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v0.5.1

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@codingncaffeine codingncaffeine released this 28 Oct 00:17
· 49 commits to main since this release

What's New

  • macOS (Apple Silicon) — SiegeFX now runs on M-series Macs: a self-contained download, no .NET install needed. Unpack it, clear the download flag once with xattr -dr com.apple.quarantine . (the build isn't notarized), point it at your Dungeon Siege folder and run ./SiegeFX. The bundled README has the details. This is the first Mac build, so please report what breaks (#28).
  • Linux ARM64 — a self-contained build for 64-bit ARM Linux; it plays on the LAN and by direct IP.
  • The camera eases after the hero — like the original, instead of being locked to him, so the screen no longer jerks with every step.
  • Faster frames — the world now draws only what the camera can see.
  • Picked-up gear equips itself — an item goes straight onto the paperdoll when its slot is empty and the hero can use it, as in DS1.
  • Field Commands for the hero — the movement, attack and targeting orders now apply to the hero too, not only followers (they did nothing when playing solo).
  • The intro's fallen legionnaire — drawn with his sword and shield as placed.

What's Fixed

  • Mac mouse on Retina screens — clicks now land where the cursor is; before, only the top-left quarter of the screen could be reached.
  • Autosave — loading the autosave resumes the game instead of starting over, and a spent checkpoint doesn't save again.
  • Elevators — riders arrive on the car and wait for it before walking off.
  • Torches — their flames go dark with their faded room.
  • Skrubbs — burrowing monsters stay hidden and untargetable until they rise, hold their spot and leave a burrow behind.
  • Aiming — attacks and spells aim at the drawn body, not a fixed height above the feet.
  • Melee — an attacker can reach a body it is touching.
  • Krug barrels — smashing them no longer makes the hero attack.
  • Pause — rain, flames and spell effects freeze, and the music fades out.
  • Character creation — layout and hero framing match the original, and Next needs a hero name.
  • Difficulty menu — the EASY/NORMAL/HARD labels roll in with their bars.
  • Quests — the quest counter stays visible when the objective text is long, and quest text merges without wiping goals.
  • Placed items — weapons, tools and world items lie or stand as placed, and show in cutscene shots.