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Releases: EarthboundPromoter/Citizen-Speaker

Citizen Speaker 0.9.6

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@EarthboundPromoter EarthboundPromoter released this 26 Jul 01:52

Bugfix release for two kinds of endings: a playthrough's and a cycle's. Endings that return you to play no longer leave the mod stuck in its credits mode, and the scenes that block a cycle's end are now announced, labeled on their rows, and startable even when the camera is looking elsewhere.

Changes

  • Fixed: endings that continue. Some endings let you keep playing after the sequence finishes. The mod's end-sequence mode used to stay latched afterwards — Enter kept acting as the credits-skip key, and station change reports stayed silent — until you visited the main menu and came back. The mod now recognizes the game's in-place return to play, stands down on its own, and re-baselines its station census so the restored station doesn't read as a wave of phantom appearances.
  • Active scenes. A character with a scene waiting — the game's cycle-end strings call these "active scenes", the pulsing marker that blocks the cycle from ending — now reads "active scene" on their station-table row, and the census announces "X has an active scene." when one arrives mid-cycle.
  • Fixed: unreachable mandatory scenes. Committing to a character whose marker sat off-screen could refuse ("never enabled") because the marker's button doesn't accept pointer delivery while unframed. For active-scene rows the mod now falls back to sending the marker its own click event — the same event the game's autoplay path fires — so the scene always starts.
  • Cycle-end cards speak their reason. A card blocked by active scenes now reads its own rendered label and description instead of the generic disabled wording, and never repeats the same text twice in one utterance.
  • Table safety nets. A character the mod cannot place in any zone now rides the current zone's table (and logs loudly) instead of vanishing from every table, and POWER ROUTING files under the Rim where the game places it.

Installing

Extract the zip: put CSAccess.dll into BepInEx/plugins/, and Tolk.dll +
nvdaControllerClient64.dll beside Citizen Sleeper.exe. Requires
BepInEx 5 (x64) and a screen
reader. To update, replace CSAccess.dll.

Citizen Speaker 0.9.5

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@EarthboundPromoter EarthboundPromoter released this 23 Jul 14:24

Navigation and feedback release. The screen gets a spoken anatomy: a UI bar up top, a dialogue log you can read back, and a cloud that tells you what every press will do — plus the fix for the cloud losing its place after a hack.

Changes

  • UI bar (C and V). The top instrument band is now a browsable two-row table, mirroring the inventory band at the bottom of the screen. C opens it on the vitals row (cycle, energy, condition, cryo — and the cloud's ghost tracker while one is on screen), V on the dice row, one die per column. Up and Down switch rows, Left and Right walk cells, Space reads the row; either key again, or Backspace, returns to where you were. Outside the map, location, and cloud screens the keys keep their old glance behavior.
  • Dialogue log (B). In any conversation, B enters the game's own scroll-back of earlier lines: Up and Down read block by block, each line attributed to its speaker; the visual view scrolls along. Enter never presses anything from inside the log, and B or Backspace return you to the live line or your choices exactly as you left them.
  • The cloud speaks its whole flow. Hacking a node is three steps, and each now announces the next: slot a matching die ("Enter to hack"), hack ("Hacked. Enter to extract data." — with the Transfer Intercept cryo payout folded in when it procs), then extract, followed by the outcome and the district tracker's progress ("TRACKED: 3 of 6, stage 2"). The tracker also appears as a vitals cell while in the cloud — a rendered meter that previously went unspoken.
  • Fixed: the cloud losing its place after a hack. Completing an extraction could silently drop you from the open node's card back to the node table while still zoomed in, and a stray Enter there could queue a camera jump that fired when you backed out. Card focus is now held by the game's own marker state for the entire visit, and markers the game has disabled refuse the click instead of misfiring.
  • Skill window teaches the skill system. Each skill row gains a Description column with the game's own function line ("Work with machines and physical tools."), and Space on a skill now reads the full lesson: name and value, description, the upgrade ladder with your position ("Ladder: -1, 0, Perk 1, +1, Perk 2, +2; at +1"), both perks with owned state, and the next rung with its cost.
  • F1 help covers the UI bar and the dialogue log, and describes their own keys while you're inside them.

Installing

Extract the zip: put CSAccess.dll into BepInEx/plugins/, and Tolk.dll +
nvdaControllerClient64.dll beside Citizen Sleeper.exe. Requires
BepInEx 5 (x64) and a screen
reader. To update, replace CSAccess.dll.

Citizen Speaker 0.9.3 (beta)

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@EarthboundPromoter EarthboundPromoter released this 22 Jul 17:40

Structural and navigation release. Two progression blockers fixed; station
navigation rebuilt as per-region tables.

Changes

  • Action cards and clocks are found by structure, not by object name. Irregularly named cards no longer vanish from the mod: this fixes an invisible action required to progress (the Unit 207-F apartment key), roughly two dozen clocks that never appeared in the clocks list (Ethan's Tab among them), and location rows reporting no actions for locations that had them.
  • Item requirements name the item: "Takes 1 Yatagan Data" instead of "Requires an item". Cards demanding an item no longer misreport the cost as cryo. Station and cloud item cells read from one source.
  • Dice: slot odds no longer intermittently drop, and the false "Die removed" announcement after starting an action is gone.
  • Station navigation is now per-region tables. Each region — the Rim, the Greenway, the Hub — is one table, loaded automatically when you take a transition (the ferry, the Hub elevators). The tabbed station map, Slash, the Characters tab, and the Tracked Drives tab are removed: characters appear as ordinary rows in physical order, and drive data lives in the Drives column and the drive log.
  • The camera moves once per row step and no longer fights manual camera movement.
  • Region membership is calibrated from the live game and corrects itself from what the game shows. Locations the old table could never list are now reachable — including Founder's Gap, the paid gateway to the Greenway, which was previously filed under a tab that could not exist. Progression to the Greenway by table navigation is unblocked.
  • The Hub is a fixed view: all its available locations are listed and selectable without camera movement.

Installing

Extract the zip: put CSAccess.dll into BepInEx/plugins/, and Tolk.dll +
nvdaControllerClient64.dll beside Citizen Sleeper.exe. Requires
BepInEx 5 (x64) and a screen
reader. To update, replace CSAccess.dll.

Citizen Speaker 0.9 (beta)

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@EarthboundPromoter EarthboundPromoter released this 22 Jul 00:09

This is a polish release. The significant bugs have been squashed, and all that
remains are polish items and late game verifications. You should experience
smooth uninterrupted gameplay now, and if you experience otherwise, please
report promptly.

Changes

  • The far station past the Rim Gate — the Lowend and roughly 70 locations — is fully present in the station table, the world census, and hover reads.
  • Backing out of a die placement returns the die to the pool, and closing the picker returns the slot to idle.
  • Die odds are spoken when the die is slotted, reporting the game's own percentages for the settled value, including the skill boost. The order is "Die slotted", then the odds, then the start prompt.
  • Cryo, inventory, and upgrade point changes are announced, including gate tolls, item costs, random grants, drive-completion points, and changes driven by dialogue.
  • Clock names carrying quotes compose with their current value.
  • The dialogue speaker's name is announced when it changes, including mid-conversation switches.
  • Locations land in the correct zone tab, with the correct sort order and camera follow. A district gate opening is summarized as a batch.
  • The END CYCLE cost strip is spoken as words, keeping the game's own STARVING! warning.
  • Tutorial prompts name the mod's keyboard keys, and sprite-boundary punctuation is cleaned up.
  • The Predicted cell reads its outcomes as labelled tiers with segment counts.
  • World changes pending at a pause are spoken at the pause.
  • Grammar and composition fixes throughout: objective-list punctuation, item fragments, autosave phrasing, action-unavailable context, skill-rank wording, and zero-count facets dropped from row reads. Plus stable "new" markers, the correct item source on cloud field rows, a quiet mode authority after quit-to-title, and cursor position preserved through locations that blink in and out.

Still to verify

The Greenway and Hub zone crossings, and the endings.

Installing

Extract the zip: put CSAccess.dll into BepInEx/plugins/, and Tolk.dll +
nvdaControllerClient64.dll beside Citizen Sleeper.exe. Requires
BepInEx 5 (x64) and a screen
reader. To update, replace CSAccess.dll.

Citizen Speaker 0.8 (beta)

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@EarthboundPromoter EarthboundPromoter released this 21 Jul 03:39

First public beta of Citizen Speaker, a screen-reader mod for Citizen Sleeper (NVDA/JAWS via Tolk). The whole game surface is built and verified in live play except zone transitions and the endings (provisional). See the README for requirements, installation, and keys. Extract the zip: CSAccess.dll into BepInEx/plugins/, Tolk.dll and nvdaControllerClient64.dll beside Citizen Sleeper.exe.