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Introduction

Songs of Conquest Access is a screen reader accessibility mod for Songs of Conquest, a spiritual successor to the Heros of Might and Magic series. It provides full narration of the game’s screens, allowing blind and visually impaired players full access to the game.

Features

  • Full narration of menus, text, tooltips and other game UI elements
  • Support for the Windows version of the game with a keyboard
  • Keyboard-based drag-and-drop, which is used extensively throughout the game
  • Buffer system for review of tooltips, lengthy text elements and event notifications
  • Scanner system, bookmarks and audio beacons for overworld navigation
  • Narration of all combat events with summaries to condense similar events for less verbosity
  • In combat, readouts for threat information for tiles: attack, deadly and movement range as well as zone of control
  • AI written translations for all other languages that the game supports: French, Italian, German, Spanish, Polish, Russian, Portuguese - Brazil, Simplified Chinese, Korean, Traditional Chinese, Ukrainian, Turkish and Japanese

Status

The mod provides full screen reader accessibility for the Windows version of the game. It was tested by completing a playthrough of the Arleon faction campaign, The Song of Stoutheart.

All official campaigns, maps and DLCs are supported. Multiplayer, community maps and campaigns are experimental due to the need for more testing.

I’m committing to maintain the mod to fix any remaining issues and keep up with game updates and DLCs.

See the list of known Issues.

Installation

Download the latest release.

Extract the zip file into the game’s installation folder.

When the game starts, you should hear

Songs of Conquest Access <version> ready

Getting Started

Moving Between Widgets

Use Tab to move to the next major widget on the current screen. Use Shift+Tab to move to the previous widget. Navigation wraps for convenience, with a sound being played to indicate when this happened.

A widget is a UI element like a menu, button, the adventure map grid or the combat hex grid.

  • Down: next item
  • Up: previous item
  • Home: first item
  • End: last item
  • Enter: activate the focused item if applicable
  • Escape: closes the current screen

Note that menus are used to expose lists of information as well, so pressing enter on menu items does nothing.

Buttons

Buttons are activated with Enter.

Grids

  • Up and Down: move by row
  • Left and Right: move by column
  • Home: first row in the current column
  • End: last row in the current column

Drag and Drop

Some widgets support drag and drop. The mod announces draggable items as draggable.

To drag an item:

  1. Focus the item.
  2. Press Space to start dragging.
  3. Move to the destination.
  4. Press Enter to drop.
  5. Press Escape to cancel the drag.

Editing Text

Text fields are announced as edit controls.

Type text normally like you would in a form. The text field receives characters when focused.

Tooltips

Almost every UI element has an associated tooltip. For example:

  • Troop stacks
  • Tiles within an enemy’s zone of control
  • Tiles with resources or buildings
  • Research
  • Buildings

See the next section on Buffers to read these tooltips.

Buffers

To assist with reading long tooltips and to replay events, the mod supports review buffers. The UI buffer is always available.

When focus changes, the UI buffer is updated with the focused label, status, tooltip lines, and any available tooltip actions. Other screens can expose extra buffers, such as notifications on the adventure map or combat events.

Buffer Controls

  • Ctrl+Left: previous buffer
  • Ctrl+Right: next buffer
  • Ctrl+Up: previous line in the current buffer
  • Ctrl+Down: next line in the current buffer
  • Ctrl+Home: first line in the current buffer
  • Ctrl+End: last line in the current buffer

Actions Menu

Some focused elements expose extra actions through their tooltip.

When actions are available, the tooltip text includes an “Available actions” line. Open the actions menu with the ``` key.

Adventure Map

Adventure Map Grid

The adventure map has an accessibility cursor. The mod speaks the tile under the cursor and keeps a visual overlay on the tile that has accessibility focus.

Moving Around

Use the arrow keys to move the map cursor. Use the shift+arrow keys to move to the next interesting tile, where interesting means it differs from the current tile.

The mod keeps the focused tile in view and reads the tile as you move.

Tiles within the movement range of the currently selected wielder are indicated as reachable.

Tiles that cannot be entered because of terrain are announced as impassable. Tiles that are otherwise blocked by game state, such as an occupying unit or blocking map entity, are announced as blocked.

A tile can be in one of three visibility states:

  • Currently visible: in view radius of your wielder or building
  • Unseen: explored but there are no eyes on the tile (i.e, fog of war). Such tiles show their last seen state
  • Unexplored

The mod mentions if a tile is unexplored or currently unseen.

Actions

  • Enter: perform the primary action on the focused tile, corresponding to a left-click. If the tile has a selectable entity such as a building, this brings up the entity’s menu for further interaction. Otherwise, this clears the wielder’s destination.
  • \: perform the secondary action on the focused tile, corresponding to a right-click. Press once on a tile to set it as the destination. Press again to actually move. If the tile has an interactable entity and the wielder is nearby, this causes your wielder to interact with the entity.
  • A: get a summary of entities reachable by the current wielder excluding visited pickups or friendly resource generators
  • W: select the next wielder
  • S: select the next settlement
  • Space: move focus to the selected wielder’s tile

Route Previews

After setting a destination, the game draws a route preview. When focus is on a tile with a route preview marker, the mod speaks the following information:

  • On route: part of the planned route.
  • On route, furthest reachable this turn: furthest point the wielder can reach this turn.
  • On route, in n turns: the tile is on the route, but can only be reached on a later turn.
  • On route, furthest reachable in n turns: furthest point the wielder can reach by that later turn.
  • Destination: the tile is the selected destination.
  • Destination, in n turns: the destination cannot be reached this turn.
  • Destination, interactable: the destination has an interactable object.
  • Destination, interactable next turn: the destination is reachable this turn, but there is not enough movement left to interact with it this turn.
  • Destination, no route preview: the destination is set, but the game is not showing route preview markers for it.
  • cost n: the route has crossed the indicated movement cost marker.

Revealed Entity Announcements

Entities revealed during exploration are announced. They can also be found in a separate category in the scanner.

Bookmarks

Bookmarks let you save adventure map locations and return to them later. There are ten bookmark slots, using the number keys 1 through 9 and 0.

  • Ctrl+number: saves the current position to that bookmark slot
  • Shift+number: jump to that bookmark slot
  • Alt+number: read directions from the currently focused tile to the bookmarked position

Saving to an existing slot overwrites it. There is no separate delete command.

Beacons

Beacons are looping sounds that allow bookmarks to serve as spatial audio markers.

Use Ctrl+Shift+number to toggle the beacon for that bookmark slot

The beacon sound changes relative to the currently focused tile:

  • east and west changes stereo position
  • north and south changes pitch
  • distance changes volume

HUD

The HUD provides various controls for the currently selected wielder such as the wielder portrait, resources and objectives. Visibility is toggled with h. These controls are visible by default, and I recommend leaving it that way.

Press tab from the map grid to cycle through HUD controls. When on the adventure map, press the following keys to move focus to the following HUD controls:

  • N: notifications
  • O: objectives
  • R: resources
  • T: troops

When focus is in the HUD controls, pressing escape moves focus back to the grid.

Additionally, the game provides the following hotkeys that work anywhere on the adventure map screen:

  • C: open character sheet
  • V: open spellbook
  • E: end turn
  • Q: move wielder to selected destination
  • F5: quick save
  • F6: players menu
  • F9: quick load
  • X: build menu
  • F1: owned entities
  • F2: troop income
  • F3: research
  • F4: marketplace

Troop Management

The selected wielder’s troop slots are exposed as a menu. From the adventure map grid, press T to focus the troops widget, then use Up, Down, Home, and End to move through slots.

When focus is on a draggable troop stack, press Space to start dragging it, move to the destination slot, and press Enter to drop. Press Escape to cancel dragging.

Reading Resources

Press Ctrl+R to hear a summary of your current resources, this works in all non-combat situations. You can also Tab to the resources widget and review individual resource entries and tooltips. From the adventure map, R moves focus to the resources widget.

Scanner

The scanner helps you find important things without manually checking every tile.

Availability

The scanner is available in the following screens:

  • Adventure map
  • Troop placement
  • Combat

Visibility

On the adventure map, scanner results will only show you what you have explored.

Currently visible things are read normally. Explored tiles that are not currently visible are read as Unseen (i.e, fog of war).

Controls

  • End: refresh and repeat scanner results
  • Ctrl+Page Down: next category
  • Ctrl+Page Up: previous category
  • Shift+Page Down: next subcategory
  • Shift+Page Up: previous subcategory
  • Page Down: next result
  • Page Up: previous result
  • Home: move the accessibility cursor to the current scanner result
  • Shift+Home: repeat the current scanner result

Notes

  • Scanner commands refresh results automatically as you navigate through them.
  • End can still be used to explicitly refresh and re-announce scanner results.
  • Category, subcategory, and result navigation wraps.
  • Directions are relative to the current accessibility cursor.
  • The mod setting Scanner plays directional beep can add a short spatial audio cue to scanner result readouts. It is off by default.

Adventure Map Features

On the adventure map grid, the following additional features are supported.

Use Ctrl+f to perform a search across all categories of the scanner. This is useful for finding specific things quickly. Results are placed in a temporary scanner category.

Look Around

Use L to look around from the currently focused tile. Results are placed in a temporary category, similar to the search command. Results start north of the cursor and continue clockwise.

Use K to increase the look radius and Shift+K to decrease it. The default radius is 15 tiles. Changing the radius does not refresh existing results; press L again to scan with the new radius.

Army Exchange

The army exchange widget is used when moving troops between two armies or when an army is offering to join yours. The exchange is represented as a two-column grid, one column for each army.

  • Up: previous slot in the current army
  • Down: next slot in the current army
  • Left: move to the other army column
  • Right: move to the other army column
  • Home: first slot in the current army
  • End: last slot in the current army

Moving Troops

Troop slots with troops are draggable.

To move a troop:

  1. Focus the source troop.
  2. Press Space to start dragging.
  3. Move to the destination slot.
  4. Press Enter to drop.
  5. Press Escape to cancel the drag.

If the game needs an amount specified before completing the move, the move amount popup opens.

The slots of each army is rendered from left to right. The second army is usually positioned down and to the right of your wielder’s army. Hence, when the game uses terminology to “move left” or “move right”, it refers to the path the mouse moves when performing a drag and drop in the normal way.

Character Sheet and Trading

The character sheet and trading screens use grids to represent equipped items and inventory.

On the character sheet, equipment and inventory slots are exposed as a two-column grid. Use drag and drop to equip, unequip or rearrange artifacts in the inventory.

On the trade screen for transfering troops or equipment between two of your wielders, a 4-column grid is used for item exchange. The first two columns represent the first wielder’s equipment slots and inventory, and the last two columns represent those of the second wielder.

Combat

The battlefield is always the same size. What changes are the spawn points and terrain features.

Hex Grid Coordinates

The battlefield is a hex grid. Each tile has six neighbors: west, east, northwest, northeast, southwest and southeast. There is no single north or south step. To move straight north, move northeast and then northwest. To move straight south, move southeast and then southwest.

Coordinates are spoken from the bottom-left origin, 0, 0. The first number x is the horizontal position and the second number y is the vertical position. Because hex rows are staggered, diagonal moves change the horizontal position by half a step:

  • East adds 1 to x.
  • West subtracts 1 from x.
  • Northeast adds 0.5 to x and 1 to y.
  • Northwest subtracts 0.5 from x and adds 1 to y.
  • Southeast adds 0.5 to x and subtracts 1 from y.
  • Southwest subtracts 0.5 from x and subtracts 1 from y.

For example, from 0, 0, moving northeast lands at 0.5, 1. Moving southeast from there lands at 1, 0, so one west move returns to 0, 0.

Troop Deployment

Before combat, the troop deployment screen allows placement of your troops in spawn points, representing their starting location in combat.

Move through the hex grid with:

  • A: west
  • D: east
  • Q: northwest
  • E: northeast
  • Z: southwest
  • C: southeast
  • Use with shift to move to the next interesting tile, where interesting means it differs from the current tile

Use drag and drop to rearrange your troops.

The deployment grid also supports the Scanner for finding enemy troops, spawn points and terrain features.

Combat

The combat hex grid uses the same keys for navigation and also supports the Scanner.

Every troop stack has a tooltip which can be reviewed with the UI buffer.

If focus is on a tile with an enemy or destructable entity, the tooltip shows an attack preview if it is possible for your acting troop to attack it.

If focused on a tile in movement range, the tooltip shows the movement cost.

Combat Actions

The following hotkeys work when on the hex grid:

  • \: performs the secondary action on the focused tile, corresponding to a right-click. Use this to move to a tile or perform an attack
  • S: read detailed threat information for the focused tile. Nothing is spoken if the tile is not threatened.
  • T: move focus to the timeline
  • Enter: performs the primary action on the focused tile, corresponding to a left-click. Use to select a target for spells
  • Escape: cancels spellcasting
  • , and Shift+,: move focus between your troops in initiative order
  • Space: move focus to your currently acting troop
  • . and Shift+.: move focus between enemy troops in initiative order

The following hotkeys work anywhere on the combat screen:

  • Ctrl+R: read your essence
  • Alt+R: read enemy essence

Inspect Mode

Press I on the combat grid to enter inspect mode for the focused hex. In inspect mode, navigation keys are restricted to moving within the relevant tiles.

If inspecting a tile within movement range of the acting troop, inspect mode shows you the path the stack would take to move there.

If inspecting a troop stack, each tile will read whether it is within that stack’s zone of control, attack, deadly or movement range.

Press escape to exit inspect mode.

HUD Controls

Visibility is toggled with h. These controls are visible by default, and I recommend leaving it that way.

Press tab from the combat grid to cycle through HUD controls.

When focus is in the HUD controls, pressing escape moves focus back to the grid.

For convenience, press T from the combat grid to move focus to the turn order. Press Enter on a troop in the turn order to focus that troop in the combat grid.

The game provides the following hotkeys:

  • Q: use ability
  • E: end turn
  • V: open spellbook

Since Q and E conflict with hex grid movement keys, move focus out of the grid first before using those keys.

Mod Settings

Press Ctrl+m to open the mod’s settings screen.

Detailed Threat Info

This option is enabled by default. Focusing a tile will indicate if it is within zone of control, attack, deadly or movement range by an enemy troop stack. These are known as threatened tiles. However, this can be very spammy.

Disabling this option shortens the readout for the focus tile to only mention if it is threatened by an enemy. The full details are still available with the S key.

Scanner Directional Beep

When enabled, scanner commands that land on a result play a short directional beep.

The beep is relative to the accessibility cursor. It uses stereo pan for east and west, pitch for north and south, and volume for distance.

Codex

The codex screen can be accessed from the main menu or by pressing escape in-game to open the pause menu.

When focus is on article content:

  • Down: next paragraph
  • Up: previous paragraph
  • Home: top of article
  • End: end of article
  • H: next heading
  • Shift+H: previous heading

Command Reference

This page summarizes the mod hotkeys used across the documentation.

Global

KeyAction
TabNext widget
Shift+TabPrevious widget
EnterActivate or confirm
Numpad EnterActivate or confirm
EscapeCancel or close when supported
`Open tooltip actions menu when actions are available
Ctrl+RRead your resources or essence
Alt+RRead enemy essence in combat
Ctrl+MOpen mod settings
KeyAction
DownNext menu item
UpPrevious menu item
HomeFirst menu item
EndLast menu item
EnterActivate selected item

Review Buffers

KeyAction
Ctrl+LeftPrevious buffer
Ctrl+RightNext buffer
Ctrl+UpPrevious line
Ctrl+DownNext line
Ctrl+HomeFirst line
Ctrl+EndLast line

Grids

KeyAction
UpPrevious row
DownNext row
LeftPrevious column
RightNext column
HomeFirst row in current column
EndLast row in current column
SpaceStart drag
EnterDrop dragged item
EscapeCancel drag

Adventure Map

KeyAction
UpMove north
DownMove south
LeftMove west
RightMove east
Shift+Arrow keysMove to next interesting tile
EnterPrimary tile action
BackslashSecondary tile action
ASummarize reachable entities
WSelect next wielder
SSelect next settlement
SpaceMove focus to selected wielder tile
HToggle HUD visibility
NFocus notifications
OFocus objectives
RFocus resources
TFocus troops
Ctrl+numberSave bookmark
Shift+numberJump to bookmark
Alt+numberRead directions to bookmark
Ctrl+Shift+numberToggle bookmark beacon

Scanner

KeyAction
EndRefresh scanner results
PageUpPrevious result
PageDownNext result
HomeJump to current result
Shift+HomeRepeat current scanner result
Ctrl+PageUpPrevious category
Ctrl+PageDownNext category
Shift+PageUpPrevious subcategory
Shift+PageDownNext subcategory
Ctrl+FSearch scanner categories
LLook around from current tile
KIncrease look radius
Shift+KDecrease look radius

Hex Grids

KeyAction
AWest
DEast
QNorthwest
ENortheast
ZSouthwest
CSoutheast
Shift+A/D/Q/E/Z/CMove to next interesting tile

Combat

KeyAction
IEnter inspect mode
SRead detailed threat information
TFocus turn order
HToggle HUD visibility
BackslashSecondary combat hex action
Enter while targetingConfirm spell or ability target
Escape while targetingCancel targeting
Escape in inspect modeExit inspect mode
,Focus next friendly troop
Shift+,Focus previous friendly troop
SpaceFocus currently acting troop
.Focus next enemy troop
Shift+.Focus previous enemy troop

Codex

When focused on an article

KeyAction
Up or DownPrevious or next paragraph item
Home or EndFirst or last article paragraph
HNext heading
Shift+HPrevious heading

Changelog

V0.6.2

  • Downgrade Prism from 0.16.5 to 0.16.1 to fix a Prism regression causing other screen readers besides NVDA not to be properly detected

V0.6.1

  • Fixed language translations using mojibake accents or ASCII fallbacks

V0.6.0

  • Switched from Tolk to Prism to support more screen readers
  • Added support for hostile join screen when hostiles propose to join for gold
  • Documentation updates to prepare for public release

V0.5.0

  • Experimental support for starting multiplayer games. Will need other players to test actual games with to ensure this works properly
  • Support screens for trading resources and settlements in the players menu
  • Added support for community campaigns
  • Pressing shift with a movement key skips to the next interesting tile in that direction
  • Added two new commands on the adventure map grid:
    • A summarizes entities reachable by the current wielder. This excludes visited pickups or claimed resource generators
    • L looks around from the current tile and places results into a temporary Look around scanner category. K and Shift+K adjust the look radius. Results are sorted clockwise, starting from the north.
  • Fix troop rewards being unselectable when your army has no slots, even after you disband a troop to make room
  • Fixed an edge case where cycling through your own stacks with , would miss some if initiative buffs cause the current stack to act sooner next round
  • In combat, abbreviations like enemy ranged troops are only used when the group has two or more stacks
  • To help with fighting enemies with the same units as you, the battle timeline now specifically indicates if a troop is an enemy
  • The current troop indicator and timeline entries now include the troop’s coordinates
  • Navigating back to a previously visited column in the army exchange and inventory grids restores focus to the last visited row
  • When narrating enemy spellcasting, just say “Enemy” instead of “Enemy wielder”
  • In the post-game victory / defeat screen, clear all other screens in the stack to prevent the adventure map from being heard after the game ends
  • More spellcast narration fixes
  • Condense effects applied to troops when abilities like protect are used, similar to how effects from spells are already being read
  • Fixed some help text not reading on defences screen
  • The post-game player stats screen is now accessible
  • Hide the map editor option in the main menu, since that isn’t supported

V0.4.1

  • Fixed adventure map fog handling for explored-but-not-currently-visible entities:
    • Resource generators and other remembered entities are now read on focused tiles and kept in revealed/scanner results while in explored fog.
    • Tooltip-derived details are only exposed when part of the entity is actively visible.
    • Enemy wielder visibility announcements continue to distinguish wielders that are no longer actively visible.

V0.4.0

  • Add support for conquest, challenge and random maps

  • Wielders being recruited are now announced. This is mainly for situations where they join via story events

  • Fixed resource generating buildings not appearing in the scanner. Results are in a dedicated “Resource generators” category

  • Revealed entity readouts:

    • Multi-tile entities are no longer considered as revealed unless they are fully revealed
    • Artifact names are now announced when visible
    • Dead wielders are no longer announced as no longer being visible
    • The revealed buffer is no longer being reset after combat
  • Combat narration:

    • Effects being removed from a destroyed troop stack are no longer announced
    • If a spell is cast multiple times on the same tile, that tile is now only announced once
    • Recognize situations where your / enemy melee / ranged troops are affected by effects to avoid announcing each troop individually
    • When moving from a high ground tile to another tile that is on high ground, don’t say that the high ground effect was added and then removed
    • Fixed more cases where the casting of the spell was read after narration of its effects
    • Shorten essence gain notifications for units that generate multiple types of essence. “+1 order essence and +1 arcana essence” would now be read as “+1 order, +1 arcana essence”
    • Read wielder essence generation at the start of their turn. Due to game limitations, this works from the second round.
    • Don’t announce individual tiles spawning Acid cloudss when casting the acid cloud spell
  • Shorten combat influence readouts.

    Before: “in movement range of 59 enemy Plague Rats at 6, 8, zone of control and movement range of 15 enemy Oathbound at 9, 6, movement range of 19 enemy Oathbound at 7, 4, movement range of 5 enemy Spectres at 11.5, 3.”

    After: Zone of control: 15 Oathbound at 9, 6. Movement range: 59 Plague Rats at 6, 8, 19 Oathbound at 7, 4, 5 Spectres at 11.5, 3.“

  • Fixed combat screens not being properly cleaned up if doing a quick battle, followed by a manual battle. This was causing the hotkey to read resources out of combat to fail

  • Fixed regression in V0.2.0 that broke reading of marketplace screen button labels

  • Fixed placeholder titles being read on story screens when no title was actually visually shown

  • Artifact colours should now be read everywhere

  • On the adventure map, revealed announcements and reading the focused tile now respect scouting level and no longer reads full artifact names unless the game would actually show it

  • Restored reading of some decorative and effect types on tiles. This fixes walls being only read as “impassable”

  • Fix missing close button label for options and a reward choice screen

  • Support random events popup

  • Many translation string fixes

V0.3.0

  • Added Ctrl+f command on the adventure map grid to search all scanner categories
  • Newly revealed entities will now be announced. This includes entities spawning in areas visible to the player, although this is subject to change in case this provides information typically not available to a sighted player
  • The scanner now has a Revealed category where revealed entities are placed
  • Added support for bookmarking specific positions on the adventure map:
    • There are 10 bookmark slots, 1 through 0
    • Ctrl+number: saves a bookmark at that slot
    • Shift+number: jump to bookmarked position
    • Alt+number: read directions from the currently focused tile to the bookmarked position
    • Ctrl+shift+number: toggle playback of an audio beacon at the bookmarked position
  • Add setting to control playback of a positional beep when moving through scanner result entries. This is turned off by default
  • The troop purchase and upgrade screens have been rewritten to work similar to the marketplace instead of being a faithful translation of the game’s UI. The number of tab stops no longer scales with the available troops
  • On the troop deployment screen:
    • Fix wrong enemy names
    • Fix opponent wielder portrait tooltips not being reliably shown in cases where you are the defender
  • Fix being stuck on the victory screen after successfully laying siege to a settlement
  • In combat, tile effects like Acid Clouds are now read
  • Edit fields no longer require pressing enter to edit them, just type text into them when focused

V0.2.0

  • Localization support for all languages supported by the game
  • Fix move troop amount dialog not being detected when troops are looking to join your army, and made escape only cancel the move instead of also exiting from the “troops are looking to join” screen
  • Stop reading effect and decorative features on adventure map tiles to reduce verbosity, since they have no gameplay effect
  • Objectives now indicate approximate direction and distance relative to the currently selected wielder. This provides information similar to objective markers rendered on the minimap.
  • Added the following hotkeys on the combat grid to move focus to various troops:
    • , and shift+, moves focus between your troops in initiative order
    • Space moves focus to your currently acting troop
    • . and Shift+. moves focus between enemy troops in initiative order
  • Added the following hotkeys for the adventure map to move focus to various HUD controls:
    • O: objectives
    • N: notifications
    • R: resources
    • T: troops
  • Added new setting to control whether story camera focus events are read. This is enabled by default
  • Fix various things in the defences screen not reading correctly
  • Fixed wrong label for spellbook screen checkbox
  • Add missing label for the wielder list menu in adventure map HUD

V0.1.4

  • Don’t announce a story camera focus event if it is identical to the last announced camera movement
  • When setting a destination, the route preview indicators on tiles from the wielder to the destination are now indicated
  • When reading tiles, “impassable” now describes impassable terrain. “Blocked” now indicates tiles that can’t be accessed due to dynamic game state like an occupying or blocking entity, and no longer describes impassable terrain.
  • Scanner improvements:
    • Scanner results now refresh automatically when using scanner commands, so a separate refresh step is no longer required
    • Scanner navigation now wraps between results, subcategories, and categories
    • Scanner results are now tracked by stable identity, so stale results are pruned more reliably after the game state changes
    • Added All subcategories to all categories with more than one subcategory for adventure map, troop placement, and combat
    • Improved adventure map terrain scanning performance
  • For hex grids, the mod now uses a half-x hex coordinate system. Diagonal movement changes x by 0.5 instead of exposing the game’s staggered raw grid coordinates
  • The scanner now recognizes beacons of power, results will be in a beacons category
  • Add mod settings screen accessed by ctrl+m. It currently contains a setting that controls whether enemy influence (attack, deadly, movement range and zone of control information) is read on tiles in combat. If disabled, such threatened tiles are indicated by “threatened”
  • Introduce an s hotkey in combat to read enemy influence

V0.1.3

  • Remove brackets around coordinate announcements, so x, y instead of (x, y). This shortens speech when the screen reader is configured to announce more punctuation
  • Tab and shift+tab now wrap for convenience. A sound is played to indicate when this happens
  • When focus is not on the grid in the adventure map or combat screens, pressing escape now moves focus back to the grid
  • Enemy wielders moving outside your view range will no longer be announced, woops
  • Teleports are now announced as teleports instead of move. The accessibility cursor also follows the wielder to the teleport destination
  • Teleports and movement events from wielders that don’t belong to you are now saved to the notifications buffer
  • Shortened “Not visible” indicator for fog of war tiles to “unseen” for brevity. Also added documentation about fog of war
  • Added sound indicator when cancelling a drag
  • When unchecking the auto populate quickvar option in the spellbook, fix add to quickbar action not being exposed unless the spellbook was reopened
  • Documentation updates:
    • Move changelog to documentation site
    • Add development status and list of known issues
    • Add a separate section for tooltips
    • Clarify the 3 tile visibility states and “fog” is a decorative terrain feature, not an indication of fog of war

V0.1.2

This is an emergency release because I left out a critical config file, so this wasn’t working for anyone else. Woops.

V0.1.1

  • Fixed regression that broke support for popup dialogs
  • Make the claim menu accessible. This screen appears when interacting with an enemy settlement
  • Fix notifications widget in adventure map HUD not appearing even when there were notifications to display

V0.1.0

Initial release

Known Issues

In rough order of descending priority:

  • The scanner works for finding things on the map, but is still not ideal for optimal pathing for wielders. I’m looking for suggestions to improve this.
  • Combat narration is still quite verbose
  • Pending me encountering these on the map, these are not supported yet. If you can send me a save file when you find these, I can add support for these screens.
    • Artifact markets
    • Multi-destination teleport menu, for portals that can have multiple destinations
  • The following features are experimental as they need more testing:
    • Multiplayer games, let me know if you would like to help me test this. I know that New round confirmation screen in multiplayer doesn’t work yet
    • Playing community maps and campaigns
  • Report player popup screen isn’t supported
  • In the options menu, changing the game’s keybindings and the bug report screen is currently not supported
  • Controls that appear only when on the Steam beta branch are not supported
  • The map editor is not supported
  • The credits and digital artbook screens are not supported