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

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@aefren aefren released this 20 Aug 16:56
· 10 commits to master since this release

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.