Releases: amerikrainian/harkest-dungeon
Releases · amerikrainian/harkest-dungeon
Release list
V0.3.7
- Icon words now follow the game language. Currencies (Relics, Mastery, Baubles, Candle of Hope), stat and resist icons (Stun, Move, Disease, Loathing, regen), and the coach's Armor and Wheels used to read as raw English icon ids in every language; they now speak the game's own localized names.
- Resist announcements name the resisted effect in the game language; stress and move resists used to read as raw English ids.
- Item affinity chances now speak the game's own localized "Affinity +" and "Affinity -" words instead of raw English icon ids.
- Store prices paid in quest items (the Crusader quest's Rumour of Riches at the Hoarder) now read the item's localized name instead of its raw English id.
- The rare-quirk star after a quirk's name now reads as a translated "rare" instead of the raw English icon id.
- Inn bonus lines (trophy deliveries, inn tooltips) no longer read a meaningless "animal part" before each bonus; that was the game's decorative bullet glyph.
- Combat item tooltips now read their targeting as the same Rank and Target lines skills use, instead of a string of raw pip glyph names.
- Killing blows now speak their damage before the death line.
- The crossroads now sounds the hero panel's rank circles, which were silent before. A hero in your party plays a tone for the rank they stand in, pitched by how many of their equipped skills work from it (lower for fewer skills), then a four-tone phrase for their reach: how many skills can hit each enemy rank, 1 to 4. A hero in the roster pool, and a path seal. The info for the roster is also available in the buffers.
V0.3.6
- Icon words now follow the game language. Currencies (Relics, Mastery, Baubles, Candle of Hope), stat and resist icons (Stun, Move, Disease, Loathing, regen), and the coach's Armor and Wheels used to read as raw English icon ids in every language; they now speak the game's own localized names.
- The mod hotkeys settings page now translates like the other mod pages; its command names were stuck in English no matter the game language.
- Stagecoach liveries earned from Kingdoms campaigns now read by those campaigns' own localized titles instead of raw English ids.
V0.3.5
- We have some semblance of documentation now!
- At an inn, equipping items directly through hero sheet is now possible. You can now click an empty item slot as opposed to finding the item you want in an inventory first.
V0.3.4
- You can now hire heroes should one of them die during a run.
- Added a default controller scheme as provided by Ninetales16.
V0.3.3
- Tinkered with keybinds. They should now work as expected and respect your wish to bind them to multiple actions.
- Hero goals should read slightly cleaner now. We speak their rewards and show them as complete everywhere consistently.
- Skill changes like lost combo speak. The game had no words for this, just tokens disappearing from the visual token strip.
V0.3.2
- Fixed single trinkets not being able to be removed. Your heroes loved them so much they refused to lose them!
- You can now press
cwhile inventory is open to pull up your character sheet. You should have always been able to do this, my bad. Other keys likemandialso work. - Equipping a trinket from the inventory now walks you onto the hero's trinket slot to place it, instead of stranding you in a locked inventory where everything reads unavailable.
V0.3.1
- Added affinity sound as you scroll over a skill that impacts party relations.
- Toasts now speak in every mode, not just combat and the road.
- Token conversions, quirk removals, and dot cleanses now speak, matching the game's own
pop text. - The Loathing reset screen now reads its full text instead of one bare button.
- Skill loadouts can now be accessed from the hero sheet.
- Pets now show up as an item within the coach overview.
V0.3.0
- Biome choices now include all their information like flavor text (Whoops?).
- Tokens that only define a plain name (the Violinist's song-part markers, for instance) no longer leak their raw id into combat speech; they now read by the game's own name.
- Buffs the game names only through a tooltip override no longer read as a raw stat key.
- The deathblow resist icon now speaks as "deathblow" instead of "death"
- Path-modified tokens now read their own descriptions on skill cards.
- Duplicate enemies now number 1 to N in the order you meet them, instead of by rank. I thought the latter would be more intuitive; I was wrong.
- The hero sheet's cosmetics tab now reads properly: palettes, weapon kits, and hero skins by the game's own names with "selected" on the applied one, locked skins refusing with their unlock hint in the buffer.
- The stagecoach's livery cycler now reads as "Stagecoach Livery" with the applied skin's name, and speaks the new skin after cycling. It used to be a bare unlabeled button.
- The hero sheet's conditions tab is no longer a hot mess of one line.
- Opening the hero sheet from the road no longer lands on a bare "hero".
- The crossroads path seals now read their own path's card in the buffer.
- The Infernal Flame Vitrine is now a regular button in the crossroads actions, next to Embark. The game only ever opened it on the Z hotkey, which nothing announced.
- Three run-status glance keys answering from any screen during a run: F speaks the flame level, H the coach's armor and wheels, B the wallet - Relics, Mastery, the Baubles total plus each faction currency you hold by name, and a kingdom's Materials.
- Affinity and party changes outside combat now speak.
- Story choices now tell you who would agree before you commit.
- The road fork is no longer a screen of its own that takes the whole keyboard; it is now a transient popup inside the driving surface, matching the rest of the game. Incidentally, this re-enables looking at things like the map while you're stopped.
V0.2.9
- Added
akey to preview skill affinities while you're on one that would cause a change. They should also be present in targetting previews now where applicable. Note that the base game only broadcasts negative changes; positive come as a surprise. - Remove the announcement of subscreens when they're used as a component of something, e.g., inventory as a part of an inn.
- The subtitle toggle in game now actually does something for us, mainly speak them.
V0.2.8
- Reviewing the turn order in combat now steps one combatant per line instead of reading the
whole order back as a single entry. - Fixed the battlefield going out of sync as a result of trinkets like faceless visage.
- Duplicate enemies now carry their turn-order number everywhere.
- The Shift glance no longer accidentally melds different dots into one entry.
- The inn's floating text now speaks. This includes hero reactions to rest items, refusals and relationship changes.
- Mod management is now fully accessible. I feel like this goes without saying, but I cannot guarantee the game will work as expected when other mods are enabled.
- Arrowing after a Home or End jump now walks from where you landed: in settings, End then
Home then Down used to teleport back to the bottom row, because the list remembered the
jumped-from position.