The controller works everywhere now
A and B were bound to nothing at all. Godot's defaults cover the D-pad and the
stick but not the face buttons, so the selection moved and nothing happened —
and that one gap was hiding several others:
- A confirms and B goes back, on every screen
- LB and RB switch tabs — the road, the column, the goods, the crew, and the
tabs inside the Esc menu - X and Y do what the menu was already drawing next to them. They were shown
beside Resume and Load and did nothing at all. - Every screen starts with something selected. Four of them — the House, the
outfit screen, the ledger and the junction — started with nothing selected,
which made the controller look dead. - The Esc menu and the tutorial can be navigated. Both sit on their own layer,
and the selection never reached them. - Long lists follow the selection instead of leaving it off the screen
- Hold A to skip the opening. Holding the button you launched the game with
no longer skips it before you have seen it.
The road itself
- The physician halves raid wounds, not only thirst. His card promised both
since the game had one; only thirst was ever halved. - The parley preview tells the truth. After buying your way out once, the odds
on screen were up to thirty points better than the odds actually rolled. - A failed parley costs a fifth of your strength — which is what all twelve
languages always said. The code was taking fifteen percent. - The column's pace is on the outfit screen, and it names the animal holding
you back. A mule column makes 44 km a day; two oxen in it make 29. - Animals repriced throughout, measured over 1,500 journeys per column. No
single caravan simply wins any more. - A new House sets out with 900 in the bag and nothing held back at Ötüken