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v0.2.2

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@Svenja001 Svenja001 released this 01 Sep 20:51
· 2 commits to main since this release

0.2.2 | 1 September 2026

The game runs faster, walking to spods you never should see is fixed, auto-walk stays out of walls and gets through the graveyard, chests
answer the moment you press, and a batch of things that were still being read out in English — the
day an NPC names, the soul healer's organs, several buildings — say what they are in your language.

  • Dialogue, tasks and quests say which day of the week they mean. Whenever the game names a
    weekday it does not write it as a word — it draws a little picture of that day's sin instead, and
    the sentence is written around the picture: "Talk with the Merchant on ...", "Meet me on any ...,
    on Witch Hill", "no more corpses on ...". The picture is the only place the day exists, so it
    never reached the speech at all and you heard the raw code the game uses for it, "d4" or "d2".

    All six now read as the day they stand for — "Talk with the Merchant on Day of Gluttony", "Prayer
    will be available again next Day of Pride" — in the same wording the Q key uses for today's date,
    so the two agree. This runs on every piece of game text the mod speaks, not just speech bubbles:
    NPC dialogue and your own replies, task and quest text, the NPC list and the tech tree.

  • The spot where you throw a corpse in the river is a landmark now. Yorick asks you to dig up the
    unpleasant neighbour and get rid of him in the river, and then tells you nothing about where that
    is: there is no quest arrow on it, the dialogue just says "the river", and the place itself had no
    name of its own, so it read as "Throw body river" in the Other list — and only while you were
    already standing near it, because the game switches off anything off screen and that list drops
    what is switched off.

    It now sits in Landmarks, from anywhere on the map, as "River bank, throw a body in here", and
    it reads the same wherever else you meet it — including when you simply walk up to it, which
    still announced the raw id "throw_body_river" after the first fix. It is not tied to the
    quest: throwing a body in the river works for the whole game and is one way to get rid of
    one, so it stays in the list afterwards — including for players who took that quest long ago
    and could never find the place again.

    And while you are carrying a corpse it joins Crafting stations, next to the morgue throw-in
    and the crematorium. That is the short list you go to
    when the question is "where do I put this", and the first time Yorick sends you off with the
    neighbour it is right there. It appears when a body goes on your shoulder and disappears when your
    hands are free. It has to work that way round: the game itself never registers this step as a task.
    The text for one was written — "Get rid of the body from the grave at the lower-right corner. Just
    throw it in the river."
    — but nothing in the game ever switches it on, so there is no quest entry
    to hang a marker on. Yorick only says it out loud, once. Going by the body you are carrying covers
    that first quest and every corpse after it.

    The bank is no longer listed in Other as well. Between that, the landmark and the carried-body
    entry, standing next to it offered you the same spot three times over.

  • Gerry's scene at the river can actually be reached now. After your first corpse goes in the
    water, Gerry turns up on the bank to have a word about it — and that scene is what opens the NPC
    list for the first time. It does not play when you throw. The game arms it in three steps, and the
    last one is walking into an invisible trigger zone a few steps along the bank. A sighted player
    crosses it without noticing, the moment they wander off after throwing; if you arrive by auto-walk,
    throw, and stand still, nothing ever happens and there is no hint that anything is waiting.

    While that scene is pending, the bank now appears under Quests as "River bank, Gerry wants a
    word about the body"
    , and walking to it puts you inside the zone and starts the scene. It shows up
    only in the window between the throw and the meeting, so it is silent for everyone else.

  • The game runs at full speed again. On a long session the picture had been falling steadily
    behind the sound: the world moved in jerks while music and footsteps kept perfect time. That was
    the mod. Keeping the list of things you can walk to up to date costs real work, and it was doing
    all of that work again from scratch about twice a second, forever.

    Three things were behind it. It asked the engine to hand over every object in the game just to
    find the items lying on the ground. It re-decided what kind of thing each of the two thousand-odd
    objects around you was. And it worked out the spoken name of every one of them — around eighteen
    hundred names, twice a second, every second.

    All three are fixed. Ground items now come from the list the game itself already keeps. What kind
    of thing an object is, and what it is called, are worked out once and remembered — until the
    object turns into something else, which the mod notices. A rebuild has gone from about a sixth of
    a second to roughly a fortieth, and the mod as a whole from a third of the machine's time to a
    small fraction of it.

    Nothing you hear has changed: the same objects, in the same lists, under the same names. Names
    that can change while the object stays the same — whether a grave is empty or has a body in it,
    how many crates are on a pallet, what stage a garden bed is at, how good a worker zombie is, and
    whether a cliff face has become a zombie mine — are deliberately never remembered, and are still
    worked out fresh every time you hear them. Switching the game's language throws the remembered
    names away.

  • Auto-walk no longer drags you through walls. To walk you somewhere the mod hands you to the
    game's own mover with your controls switched off, which is what lets it thread gates and fences
    the way a villager does instead of jamming on them. The cost of that is that nothing physically
    stops you — so when the mod could not find a proper route and fell back on walking you there in a
    dead straight line, that line went through whatever was in the way, house walls included. Coming
    out the far side of a wall left you standing where the game never expects anyone to be, which is
    where several other oddities started.

    Straight-line walks are now checked before you are moved at all, and if a wall is in the way the
    walk is not made. While a walk is running, if it does carry you into something solid, you are put
    back on the last spot where you stood in the clear and a different route is worked out from there
    — the mod steers itself back onto the road rather than handing you the problem. If there is
    genuinely no way round, only then does it say so and switch to turn-by-turn guidance.

    You are never stopped standing inside a wall. Handing your controls back while you are in the
    middle of one would leave you wedged in a pocket with no way out, so the mod always backs you out
    first.

    It also stopped arguing with the game about what a wall is. Chairs, tables, trees, fence rails and
    the odd bit of scenery that has a collider the game itself walks straight through are not
    obstacles — brushing past them is what lets auto-walk thread the village gates, and it is what
    gets you from your front door to your bed. Only somewhere the game's own map agrees nobody can
    stand counts as a wall.

  • Auto-walk works in the graveyard. Among the graves it used to give up and leave you to walk
    yourself, even though the way through was plainly there — as you could tell by simply walking it.
    Two separate reasons, both fixed.

    The game keeps two maps of where you can walk: a coarse one for villagers, and a fine one for you.
    The coarse one's squares are nearly a whole tile across, so where graves are packed together it
    has no free square left in the gaps and reports that there is no way through ground you cross
    without thinking. When it gives up, the mod now asks the fine map — whose squares fit between the
    headstones — and drives that route instead.

    The second reason was the search area. The game only looks for a route inside a narrow corridor
    drawn between you and where you are going, so a way round that leaves the corridor is not
    considered at all. That is fine for stepping round a fence and useless for walking round a
    building, which is what reaching the morgue door asks for. After a walk fails once, the mod now
    widens that corridor considerably and tries again.

  • Landmarks for places aim at the middle of the place. A landmark like the village covers a huge
    area, and the mod was pointing you at whichever of its objects happened to be nearest — which,
    from the house meant the high ground on its far side. Auto-walk then set off up over the
    cliffs while the tavern, a landmark inside the same village, took the road the whole time. It now
    heads for the middle of an area instead, which is both the sensible destination and a fixed one:
    the distance it reads out no longer drifts as you walk.

  • The crowd of NPCs standing in the void is hidden. Graveyard Keeper does not remove a character
    who is finished for the day; it teleports them off the edge of the map and leaves them standing
    there. Everyone whose day it is not, every tavern guest between visits, the whole cast. A sighted
    player never sees that place. The mod did: they were listed under People and Vendors, they
    turned up as quest targets, and you could auto-walk to them — off the map, into a part of the
    world that is not meant to exist, which caused its own bugs.

    It turned out not to be one spot but a whole row of them, one per off-duty cast member — the
    bishop, the actress, the merchant, the cultist, the inquisitor, the astrologer — side by side,
    next to the general one everybody else goes to. All of them are now recognised, and so is the mark
    the game stamps onto a character when it sends it away, which is kept in your save: a character
    who has been put away says so itself, rather than having to be worked out from where it is
    standing.

    Anyone parked is invisible to the mod everywhere — the object lists, quest markers, the readout of
    what is near you, the corpse search and the combat scans. What is NOT hidden: the place your
    zombies stack wood, which is named almost the same way and which you very much need to find.

  • Moving a whole stack into a chest answers straight away. Holding Shift and pressing Enter on a
    stack moves all of it at once, and then tells you how much went — but there was a noticeable pause
    before it said so. The mod was reading and naming every item in the chest and in your bags twice
    over for the one press: once to work out how much had moved, and again to say where you now are.
    It does that once now. It was also writing several hundred lines into its diagnostic log for each
    of those two passes, which on a machine with the log window open cost more than the work itself;
    those lines are still there for anyone chasing a bug, but they are off unless asked for.

    The same press at a trader now says what moved as well. It always worked, but the trader screen
    spoke only the new balance and dropped the "Moved 5 wood" half on the floor.

  • Five more things say what they are instead of reading out a code. The funeral pyre, the morgue
    building, both corpse hatches, and a grave once a body is in it were among the handful of objects
    Graveyard Keeper never named in any language, so they came out as "Mf pyre", "Morgue 1" and
    "Grave corp". They now read as Funeral pyre, Morgue, Corpse hatch — the outside one the donkey drops
    a body into and the inside one you clear it through — and Grave with a body, which is the game's
    own wording for it elsewhere.

  • The soul healer names its organs in your language. Each of the seven sins wants one particular
    body part, and the row that tells you which one read it out in English — "Sloth, takes brain" — in
    every language. The station asks the game for the part by a name that stands for the whole family
    of that organ, one for each skull score, and that family name is the one thing the game itself
    never writes down: it has words for heart with 2 red and 1 white, and none for heart. Where a
    word does exist under the bare name — flesh, fat, skin, blood — the mod was not asking for it
    either, so all seven came out in English.

    Both are fixed, and the words come from the game's own text rather than being written fresh, so
    every language it ships in is right. This covers the same gap wherever else it shows up, including
    recipe ingredients that accept any quality.

  • The chest window's close button is no longer English in a German game. Buttons that carry no
    writing of their own fall back on the name the artists typed into the game, which is always
    English and never translated. In a chest that was the only button there is, so it read as "close
    button" in the middle of otherwise German speech. The common ones are translated now.