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0.10 Stable
released this
2026-09-02 17:04:33 +02:00 | 4 commits to master since this release0.10
The map speaks. It was the last whole screen in the game with nothing readable
on it - 128 identical buttons and a cursor somewhere in them - and now every
square reads out its name, what is in it, whether you can fast-travel there,
and where it sits relative to your own square. Ctrl+P marks a square, or the
ground under your feet, and auto-walk will take you to either.Also in this one: the buttons you cannot tab to are named as a menu opens, your
turn says when fusion is ready, auto-walk stops climbing the thing it was sent
to, a wall fifty metres off no longer means there is no way round it, and a
quest area you cannot head for from indoors says so.The map is readable, and you can mark a square and walk to it
The map in the pause menu said nothing. It is a grid of 128 buttons with no
label, no icon and nothing else in them - all named "MapChunkButton" - and
everything a sighted player reads about the square under the cursor is in a
panel underneath the map rather than in the button. So the focus readout found
the node name, said "Map Chunk Button" once, and then never spoke again, because
all 128 of them say the same thing. The map was a grid of silence with a cursor
somewhere in it.The panel is the answer rather than a reimplementation of it: it is already the
game's own account of the square, it already handles one not yet revealed, it
already folds in quest markers and "your location", and it is already up to date
by the time the focus poll runs. What it cannot give is where the square IS -
a sighted player reads the cursor against the shape of the map - so that comes
from the square's own position in the grid, as an offset in compass directions.
"Town West. Chemist and Museum. 2 south and 1 west of you." A square you have
not explored yet says so instead of going quiet, which is what makes an
unexplored map something you can still feel the shape of.Then Ctrl+P on a square marks it, and marking it selects it - so close the
map, press Shift+Home, and auto-walk sets off. It joins a Waypoints category
next to People and Doors, and Ctrl+P on an already-marked square unmarks it. Out
in the world the same key marks the ground under your feet, which is the other
half of the same idea: mark where you were working, go elsewhere, walk back.
Ctrl+Shift+P drops the selected one, eight at a time.A square is 64 metres of world with no known height, so it is aimed at exactly
the way a tracked quest's area is - ground-probed across the chunk, at whichever
standable, non-water point is nearest - and arrived at with the same tolerance,
because being anywhere in it is the point. And a mark is only offered where its
coordinates mean something: a spot on the overworld is not walkable from inside
a shop, and telling the two apart is not obvious, because an interior carries
the overworld's own map metadata. That is how the game knows where to draw "you
are here"; the pinned chunk is the only thing that distinguishes them.Ctrl+P also has to be swallowed rather than merely handled. Plain P is the base
game's party menu, and Godot treats an action's modifiers as a minimum, so
Ctrl+P matches it perfectly well - marking a point would otherwise throw the
party screen up over the announcement.The buttons you cannot tab to are read out
"I can't access the multiplayer menu using keyboard." R was always the answer -
there was just nothing anywhere that said so.Some buttons switch their own focus off on purpose. They are prompts for a key
you press while the menu is open rather than things you move onto, and a sighted
player reads them along the bottom of the screen: "[R] Go Online". Arrow keys
never reach them, so there was no way to learn one was there.A menu now names them as it opens, alongside the other things about it that no
focus move will ever announce - "Map Pause Menu. Use Space or E to select -
Enter will close this menu instead. Also Go Online on R."Knowing that fusion is available
Fusion looked broken because there was no sign of it. The Fuse button on the
order wheel switches its own focus off until the meter is full, so left and
right skip straight past it and nothing ever mentioned it - while a sighted
player has been watching the meter fill and the button glow for several turns.Your turn now ends with "Fusion ready" on the turn it becomes usable. Once,
because a thing you already know is not news and that line lands on every turn
of every battle.Auto-walk stops climbing the thing it was sent to
Three attempts at an Office Cabinet in the Landkeeper office, each ending "it's
about 3 meters below the nearest ground I could path to" - from on top of the
cabinet.One cause, and it explains the shopkeeper too. The walk stops 1.25m from its
target and the pawn's own body is 0.9 wide, so anything wider than 0.35 has to
be stood INSIDE before it counts as arrived - and walking into something is
exactly what makes the walker jump. It clears 2.2m, so it lands on top. Every
NPC is 0.9 wide like the player, which is why Clemence always ended up
underfoot; a cabinet is simply taller than you can reach down from.It stops beside things now, by however wide they actually measure, capped well
inside arm's reach. Floor buttons still get stood on and lifts still get ridden.A wall 50 metres off no longer means there is no way round
A walk to an NPC 66m away gave up after 14 of them: "it looks like it needs
climbing, which you haven't unlocked yet", about a 4m rise the player then
walked round unaided, arriving on foot a minute later.The wall that verdict reads is found in a corridor drawn around the straight
line to the target, so it is the nearest local barrier and not a fact about the
map. Close to a target that corridor covers every approach worth the name; fifty
metres out it does not. Past that range the answer is the shortfall instead,
which names the rise rather than blaming an ability you do not have.A quest area you cannot head for from indoors says so
"Acting On Your Best Behaviour, press Enter to Untrack or View Map" - and no
marker. Tracked from a table in the Gramophone Cafe, for a quest whose area is
perfectly real, out at chunk (4, -1).A quest area is a chunk of the overworld, and the scan that turns one into a
marker only runs out there - rightly, because a point 256 metres east means
nothing inside a building, whose scene has its own coordinates entirely. So
indoors the Markers category simply is not offered, and 0.9 said nothing about
it: the note added there only covered a quest with no area at all, not one whose
area is outside.Tracking now says which it is - "Its area is out on the overworld - step outside
before heading for it."Downloads
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0.9 Stable
released this
2026-09-01 12:13:43 +02:00 | 9 commits to master since this release0.9
Conversations behave. A line is read once, when it has finished appearing,
without the box announcing itself over the top of it and without the whole thing
being echoed back at you a few seconds after you dismiss it.Auto-walk stops declaring failure over things that worked. Landing on the
shopkeeper you walked to is arriving, not "she is about two metres below you and
may need stairs" - it asks what the interact key is actually pointing at rather
than guessing from heights. When something really is out of reach it says so,
and when the ground runs out it names what it ran out at instead of advising you
to go and find somewhere more open. Long walks also stopped freezing every
fifteen seconds: the ground ahead is mapped while you walk it, which is roughly
four times quicker per leg.The list of things to walk to is more honest. An emptied chest leaves it, a
floor button names the machinery it works and how far off that is, lifts are
somewhere you can be sent - which in the Outskirts is the only way onward - and
a tracked quest with nowhere to send you says as much rather than silently
dropping its whole category.Saying when a quest has nowhere to send you
Tracking a quest with no map marker made the Markers category vanish from the
cycle entirely, with nothing said about why - and from inside that there is no
telling "this quest has no marker" apart from "the mod is broken"."Land of Confusion" is exactly that quest. It only puts a chunk on the map once
you have visited the region that reveals that Archangel, so at nought of eight
song parts it points nowhere at all, by the game's own design - a sighted player
sees an empty map and knows where they stand.Tracking one now says so: "Quest tracked: Land of Confusion. Collected 0 of 8
song parts. No area on the map for this one - nothing to navigate to." Not "not
yet", because plenty of quests never have a place at all, being satisfied by a
counter or a conversation, and promising one would be worse than saying nothing.Conversations stop echoing their own last line
Every conversation ended by repeating the line it had just finished on, three to
seven seconds later - long enough to sound like a second speaker rather than a
stutter.The message box slides in on a child Control of its own, and dismissing a line
leaves the keyboard focus sitting on that Control with the box itself hidden.
The dialogue reader bows out there, correctly - a hidden box has nothing to read- and the general-purpose focus reader took over, found the line still sitting
in the label underneath, and said it again. The repeat guard could not catch it,
because moving the focus is meant to re-read: an option list changes its value
under a focus that never moves, so the same control saying the same words has to
stay readable.
Dialogue has one reader and it has already had its turn. While the focus is
anywhere inside that box - shown or hidden - the general reader now says
nothing.Being told when you have arrived at something you still cannot touch
"Arrived at Wood" three times over, a teleport in the middle, and not once did
anything get picked up. The player was finishing each attempt about a metre
ABOVE the item, stood on whatever was beside it - inside the arrival radius,
inside the height gate, and out of the interact key's reach the whole time. The
arrival was true and useless, and the item stayed in the list, which read as the
list being wrong.The game already answers this: the interactor picks the closest overlapping
thing every frame, and that is exactly what the interact key acts on. So it gets
asked. A moment after arriving - long enough for the last of the deceleration,
which is often what brings something into range - anything still out of reach
says so, with the height when the height is the reason:"Wood is out of reach from here - it's about 1 meter below you."
Only for things you actually interact with, and only when the question can be
answered at all. A door is walked through, a floor button is stood on, and an
interactor switched off for a cutscene knows nothing about anything - none of
those get a sentence.An emptied chest stops being offered as its own contents
Take the wood and the wood is still in the list. The chest was the wood.
A chest is found by the same test a dropped item is - it carries an
item
resource - so one holding Wood lists as "Wood", which is fine right up until you
open it. Dropped items leave the list properly: the first thing picking one up
does is setdisabled, which the scan already looked at. A chest has no
disabledon it at all. The flag that says its contents are gone isopened,
which nothing was reading, so an emptied chest went on being offered - under the
name of the item it no longer had - for the rest of the session, and after a
reload too, since that flag is restored from the save.A chest that is merely shut still lists. Locked is not empty, and "there is a
chest here I cannot open yet" is worth knowing.Switches say what they switch, and lifts are somewhere you can go
Stepping on a floor button got you "Switch (Floor Button) activated" and nothing
else - not what it did, not where the thing it did it to was. The plate in the
Harbourtown Outskirts powers a lift twenty-one metres away, and that lift is the
only way up out of the lower Outskirts and onward to New Wirral Park. From the
logs: stand on the plate, hear it activate, ask to walk to the quest area, get
told the ground stops. Nothing anywhere joined those three facts up.The game's wiring turns out to be readable, so it is read now. A switch names
the machinery it drives and how far off it is - "Floor Button activated. It
works the Elevator, 21 meters away." - following the wires through the relays in
between to whatever has a body on the end.Those relays have also stopped talking. "Switch (Wire) activated" was two lines
in every three this used to say, about a node with no position worth reading.And lifts are navigable. A
WiredElevatorhad been filed with the relay icons,
which was wrong in the way that mattered: it is a platform you stand on, and
often the only way onto the storey above. It lists under Switches and the walk
aims at the bottom of its travel, since its own position is wherever the
platform happens to be in its cycle.Long walks stop freezing at every staging post
A walk across the map is planned a leg at a time - the goal is pulled in to keep
the search local, you walk to it, and the next leg is planned from there. That
part was fine. What was not is that the mapper which fills the ground cache was
switched off for the whole of every walk, so each re-plan profiled its ground
from cold after fifteen seconds of walking in which nothing had looked at it.
From the logs, three legs of one walk:leg 1 (planned standing still) 23 cache misses 416ms leg 2 (planned mid-walk) 5385 cache misses 1806ms leg 3 (planned mid-walk) 5770 cache misses 1759msThe mapper now runs during a walk too, on a smaller slice of the frame, and aims
at where the walk is going rather than circling where it is - the next leg's
search is a box drawn on the line to the goal, and a ring around the player only
ever covered its first twenty metres. Measured on a 58m leg: 1382ms cold, 947ms
after the old ring, 330ms after the aimed one, with not a single ground probe
left for the build to pay and the same route out of it either way.Landing on somebody's head still counts as arriving
The other half of the Clemence walk, and the half that survived the first fix.
Told to hold while airborne, the pawn duly waited - and then landed on top of
her. Feet down, horizontally aligned, target two and a half metres below: from
the inside that is indistinguishable from standing on the rim of a hole, so the
mod said she needed "stairs, a ramp, or a path around the edge" and offered the
teleport. You could talk to her perfectly well from up there.The height check was only ever a proxy - it exists for the front door six metres
up a balcony, where standing in the street underneath is not arriving. There is
no need to guess from geometry when the game answers directly, so it asks now:
if the interact key is aimed at the thing that was walked to, the walk is over,
whatever the heights say. Nothing extra is announced, because nothing went
wrong.Doors, markers and floor buttons are not interacted with at all, so those still
rest on the height check. And when the target really is out of reach up there,
the route is planned again from where the pawn stands - two and a half metres is
an ordinary step down - rather than the walk simply ending.Walking to somebody no longer stops a metre short of them
Three walks to Clemence in a row ended "she is unreachable on foot - it's about
2 meters below the nearest ground I could path to", from 1.8m away on the same
floor she was standing on, and offered the teleport for a shop counter.The last step to a target is very often a hop - the walker jumps at anything it
bumps into, and a counter, a kerb or the person themselves is enough - and the
jump clears 2.2m. Arrival is decided on horizontal distance, so it fired on the
way up, and the check that verifies the target is not on some other storey
measured the height of the JUMP and reported it as the height of the ground.
Being in the air is now no answer at all: the walk holds, waits for the landing,
and asks again with the player's feet down.Being told what the ground actually stopped at
A walk to the New Wirral Park quest area ended at the south end of the
Outskirts with "I got as close as the ground I can reach allows, about 173
meters short", and then, from that same spot, "the ground I can reach doesn't
connect to it. Try moving somewhere more open first."The second is bad advice. Every column a metre north of there sits 6m higher -
that pocket's entire northern boundary is one sheer step, with no ramp in it
anywhere - so no amount of moving about opens a route. The mod had that in its
own lattice and threw it away.It now describes the lip it stopped at: a step so many metres up, a drop so many
metres down, an edge with nothing beyond it, or ground it can see but cannot get
onto. Both the shortfall and the outright refusal carry it, and both now point
at Shift+End, which is the answer when the ground genuinely does not go there.Dialogue boxes stop cutting off what was being said
"Message Dialog menu". "Menu Dialog menu". "Spooky Dialog menu". None of those
tell you anything - the line inside the box is the whole content, and it is read
on its own. Worse, a menu name is announced over the top of whatever is being
spoken, so these arrived mid-sentence and took the line with them. A conversation
flips between the message box and the list of things you can say back at every
turn, so it happened constantly: one line from the logs was 78 characters long
and got cut off 3.7 seconds in, leaving nothing to go on.The boxes are no longer announced by name. What they do keep is the pause that
made the announcement half-useful in the first place, so the line or the option
that lands next waits for the current one to finish instead of wiping it.A line of dialogue really is read once now
Two ways it was still doubling up.
A menu opening on top of the message box - the full-screen shaking one an
Archangel speaks through is the case that showed it - left the box still holding
the keyboard focus underneath. The reader that knows about dialogue only looked
at whichever box was on top, so the line came through the general-purpose reader
as well, in different words, which is exactly what the "have I already said
this?" check cannot catch. It now asks who has the focus rather than what is on
top.And coming back to the message box after picking something from a choice list
re-read the line you had already heard, just before the new one arrived. That was
a fault in 0.8's own dialogue change: the check for "already said" was sharing a
note with every other readout, and the option you had just chosen had overwritten
it. Dialogue keeps its own note now.Related: the shaking Archangel box types its words out a character at a time like
every other, and was being read the instant it appeared rather than when the
words had arrived. It now waits, as the message box does.Bestiary rows you have not met are told apart
Moving down a run of unrecorded species read the same sentence over and over -
"???, Bio 2, Raise this monster's tape to 5 stars to unlock more information" -
with nothing to say you had moved, or where you were. The info panel hides its
number for a species you have not seen, but the row in the list still shows one,
so the number is read from there. A recorded species is unchanged.Downloads
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0.8 Stable
released this
2026-08-31 12:36:09 +02:00 | 14 commits to master since this releaseThree things that could not be heard at all can be heard now: the menu that
stops a fight to ask which tape a downed party member should use next, which was
completely silent and cannot be cancelled; a bestiary entry, which read as a name
and a page number with the whole entry left unspoken; and dialogue, which was
being read three times over instead of once.Auto-walk stops making things worse when it cannot get somewhere - no more
wading into the sea, no more wandering in circles at the foot of a wall, no more
spending every retry standing still in the same spot, and a word when the ground
you just dropped onto has no way back up. It also reaches more places than it
did: a ledge above you, or a quest area a few metres overhead. Planning a route
got quicker too.The menu that asks for a downed party member's next tape can be heard
When a fighter's beast form is destroyed, the game stops and asks you which tape
they should use next - and it asks that for your PARTNER as well as for you,
since picking their next tape is your call even though the AI takes their turns.
That menu was completely silent: no name, no list, nothing. It cannot be
cancelled either, so the fight simply stopped there.A battle keeps its own layer of UI, and a couple of menus are hung straight off
it rather than off the menu system the rest of the game uses. Anything put there
was invisible to this mod - not misread, not read badly, just never looked at.
Those menus are now found and read like any other. The battle order menu still
reads exactly as it did.Dialogue is read once, when it has finished appearing
Every line of dialogue in the game was being spoken three times. Once the
instant the text was handed to the box - the whole line is there from the start,
it is only revealed a letter at a time, so there was no way to tell from the text
alone that it was still appearing. Once more when it had genuinely finished. And
a third time because the two readings worded the speaker's name differently
("Kayleigh, ..." against "Kayleigh: ...") and the guard against repeats could not
tell they were the same sentence.Now there is one reader and one wording, and nothing is said until the line is
actually all there.The bestiary reads the entry, not just the name
An entry is a species name, its number, its elemental types, and one of five
info pages - two bios, where it lives, its bootleg tapes, and how many you have
met. None of that is reachable by moving around: the pages are turned with Left
and Right on a pager that never takes focus, and the panel it all sits in is not
focusable at all. So the whole entry went unread. Moving down the list read a
bare species name; opening the bestiary on a species you had just recorded read
its name, its number, and "1 / 5".The whole entry is read now, including whichever page is currently up, and it is
re-read when you turn the page. The types are named ("Plastic / Beast") - on
screen they are nothing but two icons. And the bestiary says once, when it opens,
that Left and Right turn the page.Auto-walk stops making the same failed attempt three times
When the game's own path follower cannot hop to the next point on a route,
auto-walk takes the controls and walks there itself. It gets three tries. The
logs showed all three being spent in the same place, on the same point, from a
position identical to six decimal places - four and a half seconds of standing
perfectly still, and the whole allowance gone before the code that steps around
an unreachable point got a turn.Two things were wrong. Walking at a point from the exact spot where the last
attempt gave up produces the same nothing, so that is refused now and the failure
is handed straight to the detour logic. And the assist walks - it deliberately
never jumps, because jumping is what the path follower had just failed with - so
a point two metres up over half a metre of ground was never reachable by
steering. Anything steeper than a 45-degree slope is left alone. Ramps, kerbs and
every downhill hop are untouched; those are what the assist is for.The log is quieter too: while the assist was running it wrote a line every frame
about standing on the wrong storey, hundreds at a time, which buried everything
else that happened.Auto-walk will float up to a quest area that is right above you
With the flight ability on, standing under a quest area that sits a few metres
overhead now gets you a lift rather than a shrug. Auto-walk rises to the top of
what the wings climb, and settles back onto the ground it left if nothing comes
of it.This is a bet, and worth saying so: a quest marker points at a 64-metre chunk
rather than a spot, and what a quest usually wants is for you to BE in its area
rather than stood somewhere exact. Being up there may be enough. If it is not,
you have lost a couple of seconds and gone nowhere.It only rises when you are essentially already underneath it. Going up is safe -
you come down where you went up - but drifting is not, and the leg is flown by
the same code that flies a glide, which steers at its aiming point the whole way.
A marker across a gap would fly you out over the gap. That is how an earlier
version of giving up ended in the bay, so the distance it will drift is kept
short on purpose.Auto-walk uses the whole of the climb, not all but the last metre and a half
Gliding to a ledge ABOVE you already worked with flight unlocked - the wings
climb four metres and anything under that was fair game. But a landing had to be
at least a metre and a half below the top of the climb, because a glide needs
real air under it before the game will start one.That is not a flier's problem. With flight on you can leave the ground and glide
with solid floor right under you, so the last metre and a half of the climb was
being thrown away for a reason that does not apply. A ledge two metres up, one
metre under the top of the climb, was refused before and is reached now.Quest areas get the benefit of the doubt
A quest marker is not a place. It is a 64-metre chunk of map, and the spot
auto-walk aims at is only a coarse guess at somewhere inside it - whichever
sample of that chunk landed nearest you, picked without ever asking whether it
can be walked to. Being anywhere in the area is the actual goal.So a wall between you and that guessed spot no longer stops the walk when the
target is a quest area. It goes and tries, because the part of the area it can
reach may well be the part that matters. Every other kind of target names a real
spot that somebody chose, and a wall in front of one of those still means what
it says.Being told about Shift+End at the moment you need it
When auto-walk gives up on somewhere above or below you, it now finishes by
mentioning that Shift plus End will teleport you there.Teleporting is still never automatic and never part of a route - walking is the
point of this mod. But the reason that key exists at all applies hardest exactly
here: someone who can see auto-walk stop at a wall can go and find the way round
it, and someone who cannot see it has no way to know there is one. Being told the
hatch is there at the moment you are stranded is what it was for.Worth saying plainly, since it comes up: gliding cannot get you UP to something.
The game gives a glide a ceiling of four metres over the floor it launched from,
and only with the flight ability - without it a glide only ever descends. Auto-
walk already uses that four metres when it is enough to reach a ledge. When the
target is higher than that, no amount of gliding reaches it, and the teleport is
the answer.A heads-up when a drop you just took was one-way
Some ground in this game only goes one way. Walking off a ledge onto a lower
shelf can put you somewhere with no way back up on foot, and nothing used to
mention it - you would find out much later, when auto-walk announced it could
not get anywhere from where you were standing.Land a real drop now and the map gets asked whether the way back exists. If it
does not, you hear so straight away.It only speaks when it is sure. The map is built from ground that has actually
been read, so "no route back up" could equally mean "nobody has looked yet" - so
before trusting that, it asks the map to route the descent you just made. If it
cannot even do that, it knows too little about where you are landed to have an
opinion, and says nothing. A warning needs the way down to work and the way back
to fail, which is exactly the thing being warned about.Auto-walk gives up at a wall instead of wandering into the sea
Tracking a quest area that sits on top of a 6m wall used to end badly. Nothing
could route there, gliding could not help - a glide only ever goes down, and the
target was six metres up - and with no route left, auto-walk fell back on
steering straight at it. That meant seventeen seconds of doubling back through
seven reroutes, a walk off a ledge, a glide out over the bay and a swim, ending
up further from the quest marker than it started before finally saying the thing
it could have said at the outset: that area needs climbing, which you have not
unlocked yet.It now says that first. The route planner already worked out that the only place
the ground came close to the target was a rise it could not make and would
survive coming back down - a wall - and it was only writing that to the log.
It acts on it now, and stops, as long as there is no partial route left worth
walking.The log has stopped misdirecting too. A glide refused for a target overhead used
to report "nothing to land on along the line to the target", which reads as a
statement about the ground under the flight path and sent me looking in entirely
the wrong place. It now says what is actually wrong: how far above the launch
the target sits, and that a glide only descends.A shorter pause before auto-walk sets off
Ordering a walk somewhere new stops to work out the route first, and that pause
got shorter — about a tenth off the whole build, and near a fifth off the part
that goes and looks at the ground.Nothing about the route changed. Working out where you can stand means asking
the game hundreds of thousands of small questions about the world, and every one
of them was rebuilding the same little bundle of arguments to ask it with. That
bundle is now built once. The questions asked, and the answers they give, are
the same ones — the regression checks compare the resulting map node for node
and edge for edge, and it is identical.Auto-walk no longer walks you into the sea
Walking to anything across the bay went into the water and stayed there. The
route it picked had waypoints nearly two and a half metres under the waterline,
so auto-walk waded in, the game washed you back to the beach, and it set off
again — fifty seconds of that on the way to the tutorial marker before there was
anything to do but give up and teleport.The map is read by asking what is solid, and water is not solid: the sea is a
volume the game keeps on a layer of its own, and the seabed underneath it is
ordinary ground, flat and gently sloped. It read exactly like a beach. So the
whole bay went into the map as walkable, and crossing it was simply the shortest
way to the other side.Both halves of the map reader now know where the water is, and ground under it
is not somewhere to walk or somewhere to fall to. The water's edge still is —
the game lets you walk through ankle-deep water, and the beach you arrive on is
exactly that, so the line is drawn a little under the surface rather than at it.Downloads
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0.7.1 Stable
released this
2026-08-30 23:59:57 +02:00 | 30 commits to master since this releaseSomewhere to walk to on the first screen of the game, and quest markers that
point at the place they name.The first thing the game asks of you now has a marker
A new game drops you on a beach and waits for you to walk west and meet
Kayleigh. Nothing about that is a quest yet — the quest only starts once you
have done it — and Kayleigh is not standing anywhere in the world to be found
either, because the scene spawns her. So the scanner had nothing to offer: an
empty target list and ninety metres of beach to guess at, on the first screen
of the game."Tutorial quest (Meet Kayleigh)" now appears under Markers until you have met
her, and auto-walk takes you into the spot that starts the scene. It aims at the
middle of that trigger rather than at its edge, which is the difference between
arriving and arriving just outside it.Quest markers pointed at the wrong chunk
A tracked quest that names an area rather than a person put its "Quest area"
marker 32 metres diagonally off, into the chunk next door — and the search for
walkable ground inside the area spent 21 of its 25 probes over there too, so
what you walked to could be someone else's neighbourhood entirely.The map is laid out in 64-metre chunks numbered from their middles, and the mod
was numbering them from a corner. It now reads them the way the game's own map
screen and the mod's own terrain reader already did.Downloads
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0.7 Stable
released this
2026-08-29 21:15:00 +02:00 | 32 commits to master since this releaseTwo things you could not do before: reach somewhere the ground does not go, and
tell what had just happened when the mod was talking.Auto-walk uses your wings
A door on a shelf across a chasm was "unreachable" while gliding sat unlocked
and unused. Every planner in the mod routes over ground, so when the floor the
target sits on has no walking connection to the floor you are standing on, all
of them said the same thing and stopped — and the fallback then steered
straight off the edge into the water, four times running, respawning each time.Auto-walk now asks the question none of them could: is the gap something you
could glide across? If it is, it walks to the lip of the drop, jumps, and flies
the rest, announcing "Gliding to " as it sets off and planning the rest
of the walk from wherever it lands. The reach comes from the game's own glide —
twelve metres of ground per second in the air, five metres of height per second
spent, and a stamina bar that decides how long that can go on — so it only
commits to a flight it can finish, and it will not aim at water, a hazard, or a
spot with something in the way.With the flight ability unlocked, the four metres of climb that grants counts
towards the reach as well, so a shelf slightly above where you set off from is
also fair game.Walking stays the default when the ground can get there, because a glide leaves
you somewhere the ground may not lead back from. The exception is a route that
walks more than twice as far as the target is away: that is the long way round
something you have wings for, and if a glide can close half the distance it is
taken instead.Two smaller things fell out of the same work: an ordinary fall during a walk is
now glided rather than dropped, which is the difference between crossing a gap
and landing at the bottom of it; and abilities are read the way the game reads
them, so a scene that switches gliding or climbing off is respected instead of
planned around.Recording a monster no longer reads out gibberish
Spending a tape in battle announced "patricus uses @@11540." rather than naming
the tape. Battle item events carry anItemNode— a node wrapping the item —
and the narrator was asking that wrapper for its name, getting back the engine's
own placeholder for a node nobody named. It reads the item now.Downloads
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0.6 Stable
released this
2026-08-29 14:06:14 +02:00 | 37 commits to master since this releaseChangelog
0.6
Auto-walk release. Everything here is about getting you where you asked to go.
Auto-walk knows the whole map again
The mod reads the entire overworld up front — all 128 chunks, without needing
them loaded around you. It has done that for a while; what it did not do was
keep the result. The map it built was being thrown away a fraction of a second
later, every single session, leaving auto-walk to feel its way around using only
the few hundred square metres right next to you.That was behind most of the "I can't find a route from here" and "I got as close
as the ground I can reach allows, about 260 meters short" failures on longer
walks. The map now survives, so a route across town is planned across town.It no longer walks you off balconies
Routes could step off an upper floor straight down onto ground six metres below
— through the floor you were standing on. The clearest case was the flat above
the Gramophone Cafe: asking to walk to the cafe door from upstairs planned a
route that fell through the balcony, then spent twenty seconds failing to follow
it before announcing the door was "about 6 meters below the nearest ground I
could path to".Routes now check that a drop actually lands where it claims, so it goes and
finds the stairs instead. About 3% of all the connections on the map were this
kind of lie.The map no longer switches itself off mid-session
There is a self-check that compares the map the mod read against what the game's
physics says, and disables the map if the two disagree too much. It was counting
every crate, fence and barrel you walked past as a disagreement, and after about
eight minutes of play it would give up on the whole map. From that point on,
every walk in that session was worse — and nothing said so out loud.It now knows what a prop is, wants a lot more evidence before condemning
anything, and writes down what it actually saw when it does disagree.A third more of the map is walkable
Anywhere a cliff face, house wall or fence stands on the ground beside you, the
mod used to treat that ground as unwalkable — it could not tell a wall next to
you from a ceiling on top of you. That was about a third of the walkable ground
in a typical chunk.It can tell them apart now. It also checks that recovered ground is somewhere you
could actually reach on foot, so the insides of buildings don't quietly become
walk destinations.Shift+End goes to the door
Teleporting to a door used to leave you standing a metre or so short of it.
It now puts you in the doorway itself. Doors only trigger for someone already
walking through them, so you still take the step through yourself — you just
don't have to find the door first.Still true
Some places genuinely need an ability you may not have yet. If auto-walk says a
target is unreachable and mentions climbing, it usually means it: campsites and
lookouts on raised terraces are often meant to be climbed to, and no amount of
pathfinding gets you up a four-metre wall on footDownloads
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0.3 Stable
released this
2026-08-26 11:19:56 +02:00 | 49 commits to master since this releasefixed: quest markers.
fixed: now when you press h in overworld you'll hear health of your party/beasts, the same in combat.
fixed: general nav assist bugs.Downloads
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0.2 Stable
released this
2026-08-25 21:47:28 +02:00 | 50 commits to master since this releasefixes multiple bugss with NPC's, and doors, removes your house door marker as it's redundant with dors working.
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0.1 Stable
released this
2026-08-25 19:49:55 +02:00 | 51 commits to master since this releasea first version
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0.5 Stable
released this | 40 commits to master since this release
fixed: multiple bugs, now we got the damn pathfinding reliable.
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