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v0.0.5
Pre-release
Pre-release
What's New
SiegeSmith — author effects, stitch with your eyes open, build terrain in Blender
- Effects Lab (World ▸ Open Effects Lab…) — browse all ~1,000 of Dungeon Siege's SiegeFX effect scripts, copy one to your project (or write your own), and watch it play live on every keystroke, driven by the engine's own effect VM. Diagnostics tell you exactly which verbs will render in-game, and one click renders your script through the engine's real particle system as a filmstrip. Saved effects bundle into your maps and fire from triggers via
call_sfx_script. Guide - See what you stitch — neighbouring regions now ghost translucently into the World Builder viewport at their exact in-game position the moment a stitch lands, with door markers on both sides. No more stitching blind.
- Blender terrain — import any glTF/OBJ geometry as a walkable terrain node: pathfinding is generated automatically, and doorways come straight from Blender (Empties named
door1,door2, … with +Z facing out of the room). Imported and generated tiles appear in the Nodes palette immediately and persist across sessions. - Syntax-coloured editing — GAS files, Skrit source, and effect scripts all render coloured in their editors.
- Click-to-fix validation — red checklist rows are now links: click one to jump straight to the offending item, fix it, re-validate.
Engine — authentic feedback & presentation
- Top-of-screen message strip — screenshot confirmations, skill and attribute level-ups, and quest notices, on the classic translucent band.
- Print Screen captures in-game screenshots.
- The chapter title card appears as you take control at the start of the adventure.
- Level-ups done right — each skill announces its advance and spins its own tome overhead with its own jingle, and attributes (strength, dexterity, intelligence) now grow by the original experience-redistribution rules.
- Escape pauses the world, and Exit Game now asks for confirmation before returning to the main menu.
Gameplay
- Potion drinking — the hero raises a red or blue bottle and drinks it down; attacks and casts wait for the sip to finish.
- Corpse spells — Burn Body consumes an enemy corpse in flame, as authored.
- Spell impacts sparkle on the victim, tinted by the spell's element.
- Gold drops as coin piles, separate from item drops, with a proper glitter and a refined hover indicator.
- New window and taskbar icon.
What's Fixed
- Saving & loading — loading a save now restores your position, your character's full appearance, and worn gear reliably.
- Character creator — face, hair, clothing, and your hero's name carry into the game and survive saves.
- Healing spells — Healing Hands, Battle Healing, and Major Heal now restore health (and can target companions), with their authored visuals and sounds.
- Loot — spell scrolls and dropped armor show their real models instead of placeholder boxes; dropped chest armor rests flat on the ground.
- Equipping — paperdoll armor and helmet slots respond at every UI scale, and drag-and-release equips items naturally.
- World — flying creatures idle with a proper hover instead of freezing mid-air; barrels and crates can be smashed in any order with any weapon; fixed a terrain dip and grey flash at the starting bridge; multi-floor buildings path correctly; the overhead map is no longer dimmed by fog.
- Spells & progression — lightning bolts no longer linger past the cast; magic skill bars, spell icons, and level-up timing all agree.
- SiegeSmith — joined custom terrain tiles now sit side-by-side in-engine instead of overlapping (door frames follow the retail convention); re-importing a tile under the same name keeps placed copies working; effect diagnostics no longer flag verbs the engine actually runs; fixed a startup crash in the 0.0.4 packaged build.