☵ Experimental Update 0.9.8.17 – Movement, Decay, and Gamepad Input Rituals
[h2]☵ Welcome to Another HIRAETH Early Access Update[/h2][p]This isn’t a major update — but it brings meaningful changes across several systems. Most of them are still works in progress: useful already, but in need of refinement.[/p][p]Together with previous updates, these changes bring us closer to larger milestones, such as difficulty selection and other long-awaited features.[/p][p]You're invited to explore the full changelog below:
[/p][h2]🎮 Gamepad – First, Very Limited Test[/h2][p]This update does not introduce full gamepad support in HIRAETH. It’s only an initial test aimed at gathering your feedback and suggestions regarding basic functionality like movement and looking around using a gamepad.[/p]
[/p][h2]🧩 UI Handling Changes[/h2][p]While working on gamepad code, I made several small but important UI improvements:[/p]
[/p][h2]🏔️ Slope Walk[/h2][p]Movement speed is now affected by terrain slope:[/p]
Have a great weekend — see you in the next update![/h3][p]— Author[/p]
[/p][h2]🎮 Gamepad – First, Very Limited Test[/h2][p]This update does not introduce full gamepad support in HIRAETH. It’s only an initial test aimed at gathering your feedback and suggestions regarding basic functionality like movement and looking around using a gamepad.[/p]
- [p]You can assign gamepad actions freely via the settings menu (default key: I). This is an early, unconfirmed version.[/p]
- [p]UI support is partial — some menus may be navigable, but drag and drop does not work.[/p]
- [p]Minigames like Lockpicking and Hacking are theoretically playable with a gamepad.[/p]
- [p]Many simple widgets respond to gamepad input, but on-screen prompts still show keyboard keys.[/p]
- [p]The current goal is to test movement and camera control via gamepad.[/p]
[/p][h2]🧩 UI Handling Changes[/h2][p]While working on gamepad code, I made several small but important UI improvements:[/p]
- [p]Widgets like lockpicking should now close more safely.[/p]
- [p]More keybinding hints have been added across the interface.[/p]
- [p]New engine solutions exist, but require additional work.[/p]
- [p]I’m aware of this issue and will improve it gradually.[/p]
[/p][h2]🏔️ Slope Walk[/h2][p]Movement speed is now affected by terrain slope:[/p]
- [p]On flat surfaces: no change.[/p]
- [p]On slopes: uphill slows you down, downhill speeds you up — overall balance is neutral.[/p]
- [p]In future updates, slope impact will vary by difficulty level — minimal for Easy – Wayfarer, stronger for harder modes. Currently, it’s averaged.[/p]
- [p]A sliding system for steep slopes is nearly ready (crampons help!), but temporarily disabled for refinement. Sliding may lead to falls and loss of control.[/p]
- [p]Food now decays over time, including stored items.[/p]
- [p]Packaged food decays slowly (often up to a year in-game).[/p]
- [p]Natural food like steaks and mushrooms spoils quickly.[/p]
- [p]Cooking extends freshness — currently by ~3x, soon tied to difficulty level.[/p]
- [p]Growing mushrooms stay fresh until picked — then decay begins.[/p]
- [p]For now, spoiled food is inedible. In the next update, eating spoiled items may cause poisoning and require treatment.[/p]
- [p]Updated collision for the Sport Rifle and many other minor, unmentioned changes[/p]
- [p]Continued work (not included) on:[/p]
- [p]Gamepad support[/p]
- [p]Third-person view mode[/p]
- [p]Head bob toggle option (as mentioned in the last Ahra Prime Times)[/p]
- [p]Refinements to today’s new systems and mechanics[/p]
- [p]Changes to Nesoi Island, including:[/p]
- [p]More diverse and intense environmental hazards (radiation and beyond)[/p]
- [p]Significant terrain updates, new Points of Interest, and hidden locations[/p]
- [p]General Nesoi improvements and fixes[/p]
Have a great weekend — see you in the next update![/h3][p]— Author[/p]