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sacred_k/docs/todo.md
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khallaandClaude Opus 5.5 f721d2a486 Restore aura visuals after loading a save
Saving marks effect objects dead, so after a load the Heldenmut /
Klingenblick buff was active but its aura effect (cObjectFX 842) was
gone. A few ticks after a save game has loaded, the effect is created
again for each such buff of a player hero (CreateAt + cEventFX 0x42,
as the art's cast effect does), with the buff's remaining time.

Shared game events (game/engine/events): engine tick and "save game
loaded" callbacks; the WASD mod uses the tick through it.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-15 01:27:56 +02:00

1.8 KiB

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.

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.