Skip to content

Releases: aefren/the-unseen-banner

The Unseen Banner 1.3.0 - every march measured, every region listed

Choose a tag to compare

@aefren aefren released this 31 Aug 04:13

Version 1.3 is about the ground the company crosses. A march is now measured
before it is ordered — how far it is to walk, how much of it is road, the lands
and towns it passes, the hostiles beside it, and whether the food outlasts it —
and the map can be read inwards as well as outwards: the regions the campaign
holds, how much of each has been walked, and which towns lie near which. In
battle, the enemy is heard coming rather than only heard arriving. Saves remain
compatible with 1.2.

Every march is measured

Ordering the company to a town twenty tiles off said one word and then nothing
until it arrived. Every travel order now carries its route: how far it is to
walk, how much of that is road, the rivers it crosses, the named lands it passes
through in the order it enters them, the towns it goes by, roughly how long it
takes, and the nearest known hostile the line of march runs past. If the larder
gives out before the road does, it says so.

G answers the same question at any point of a march — where the company is
going, how far is left, how long. Shift+G, or Shift+Enter on a list row,
measures a trip without ordering it, which is the question worth asking before
spending two game days on the answer. The time is spoken as an estimate.

The tile figure says "to walk", because a road bending around a lake is a third
longer than the straight line every list row counts.

The regions you have explored, on Shift+Z

Shift+Z opens the campaign's named areas as a list. A row names the area, then
places it — the company's own region says where inside it, the rest give distance
and bearing — then what it is known to hold, then how much of it has been
explored and which way the rest of it lies. Fog of war had no readout at all
before this, and it is the one thing a sighted player takes off the map at a
glance.

V or Enter opens a region's known settlements and locations as a sub-list,
where Enter travels. Page Down/Page Up switch between land and sea. A region
without a single explored tile is not listed, and the places counted are the ones
B would already list.

Which towns lie near which, on N

Everything the mod said about the map was measured from where the company is
standing, and so it was true only until the next march. N, on any row of B or
Shift+B, anchors the list on the focused place instead: the settlements nearest
to it, each with a compass bearing and the length of the real road between
them. Two towns with no land route between them say so.

N again on a neighbour moves the list onto that town, which is how a chain of
towns is followed across the map without moving the company; Escape walks back
out one town at a time. The anchor need not be a town — N on a bandit camp
answers "which town is that near". Only discovered settlements are listed, and
the road is counted only where the company has been.

A settlement says how it stands with you

A town's details used to read out two unlabelled "Relations: Friendly" lines,
because vanilla leaves whose standing it is to the banner drawn beside it. They
now name the faction, say whether it is the people living there or the house that
rules them, and carry the same 0 to 100 figure the factions screen shows. The one
word also rides on the row itself in B and in the neighbours list, since the
standing is what decides whether the gate opens at all.

The details header also names what is being inspected and counts its rows;
several keystrokes down a sub-list, "Details" answered neither whose nor how
many.

Tracks name who left them

Shift+F reported a number that summed sprites, so one party crossing three hexes
and three parties crossing one both said "3 tracks to the northeast" — a figure
nothing could be decided on, when the identity decides everything. It now groups
the tracks by party and reports the directions each was found in. The Lookout
still decides whether you hear the exact party or only its family.

Attacking a party you are allied with, on Ctrl+Enter

Robbing the caravan of a faction on good terms with you was a mouse-only action.
Ctrl held with Enter now orders it, and the cue names whose goodwill is being
spent — it is the one order on this map that cannot be taken back. It is refused
while a contract runs, exactly as the mouse is.

The map's own objectives are listed

B has a fourth category: what the map is pointing at. It holds the destination
of the active contract, whatever kind of place that is, and the party being
escorted.

Company status names the ground's price in rations

The company eats more in the mountains and more again in the desert, and the days
of food remaining ignore it. The ground now gets a row of its own, and only when
it costs more.

The formation is walked as a field

The battle order was a single list of 27 slots, and a slot said where it was
before it said who was standing there. It is a field now, oriented as the ground
it turns into: the front line on the company's right, the back line and the
reserve to its left, nine positions running north to south in each. Q, W,
E, A, S and D are the same six hex neighbours the tile cursor walks in
battle, and a step off the edge is refused rather than half-taken.

A slot says who stands in it, his level and what he carries in both hands, on his
head and on his body, before it says where that is; the line is named only when
the cursor crosses into another one. Up/Down still walk all 27 slots in order.
While the character screen is open it also swallows Q, W, E and S, so the
world map behind it can never pan.

The armed skill answers first

With a skill armed, the hit chance was the last thing the tile readout said,
after the ground, the unit, its health, its morale and its bearing — the one
number the skill was armed to ask about, arriving after everything the player was
going to interrupt through. It leads now, and it leads alone: "valid target" in
front of a percentage added nothing to the percentage. A target that cannot be
hit still says so, and says it first.

The enemy is heard coming

The game logs what a unit does when it gets there and nothing about crossing half
the field to do it, so a line of brigands closing in was silent until it struck.
Every unit you do not command now reports its own move as it ends: "Brigand
Raider with Short Sword moves 3 tiles toward Hans." The count is the ground
gained, so a charge stopped after two tiles by a spear wall reports two. The name
is the nearest unit on the other side, with toward or away from according to
whether the move closed or opened that distance.

Units hidden from you neither report nor are named, and the lines share the combat
log's queue, so any cursor key clears a backlog when a whole warband moves at
once.

Fixed

Shift+T took the game down with it instead of reading the state of the camp.

Installing over 1.2

Run install.bat from this release; it replaces the files installed by 1.2.
Saved games are never touched, and uninstall.bat still leaves the game as it
came.

The Unseen Banner 1.2.0 - a battlefield you can hear and a map with names

Choose a tag to compare

@aefren aefren released this 20 Aug 16:56

Version 1.2 has two headline changes. The battlefield now answers with sound as
well as with words: the unit under the cursor, the ground it stands on and the
dead lying on it each have a cue of their own, and a new window inside the game
teaches them and lets you choose how much of them you want. And the world map
names the ground itself — the region the company is crossing, and where in that
region it stands — so a campaign can be navigated by place names rather than by
counting tiles. Saves remain compatible with 1.1.

The cursor sounds the unit under it

Focusing a visible combatant now also plays a positional tactical-sonar cue. It
places the unit, says whether it is an ally or an enemy, and says when it acts.
Hidden units are never revealed.

The ground has its own cues: higher ground, lower ground, hexes nobody can stand
on, and bodies lying on the field. They sound whether or not a unit is standing
there, and everything one hex has to report is heard as a single sound.

Sound arrives while the cursor is still moving, which is what makes it worth
having next to speech: a line of enemies, a slope or a wall can be swept and
understood without waiting for a sentence per hex. Every parameter of the cues can
be adjusted in companion/sonar.json without rebuilding, and the new options
window can turn the spoken half of the doubled facts off.

The map is named, not just measured

Z reads the region the company stands in and where it stands within it, using
eight compass directions — for example, "East of Glaucious Domain." In the M map
explorer it reads the cursor tile instead, so a region remains useful for
orientation even where it holds no settlements. Regions are only named on explored
ground.

Travel announces the same reading when the company crosses into another region or
into another sector of the one it is in, so the map is heard as a set of named
areas that the company moves through rather than as a distance from the last
town. Every row in B names the region and sector of the place it lists, which
places settlements, locations and landmarks on that same map by name.

Morale is played, not synthesized

The five morale states are now recordings, in companion/sounds/. A file that is
missing or unreadable costs the recording and never the cue.

Mod options and a sound tutorial, on Ctrl+F1

Ctrl+F1 opens a mod options window in combat and on the world map: Up and Down
walk the settings, Left and Right change one, Escape closes.

The first setting chooses what the tile cursor answers with — sounds and speech,
sounds only, or speech only — for the facts that are carried both ways. Explicit
inspection with V and Shift+V is never affected.

The window also opens a sound tutorial that plays each cue on its own, so they can
be learned away from a battle. Up and Down walk the sounds, Space plays one.

Every in-game list now says that F1 answers "which keys work here".

The turn order names what each enemy carries

Tab now names each enemy's weapon along with his place in the queue. Unarmed
enemies keep their bare name.

A shop's comparison brother answers in one breath

Left and Right (and A/D, Tab) in a shop used to re-read the whole focused
row to deliver one changed name. They now speak the new brother and what he
already wears in the focused item's slot, and nothing else. Up and Down still
speak the full row.

Battles between other parties are announced

Two parties that meet away from the company and fight it out were shown by nothing
audible at all. Such a battle is now announced: who fell upon whom, and how far
off it is. A party allied with the company is named as the ally it is.

Installing over 1.1

Run install.bat from this release; it replaces the files installed by 1.1.
Saved games are never touched, and uninstall.bat still leaves the game as it
came.

The Unseen Banner 1.1.0 - faster combat inspection and practical map tools

Choose a tag to compare

@aefren aefren released this 10 Aug 06:57

Version 1.1 makes battlefield decisions faster and adds two practical
world-map tools. Saves remain compatible with 1.0.0.

Faster, focused combat inspection

The tactical cursor now includes morale when announcing visible units. Armed
enemies are named with their main-hand weapon when moving the cursor, cycling
enemies, listing nearby threats, or inspecting a unit. Unarmed enemies remain
identified without a misleading weapon label.

New shortcuts read individual parts of the unit under the cursor without opening
the full inspection list:

  • Shift+E: equipment.
  • Shift+F: active effects.
  • Shift+D: damage range, armour damage, head-hit chance and vision.
  • Shift+A: bag slots 1 and 2, including empty slots.
  • Shift+W: body and head armour, with item names and current/maximum durability.
  • Shift+T: turn timing and current/maximum fatigue.

Shift+S now reads the active brother's usable skills, their costs and whether
each can currently be used, replacing the former K shortcut. The unmodified
Q/W/E/A/S/D movement cluster is unchanged.

Roads can be surveyed at a glance

Shift+R counts discovered road segments inside the company's current vision,
groups them by direction and says whether the company is standing on a road. The
scan respects fog of war, while plain R continues to open factions and
relations.

The current map seed can be copied

The world-map pause menu now starts on the campaign's map seed. Pressing Enter
copies it to the Windows clipboard and confirms the copy aloud.

Campaigns whose saves contain no seed explicitly announce “Map Seed:
Unavailable” instead of silently omitting the information.

Installing over 1.0.0

Run install.bat from this release; it replaces the files installed by 1.0.0.
Saved games are never touched, and uninstall.bat still leaves the game as it
came.

The Unseen Banner 1.0.0 - a complete campaign playable by ear

Choose a tag to compare

@aefren aefren released this 04 Aug 19:20

Version 1.0 marks the complete campaign milestone: company creation, management,
contracts, travel, tactical combat, rewards, saving and loading on the surfaces
the game provides, and the end of a campaign can all be played by ear without a
mouse. The nine practice battles provide a safe, repeatable place to learn the
tactical controls.

Ground items can be found and recovered during battle

The tactical cursor now names every item physically lying on a discovered hex.
These are the game's live tile.Items: weapons, shields and other objects that a
brother standing there can equip or put in his bag during battle. Items retained
only inside Corpse.Items remain post-combat loot candidates and are not falsely
described as recoverable from the ground.

P opens the pickable objects under the active brother as a short list. Up/Down
selects one and Enter moves it to the backpack through the native ground-inventory
endpoint, preserving Action Point costs, Quick Hands, capacity checks and rollback.
F1 includes both the battlefield shortcut and the controls of the open list.

Verified in game with NVDA.

The world map warns, guides and respects what is still hidden

A hostile party already in sight now announces again when it crosses the closing
distance bands at six, four and two tiles. The alerts have hysteresis, speak only
the most urgent party per scan and use the FIFO event channel, so a threat cannot
disappear into silence or repeatedly shout while pacing one threshold.

Roads are read with the directions they run from X, the map explorer and its V
list, and when the company walks onto or off one. The same implementation covers
rivers. Roads were verified in every readout; no river could be found during the
final audit, so its equivalent wording remains an explicitly non-blocking
verification gap. Undiscovered road segments stay hidden.

Shift+F counts the tracks inside the company's current vision and groups them by
north, northeast, southeast, south, southwest and northwest. Plain F retains
the game's show/hide-tracking action. Known landmarks accept Enter as an ordinary
approach order, while landmarks attached to undiscovered settlements remain out of
the lists and every other readout. Place rows now start with the useful rendered
name instead of repeating a category the list header already announced.

All reproducible paths above were verified in game with NVDA.

The map speaks upkeep, confirmations and the numbers behind a deal

The daily settlement of food and wages now says who went hungry or unpaid, how
many days of food remain when supplies are low, and whether tomorrow's payroll is
covered. Both failure paths were forced and verified by ear.

F2 now has Company Status and Wounded Brothers categories. It reports payroll
coverage, total repair time and tools, total treatment time and medicine, and the
individual recovery time of every wounded man. Enter on an active contract or
ambition follows the game's own confirmation and consequence path; abandoning an
ambition and the expanded F2 readouts were verified in play.

Every otherwise unknown dialog_screen now owns the keyboard and is announced,
instead of sounding like a frozen game. Market rows carry both the town's price
and the item's base worth; provisions and trade goods in the company stash also
name their recorded purchase price when one exists.

Practice battles and shorter tactical checks

The Scenarios screen is now a keyboard list of the nine prepared battles with
their names and descriptions, followed by separate Play and Cancel entries.
Selecting a row never starts it by accident. Starting a scenario also clears the
hidden menu cursor before tactical input begins.

Repeated battlefield checks are shorter: V keeps identity, health, armour,
equipment, morale, timing and effects; T reports only Action Points and fatigue;
and the combat log preserves the rendered sentence while compressing its standard
chance-and-roll suffix. The shorter place lists, scenarios and tactical hand-off
were verified in game with NVDA.

Scope deliberately left after 1.0

The taxidermist cursor, ingredient list, guards and craft action are implemented,
including the Blazing Deserts building variant, but a real craft could not be
reproduced for final auditory confirmation. It remains documented rather than
holding back the complete campaign. Saving and loading during battle are not
offered by Battle Brothers itself.

Key remapping, configurable verbosity, positional sonar and a persistent
destination beacon are quality-of-life and orientation work scheduled after 1.0.
Accepting a settlement contract still requires leaving and re-entering the town to
refresh the accessible contract list.

Installing over 0.9

Run install.bat as before; it replaces what 0.9 installed. Saves are never
touched, and uninstall.bat still leaves the game as it came.

The Unseen Banner 0.9.0 - three more buildings, F1 key help and the level up's other half

Choose a tag to compare

@aefren aefren released this 30 Jul 10:01

Three of the four buildings that still answered "not accessible yet" now have a
cursor, the tile cursor reads the ground it lands on, F1 answers "which keys
work here" from inside the game, and the attribute half of every level up stops
being lost in silence.

New: harbor, training hall and taxidermist

The harbor is the one whose absence changed how a campaign had to be played:
booking passage is the map's only fast travel and it was mouse-only. Up/Down walk
the destinations, V opens the destination's own description, and Enter asks to
confirm before a second Enter pays and sails — sailing cannot be undone and
lands the company somewhere else. Each row also carries the owning faction and the
bearing and distance, both of which a sighted player has from the map, and which
together make the fare legible: it is distance times company size. A destination
still under fog says so instead of giving a bearing. When the harbor refuses —
you are escorting a caravan — the reason is spoken.

The training hall lists your whole roster, not just the men who can train.
Vanilla quietly drops the ones who cannot, and a short list read aloud sounds like
men gone missing, so those men are listed with the reason: too experienced, already
training, or a slave the manhunters will not school. Enter opens the three paid
lessons, a second Enter pays, V reads what a lesson teaches. Your purse is
checked before the game is called, because the game's own guard was the greyed-out
button and nothing else.

The taxidermist was unreadable: its ingredients are icons whose only text
lives in a mouse-over tooltip, and a greyed-out recipe gave no reason. Up/Down now
walk the recipes with their cost and, when one cannot be made, why not; V opens
the description and the ingredients, each with how many are still missing; Enter
opens the craft action and a second Enter pays for it. As with the temple,
crowns and ingredients are enforced before the game is called.

The barber is answered honestly rather than promised for later: it only swaps a
man's sprite — no cost, no effect in play — so there is nothing to describe, and
the mod says that instead of staying silent.

New: F1 lists the keys that are live where you are standing

The mod owns some thirty keys across a dozen surfaces, and they lived only in the
README — unreachable from inside the game, which is exactly where one is
forgotten. F1 opens the keys for the surface you are on as an ordinary
navigable list: the battlefield, the map, the market, a confirmation dialog, 21
contexts in all, resolved in the same order the key handling itself uses, so the
help always describes the surface that would receive your next keystroke. It
closes on any other key, which then goes on to do its job. The rows are
translatable strings like every other, so a translation covers the help too.

New: the tile cursor reads height, zone of control and what a step costs

Three things the game always knew and only ever showed on screen. For every hex
the tactical cursor lands on:

  • Height relative to the active brother. High ground is hit chance and reach
    in this game, and it was the one property of the ground that was unavailable by
    ear. It opens the readout, in the same breath as the terrain, and stays silent
    when you are level with the tile.
  • Enemy zone of control — the same count the AI reads before deciding whether
    disengaging is safe. Standing there means a free attack for each of them the
    moment you walk away.
  • What walking there would cost in action points and fatigue, the same preview
    a mouse hover draws. It says nothing with a skill already armed, where the
    target preview answers the question, and nothing on an occupied or undiscovered
    tile. The cursor can never cancel an armed skill.

Zone of control and cost close the readout, after everything it already said, so
sweeping hexes by ear stays as fast as it was.

New: spending the attribute half of a level up

A level grants two things, spent separately: the attribute increases and the perk
point. Only the perk half had a keyboard route — the other half lived in a popup
behind the portrait's level label, reachable with the mouse alone. Every attribute
increase the company earned was therefore lost, and F2 could report a man as
waiting to level up with an empty perk tree and nothing left to do.

This changes a key you learned in 0.8. Enter on the character screen's
identity row no longer renames the man directly; it opens a short menu — where
vanilla draws its star, next to the name and the level — with the level up first
and renaming second. The level-up entry appears only while the man really has
increases to spend, and never in battle or for a guest, the two exclusions vanilla
makes.

Choosing the increases is a modal list, like the dismissal confirmation and for
the same reason: it cannot be undone by anything short of loading a save. Enter
chooses or unchooses a row and nothing is spent until you activate the entry that
applies them, which reads the three attributes back and says it is permanent
before you commit. Escape discards. That is more permissive than vanilla, which
kills its + button on the first click.

The character sheet grows weapon rows and talent stars

Two readouts a sighted player gets for free: the four weapon-dependent rows
vanilla prints under ranged defense, and the talent stars on the eight
attributes that grow on level up. The stars decide who to hire, arm, train and
spend perks on, and until now they were spoken only inside a level up — too late
for any of those.

Settlements speak their situations

A good harvest that halves food prices, a siege, ambushed trade routes: vanilla
draws these in the corner of the town screen for everyone to see and they had no
voice at all. The town screen now names how many there are and reads each one. On
the world map they are gated behind the Agent follower, and V in the B survey
honours that gate exactly as the game does. The survey also names each
settlement's owning faction — the banner, in words.

F2 says what each man owes, and lost two rows

The company status now names which half of a level each man still owes — the
attribute increases or the perk point — instead of one ambiguous sentence that
could never reach zero.

Enter on the ambition row abandons the ambition, through the same path and
the same guards as the mouse-only click on the banner.

Two rows are gone. The speed row answered "what speed is it now?", but pausing
and the 1, 2 and 3 keys have announced every speed change as it happens
since the release that added the row. And "no one is waiting to level up" was the
empty case of the level-up rows — an empty list says that best by not being there.

Menus and towns answer on the key press

Every cursor over the main and pause menus, the settlement screen and its
building dialogs used to wait for the key release before announcing the row it
had moved to, so a long building or item list was "press, lift, then hear it" —
dead time on surfaces that are nothing but list navigation. Those cursors now
speak on the press, debounced so that holding a direction key walks the list at a
deliberate cadence instead of doing nothing.

Enter deliberately stays on the release: it opens text fields — the company
name, the name prompt when saving — and once a field has focus the engine routes
the keyboard straight to it, so acting on the press opened and closed the field
inside a single tap and nothing could be typed. The movement keys are where the
latency actually was.

Fix: Retire's confirmation dialog was a trap

Retire was reachable and its end screen already worked, but its confirmation
announced nothing, the cursor kept driving the buttons behind it, and a second
Enter stacked a second popup. Escape was worse than useless: it closed the
pause menu underneath and left the dialog hanging on screen — a live "Ok" one
keystroke away from ending a campaign you had just backed out of. The dialog is
now announced, owns the keyboard while it is up, and Escape cancels it properly.

Fix: the loot tooltip told you to right-click

V on a piece of loot on the post-combat result screen ended with "right mouse
button: take item" — an instruction that is false there, where loot is taken with
Enter. The mod has stripped those mouse-hint rows from tooltips for a while, but
the result screen was missing from the list of places it did so. Rows carrying a
meaningful icon, like the lock or the warning, are untouched.

Fix: direction keys walked the company under a confirmation dialog

With a confirmation dialog on screen, the world map's direction keys still moved
the company underneath it. They now stay quiet until the dialog is answered.

Installing over 0.8

Run install.bat as before; it replaces what 0.8 installed. Saves are never
touched, and uninstall.bat still leaves the game as it came.

The Unseen Banner 0.8.0 - sightings, footprint headings and a bag-to-stash fix

Choose a tag to compare

@aefren aefren released this 27 Jul 10:33

Four changes on top of 0.7: three world-map improvements, one item-loss fix.

New: places and enemies announced as they come into sight

Until now the only way to learn that a city, camp or landmark existed was to open
the B survey and re-check it by hand — a sighted player sees it the moment it
scrolls into view. The mod now watches the same fog-of-war tests the survey uses
and speaks a sighting as it crosses that line, with no list open.

  • Settlements, locations and landmarks announce once, the first time they are
    seen.
  • Enemy parties re-announce every time they come back into sight, the way a
    sighted player watches them reappear. Allies and neutrals stay silent, matching
    the vanilla discovery sound, which never plays for them either.
  • Several sightings in the same scan collapse into a short count instead of
    reading every row.

Footprint headings on every cursor readout

X and the Q/W/E/A/S/D cursor steps used to read footprints by family only;
the direction a trail ran cost opening the V list — too slow between marching
steps or while sweeping hexes. Every cursor readout now carries the trail
directions: X in either explorer mode, and each directional step. X also
works with the map explorer off, reading terrain and trails on the company's
own hex; it did nothing of ours there before.

Company status moved from G to F2

This changes a key you learned in 0.7. The map explorer's own G (send the
company to the cursor tile) made the company readout unreachable while the
explorer was on. F2 carries no native binding and no ambiguity in either mode.

Worn equipment in Shift+V

Shift+V's per-unit inspection was missing worn equipment — the one sheet fact
you could not get for an enemy or ally without the character screen, which is
player-only. The new equipment row uses the character sheet's own wording, and
V on it opens a nested list to browse each piece.

Fix: moving an item from a brother's bag to the stash could destroy it

"Move to stash" on a backpack row emptied the bag slot but never stored the item,
and still reported success — anything moved that way was silently lost. Vanilla
never hits this path, because a mouse drag always names the stash slot it dropped
on. Now routed through the null-tolerant path the game already uses for
equipment-to-stash.

Installing over 0.7

Run install.bat as before; it replaces what 0.7 installed. Saves are never
touched, and uninstall.bat still leaves the game as it came.

The installer also refuses to install a mod and a companion app from different
releases — the mismatch that would otherwise leave you with an older voice — and
says which half is stale instead of installing the pair.

The Unseen Banner 0.7.0 - first public release

Choose a tag to compare

@aefren aefren released this 25 Jul 15:48

The Unseen Banner makes Battle Brothers playable by ear. The game renders its
whole interface to a texture inside an embedded Chromium, with no accessibility
tree for a screen reader to read. This mod reads the game's real state and speaks
it through NVDA or a SAPI voice, and replaces the mouse with a keyboard scheme.

This is the first public release. A campaign is playable by ear from the main
menu to the end screen.

Requirements

  • Battle Brothers on Steam, set to English.
  • Windows, and a screen reader: NVDA (recommended) or a SAPI voice.
  • Nothing else. The companion app is self-contained — no .NET runtime to install —
    and Tolk and the NVDA controller client ship inside.

Install

  1. Download TheUnseenBanner-0.7.0.zip below and unzip it anywhere. Do not put it
    inside the game folder.
  2. Run install.bat. It finds the game in your Steam libraries, and asks you to
    paste the path if it cannot.
  3. Start your screen reader, then run play-unseen-banner.bat, which the installer
    writes next to install.bat. It starts the companion app (the voice) and then
    the game.

uninstall.bat removes what it installed and leaves the game as it was. Saves are
never touched.

Two prompts you will get, and what they mean. Neither is an error, and both
steal the focus, so know they are coming: Windows asks for administrator
permission when you run install.bat (the Steam folder lives under Program
Files); and the first time you launch, the game warns that it is being modified,
which is it reporting that mods are loaded.

Language

The mod supports the game in English only. It is written, tested and verified
by ear against the game set to English. Any other language is the responsibility
of whoever wants it: the mod's own phrases can be overridden with a
lang/<code>.lang file next to the companion app, but translations are neither
maintained nor verified here.

What is playable

Main menu, options, load and save. Text events, contracts and ambitions. Tactical
combat in full: tile cursor, skills with valid targets and hit chance, spoken
combat log, turn order, character sheet with in-battle equipment changes, retreat
dialogs, and a result screen where loot can be taken piece by piece. The world map:
directional movement, camping, the map explorer cursor with travel-to-tile and
footprints, the survey of nearby places and visible parties, and a company readout
with day, crowns, wages, food, contract objectives and ambition. Settlements:
buildings and contracts, market, recruitment, tavern, temple and arena. Company
management: the character screen across sheet, equipment, backpack, stash, perks
and formation, with perk acquisition, renaming and dismissing a brother. The
Retinue, the obituary, factions and relations, and the end-of-campaign screen.

What is not there yet

  • Positional sonar and a persistent destination beacon. The map speaks, but it does
    not yet sound: direction and distance are read as words.
  • Company creation — banner, company name and DLC origins.
  • Configurable verbosity, and remappable keys.

The full key scheme and the current status are in the
README.
Feedback from blind players is exactly what this release is for.