We added a new input manager that supports gamepads out of the box. It's still prerelease content; we'll be expanding support and tweaking the default bindings in the coming weeks.
Added a new options menu: Controls. You can access key bindings and enable the new input manager from this menu.
The default movement mapping is: left stick to point in a direction + right trigger to move. You can also hold down right trigger and point the left stick around to move quickly.
You can also rebind to direct movement. If you do, the Move North/South/East/West commands tilt 45 degrees right when you hold the Alt button (left trigger by default). So, to move NE, you hold left trigger and move north.
These are the current default mappings on an Xbox controller.
left stick + right trigger: move
A: interact
B: get
X: ability menu
Y: walk (move in a direction until you hit a wall)
left bumper: wait a turn
right bumper: fire missile weapon
dpad up: go up stairs or to the worldmap
dpad down: go down stairs or to the local map
right stick: look
click right stick: reload missile weapon
select: menu
start: inventory
left trigger + B: get nearby
left trigger + Y: autoexplore
left trigger + left bumper: rest until healed
left trigger + right bumper: throw
Added, changed, or tweak tiles for the following objects.
pocketed vest
black, ash-stained, and cloth robes
furs
woven and vine-weave tunics
wool kilt
crude and filthy toga
bark armor
ring mail
basic toolkit
stun rod
box of crayons
Joppa and Grit Gate recoilers
iron mace
grenades
albino monkey braid
Glass bottles now visually respect the liquids they hold. They appear empty when they're empty; otherwise they show the color of the liquid they contain.
Updated the slimy shaft tile.
Added options for fullscreen mode and target framerate (Options > General).
Improved the navigability of the overlay options.
Fixed books and artifact stories not working when accessed from the new inventory screen.
Fixed monsters being able to melee attack you through floors if they were directly above or below.
Fixed very excessive memory use when browsing the contents of a container that contains many items, particularly liquid volumes.
Fixed an exception on the Quests screen.
Fixed several cases of excessive garbage generation.
Removed some baseobjects (basefloat, tool) from dynamic encounters.
We added a new input manager that supports gamepads out of the box. It's still prerelease content; we'll be expanding support and tweaking the default bindings in the coming weeks.
Added a new options menu: Controls. You can access key bindings and enable the new input manager from this menu.
The default movement mapping is: left stick to point in a direction + right trigger to move. You can also hold down right trigger and point the left stick around to move quickly.
You can also rebind to direct movement. If you do, the Move North/South/East/West commands tilt 45 degrees right when you hold the Alt button (left trigger by default). So, to move NE, you hold left trigger and move north.
These are the current default mappings on an Xbox controller.
left stick + right trigger: move
A: interact
B: get
X: ability menu
Y: walk (move in a direction until you hit a wall)
left bumper: wait a turn
right bumper: fire missile weapon
dpad up: go up stairs or to the worldmap
dpad down: go down stairs or to the local map
right stick: look
click right stick: reload missile weapon
select: menu
start: inventory
left trigger + B: get nearby
left trigger + Y: autoexplore
left trigger + left bumper: rest until healed
left trigger + right bumper: throw
Added, changed, or tweak tiles for the following objects.
pocketed vest
black, ash-stained, and cloth robes
furs
woven and vine-weave tunics
wool kilt
crude and filthy toga
bark armor
ring mail
basic toolkit
stun rod
box of crayons
Joppa and Grit Gate recoilers
iron mace
grenades
albino monkey braid
Glass bottles now visually respect the liquids they hold. They appear empty when they're empty; otherwise they show the color of the liquid they contain.
Updated the slimy shaft tile.
Added options for fullscreen mode and target framerate (Options > General).
Improved the navigability of the overlay options.
Fixed books and artifact stories not working when accessed from the new inventory screen.
Fixed monsters being able to melee attack you through floors if they were directly above or below.
Fixed very excessive memory use when browsing the contents of a container that contains many items, particularly liquid volumes.
Fixed an exception on the Quests screen.
Fixed several cases of excessive garbage generation.
Removed some baseobjects (basefloat, tool) from dynamic encounters.
We made a bunch of enhancements to the paper doll equipment screen. It's still flagged as prerelease content, but you can enable it here: Options > Overlay UI > Prerelease: Use over inventory screen.
The new overlay inventory is now also used for item pickup and container manipulation.
Item filters now entirely hide the filtered categories.
Item filter buttons now properly respond to the 'use' key.
You can page up and down now.
You can use + and - to open and close item categories.
Items are now properly sorted alphabetically.
Fixed several filter icons in the inventory list.
Fixed some issues with scrolling through the inventory list or the paper doll.
Updated the look and behavior of many graphical elements.
Item selection is now properly restored when the screen refreshes.
If the overlay UI and inventory are enabled, the original equipment screen doesn't appear when you tab through your character screens.
Added tiles for several pieces of natural equipment.
wings
carapace
horns
stinger
quills
burrowing claws
flaming and freezing hands
Added a tile for mechanical wings.
Updated torch tiles.
Sultans now occasionally fake their own deaths or have their deaths wrongly reported.
Added some sultan events involving chariot accidents.
Improved the grammar of sultan history snippets.
Fixed some cases where looking at a painted or engraved item didn't reveal the proper historic site or give the right quest.
Fixed an issue that was causing the secrets about the location of the Ruin of House Isner not to appear in procedurally-generated books. The secrets are back in!
Added a new textbook to the corpus of text that the procedurally-generated books draw from.
Fixed an issue that caused the player to occasionally become a member of the Beasts faction, resulting in neutral NPCs acting hostile toward you.
Added new options to the main Options screen.
Display vignette
Display scanlines
Brightness level
Contrast level
[debug] Added a wish to clear the player's faction membership: "clearfactionmembership". You can use this wish to fix the hostile NPC bug in older saves.
[modding] The look cursor is now more compatible with full-color tiles.
[modding] Display.txt is now moddable. You only need to include the text you want to override in Display.txt. For example, here's the full text of a mod that disables the vignette: { "shaders":{ "vignette":{ "enable":"false" }}}
[modding] Display.txt now supports a "tiles" category with "width" and "height" variables. You can use it to reskin the game with an alternate tile aspect ratio.
We made a bunch of enhancements to the paper doll equipment screen. It's still flagged as prerelease content, but you can enable it here: Options > Overlay UI > Prerelease: Use over inventory screen.
The new overlay inventory is now also used for item pickup and container manipulation.
Item filters now entirely hide the filtered categories.
Item filter buttons now properly respond to the 'use' key.
You can page up and down now.
You can use + and - to open and close item categories.
Items are now properly sorted alphabetically.
Fixed several filter icons in the inventory list.
Fixed some issues with scrolling through the inventory list or the paper doll.
Updated the look and behavior of many graphical elements.
Item selection is now properly restored when the screen refreshes.
If the overlay UI and inventory are enabled, the original equipment screen doesn't appear when you tab through your character screens.
Added tiles for several pieces of natural equipment.
wings
carapace
horns
stinger
quills
burrowing claws
flaming and freezing hands
Added a tile for mechanical wings.
Updated torch tiles.
Sultans now occasionally fake their own deaths or have their deaths wrongly reported.
Added some sultan events involving chariot accidents.
Improved the grammar of sultan history snippets.
Fixed some cases where looking at a painted or engraved item didn't reveal the proper historic site or give the right quest.
Fixed an issue that was causing the secrets about the location of the Ruin of House Isner not to appear in procedurally-generated books. The secrets are back in!
Added a new textbook to the corpus of text that the procedurally-generated books draw from.
Fixed an issue that caused the player to occasionally become a member of the Beasts faction, resulting in neutral NPCs acting hostile toward you.
Added new options to the main Options screen.
Display vignette
Display scanlines
Brightness level
Contrast level
[debug] Added a wish to clear the player's faction membership: "clearfactionmembership". You can use this wish to fix the hostile NPC bug in older saves.
[modding] The look cursor is now more compatible with full-color tiles.
[modding] Display.txt is now moddable. You only need to include the text you want to override in Display.txt. For example, here's the full text of a mod that disables the vignette: { "shaders":{ "vignette":{ "enable":"false" }}}
[modding] Display.txt now supports a "tiles" category with "width" and "height" variables. You can use it to reskin the game with an alternate tile aspect ratio.
We added a new drag-and-drop prerelease inventory screen for the new UI. It's available via the "Prerelease: Use overlay inventory screen." option under overlay UI options. It's work in progress and has some bugs. Feedback is welcome!
Equipment is manageable via a drag-and-drop procedurally generated paper doll based on your character's body
Left click to bring up the item's interaction window
Right click to view an item's tooltip
Filter buttons along the top allow you to quickly filter to specific categories
Updated the stilt well picker dialog
Updated the pour choices dialog
Fixed several issues with screens under the current popup acquiring input or navigation selection
Fixed the AI trying to force prison a target and then shoot it with light manipulation
Fixed Enuch's character creation skill list
Fixed some stair placement issues in bethesda susa
Fixed an issue where phase webs would sometimes leave you permanently phased if you saved while you were stuck in them
Fixed some historic-style areas not having proper tile surface paint
Fixed an issue with move-speed adjusting equipment not properly applying bonuses
Fixed an issue with call to arms that wasn't properly respawning Q Girl in the correct circumstances.
Fixed dynmically mixed liquid volumes not having the proper vapor temperatures
Fixed a stack overflow error when containers disintegrated on the ground from contained fluids
[modding] Merged blueprint changes will now propagate changes to children
We added a new drag-and-drop prerelease inventory screen for the new UI. It's available via the "Prerelease: Use overlay inventory screen." option under overlay UI options. It's work in progress and has some bugs. Feedback is welcome!
Equipment is manageable via a drag-and-drop procedurally generated paper doll based on your character's body
Left click to bring up the item's interaction window
Right click to view an item's tooltip
Filter buttons along the top allow you to quickly filter to specific categories
Updated the stilt well picker dialog
Updated the pour choices dialog
Fixed several issues with screens under the current popup acquiring input or navigation selection
Fixed the AI trying to force prison a target and then shoot it with light manipulation
Fixed Enuch's character creation skill list
Fixed some stair placement issues in bethesda susa
Fixed an issue where phase webs would sometimes leave you permanently phased if you saved while you were stuck in them
Fixed some historic-style areas not having proper tile surface paint
Fixed an issue with move-speed adjusting equipment not properly applying bonuses
Fixed an issue with call to arms that wasn't properly respawning Q Girl in the correct circumstances.
Fixed dynmically mixed liquid volumes not having the proper vapor temperatures
Fixed a stack overflow error when containers disintegrated on the ground from contained fluids
[modding] Merged blueprint changes will now propagate changes to children