Window Size I have updated the options menu to increment the window size differently. Instead of increments of 1 unit, the game now increments the window size in units of 640. So when you push right, it will go from a width of 640 to 1280, then 1920 and so on. It will still be limited to the size of your monitor.
Default Keys Instead of having strafe left and right controlled by the left and right arrows (those are cul (cursor left) and cur (cursor right) in the older versions of the game by default) they are now "A" and "D", and turn left and right has been changed from "A" and "D" to "Q" and "E" which seems to be standard for most grid based dungeon crawlers.
But, because "Q" and "E" were the default keys for the Quest Log and Activate/Attack buttons, those have been changed to "L" for Quest Log, and "K" for Activate/Attack.
If you have already started playing the game or changed your key-bindings, this should not effect you. It will only effect new players, or anyone who deletes the options.cfg file.
"Ihsaan to Ihsan" There were some alternate spellings of the City of Ihsan throughout the game's various dialogues and interfaces. These have all been changed to "Ihsan" to match up with the map.
Map Update Previously using the strafe keys would change from the local map to the world map when viewing the map (key "M" by default). However, it would only work in one direction, so once you clicked strafe left twice, it would stop responding, and you had to click strafe right in order to return to the local map.
Now it will respond whichever direction you press. If you click strafe right, it will jump from the local map to the world map, and circle back to the local map if you keep clicking it. I hope it is more user friendly!
Several changes have been made to improve the game...
Several ideas have been suggested by players recently and I have been inspired to address some of them in this update. In Version 1.2.5, the main difference has to do with the map in Mount Naar, on Asad Island.
There are several key changes to the map. First, the tiles the player can actually walk on have remained dark, where other tiles on the tops of cliffs, that are unreachable are a lighter color, to make it easier to see where you can go. Lava also appears slightly differently on the map. Two other issues on this map were addressed. A certain cliff was somehow passable and allowed players to exit the map in an unintended way. Also, the small stairs had a faulty collider which has been addressed.
Location Text: The game now displays the characters current locations right at the top of the screen wherever they go, as well as on the map panel. I hope it helps!
The Diving Helm: The Diving Helm has been reduced in defensive qualities. It was making almost every other helm almost useless and this did not seem right. It is still a decent helm, but not nearly the best helm in the game. (Players who have already found it will not see this change)
In this build I have added a small change. When you view the Quest List (Q) you can now see information on the current phase of the moon. The moon phase changes every morning after sunrise, and it will stay that way until the following morning. It was an oversight not to include this in the game from the beginning. Thanks to the player who suggested it! It should make certain quests a lot less confusing I hope.
I fixed a couple text errors in the game today. One of which would qualify as a genuine bug. After certain major quest lines are completed, a pop up panel appears with a short synopsis of what happened. That panel had a text that said "Press enter to continue."
However the enter key was no longer being used, and it was instead changed to the "Y" or approval key.
So the new version should sow "press 'Y' to continue" or whatever key you may have assigned as the approval key.
Two Issues Resolved (or improved slightly) Inventory Bug Thanks to some fantastic player feedback I was able to resolve (I think) the inventory bug where moving and managing inventory could cause stacked items to disappear. It turned out that pressing space more than once, when selecting the number of items caused the issue. It seems very obvious in hindsight, but I can say that this particular issue is resolved. If there is any other trigger that can cause inventory to vanish, I am not aware of it.
Unconscious message The character falling unconscious would show a text explaining that you can either continue or load a saved game. Well I have updated this simple message to one that is a little more representative of the actual choice players are about to make,. I hope this helps!
Negative Skill Points For this update I was able to fix the bug that allowed players to gain more points in a skill than the number of skill points available, resulting in having a negative number of skill points.
Treasure Update The other, more significant change, is that treasures should now be ... better. Previously the treasure was generated totally randomly. Even "high level" treasures in later dungeons, could be just as likely to produce low level items like shoddy weapons or armor.
Now this potential to have low level items in treasure chests is still there, but the change requires that at least the first item in that chest will be an armor or weapon that is level appropriate.
IMPORTANT: When you play the game, as soon as you enter a particular level, the treasure chests are generated and saved. So this updated treasure thing will not be working for levels that players have already entered, it will only effect levels they have not entered yet.