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
Sorry for my bad english bro, I'm just from Italy =P
Thanks anyway ^^
This is a bit late, but I just had the same problem and it was so frustrating. I figured it was some kind of lag on the game's end, and I got it to work by right clicking "Exoddus.exe" -> Properties -> Compatibility -> and checking the 3 bottom boxes (640x480, fullscreen opt., and run as admin). I also used my keyboard for this part (usually use xbox 360 controller). Somehow, they were faster after that and it worked!
Most of this solution worked for me. When I checked those boxes, it broke the controller for me, the game would not pick up on the fact I have my Xbox controller plugged in. However, I fixed this after some trial and error by only having the first two boxes checked. "Run as administrator" seemed to be the faulty setting. I went back to the same puzzle as mentioned by OP and then used the keyboard instead of my controller to command the mudokons, and it worked perfectly, saved those two guys from certain death.
I have to say I am disappointed at how slow the mudokon AI is in this version, all the other characters seem to have the same reaction times as the PS1 version. Very detrimental to the quick timing sort of puzzles like this when you gotta move guys and move 'em fast.
It appears the same issue exists in the PC version which sort of blows the previous rational away.
But the actions of the player remain the same you have to be alone, (to prevent the muds on the elevator from reacting poorly, stop at the mid platform, move to the right side of the elevator then ASAP call attention and to follow. They're still poky but they move just in time to avoid meat sign
Late to the party but this fixed this issue for me
It’s a bug in the game. There are certain scenarios where the game’s stored number of ‘active mudokons’ (that is, mudokons that are ‘in conversation’ with Abe) becomes corrupt and is higher than the actual number of mudokons that are active. The game uses the value to spread out the responses of the mudokons instead of them all responding at exactly the same time as that wouldn’t feel natural. If the stored number gets corrupted by +10, then when you have lets say 2 mudokons active, they’ll respond as if theyre responding along with another 10 mudokons, so each of the 2 actual mudokons will be given a place in the queue along with the 10 “ghost” mudokons (they sort of exist as far as the game is concerned but not really, so I call them ‘ghost mudokons’…)
The bug accumulates during runtime and does not persist through game saves, so the solution is simply to save the game, close the game, re-open and reload the save, and the delay will be gone. Things that other people have suggested in this thread, about changing compatibiliy settings, etc, has zero effect on this bug, it’s just that they changed settings, reopened the game and found the delay was gone so they falsely concluded that that was what fixed it, but they are mistaken, it’s simply because they closed and reopened the game.
Known causes of the bug included the following:
Respawning within a screen where sick mudokons originated. The sick mudokons don’t need to still be present, they could have already been rescued, but if Abe dies and respawns into their screen of origin, or you quickload into their screen of origin, the game will add the number of sick mudokons that were in that screen to the active mudokons value. If you want to test it out to prove it for yourself, go quicksave in a screen where there’s sick mudokons and spam quickload and quicksave a number of times, then try talking to mudokons to see the delay it causes 😄.
Another cause if angry worker mudokons (the ones that are angry and pulling levers or turning wheels) - similar to how the sick mudokons cause it, if you quickload or respawn into within 2 screen widths of where an angry mudokon originate, then it will add that number of angry mudokons to the active mudokons count. So, by 2 screen widths, I mean ~30 gridspaces away from where an angry worker mudokon originates. Similar to the sick mudokons, the angry workers dont need to still be present, it’s just related to the place where they originally spawned.
Please upvote this if you found it helpful, thanks! I investigated this bug in 2017 as a speedrunner of the games and found the reason and the fix for our Abe Speedrunnin community.
Do you know if RELIVE has this? I guess if he's mid-game it's probably too late to suggest now but instead of booting the game through Steam, maybe you could try this some time.
I doubt it can load your saves, but maybe in future it might be useful?
https://aliveteam.github.io/
Oh also I guess I better explain this weird link, from the page itself:
My brother in christ, thank you. I thought I was going to die of frustration