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Release Notes for Pool of Radiance: Ruins of Myth Drannor

Patch #1

Crash fixes

- Updated the bundled SDL audio and controller library. This addresses reported crash since launch: a crash on the audio thread when the playback device changes format, for example when a headset is switched or reconnected.

- Fixed a crash after loading a save made near an undiscovered secret door. The original game could save the door's state from the wall section that hides it, and loading that save could crash. The door's state is now saved from the door itself. Saves that already hold a bad state load with the door hidden again, as originally placed.

 

Quests and conversations

- Nottle now appears at his wagon even if the party crossed his trigger area during the opening zombie fight. Saves in which he went missing this way are repaired when loaded.

- Conversations triggered while the game is busy (during a fight, a cutscene or a menu) now wait until the game is free. Previously they were retried once and then dropped for good.

- Elena, the ghost at the wells of Turgild Square, now speaks when the party is already at the well when she appears. In the original game the well's rim kept the party just beyond the distance at which she notices it, so she could stay silent until the party walked away and back or clicked her.

 

Controller

- D-pad Up now switches between walking and running while exploring, with the game's own "Run mode: ON / OFF" message. It no longer opens the map; M and the Journal's Map entry still do.

- In walk mode every stick movement walks. In run mode a partial stick push walks and a full push runs, and the rest of the party now follows at the same pace instead of running.

- D-pad Up does nothing during narration, on the map screen or in combat.

Settings and key bindings

- Added Show Indicators and Move and Act Mode to the Game tab. These are the game's existing Left Alt and Left Shift toggles. The chosen setting applies whenever a save is loaded, and pressing the key in game updates the setting.

- Restored Run by Default to the Game tab, with a description that mentions D-pad Up's walk/run toggle.

- In Legacy mode, these original game toggles, along with Show Die Rolls, remain under the player's control.

- Action-bar favourite keys (the keys in the Q, W, E, R, T and Y positions) no longer take a key the player has bound to a camera action. Previously, binding W to Camera Up left W doing nothing.

- The key bindings page now asks before reassigning a key used by an action-bar favourite, for example "W already does Favorite 2. Use it for Camera up instead?"

 

Saves and exiting

- The full game now imports saves from the demo at startup, so players can continue where the demo ended. Each demo save is imported once, the demo's area restrictions are not carried over, and imported saves sync to cloud like any other save. A configuration setting can turn the import off.

- Fixed Polish players being unable to type a save name: typed letters vanished and Save stayed unavailable. Saving and loading were checked in all seven languages.

- Closing the game with Alt+F4 or the window's close button during a conversation no longer leaves the game running in the background without a window.

 

Text and languages

- The Language list now shows "Русский" correctly in every language, instead of question marks. Further fixes for similar display issues are planned for a later update.

- Item tooltips on the character sheet no longer cut off long descriptions. In every language, the last lines (effects, weight) could be lost; in Traditional Chinese, the text could also end on a broken character.

 

Traditional Chinese:

- Item names no longer shift by one entry (for example, a key shown as a +3 short sword). The original item-name file contains a stray empty line that the game skips, and the corrected text now accounts for it. Monster names are handled the same way.

- One item name is restored to the original release wording (機動靴).

The level abbreviation beside each class on the character sheet and inventory now shows its Chinese character instead of “?”.

- Small text on the game’s own screens is drawn at full character height, so characters are legible instead of filling in.