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v0.5.1
Pre-release
Pre-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.