Northern Journey cover
Northern Journey screenshot
Genre: Adventure

Northern Journey

A little fix

Changed the way the key is registered in Granite Gash. It will now hardset, instead of modifying the Key register.

Fix for the last fix, sorry!

A little modification on the last fix for the Marebog-door. It would be a problem if:
The player did run into the cabin, while the door opened, and saved.
If loading, the player would be inside the cabin, but the door still shut.

Sorry about this, that door has a quite complicated game logic. Hopefully, this is the last failure mode patched for it.

Fixed a potential softlock

In Marebog, if you saved before when the door had opened, and then reloaded afterwards, you could open it again. This would lead to the Key being registered as 'whitdrawn' twice.
This could lead to a softlock later in Granite Gash, since the Mountain Key would not be registered properly, due to the inherited wrong value in the register.

Fixed 'Darkthroath' to 'Darkthroat'

Accumulated fixes and tweaks

Changed text-method for the zipline. The textprompt to use it will now immediately dissappear when out of the trigger volume.

Added a danger sign in Trollhole, telling the player about minecart danger.

Fixed rolling boulders potentially getting each other stuck in Sourwood.

Reduced the confirmation time for graphical settings down to 3 seconds. Selecting a 'bad' resolution should now revert much quicker back to default.

Fixed a grammar error in Sourwood.

A fix for a Trilobite cave softlock

There were a problem in Trilobite cave a long time ago. I thought I had fixed it, but turns out the same issue could be encountered another way. Hopefully fixed totally now!
Since it could result in a softlock, I updated it asap.

Sourwood softlock fix

I was made aware of a faulty switch in Sourwood. It could be used even after leaving it. This has been fixed now. Since it could softlock players, I decided to update the game immediately.

Summer fixes!

The chain trigger in Trilobite Tomb could be re-activated if returning there. This would cause the no-save to be activated, but nothing else happening.

Two quests would not dissappear from the journal when complete, if not talking to the wolf in Darkthroath.

Some static meshes had capsule collisions that could get the player character stuck. Have been replaced by box collisions.

The final boss could get zero speed when the difficulty slider was lowest.

The lighthouse in Deadwell has a rotating switch that could be re-triggered, resulting in strange behavior of the bridge it controlled.

Happy summer vacation!

Fixes and tweaks

There was a missing drowning volume in Darkthroath, leading to infinite falling. Has been added.

Trollhole tweaks:
Added two more small messages, telling the player the Save function will be available in a few seconds
(The enemy needs to deactivate)
Added some health for better waypointing.
The bait function will give the player a bit more time.
Shooting the guardian at the lower waters will make it deactivate a bit longer.

Added some more health and weapons by the white ghost in Deadwell.

Fixed a softlock issue

In Sourwood, save could be made possible while fighting the flying witch, which would softlock the game.
In The Forest Path, the water-monster arms could break out from the water. They now have a max allowed distance from origin.

Small fixes!

The 'back to game' buttons did not correctly display custom keys.

The raven statues marking entrances to gravemounds in Ravenfen has been moved to be more visible.

There was the possibility for out-of-bounds in Nokkpond that is now fixed.