All Playtest Notes

The Action Bar, Turning in Place, and a Pile of UI Fixes

· playtest, combat, ui


New build. Headline feature is the action bar — a live turn-order forecast you can toggle on with b. Also new: turning in place without moving, a save-recovery fix for Renounce, and a stack of small UI readability fixes.

Priority this week

  • Try the action bar at all three combat pacing speeds (Settings → Combat pacing: Swift / Measured / Deliberate) and tell us if the turn order actually reads clearly, or if it's confusing to parse mid-fight.
  • Enhancement and change requests on the action bar are explicitly welcome — this is new UI and we want it right before it settles.
  • Turn in place (Ctrl+direction, GH #438): confirm it feels useful in an actual chokepoint fight, not just as a curiosity.

Added / changed

The action bar (GH #410). A new top-center panel, toggled with b, projects the next 12 activations — you plus every hostile you can currently see — in the order they'll act. Each combatant shows as a ring token; the gold pulse marks whoever's acting right now. As the round plays out, the token that just acted lifts out and fades while the rest slide left to close the gap. Test: toggle it on in any fight of 3+ enemies and try to answer "can I act twice before the boss moves once?" straight off the strip, without opening the inspector. Then flip Settings → Combat pacing between Swift/Measured/Deliberate and watch the same fight at each speed — Deliberate is now the default (previously Swift), so a fresh install feels slower than before unless you change it. Watch for: the strip snapping instead of sliding when nothing surprising happened (a spawn, a death, or an enemy first coming into view is expected to snap — anything else shouldn't), or the bar's projected order not matching what actually happens next.

Turn in place, Ctrl+direction (GH #438). Hold Ctrl and a direction to re-face without stepping, in any of the 8 directions. Costs a full turn (free if you're already facing that way). Presenting your front restores armor and lowers the damage multiplier against the next hit, and squares up a spear/war-spear to brace a Charge. Test: hold a chokepoint and reface into an incoming attacker instead of retreating; try it with a spear equipped against a charging enemy. Watch for: the turn not costing a turn, or the defensive bonus not applying on the next hit taken.

Fixed

Renounce could permanently destroy your legacy graves (GH #426). Renounce's wipe erases your whole save on purpose — but it used to hard-delete profile.json, so an accidental or verification-only Renounce was unrecoverable. It now moves the file aside to profile.json.wiped instead of deleting it. Test: no in-game change to notice — this is a safety net for us, not new player-facing behavior. Watch for: nothing; flag it if a Renounce ever seems to lose more than it should.

Loot hidden under whatever's standing on it (GH #437). A ground item, chest, grave, or memory fragment on the same tile as an actor was fully hidden behind them, with no tell — worst with a creature that never moves (a barrow-thrall camped on a scroll, say). There's now a four-corner reticle, tinted to the loot's category color, that shows through the actor. Test: look for it near any Sentinel-type enemy or in a room where something's standing still on visible loot. Watch for: the reticle overlapping or being confused with the GH #414 locator pin — they're deliberately different shapes, tell us if they still read as the same thing at a glance.

FX playing out of order — effects landing before their cause. Most visible as Shockwave: the knockback burst used to haze in after the enemies it had thrown, invisible at the old fast pacing but obvious now that combat runs slower. Also affected Grapple, Swap, Trip, Stun, Cow, and several enemy abilities. Test: cast Shockwave (or trigger Grapple/Trip/Stun) into a cluster of enemies and watch the sequencing. Watch for: any ability effect still appearing to resolve before the action that caused it.

A batch of UI legibility fixes. Disabled ability buttons (cooldown, no valid target, full-HP Second Wind) had text that blended into the button background. Text fields in the pause-menu report form and name entry had invisible black-on-black text. Hover tooltips showed the dungeon through them instead of an opaque background, and could appear below the cursor over content you were trying to read. The HUD health/mana bar label was hard to read against light fill colors. The Merchant/Trainer shop list could push price and the Buy/Sell button off-panel behind a long item name. Test: browse abilities with something on cooldown, open the pause-menu report form, hover over panel rows near the top of a panel, and browse the shop with a long-named item in stock. Watch for: any text that's still hard to read, or a tooltip still overlapping something it shouldn't.

End-screen text overlap (GH #427). The Labyrinth's voice-bark caption could draw over the death/win screens instead of staying out of the way.

Also landed

App icon now uses the labyrinth mark instead of the default Unity icon (GH #440).

Found something? Esc → Report a Bug/Feature, same as always.