Brimir Update (v1034)
🏘 Midgar — We Rebuilt It, Then Put It Back
This build shipped with the town rebuilt from scratch. We shrank the map by 58%, split buildings into stalls and open-air stands, and turned the fountain into a monument square. We tried to answer "large but empty" by making it smaller — and what came back was clear: smaller was worse. We're reverting it.
- The town returns to how it was. The fountain plaza, the quadrant layout, the tavern building and its interior — all back
- The Monument of Legends is back to its original look as well
- We did move one thing: where you start. You were spawning at the far south end, where there isn't a single building — that was the real reason the first screen looked empty. You now start near the plaza. Size was never the problem
- The build that briefly went out had a progression blocker where leaving the Sanctuary dropped you outside the walls. It came from old coordinates left behind in the shrunken map; we fixed the cause, not just the number
- The roof fix stays. Characters clipping through building roofs was a problem in the old town too, so we carried that fix over
🎮 Gamepad — A Major Pass, Driven by Your Reports
Thanks to pilgrims playing on a controller, we found stretches where the game was effectively unplayable with a pad.
- Fixed being unable to end a battle. The victory screen only accepted keyboard input, so pad players had to reach for the keyboard after every fight. The "press any key" prompts in the training ground and prologue had the same cause and are fixed too
- Fixed potions not firing. The battle screen's input handling was keyboard-only, so the D-pad never reached the item slots. Companion commands (Lena's dimension door and others) were tied to the same path and now work again
- Fixed buttons not responding inside facilities. Standing in front of an NPC, the confirm button overlapped with the talk button, so every A press in a menu reopened the facility and refreshed the screen. That's why "Begin Practice" and "Buy" wouldn't take
- Fixed attacks firing repeatedly. An analog trigger wobbles slightly while held, and each wobble was being read as a fresh press
- Changed the default layout. Attack moved to RB and block to LB. There's no reason to keep the two most-used actions on a wobbling input, so they now sit on bumpers with a clean press. The triggers go to Skill R and Wild Burst
- You can now rebind pad buttons. Settings → Key Settings has a pad column — press the button you want. If you'd rather move attack and block elsewhere, you can do it here (triggers and sticks can't be bound)
- Fixed being unable to select runes. The cursor could land on unusable buttons ("already owned", "no slots") where nothing happened
- Fixed the cursor not moving into the settings window, and added a setting to turn off the on-screen button hint bar (Settings → Labs)
Gamepad support is still experimental — enable it in Settings → Labs.
Thank you for continuing the pilgrimage. This build was shaped end to end by your reports —
that the smaller town was worse, not better, and that a pad player could not even end a battle.
We put back what should be put back, and cleared what was blocked.