-
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
-
Source code (ZIP)
0 downloads
-
Source code (TAR.GZ)
0 downloads
-
Source code (ZIP)