• 0.8 a8740b8cdf

    0.8 Stable

    patricus released this 2026-08-31 12:36:09 +02:00 | 14 commits to master since this release

    Three 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.

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