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