any issues with the game please let us know on the forums or e-mail us directly at support@forgequestrpg.com.
Pushed a small update to fix a few things that were brought up in the beta features branch. - Fixed, error when rebuilding or creating a new world for an existing character. - Fixed, you can now get through doors without lockpicks. This was needed since in endless mode you could be immediately put into a dungeon with locked doors but no lockpicks, or worse run out. Lockpick game still exists, but rewards XP depending on number of theoretical lock picks you break. Fixed, minor typos in some text. As always, if you experience any issues with the game please let us know on the forums or e-mail us directly at support@forgequestrpg.com.
Another update to the beta features build. The endless feature has been working good, so it's likely that as long as no other issues creep up we will be soon releasing all of this to the main branch.
Changes
- When in endless dungeon mode, down stairs will now ask if you want to go down a level or stay on the same. If you stay on the same, it will generate a new level at the same depth and monster power. - A new melee pursue/attack logic has been implemented. Most melee only enemies now use this logic. Instead of all piling in and attacking, they will engage you in a battle circle, and only a few at a time will come forward to attack you. Most noticeable in large groups of melee enemies.
Bug Fixes
- Fixed boss fights in story mode - Fixed issue that prevented a lot of misc gear from dropping. From now on you should start seeing a lot of other interesting gear appear that wasn't there before. - Shield now correctly displays big numbers in hover inspector - Fixed, having block & interact bound to the same key will no longer interfere with entering houses/dungeons - Fixed, dying when blocking would make the character stay in idle animation - Fixed, default button in input prefs didn't work - Fixed, stag beetle was doing huge amounts of damage
Another update to the beta features build. The endless feature has been working good, so it's likely that as long as no other issues creep up we will be soon releasing all of this to the main branch.
Changes
- When in endless dungeon mode, down stairs will now ask if you want to go down a level or stay on the same. If you stay on the same, it will generate a new level at the same depth and monster power. - A new melee pursue/attack logic has been implemented. Most melee only enemies now use this logic. Instead of all piling in and attacking, they will engage you in a battle circle, and only a few at a time will come forward to attack you. Most noticeable in large groups of melee enemies.
Bug Fixes
- Fixed boss fights in story mode - Fixed issue that prevented a lot of misc gear from dropping. From now on you should start seeing a lot of other interesting gear appear that wasn't there before. - Shield now correctly displays big numbers in hover inspector - Fixed, having block & interact bound to the same key will no longer interfere with entering houses/dungeons - Fixed, dying when blocking would make the character stay in idle animation - Fixed, default button in input prefs didn't work - Fixed, stag beetle was doing huge amounts of damage
This update to the beta branch now includes our initial implementation of the endless dungeon mode. This mode will let you travel the dungeons endlessly, a random level being chosen each time, with a random boss on every 5th level. You can switch back and forth from endless mode to story mode as you wish. If you wish to check out these features you will need to opt into the beta features branch. If you plan to do this BACK UP YOUR CHARACTERS! To do this. - Right-click Forge Quest in Steam and select Properties - Go to the Local Files tab - Select Browse Local Files - Copy the /characters and /worlds folder to somewhere safe Keep in mind the beta features branch is for Windows only, when the features are released they will be for all platforms. The beta branch has been moved to "beta_features", no password required. To access this follow these steps... - Right-click Forge Quest in Steam and select Properties - Go to the Betas tab - In the drop down list, select "beta_features" - Steam should then update you to this branch
Changes
- Endless dungeon mode added.
- Runes can now be combined with all colors again, however opposite colors give a smaller amount of value.
- King Frost Wolves no longer heal each other, only other monsters
- Wolf spawn caves now spawns 3 total, and goes away when done
- Beetle spawn now spawns 5 total, and goes away when done
- Armor pierce runes & perk have been buffed.
- Monsters now just have armor or no armor, not variable (light/med/heavy)
- Re-balanced monster armor, much less noticeable in earlier difficulties
This update to the beta branch now includes our initial implementation of the endless dungeon mode. This mode will let you travel the dungeons endlessly, a random level being chosen each time, with a random boss on every 5th level. You can switch back and forth from endless mode to story mode as you wish. If you wish to check out these features you will need to opt into the beta features branch. If you plan to do this BACK UP YOUR CHARACTERS! To do this. - Right-click Forge Quest in Steam and select Properties - Go to the Local Files tab - Select Browse Local Files - Copy the /characters and /worlds folder to somewhere safe Keep in mind the beta features branch is for Windows only, when the features are released they will be for all platforms. The beta branch has been moved to "beta_features", no password required. To access this follow these steps... - Right-click Forge Quest in Steam and select Properties - Go to the Betas tab - In the drop down list, select "beta_features" - Steam should then update you to this branch
Changes
- Endless dungeon mode added.
- Runes can now be combined with all colors again, however opposite colors give a smaller amount of value.
- King Frost Wolves no longer heal each other, only other monsters
- Wolf spawn caves now spawns 3 total, and goes away when done
- Beetle spawn now spawns 5 total, and goes away when done
- Armor pierce runes & perk have been buffed.
- Monsters now just have armor or no armor, not variable (light/med/heavy)
- Re-balanced monster armor, much less noticeable in earlier difficulties
This patch has a whole bunch of fixes that we have been able to resolve over the last week. As always if you experience issues with the game please let us know on the forums or e-mail us at support@forgequestrpg.com.
Fixes Major
- Fixed, bug that prevented some individuals with Intel sixth generation processor unable to play the game. Keep in mind that although some sixth generations can play the game, they are below the minimum system requirements and may still experience issues.
- Fixed, 3D Audio listener positions were off, causing right/left channels to be flipped
- Fixed, If you die, you could go to the main screen and spawn back in your death location instead of town.
- Fixed, if static monsters like ferns have teleport, their physics used to stay in place
- Fixed, “shadow impostor” ability now does damage again. Adjusted - hawk adjusted slightly to allow for a little more range from player.
- Fixed, Projectiles would stop at fire traps
- Fixed, Pets would attack fire traps
Fixes Minor
- Fixed, weren't able to exit from the game options menu with ESC
- Fixed, When you have the journal up, you could type on the keyboard and the letters appear in the journal.
- Fixed, Typo in skeleton in bureau - In the other he holds…
- Fixed, teleporting monsters would sometimes flicker on screen
- Fixed, spider eggs and spiders during megapede fight don’t stick around if you come back.
Balancing
- Runes can only be combined with runes of same color
- Rune combine costs reduced by half
Overview
We have been working on hard on bringing balance back to the land of Shmoop. From feedback we received we have changed items, numbers and some aspects of the game. Before pushing these changes live, we wanted to get feedback from those uses and have put up these changes on a special build.
How To Test
This Beta is for Window only. If you are interested in testing your more then welcome. You will want to listen to these instructions as they will guide you through the process. Before making any changes, back up your character and world files. Just copy them to your desktop or other accessible location for later. Also, cloud storage has been turned off on this version as to not conflict with your cloud storage characters. To get to your save files...
- Right-click Forge Quest in Steam and select Properties
- Under the Local Files tab, hit the Browse Local Files button
- The application folder will open, from there you will see a /characters and /worlds file
- Copy these files somewhere safe for backup.
- Right-click Forge Quest in Steam and select Properties
- Go to the Betas tab
- Then from the drop down box, beta features
- Steam will then automatically update you to this version
Feedback
The whole point of this is for people to give us feedback on the changes and if you think we came closer to balancing the game. So if you participate in this beta, please let us know your thoughts and experiences. We encourage people to test their current characters as well as making a new character, both is useful feedback for us. Give feedback here http://steamcommunity.com/app/249950/discussions/0/615086038672205057/ Or e-mail us directly at support@forgequestrpg.com
Changes
Items - critial amount, critical chance, weapon damage, melee weapon damage, ranged weapon damage, ability damage have been reduced across all items. Runes - Critical Chance 1% - 10% max - Critical Amount 4.5% - 45% max - Weapon Damage 1.5% - 15% - Melee Weapon Damage 2.0% - 20% - Ranged Weapon Damage 2.0% - 20% - Ability Damage 2.5% - 25% - Gold 10% - 100% Perks - Master Craftsman reduced ( 1.2% - 2.5% - 5% ) - Melee/Ranged Mastery reduced (10% - 20% - 30%) - Farshot Reduce (10% 20% 30%) Maximum range increased from 15 to 20 - Tactician (10% 20% 30%) Other - Monster Health has been increased across difficulties (was max +600%, now is max 1000%) - Monster Damage has been increased across difficulties (was max +250, now is max 300%) - Monster Health & Damage now scale slightly across a difficulty starting at 5 levels in - Critical Immune monster mod added - Bosses now naturally have critical immunity %, scaling from 50% to 95% - Runes can only be combined with runes of similar color (This should add more randomness to what builds you can do... right now we believe it's too easy to get an exact build) - The number of runes required to gain runes levels has been reduced by half (Because of the above, we had to reduce the total you need to combine) - Gold costs to forge item above your level increases much faster (Wanted to keep forged items closer to your level... not +10 level from your own)
Another group of bugs that were fixed. As always, if you experience any issues with the game please let us know on the forums or contact us directly at support@forgequestrpg.com.
Major Fixes
- Fixed, freeze when dragging items. Happened in chest, store, inventory.
- Fixed, OpenGL issue that prevented some Linux users from playing.
- Fixed, possible crash when setting graphics prefs and no resolutions were returned.
- Fixed, possible crash when a choice dialog closes.
- Fixed, possible crash in pathfinding code.
Minor Fixes
- Fixed a number of items/buffs that had incorrect icons
- Fixed a few places where pop-ups would not return to proper view context. Making you back out from the menu to continue when using keyboard/controller.
- Fixed, pets being removed from the level when you swapped their items in the quickbar menu.
Changes
- Added confirmation dialog for making a Hardcore character.
The last patch earlier today created a black screen bug when trying to load a character while in full screen. We have fixed this issue and posted this patch to resolve the issue. We severely apologize for the trouble this may have caused any individuals and appreciated your patience as we worked on the solution. If you do experience any issues with the game please let us know on the forums or e-mail us directly at support@forgequestrpg.com.
Another quick patch with some bug fixes. As always, if you experience any issues with the game please let us know on the forums or by e-mailing us directly at support@forgequestrpg.com.
Bug Fixes
- Notifications now fade away as intended.. Journal entry notifications will go away upon zone change as intended.
- Fixed bug that could cause crash if you were dragging an item in your inventory and something auto closed the menu, like dialogue or dyeing.
- Fixed crash that could happen if a dialog was open and and something auto closed the menu, like dialogue or dyeing.
- Fixed crash that sometimes happened upon closing the match three game dialog. Was thread lock issue, could have caused other crashes as well.
- Fixed, OS cursor would show back up when using controller.
- Fixed typo in king dumblebee text
Changes
- Match three game now deactivates per player, so another player won't prevent you from using a harvest node in a multiplayer setting.
Fixed a number of bugs that were reported by users. As always, if you experience any issues with the game please let us know on the forums or e-mail us directly at support@forgequestrpg.com.
Bugs Fixed
- Fixed: XP above current level was lost when you exit the game
- Fixed: Unable to interact with push blocks with the controller
- Fixed: Game freezes when you try to enter a house if the interact button is mapped to the block button
- Fixed: Controller, in main menu, popup dialog does not return focus if you choose cancel
- Fixed: Crash that could happen when you attempted to exit the game during certain screen fades. Most notable was if you attempted to get to the main menu while the death fade was animating.
- Fixed: When you go into the socket menu, then back out, the scroll area doesn't work
Another quick patch to fix a number of issues that cropped up. As always, if you experience any problems please e-mail us directly at support@forgequestrpg.com or let us know on the community page.
- Fixed freeze that would happen when in full screen. This was something being caused by SDL when we updated to the latest version.
- Mouse will now always be captured when play as character. Before you could trick the application with alt-tab and make the mouse capture not work properly.
- Spent a little time optimizing parts of the UI. This should make the inventory run a bit smoother when there are many items.
A critical bug that prevented people from being revived in multiplayer was brought to our attention, so we fixed it and pushed it out. As always, if you experience any issues with the game please e-mail us at support@forgequestrpg.com or contact us directly on the forums.
This update contains a number of key bugfixes, added controller support as well as a pathing change to OSX which you should read about. As always if you experience any issues with this build please e-mail us at support@forgequestrpg.com or on the forums directly.
Mac OSX - Characters
Okay, so this is important to all mac users. In this version we had to make a change that modified the application name. This change means that any characters you don't already have in cloud storage may not show up when you start the game after this update. Don't worry, your characters still exist, but you will need to move them manually. Below is the forum post describing how to do this. http://steamcommunity.com/app/249950/discussions/0/613958868350221652/
Controller
- Added controller mappings, allowing the app to detect common controller configs. This means in most cases, people won’t need to configure their controller settings unless they want to change the default arrangement. Before you had to almost always change it.
- Controllers now work in menus regardless of settings, as long as we can detect the controller setting.
- Added two axis controller configuration. This is likely prefered for controllers, since it allows much better aiming for ranged weapons.
Small Content
- Icon added for linux exe
- Made floor spikes a little more responsive, new sound
Fixed
- Fixed a application freeze resulting from opening the inventory UI. This happened in a few instances, stores, sockets, house chest, ect.
- Fixed bug that caused cursor to get lost when modifying your inventory contents.
- Added fix which should add better OpenGL compatibility with Linux mesa drivers.
This patch has a number of bug fixes reported by the community. As always, if you experience any bugs/crashes/glitches with the game please let us know! You can e-mail us directly at support@forgequestrpg.com or on the community pages.
Fixed - Major
- Fixed crash caused by the kobold bouncer in front of the fire dungeon entrance
- Fixed door generation issue in fire dungeon, because of this we are forcing world rebuild
- Fixed bug that happened if a player was dead/fainted right as a boss died. The player would be appear to revive, but would be unable to move or go anywhere. Also, as part of this change, characters who are fainted will have their timer stop until they are no longer in dialogue.
Fixed - Minor
- Friends to join will no longer show in the list if they are in a single player game. Previously they were, but you were not able to connect to them.
- Found at least one user was crashing on the stats menu page. Wasn’t able to reproduce locally, but added a few checks that should fix the issue. If you experience crash, or any crash, this please let us know.
Forge Quest
2015-05-29
Action Indie RPG Adventure Singleplayer Multiplayer Coop
Game News Posts 30
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Very Positive
(442 reviews)
http://www.forgequestrpg.com
https://store.steampowered.com/app/249950 
The Game includes VR Support
Forge Quest Linux Depot [195.09 M]Forge Quest Linux 32 Bit Depot [191.42 M]
Long after great wars ravaged the land of Shmoop, a balance has been reached as both sides agreed to regulate all hero and villain related activities. This system flourishes as it creates the economic stability the land needed, and from it the great bureaucracy rose to rule over the land.
After many years from the system's inception, you step onto the scene. A strapping young adventurer who, after being dropped off by your parents, set off to obtain your Hero license from the kingdom. Although eager to claim your title, your path is full of danger as you must first prove yourself in the dungeons below. You also soon learn that not everyone plays by the rules and what it means to become a hero is much more then just a signed paper.
- Play solo or network up to 4 players for co-op play
- Randomly generated dungeons with scaling difficulty
- Mix and match abilities from all 9 classes as you level
- Collect treasure & forge gear into increasingly powerful items
- Diverse monster and bosses to conquer
- A light hearted story of adventure and what it means to truly be a hero.
- Voxel Chickens!
- OS: Linux - 64 & 32 bit
- Processor: x86 or x64 compatible. 1.4GHz or faster processorMemory: 300 MB RAM
- Memory: 300 MB RAM
- Graphics: OpenGl 3.2 compatible 3D graphics card with at least 256MB memory
- Storage: 150 MB available space
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