Brimir Update (v1319)
⌨️ The headline this time — you can put the mouse down
Shops, the codex, confirmation dialogs — you can now move through items with the arrow keys and commit with Enter.
Nothing is mouse-only anymore. The selection highlight appears the moment you press a direction key,
and quietly disappears when you pick the mouse back up. Keep playing however you already play.
- In the codex, the monster changes as you move — no wading through filters, and it starts from the one you were already looking at.
- Confirmation dialogs take left/right for Yes/No and Enter to commit. Irreversible choices still start on Cancel, so mashing Enter never pushes one through.
- The keys available right now are shown along the bottom of the screen.
🆕 New Content / Additions
- Town travel rail — Seven stops now line the right side of town: Sanctuary, Hideout, Guild, Temple, Shop, Training Master, and Shipwright. Press one and you're at its door. No more walking the length of town.
- Expanded sealing roster — The Mage Tower's sealing roster absorbed the Temple's seven purification entries, bringing it to twenty-two. The two are no longer either-or — each has its own slots, and each is completed a different way.
- Contract board — The board is larger, and finished contracts can be turned in all at once. Two new tier-3 delivery contracts are posted.
- Sigil recommendation — The altar now opens on the sigil that suits that character's path. You're still free to choose the other one.
- Equipment numbers, revealed — Defense values and elemental resistances are shown outright, along with weight and condition. Storage now has category tabs.
- Training grounds — Reserve companions can be sent in too, and / set the whole roster at once.
- Title screen — Links to Discord, the store page, and the official site now sit in the upper right.
🎮 Gamepad
- The town travel rail can be entered and exited with a controller.
- Start opens the system menu in town.
⚖️ Balance
- Stance switch — The lunge right after switching stances carried you further than it should have. Reined in.
🔧 Bug Fixes
- Walking on water after returning from a Scar — On the Floor 6 sea, coming back from a Scar left you standing on the water instead of aboard your ship. You now return properly, and if the spot you land in is dangerous, your condition is flagged as well.
- Attacking on its own — Basic attacks would keep firing after you tabbed away and came back. They now continue only while you're actually holding the key.
- The last letter of your name vanishing — Naming a new journey and clicking with the mouse dropped the final character.
- Choosing a sigil for the first time — The non-recommended sigil wouldn't take; it snapped straight back.
- Arrival points — Spots on Floors 4 and 5 that dropped you somewhere unreachable, or in the middle of enemies, have been moved. Scar wardens now stand at the center.
- Key names in hints — If you'd rebound your keys, prompts named the wrong ones. They now show the keys you actually use.
- Terminology — Inconsistent cold/chill wording and a mislabeled soul count have been corrected.
The pilgrimage to the heart continues.