There will be more data and proper atribution here (original author, steam link, original post date, etc) real soon, I promise. This is just like a technical test to see if they're coming in ok at all.
Soulknight Survivor » Soulknight Survivor v.1.045
- Implemented “Input 6.1” by Juju Adams, replacing the previous input system. This update aims to enhance compatibility with a variety of existing gamepads by incorporating community-contributed bindings for commonly used controllers.
- Updated the visuals for the Xbox gamepad buttons. Additionally, introduced graphics for PlayStation controllers, with the system automatically displaying buttons based on the connected gamepad type.
- Revamped the controls window to align with the new Input system, including the addition of buttons for “show/hide fireplace” and “controls” to provide a comprehensive overview.
- Included keyboard keys “Q” and “E” for “show/hide fireplace” and “autoaim” in the controls window’s keyboard section.
- Adjusted the controls window to dynamically display the relevant section instead of defaulting to the gamepad section upon opening.
- Changed the toggle autoaim command to the X button (square on PS gamepad) instead of A (X on PS gamepad).
- Enabled the use of A and B buttons (X and circle on PS gamepad) for attacking and dodging in addition to LB and RB.
- Implemented automatic showing/hiding of the mouse based on the input device in use, eliminating the need for the “always show mouse” setting.
- Updated the “Close” button to “Ok” during language selection at the first start for clarity.
- Bugfix: Resolved a bug where Townhall souls were erroneously credited when the game was paused.
- Bugfix: Increased the width of the “back” and “forward” buttons during language selection at the first start.
- Bugfix: Fixed a bug where autoaim could not be activated or deactivated in the hometown, potentially causing confusion.
- Bugfix: Addressed a bug that previously prevented aiming in the hometown with disabled autoaim, where the direction was consistently to the right, creating an odd visual effect.
EDIT:
Hotfix to v.1.045: Fixed movement bug.