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The Unseen Banner 1.0.0 - a complete campaign playable by ear

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@aefren aefren released this 04 Aug 19:20
· 25 commits to master since this release

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.