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		<title>Arx Libertatis Bug Tracker ~ Most voted issues for Arx Libertatis</title>
		<link>https://bugs.arx-libertatis.org:443/</link>
		<description>Arx Libertatis Bug Tracker</description>
		<language>en-us</language>
		<image>
					<url>https://bugs.arx-libertatis.org:443/header.png</url>
					<title>Arx Libertatis Bug Tracker ~ Most voted issues for Arx Libertatis</title>
			<link>https://bugs.arx-libertatis.org:443/</link>
		</image>
		
		<item>
			<title>#349 - Stay in combat mode</title>
						<description><![CDATA[It would be nice to have as an option to stay in combat mode after opening and closing the log book, the character menu, inventory, etc...]]></description>
						<pubDate>Thu, 17 Jul 2025 14:51:41 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/349</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/349</guid>
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			<title>#67 - Re-implement bump mapping</title>
						<description><![CDATA[As there are no real bump / normal maps included with the original game data, this would mean adding those as well.]]></description>
						<pubDate>Thu, 17 Jul 2025 15:58:22 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/67</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/67</guid>
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		<item>
			<title>#1289 - Jump animation/movement is not smooth, especially noticeable at higher framerates</title>
						<description><![CDATA[Jumping feels terrible like if the animation is playing at 30fps and allow jumping higher in certain zones (for example in the fortress road to Arx you can't jump into the fallen wood post in order to get to the chest and the gems) or implement some vaulting mechanics Thief style.]]></description>
						<pubDate>Thu, 17 Jul 2025 14:24:30 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/1289</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/1289</guid>
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			<title>#1002 - Higher-resolution menu backgrounds</title>
						<description><![CDATA[The illustrations used in cinematics can be used to provide higher-res versions of background images used in the menu, new game screen and credits.

We can compose the images at run-time to avoid licensing issues involved with shipping them ourselves.

New backgrounds should be composed once at the right resolution rather than per-frame.

=== Main menu ===

Current background: '''graph/interface/menus/menu_main_background.jpg'''

High-res version (without "Arx Fatalis" text) can be composed of:

# '''graph/interface/illustrations/illust/sylib_profil.tga'''
# '''graph/interface/illustrations/illust/sylib_noden.tga'''

What to do about the "Arx Fatalis" text?
* Re-create it from the source font "Abbadon"
* Use part of original image for that (likely won't look that great)
* Replace it with the Arx Libertatis logo

=== Character creation ===

Current background: '''graph/interface/book/character_sheet/char_creation_bg.bmp'''

High-res version can be cropped from:

# '''graph/interface/illustrations/illust/noden.tga'''

=== Credits ===

Current background: '''graph/interface/menus/menu_credits.jpg'''

High-res version can be composed of:

# '''graph/interface/illustrations/illust/akbaa dream.tga'''
# '''graph/interface/illustrations/illust/noden.tga'''

== Possible complications ==

* Do the demo versions of the game ship all of these? We can always fallback to the original backgrounds if any of the higher-res source images are missing -- may want to do that anyway for lower resolutions or as an option for die-hard vanilla fans (or to allow users to see the improvement).]]></description>
						<pubDate>Thu, 17 Jul 2025 16:52:59 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/1002</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/1002</guid>
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			<title>#158 - Wrong skill requirement for lord Inut's bow</title>
						<description><![CDATA[I have 30 projectile, yet when I try to equip lord Inut's bow, which requires exactly 30, the game doesn't let me.

This bug appears to be due to inconsistency with the graph/obj3d/interactive/items/weapons/bow/bow.asl script, which has this check:
PLAYER_SKILL_PROJECTILE < 30

graph/obj3d/interactive/items/weapons/bow_mx/bow_mx.asl on the other hand has: PLAYER_SKILL_PROJECTILE < 40]]></description>
						<pubDate>Thu, 17 Jul 2025 17:06:25 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/158</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/158</guid>
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			<title>#271 - Add Screen Space Ambiant Occlusion</title>
						<description><![CDATA[you´ve said that you want to enhance the grafics ingame. One thing you could useis SSAO. It´s not working with the help of Nvidia Inspector allready, but thats not a big problem. It would be great if you could this and realtimebased shadwos also(but don´t destroy the athmosphere please!)]]></description>
						<pubDate>Thu, 17 Jul 2025 14:02:57 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/271</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/271</guid>
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		<item>
			<title>#674 - Cinematic subtitles</title>
						<description><![CDATA[Dear Developers!
Please re-add the cinematic subtitles! The Utext_English.ini contain these, but the in game is not possible to turn on them. Example: Fallan_intro_1 etc. We need them to complete the localization! ]]></description>
						<pubDate>Thu, 17 Jul 2025 14:04:52 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/674</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/674</guid>
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		<item>
			<title>#1621 - Friendly Atok if we take the Idol without any Goblin Help + Softlock camera</title>
						<description><![CDATA[With enough mechanical skills in the book (obtained legit just adding all points in Dexterity and Mecanical skills) it's possible join in the Goblin Kingdom and stole the idol without talking with Atok and King Alotar. After return back the idol and forever Atok will stay in his room, completely friendly and smiling! Also living with Izaak, that should take his place after end the stike.

Also if we kill Atock after all of this, the camera will freeze and a reload will be needed for continue.

Short video demonstration: https://clips.twitch.tv/PeacefulEnthusiasticKiwiBleedPurple-f7vyJeRZz0__GhKt


Full walktrought: https://www.twitch.tv/videos/1457809674]]></description>
						<pubDate>Thu, 17 Jul 2025 14:25:42 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/1621</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/1621</guid>
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			<title>#1617 - Kultar can get stuck in his cell during the conversation after killing the guard</title>
						<description><![CDATA[If we go in the Kultar cell before kill the goblin, Kultar will warch the fight for full time. After the goblin death, he will go to the door, blocking the exit for us. When we try talk to him, Am Shaegar will be teleported outside the cell, and Kultar will start walk in circle on the cimìnematic, and he will never start talk.]]></description>
						<pubDate>Thu, 17 Jul 2025 14:45:54 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/1617</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/1617</guid>
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		<item>
			<title>#1003 - Proper mod support</title>
						<description><![CDATA[Current Arx Fatalis mods work by placing loose files in the game directory, which override the resources shipped in the game's .pak files.

This approach has multiple problems:

* Uninstalling mods is hard because the 1.21 patch also ships loose files - deleting everything removes parts of the patch
* Users are not informed if multiple mods conflict (override the same files)

== Mod format proposal ==

# Create a '''mods''' subdirectory in the user/data directories
# Iterate over all files and directories in the '''mods''' subdirectory
# Directories are loaded as mods: mounted into the resource tree after the base data
# '''.arx''' files (file extension to be discussed) are loaded as zipped mods (see feature request #354)
# All other files are ignored

=== Why require the .arx extension for mods ===

If we allow .zip files, then users may thing they need to unpack it. Unpacked mods are (slightly) less efficient and it will be less clear where the files need to be unpacked -- users may unpack directly to the mods or data directory instead of a mod-specific subdirectory of the mods directory.

=== Why allow unpacked mods ===

This is useful for mod creators to test work in progress mods.

=== Mod metadata ===

We should recognize a special medatata file in mods which can contain the following information:

* Mod name (user friendly)
* Mod description
* Mod id (fixed name that never changes)
* Mod version
* Maybe mod icon / preview image
* Minimum required Arx Libertatis version
* Requirements on other mods (dependencies, conflicts)
* How the mod affects save files: introduces new entities (disabling the mod causes things to break) / changes properties that are persistent (some changes remain after disabling the mod) / only replaces textures etc. (mod can be disabling without issues) 

Format TBD - maybe json or yaml - we could use support for one of those anyway.

=== In which order should mods be loaded ===

Initially we can just load them in alphabetical order (z overrides a). At some point we want to use the mod metadata to influence this and allow the user to reorder mods in the menu (would require support for unloading resources!).

=== Installing mods ===

Users can install mods by moving them into the mods directory. They should also be able to install mods by dragging them onto the Arx Libertatis window.

=== Shipping mods with Arx Libertatis ===

We may want to ship mods with Arx Libertatis keep those disabled by default. Maybe mods in the user directory should be automatically enabled but those in the data directory need to be enabled in the menu? Enabling mods after starting the game would require changes to other code to updating already loaded resources so this can be left for when we actually need that functionality.

=== Possible future enhancements ===

* Record which mods were used in save files, warn if user disables mods where this could cause problems.
* Warn user about conflicting mods based on metadata as well as automatically if two mods replace the same resource.
* Add a menu to enable, disable and reorder mods.
* Add a menu to browse and download mods. (maybe?)
* Add support for patching resources instead of replacing them entirely: feature request #1004
* Add support for wrapping script events (pre and post hooks and/or additional override scripts besides the class and entity-specific ones) instead of replacing script files: feature request #1005
* Deal with entity ID allocation for entities added by different mods
* Add support for mod patches that are always loaded directly after the mod (some mods are big enough that re-downloading the entire thing is inconvenient)]]></description>
						<pubDate>Thu, 17 Jul 2025 14:56:10 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/1003</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/1003</guid>
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			<title>#145 - Budge the player if he gets stuck</title>
						<description><![CDATA[The player can get stuck in some spots, for example in the gutter right before you meet the spiders for the first time, or in teleporter geometry. Even levitation (if available) doesn't always help. This problem also existed in Postal 2, and they solved it by forcefully budging the player to a nearby open area.
Can a similar feature be implemented for Arx? Of course, this opens up some possibilities for abuse, but it can also be a huge progress saver.]]></description>
						<pubDate>Thu, 17 Jul 2025 15:07:01 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/145</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/145</guid>
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			<title>#336 - Use better names for the save game directories</title>
						<description><![CDATA[This would allow users to better find the save files for an in-game save slot.

Suggestion: take save name, sanitize it (remove any bad cahracters, etc), trim it to a max length and then append numbers until we find a name that isn't used.

Also, the default name for saves in game should be unique (with a number) and not just "New".]]></description>
						<pubDate>Thu, 17 Jul 2025 15:09:00 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/336</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/336</guid>
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			<title>#1620 - Softlock if Carlo is in prison before when is intended to happen</title>
						<description><![CDATA[If Carlo is in the prison before speak to King Lunshire to report him the passage for Arx city is free, the cutscene will be broken, Carlo will not enter the room, and the scene will be froozen forever.

Short video demonstration :  https://clips.twitch.tv/BrightTenaciousBatTooSpicy-TMOoXNKH5tczj-oD


Full walktrought here: https://www.twitch.tv/videos/1457809674]]></description>
						<pubDate>Thu, 17 Jul 2025 15:11:47 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/1620</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/1620</guid>
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			<title>#134 - You should always be able to exit to the main menu</title>
						<description><![CDATA[Currently, opening the main menu is blocked sometimes:
* in a conversation (makes issues like #99 much more annoying)
* during cutscenes
* when the player is paralyzed (happens often during lich fights)

This should be changed that the player always has the option to immediately open the main menu (and thereby pausing the game) without disturbing the game state (ie: cutscenes and conversations should not be skipped).

Complications:
* The current save system might not work correctly when the player is in a conversation/cutscene - this should be fixed.]]></description>
						<pubDate>Thu, 17 Jul 2025 15:12:28 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/134</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/134</guid>
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			<title>#287 - You can get stuck on the edge of teleporters</title>
						<description><![CDATA[Level 2: http://i.imgur.com/6mb09.jpg

Level 8: http://i.imgur.com/JZ01W.jpg]]></description>
						<pubDate>Thu, 17 Jul 2025 15:20:16 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/287</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/287</guid>
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			<title>#87 - Use a different font</title>
						<description><![CDATA[Current arx font (Hansa Regular) can sometimes be hard to read.

Suggestion: replace misc/arx.ttf with GNU font probably something like "URW Chancery L".]]></description>
						<pubDate>Thu, 17 Jul 2025 15:37:07 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/87</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/87</guid>
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			<title>#1015 - Xbox UI/controls</title>
						<description><![CDATA[The original Xbox UI and controlscheme was different than the PC version. It better suited controllers and had a much simpler magic system where you binded spells to hotkeys instead of repeatedly drawing runes. This would help the project especially with porting to mobile devices in the future. 

[[Image:http://www.abload.de/img/arxfatalis02yvlky.jpg|image]]

Note I'm describing this as an optional sort of thing. Just if people wanna play the game this way like they did with the console port. I personally preferred the xbox port of the game when I played it since I grew tired of drawing runes in Arx on PC over and over when I played a magic user. ]]></description>
						<pubDate>Thu, 17 Jul 2025 15:41:06 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/1015</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/1015</guid>
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			<title>#1138 - The cast spell on someone doesn't focus in combat mode.</title>
						<description><![CDATA[When you draw a spell that should be used on a specific object (for example Curse, Slow down) in cursor mode or mouse-look mode - everything is fine. But if you draw a spell in combat mode, your cursor will stop at the point where you finished drawing the last rune.
You will not be able to apply this spell on the item until you remove the weapon and go into cursor mode or mouse-look mode.

[[Image:https://ibb.co/jkzzob|After draw spell in combat mode]] The cursor is on the blade.]]></description>
						<pubDate>Thu, 17 Jul 2025 15:56:20 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/1138</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/1138</guid>
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			<title>#284 - Support an unlimited number of save slots</title>
						<description><![CDATA[While the core save mechanism already supports this, the GUI (save/load menu) can only display a fixed number of slots.

To fix this we will need to add support for scrollbars/areas, so this might have to wait until after a major menu code overhaul.]]></description>
						<pubDate>Thu, 17 Jul 2025 16:22:24 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/284</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/284</guid>
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			<title>#119 - Make spell memorization number depend on spellcasting stat</title>
						<description><![CDATA[Another rule change request that may be safely ignored if you want to be purist.

Variable from 1 to 5 (or 0 to 5)?

This should probably be implemented as a mod, but the engine will need support for that.]]></description>
						<pubDate>Thu, 17 Jul 2025 16:37:16 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/119</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/119</guid>
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			<title>#393 - Add real-time shadows</title>
						<description><![CDATA[AF only has particle effects on the floor as a very rough approximation of shadows.

Let's add shadow mapping or shadow volumes - or even something better ;-)

Complications:
* This will need more engine cleanup
* The AF levels have way too many light sources - we need to filter out which ones should cast shadows]]></description>
						<pubDate>Thu, 17 Jul 2025 16:51:13 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/393</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/393</guid>
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			<title>#565 - Display rune name and meaning in spellbook</title>
						<description><![CDATA[One thing that keeps bugging me about magic is that the spellbook doesn't display the names and meaning of runes. If you hover the cursor over a spell you will see its name in the top left corner of the book and its description in the top left corner of the screen. I think it would be appropriate to do the same thing for runes, display at least their name and possibly their meaning as well, somewhat like this: "Mega (improve)". This would make memorizing spells easier as well, because I would know what the rune combination actually means. Even from a role-playing standpoint, there is no reason the hero wouldn't write this down in his spellbook.]]></description>
						<pubDate>Thu, 17 Jul 2025 17:11:02 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/565</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/565</guid>
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			<title>#118 - Add enchantment bonuses to weapons and armor descriptions</title>
						<description><![CDATA[It seems quite incomplete, and i end up never being sure what i did.

Maybe even add a more detailed description page for items with space for item lore, etc. to be added by mods.]]></description>
						<pubDate>Thu, 17 Jul 2025 17:16:16 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/118</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/118</guid>
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			<title>#123 - Show secret spells in the spellbook once they have been found</title>
						<description><![CDATA[Only max. 4 spells per level is shown.

"Activate portal" is never shown (doesn't have a level?)]]></description>
						<pubDate>Thu, 17 Jul 2025 17:17:07 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/123</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/123</guid>
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			<title>#1312 - Guard blocks Alia's house</title>
						<description><![CDATA[I never noticed when he came by, but he blocks the way to Alia. I believe this happened after I stole Krahoz from rebels.

[[Image:https://i.imgur.com/O9F1734.png|https://i.imgur.com/O9F1734.png]]]]></description>
						<pubDate>Thu, 17 Jul 2025 14:02:27 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/1312</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/1312</guid>
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			<title>#1290 - Add an option to increase the minimap size</title>
						<description><![CDATA[Right now GUI scaling only works with main UI and quest book but minimap can't be scaled. It would be great if we could have a scaling option for it (no need to create a new toogle just include it with the main GUI scaling option)]]></description>
						<pubDate>Thu, 17 Jul 2025 14:07:37 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/1290</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/1290</guid>
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			<title>#1437 - Ylside AI bugs out, refuse to attack the player</title>
						<description><![CDATA[On some occasions the Ylside AI gets broken and they refuse to attack. They'll chase me across the map but never raise their swords.

Played on 1.2-dev-2019-07-22]]></description>
						<pubDate>Thu, 17 Jul 2025 14:10:32 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/1437</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/1437</guid>
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			<title>#333 - The mouse sensitivity should go to 11</title>
						<description><![CDATA[Currently the max mouse sensitivity is not that high if you have a "slow" device that sends very small units of movement.

To preserve compatibility with existing settings (and because 10 steps is a bit low) we should probably just increase the number of steps in the mouse sensitivity slider.]]></description>
						<pubDate>Thu, 17 Jul 2025 14:11:58 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/333</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/333</guid>
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			<title>#1113 - The blind cultist passes through the objects</title>
						<description><![CDATA[[[Image:https://ibb.co/bZZePw|]]

A blind cultist walks through objects during prayer. This happens in the temple of Akbaa.]]></description>
						<pubDate>Thu, 17 Jul 2025 14:12:20 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/1113</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/1113</guid>
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			<title>#742 - Runes can be added to the spellbook who are already in it</title>
						<description><![CDATA[You can add a rune to your spellbook even if you already have that rune, thus accidentally wasting duplicates instead of selling them.

This should be prevented with a message "I already know that rune" or something similar.
]]></description>
						<pubDate>Thu, 17 Jul 2025 14:12:56 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/742</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/742</guid>
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			<title>#117 - Add a portable anvil item</title>
						<description><![CDATA[This is more like a mod than a RFE, but i think it appropriate.

In the Akbba main temple, there is a room that has a very, very small anvil on top of a table. It looks deliberately small, but is unfortunately, not carry-able..

I'm wondering if that small anvil can't be made carry-able in inventory as a portable anvil.

(i haven't seen a appropriately small distillation equipment).]]></description>
						<pubDate>Thu, 17 Jul 2025 14:21:47 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/117</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/117</guid>
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		<item>
			<title>#1141 - The missing sound of the destruction of gravestones</title>
						<description><![CDATA[In the crypt at the sixth level(Crypt III) of the dungeon there are graves that can be searched, if you destroy a tombstone. This will require a pickaxe. When you use the pickaxe on the tombstone, you will hear the sound of strokes on the stone and after that the sound of falling stones is USUAL. But in this place there is no sound of walling stones for all the tombstones.]]></description>
						<pubDate>Thu, 17 Jul 2025 14:22:28 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/1141</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/1141</guid>
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		<item>
			<title>#429 - Swap items when dragging one item onto another in the inventory</title>
						<description><![CDATA[Complications:
* Items don't all have the same size - there might not always be space to swap them
* What should happen if dragging an item from the ground or another inventory
* Should we combine items instead?

Also, this could get annoying if the player meant to drop the item to an empty slot but accidentally dropped it onto another. This should either be an option and/or only activate on double-clicking while an item is being dragged.]]></description>
						<pubDate>Thu, 17 Jul 2025 14:32:35 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/429</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/429</guid>
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		<item>
			<title>#55 - Support hardware cursors</title>
						<description>Nothing entered.</description>
						<pubDate>Thu, 17 Jul 2025 14:33:00 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/55</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/55</guid>
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		<item>
			<title>#1140 - Spells go through a walls</title>
						<description><![CDATA[If you are close to the wall spells (like Fireball or Magic missile) pass through it. Sometimes it's not necessary to be close to the wall and spell still passes through the wall.]]></description>
						<pubDate>Thu, 17 Jul 2025 14:36:25 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/1140</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/1140</guid>
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		<item>
			<title>#312 - Add more different bows to the game</title>
						<description><![CDATA[I love ranged combat, unfortunately there are not many different bows (only 2 if I remember well).
It would be great if you could :
* Add a bow (a light one) at the begin of the game, so we are not obliged to fight only with melee combat until we go to Arx.
* Add different bows so the ranged combat becomes a real alternative.]]></description>
						<pubDate>Thu, 17 Jul 2025 14:37:14 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/312</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/312</guid>
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		<item>
			<title>#1654 - Collision material used for step sound relies on texture file name</title>
						<description><![CDATA[Hello!

I've added a custom texture with the filename "ladder.jpg" and it loads fine in game, however it doesn't come with wood sound when I walk on it even if I add POLY_WOOD to the texture flags. However if I rename the file to "ladder-[wood].jpg" then I get the sounds that I want.]]></description>
						<pubDate>Thu, 17 Jul 2025 14:43:21 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/1654</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/1654</guid>
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		<item>
			<title>#960 - Security System in Akbaa temple can be fooled by jumping over wheel</title>
						<description><![CDATA[Because of the enhanced jump length, in the Akbaa temple, in the room with the pulled-in bridge, it´s now possible to jump on the wheel and then on the edge of the other side. So you can totally evade the riddle with the security system.]]></description>
						<pubDate>Thu, 17 Jul 2025 14:44:34 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/960</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/960</guid>
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		<item>
			<title>#1004 - Add support for patching resources instead of replacing them entirely</title>
						<description><![CDATA[We need this to avoid licensing issues for asset bug fixes and mods.

Simple binary patches should work for most resources but multiple mods can (in general) not patch the same file without conflicting.

For others (.ini files like the localization), just appending data could also work.

We may need to support loading different patches depending on the version of the original resource (full game / demo / language). A crc32 or md5 checksum could be used to select the appropriate patch. For our own needs it may be enough to load different patch archives depending on the data version, but that is less reasonable for mods.

Scripts may need a different (additional) solution to allow multiple mods to modify the same entity without conflicting: feature request #1005]]></description>
						<pubDate>Thu, 17 Jul 2025 14:53:27 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/1004</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/1004</guid>
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		<item>
			<title>#460 - GUI experience: Seperate Load/Save buttons</title>
						<description><![CDATA[I'd like to suggest the separation of the Load/Save button. Currently you have to click on "Load/Save -> Load" to load or "Load/Save -> Save" to save a game. It'd be much easier/quicker if there where two seperate Load and Save buttons directly in the main menu. This removes an uneccesary menu and an uneccesary click.]]></description>
						<pubDate>Thu, 17 Jul 2025 14:54:14 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/460</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/460</guid>
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		<item>
			<title>#407 - Multiplayer mode</title>
						<description><![CDATA[A co-op mode is my dream. Make it true!]]></description>
						<pubDate>Thu, 17 Jul 2025 14:55:24 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/407</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/407</guid>
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		<item>
			<title>#1219 - Add an option to limit HUD width on wide monitors</title>
						<description><![CDATA[HUD elements are not stretched anymore but the hud as a whole sill stills the whole screen width, resulting in elements that may be very far apart. We should have an option to keep HUD elements closer to the center of the screen.]]></description>
						<pubDate>Thu, 17 Jul 2025 15:04:43 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/1219</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/1219</guid>
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		<item>
			<title>#859 - Allow assigning keyboard keys to the &quot;Action&quot; binding</title>
						<description><![CDATA[Currently this is not allowed because double click is only supported for mouse buttons.

We could implement double-click for keys as well and/or implement feature request #144 to make the double-click action a separate binding.]]></description>
						<pubDate>Thu, 17 Jul 2025 15:10:02 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/859</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/859</guid>
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		<item>
			<title>#377 - Improve aura effect (e.g. black artifacts around liches)</title>
						<description><![CDATA[[[Image:http://i.imgur.com/rNmgP.jpg|]]Black artefacts around liches

This effect is intentional, but could be made to look smoother.]]></description>
						<pubDate>Thu, 17 Jul 2025 15:19:12 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/377</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/377</guid>
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		<item>
			<title>#326 - Reaching 100 in Stealth through bonus doesn't allow to be a better thief</title>
						<description><![CDATA[When you reach 100 in stealth, you are able to steal everything (the items with a question marks are lootable).

But if you reach this level thanks to bonus (e.g.Bless, Equipments that increase stealth), it doesn't trigger the ability.
]]></description>
						<pubDate>Thu, 17 Jul 2025 15:20:59 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/326</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/326</guid>
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		<item>
			<title>#1427 - Add an option to swap use and double click action functionality</title>
						<description><![CDATA[The existing interaction paradigm in Arx Fatalis can be summarized as follows:

Action key single click - select and drag item in world/inventory

Action key double click - activate item/world object, speak with NPC

Action key + Stealth key hold - put item into inventory

Use key - equip or use item in world/inventory

My observation is that activating objects and speaking with NPCs occurs a lot more than equipping or using items, and frequent double clicking can become tiresome. Currently there's no way to bind a separate key to perform the common function of double clicking. There could be an option to swap these functionalities, so the use key becomes the activate input, and double clicking becomes the input to equip or use items. Alternatively, each of these functions could receive a separate binding which allows for hold key combinations or double presses, though this would undoubtedly require more effort.]]></description>
						<pubDate>Thu, 17 Jul 2025 15:24:33 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/1427</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/1427</guid>
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		<item>
			<title>#1143 - The missing sound of the metal platform.</title>
						<description><![CDATA[In the crypt (Crypt III) on the sixth level of the dungeon to go below you need to go over the lava. For this, metal platforms are advanced. When walking on them there is no sound of footsteps.]]></description>
						<pubDate>Thu, 17 Jul 2025 15:25:09 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/1143</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/1143</guid>
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		<item>
			<title>#507 - Lava does not tile properly</title>
						<description><![CDATA[Lava has seams and is lacking black spots.

Example from Arx Fatalis:
http://www.youtube.com/watch?v=A9BZcbHwjIs#t=462s]]></description>
						<pubDate>Thu, 17 Jul 2025 15:34:16 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/507</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/507</guid>
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		<item>
			<title>#354 - Add support to read  game resources from .zip files</title>
						<description><![CDATA[This will allow us and mod creators to create resource bundles without using the proprietary implode compression algorithm used in Arx Libertatis' .pak files for which no good OSS encoder exists - in fact it will allow to create AL resource bundles with almost any regular archiving tool or even directly in some file managers.

Note: We should '''not''' add support for multiple different archive formats or we will need to support them forever if people ship mods that use them. We should also limit ourselves to deflate compression for .zip files.

.zip is a good format here because all files are compressed individually. This is not optimal for the compression ratio on small files but allows us to load individual resources without de-compressing everything.]]></description>
						<pubDate>Thu, 17 Jul 2025 15:38:21 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/354</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/354</guid>
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		<item>
			<title>#1018 - Improved dismemberment</title>
						<description><![CDATA[When the player deals a large amount of damage to NPCs, some of their limbs may be cut off. The game removes the limb from the npc entity mesh and creates a new entity with just the limb. However, currently the limb entity is destroyed after a very short time (one or a couple of frames). We should (have an option to) keep the limb entity around for longer, perhaps indefinitely.

Complications:
* Currently limb entities cannot be stored in save files.]]></description>
						<pubDate>Thu, 17 Jul 2025 15:43:01 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/1018</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/1018</guid>
		</item>
	</channel>
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