# To do ## Fixed: aura visuals missing after loading (2026-10-15) Saving marks effect objects (cObjectFX) dead; loading keeps the buff but drops the aura effect (type 842) that follows the hero. `src/mods/aura_restore.cpp` recreates it after a load for Heldenmut (0x3f7) and Klingenblick (0x3f8). Spell auras (Steinhaut, Lichtschild, ...) use other effects and are not covered yet; check them if their visuals go missing too. ## Data-driven arts instead of hardcoded art ids Asked 2026-10-15: naming single arts as constants (`kArtHeldenmut`, `kArtFlammenwerfer`, ... in `src/game/engine/arts.h`) does not scale. Mods should decide by an art's properties, read from the game's own data: - the definition tables `g_spellDefs` (`0x950a38`, 71 x 0x94) and `g_combatMoveDefs` (`0x94ddb0`, 95 x 0x78): id, icon name, launch type, usable mounted, ... (`tools/arttable.mjs` dumps them; most fields unnamed); - map the remaining fields (regeneration group, lasting effect / aura, duration, ...) and expose them as an `ArtInfo` lookup in `src/game/`; - where the game itself hardcodes ids (e.g. the arts that always count as magic in `cCreatureArts::AddGroupRegen`, the "already active" switch in `IsValidArtTarget`), keep one table of those ids with the reason, instead of named constants spread over the mods; - optionally an own data file (JSON next to the DLL) for mod-side settings per art, if we need values the game does not have. ## Art ranges: scaling and indicators Asked 2026-10-15 (after making periodic aura hits strike everything in range, docs/aura-hits.md): - art ranges should scale with the art's level, and possibly with new attributes; - possibly show a range indicator (e.g. a ring around the hero for auras, or at the cursor for aimed arts). Known so far: the periodic-hit aura (effect kind 0x12) uses `(cCreatureArts +0x56 + 20) * 10` world units, measured from the owner with `cCreature::DistanceTo` (`0x536f20`); what +0x56 is (level? a stat?) is not mapped yet. Other arts' ranges are not mapped. Fits the data-driven arts item above (range as a property of an art, one place to compute it). ## Rename life leech to "omnivamp" Asked 2026-10-15: life leech (property 0x349, "Lebensentzug") becomes "omnivamp". To do: the in-game texts (item property, tooltips, character window). The leech code is the game's (`0x5707a4`.., property 0x349, in the damage code `0x56aff0`); it credits the hit's attacker (order +0x1c). Omnivamp usually means healing from all damage, not only weapon hits: aura hits (docs/aura-hits.md) now name their attacker so the game applies it; other damage sources (spells, combat arts' extra hits, damage over time) may follow. ## Map and map zoom in widened views Reported 2026-10-15: the map (and zooming it) does not support the widened render sizes yet (docs/widescreen.md, docs/hud.md: windows are laid out for 1024 and centred). To check: the map window's draw area and the zoom's hardcoded 1024/768 (or 512/384 centre) values. ## Quest dialog glitches in widened views Reported 2026-10-15: accepting a quest, the dialog window "kept glitching" and button clicks were not detected correctly. Probably the HUD layer (src/mods/hud.cpp: windows shifted while they render / handle events): the dialog may not be covered, or shifted twice. Details asked from the user. ## WASD walks around walls (caves) Reported 2026-10-15: in caves WASD movement behaves "as if the player tries to find another way to the target location if a wall comes up". WASD sends a walk order to a point 300 world units ahead (docs/wasd.md); when that point is behind a wall the pathfinder plans a detour. Idea: find the game's straight line / walkability check and shorten the target when the line is blocked (or stop / slide along the wall). Related to the pathfinder item above. ## Esc closes an open dialog first Asked 2026-10-15: with any dialog open (quest, trader, inventory, ...), Esc should close that dialog instead of opening the game menu (ESC menu, `cUI_EscMenu`). Esc is handled in the engine / UI manager hotkeys (docs/wasd.md: engine `0x618130`, UI manager `0x757120`). ## In-DLL smoke tests (later) A test mode inside the mod DLL, started by an ini setting or command-line flag, so builds can be checked without play-testing and without driving the real mouse/keyboard like `tools/autotest-load.ps1`: 1. load a fixed test save; 2. play scripted input through the existing hooks (keys, casting arts, weapon set switches, save + reload); 3. take back-buffer screenshots at checkpoints and log checks to `sacred_re.log` (aura effect present after reload, slot 6-7 inventories survive a save, ...); 4. exit the game. ## Better pathfinder (mouse clicks and monsters) Replace the game's pathfinding with a more reliable and efficient one, for click-to-move and for monster AI. What we know so far: - Walk orders are `cEvent_creature` command 4 with a ground target (+0x18/+0x1c), sent through `cEngine::SendCreatureOrder` (`0x6170d0`), which snaps the target to a walkable point (`0x616b70`) and hands it to `cCreature::ReceiveOrder` (`0x52e400`, vf18, ~6400 decompiled lines). - Far targets (~2000 world units) are rejected or followed badly. - Still to map: the path search itself, the sector/tile collision data it reads, and how monster AI issues its moves. ## Key bindings moved for WASD movement (temporary) W, A and S were game hotkeys. With WASD movement (`src/mods/wasd.cpp`) their actions moved to other keys for now; choose final bindings (and update the in-game texts/tooltips that name the old keys): | Key | Action | Temporary key (sacred_re.ini) | |---|---|---| | W | action slot 3 (`cEngine::UseActionSlot`, like Q/E/R/B/Space) | G (`[keys] ActionSlot3`) | | A | pick up items nearby (creature event 0x113) | V (`[keys] PickUp`) | | S | save game window (`UI_WND_SAVEGAME`) | K (`[keys] SaveGame`) | | D | unbound | - | Globally bound letters (engine `0x618130`, UI manager `0x757120`): A B C E F H I L M N O P Q R S T W, Space, ^, digits. Individual windows may use more.