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		<title>Arx Libertatis Bug Tracker ~ Showing issues ordered by number of votes</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 ~ Showing issues ordered by number of votes</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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		<item>
			<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>#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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		<item>
			<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>#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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		<item>
			<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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		<item>
			<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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		<item>
			<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>#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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		<item>
			<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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		<item>
			<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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		<item>
			<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>#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>#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>#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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			<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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			<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>#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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			<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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			<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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			<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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			<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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			<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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			<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>#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>#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>
		</item>
		
		<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>
		
		<item>
			<title>#558 - Setting to Increase/Decrease Movement Speed &amp; Combat Speed</title>
						<description><![CDATA[A option in settings that can, via a slider, change the multiplier that affects movement speed, and a separate setting for combat swing speed multiplier. As to allow the player to dictate how slow or fast they want the game to be. In order to make magic more viable (which is already hard to use in combat as is) allow the player to select how many spells they can have memorized at once by default. A slider from 3-10.]]></description>
						<pubDate>Thu, 17 Jul 2025 15:46:03 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/558</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/558</guid>
		</item>
		
		<item>
			<title>#115 - Autosave</title>
						<description><![CDATA[Autosaving on level change shouldn't increase the load time much as we already save most of the data.]]></description>
						<pubDate>Thu, 17 Jul 2025 15:48:34 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/115</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/115</guid>
		</item>
		
		<item>
			<title>#305 - Ask the user about deleting old quicksaves when reducing the number of quicksave slots</title>
						<description><![CDATA[Currently reducing the number of quicksave slots doesn't have any effect if there are already more quicksaves (until the user manually deletes the extra quicksaves).

When after reducing the number of quicksave slots there are more quicksaves than configured slots, we should prompt the user about delete the older quicksave.]]></description>
						<pubDate>Thu, 17 Jul 2025 16:01:23 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/305</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/305</guid>
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		<item>
			<title>#1254 - Allow and scale higher resolution textures Part 2: player books and icons</title>
						<description><![CDATA[Part 2 of my last request with the interface elements, I forgot to mention the possibility for large textures in the character sheet, quest book, map book and spell book as well the access mini icons, spell and level buttons and the push/release textures when you add points to some attribute or skill. My request is to scale the textures correctly instead make it bigger and out of place, here are 3 screenshots with examples, character sheet texture: 1026x626px (vanilla 513x313) buttons 128x128px (vanilla 32px). I want to implement hd textures and icons for modding in the next days.

https://cdn.discordapp.com/attachments/442227414094053376/480490875772993547/Arx_Fatalis_Screenshot_2018.08.18_-_16.33.59.44.png

https://cdn.discordapp.com/attachments/442227414094053376/480495338143088642/Arx_Fatalis_Screenshot_2018.08.18_-_16.54.57.14.png

https://cdn.discordapp.com/attachments/442227414094053376/480495277283868702/Arx_Fatalis_Screenshot_2018.08.18_-_16.54.50.73.png]]></description>
						<pubDate>Thu, 17 Jul 2025 16:04:26 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/1254</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/1254</guid>
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		<item>
			<title>#426 - Show an icon of the equipped weapon in the HUD</title>
						<description><![CDATA[From the IRC channel: "I'd like to request a basic addition to Fatalis: Show a icon of the item you're holding."

Most weapons are out of view when not in combat mode.

Currently the HUD already shows indicators for damaged equipment, including weapons. However, but don't show up for fully repaired items and don't show what kind of weapon is equipped (all weapons show up as a sword!).]]></description>
						<pubDate>Thu, 17 Jul 2025 16:05:05 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/426</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/426</guid>
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		<item>
			<title>#301 - Improve level up interface</title>
						<description><![CDATA[During CharGen mb2 performs Undo for points allotment.
During Levelup mb2 performs ToggleMouselook in background; no Undo.
Even if mb2 is not keyed to a game control there is no Undo.

If my memory of play many years ago is correct, then Undo used to work.


arx-libertatis-1.0.2-win-x64.exe
also true for Arx Fatalis 1.21]]></description>
						<pubDate>Thu, 17 Jul 2025 16:27:10 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/301</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/301</guid>
		</item>
		
		<item>
			<title>#1253 - Allow to use higher resolutions for general interface textures</title>
						<description><![CDATA[Allow to use higher resolutions for general interface textures (Public notices, books, notes, big notes, player sheet)

https://cdn.discordapp.com/attachments/442227414094053376/480450146732343297/Arx_Fatalis_Screenshot_2018.08.18_-_13.50.13.72.png]]></description>
						<pubDate>Thu, 17 Jul 2025 16:36:32 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/1253</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/1253</guid>
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		<item>
			<title>#126 - Show some kind of warning when trying to cast in the dwarf no magic zone</title>
						<description><![CDATA[Or any non-magic zone, if you're doing a editor. I've been bit by this when doing the ultimate weapon before (yes, it was dumb).]]></description>
						<pubDate>Thu, 17 Jul 2025 16:46:33 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/126</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/126</guid>
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		<item>
			<title>#655 - Enhance Control Demon</title>
						<description><![CDATA[As far as I can tell, control Demon works like this:
  * cast summon demon
  * cast control demon onto the intended target

On paper it looks good - personally I prefer this approach than permanently "binding" a demon that will defend against all enemies until it is banished (oblivion/skyrim). However there are these deficiencies:

# too short a radius: control demon's target must be quite close to the demon - chances are the demon will score a few hits before you can bind it to a target. This leads to a strange dance wherein the player attempts to lure the demon towards the target while avoiding damage from both the target and the demon.
# notification: the target reticule should notify the player if the target is byeond the spell's radius
# priorities: control demon assigns a lower attack priority to the target than the summoner. If the target and summoner are lined equidistant from the demon, the demon will invariably attack the summoner. If the summoner is between the target and demon, the demon will of course attack the summoner. Ideally the summoner will not be attacked while demon has been bound to a living target.
# undead: doesn't work with undead - fallen undead are ignored by the demon even after they rise again. Ideally once fallen the demon will move on to the next target (usually the summoner) until previous target rises again, after which it will then return to the rerisen undead.
# multiple targets: multiple attack targets should be supported. The demon should move to the next target in the queue once the current target is dead/fallen.]]></description>
						<pubDate>Thu, 17 Jul 2025 16:50:48 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/655</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/655</guid>
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		<item>
			<title>#116 - Add more anti-aliasing options</title>
						<description><![CDATA[Currently we only support multi-sample anti-aliasing (MSAA) and it can only be turned off completely or set to a hard-coded value.

At the minimum we should allow the user to specify the MSAA level.

In addition we could support post-process morphological anti-aliasing.]]></description>
						<pubDate>Thu, 17 Jul 2025 16:52:24 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/116</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/116</guid>
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		<item>
			<title>#1121 - Ambient Music - Sacred Dagger</title>
						<description><![CDATA[When you first come to the rebel camp, during a conversation with Alia plays a special ambient ([https://youtu.be/4yWoTNN8HUY?list=PL-ZDOZwHs0kwhIS6rHQvBdSr9RoKlEZ5q]), but after the heat it changes to the one who plays in the city of Arks ([https://youtu.be/Dp5EivDiXRY?list=PL-ZDOZwHs0kwhIS6rHQvBdSr9RoKlEZ5q]). And the new ambient is no longer playing.
Arx Fatalis can not boast a lot of ambient, so it's worth changing to Ambient Music - Sacred Dagger.]]></description>
						<pubDate>Thu, 17 Jul 2025 17:16:57 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/1121</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/1121</guid>
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		<item>
			<title>#197 - Keep spell effects after level change, save game loading (and scripted sequences(?))</title>
						<description><![CDATA[I don't know if this also happens in original Arx Fatalis: when an enhancement is active, like float, invisibility or magic sight, they will disappear when you save and load the game, go into another level or a sequence, which takes away player/camera control starts.

This might also be true for negative effects like paralysis and poison.

Level change and loading should save the enhancement status.

Scripted events might be complicated to deal with. Here are some cases to consider:

# Player is invisible and the scripted event involves the player speaking
# Player is poisoned and will die during the sequence if not healed
# Player has HARM activated and comes close to NPCs during the sequence
# Player created a trap before the sequence and an NPC steps into it during the sequence

Some effects cause visual and sound effects for the player: magic vision changes the display and plays a sound. Such effects should only be active when the player perspective camera is active - it never is in sequences in which the player doesn't control the game I believe.]]></description>
						<pubDate>Thu, 17 Jul 2025 17:18:37 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/197</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/197</guid>
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		<item>
			<title>#1497 - Independent main menu options for vertex lighting and particles</title>
						<description><![CDATA[It would be nice to divide the level of detail menu option and split it into 2 new different options, one for the vertex lighting and a separated one only for the particle quality instead only a single option that is currently very vague by the way]]></description>
						<pubDate>Thu, 17 Jul 2025 17:22:12 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/1497</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/1497</guid>
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		<item>
			<title>#1017 - Higher-resolution (mini-)maps</title>
						<description><![CDATA[The map textures shown in the player book and HUD were rendered from 3D level data. The code to render these maps was included in the AF 1.21 source release as [https://github.com/arx/ArxLibertatis/blob/ArxFatalis-1.21/Sources/DANAE/ARX_carte.cpp Sources/DANAE/ARX_carte.cpp]. We should restore this code to optionally render higher-resolution versions of the map textures.

Possible complications:
* This is probably to slow to do every time we start the game so the map textures need to be cached.
* The engine can currently only load one level at once but the book displays maps for all levels. We need to either render the maps before the player is in a level, fix the loading code to not rely on globabls so that we can load levels in the background, or only generate high-res maps when the player visits a level (this should be ok as the book only shows maps for levels the player has discovered).]]></description>
						<pubDate>Thu, 17 Jul 2025 14:07:00 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/1017</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/1017</guid>
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		<item>
			<title>#810 - Relax 'BLOCK_PLAYER_CONTROLS' usage</title>
						<description><![CDATA[Currently BLOCK_PLAYER_CONTROLS is used in situations such as after player death, preventing not only camera movement, etc, but also stopping the player from quickloading. This can be annoying.

Another frustrating situation is during cutscenes and conversations, where there is a long delay at the start (and with cutscenes a fadeout) before it can be skipped with Escape.]]></description>
						<pubDate>Thu, 17 Jul 2025 14:22:52 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/810</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/810</guid>
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		<item>
			<title>#1346 - Xbox style sound reverb </title>
						<description><![CDATA[The xbox version featured enhanced audio effects like reveb for sfx sounds. It's specially noticeable with character voices and gives a nice sense of immersion. 

[[https://youtu.be/IOMidQy-nQE?t=151|Kultar conversation in beggining of the game]]]]></description>
						<pubDate>Thu, 17 Jul 2025 14:28:18 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/1346</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/1346</guid>
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		<item>
			<title>#1458 - DDS Texture Support</title>
						<description><![CDATA[There is a mod for high resolution textures. This mod is 4.5 GB in size and leads to long load times, and can impact performance.

DDS texture files are smaller, load faster, the GPU can handle them natively, they make performance better, and they can have pre-generated mip-maps.

As a proof of concept I took the existing HD texture mod and converted it to DDS files with DXT5 compression. The pack went down from 4.5 GB to 2.67 GB. And even if they were the same size, a GPU will load DDS textures faster.]]></description>
						<pubDate>Thu, 17 Jul 2025 14:32:11 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/1458</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/1458</guid>
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		<item>
			<title>#1110 - Add an option to grab the cursor in inventory mode</title>
						<description><![CDATA[Otherwise border turning is less useful in windowed mode or with multiple monitors.

http://steamcommunity.com/app/1700/discussions/0/1621724915791778395/]]></description>
						<pubDate>Thu, 17 Jul 2025 14:46:12 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/1110</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/1110</guid>
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		<item>
			<title>#150 - No option to disable 3d audio</title>
						<description><![CDATA[The game currently provides no option to render to stereo only. This means that systems which support 5.1 channels, for example, will render to those channels even if only headphones are connected. 

It shouldn't be too difficult to force rendering of audio in stereo. The potential drawbacks include that rear and center channels in that case may not receive any output. 

The audio engine is in need of upgrades of course and the inclusion of options to pan across the available channels could eventually be provided with other audio related improvements.]]></description>
						<pubDate>Thu, 17 Jul 2025 14:56:45 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/150</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/150</guid>
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		<item>
			<title>#1779 - Add AppStream metainfo file</title>
						<description><![CDATA[From their [https://www.freedesktop.org/software/appstream/docs/chap-Metadata.html website] :

> AppStream allows upstream projects to define metadata about the components they provide using small XML files, metainfo files, which get installed into locations on the client system and are used by distributors to enhance their metadata.

This small xml files are required to enable Arx Libertatis to be displayed in modern Linux system application store (e.g: Gnome Software and KDE Discover). Solus is already carrying a patch to enable this. This is the AppStream metainfo [https://github.com/malfisya/packages/blob/main/packages/a/arx-libertatis/files/org.arx.ArxLibertatis.metainfo.xml we carried] :



  org.arx.ArxLibertatis

  Arx Libertatis
  Cross-platform port of Arx Fatalis

  CC0-1.0
  AGPL-3.0-or-later

  
    
      Arx Libertatis is an improved, cross-platform and open source engine for Arx Fatalis, a 2002 first-person role-playing game / dungeon crawler / immersive sim developed by Arkane Studios. Arx Fatalis features crafting, melee and ranged combat, as well as a unique casting system where the player draws runes in real time to effect the desired spell.
    
  

  arx-libertatis.desktop
  
    
      https://wiki.arx-libertatis.org/File:Jumping.jpg
    
    
      https://wiki.arx-libertatis.org/File:Cinematic.jpg
    
    
      https://wiki.arx-libertatis.org/images/thumb/8/8e/Tavern.jpg/327px-Tavern.jpg
    
  


Thank you for your attention. Have a good day. Cheers!]]></description>
						<pubDate>Thu, 17 Jul 2025 14:57:15 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/1779</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/1779</guid>
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		<item>
			<title>#484 - Cook food by combing with fire</title>
						<description><![CDATA[Apparently we can now 'use' meat on fires... but it does nothing. It would be nice if it cooked. And if it did cook, it would be nice to also cook the stack the meat/whatever belongs to.]]></description>
						<pubDate>Thu, 17 Jul 2025 14:59:07 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/484</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/484</guid>
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		<item>
			<title>#510 - Crash Reporter: Hide user's home directory in crash reports</title>
						<description><![CDATA[Some users might not like their home directory user user name being included in crash reports.

We already ask users to review all submitted information, but we don't need that information so it shouldn't be included by default.

For *NIX systems, replacing the value of '''$HOME''' with '''\$HOME''' in all logs (incl. debug output) and in paths in crash.xml would be enough.

For Windows we'd need something similar, but hiding user names in the minidumps might be harder.]]></description>
						<pubDate>Thu, 17 Jul 2025 14:59:36 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/510</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/510</guid>
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		<item>
			<title>#307 - Increase mana cost of the Harm spell</title>
						<description><![CDATA[The mana bar never decreases and the effect lasts forever (until cancelled manually)

Originally reported in bug #281

Other spells that also don't seem to cost any mana: night vision, detect trap, telekinesis]]></description>
						<pubDate>Thu, 17 Jul 2025 15:01:12 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/307</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/307</guid>
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		<item>
			<title>#1182 - Activate inventory size increase</title>
						<description><![CDATA[A simple double click on a bag, wherever it is, could increment the inventory size and sound a 'success' tone. Current need to enter character screen and drop bag is not intuitive.]]></description>
						<pubDate>Thu, 17 Jul 2025 15:13:43 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/1182</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/1182</guid>
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		<item>
			<title>#1005 - Add support for wrapping script events</title>
						<description><![CDATA[Mods (and fixes shipped with AL) should be able to execute script code before and after the game's script for a particular even are run without depending on the contents of the original scripts - ie, patching (feature request #1004) is not enough! This is required to allow multiple mods that modify the same entity to be used at the same time.

* This should be possible for all entities of a class and for specific entity instances
* Mods should be able to prevent further processing of the event

This could be done by introducing further override scripts that are consulted before the original scripts (or between the instance-specific and generic entity class scripts). Multiple mods should be able to provide override scripts for the same entity. These should be processed in order:

We should also provide a new post-event syntax for code that is run after the base scripts have processed that event. This code should be informed whether the base scripts accepted or rejected the even.

For example, if entity_0042 receives the init event the following code is run if all handlers accept the event (proposed additions highlighted):

# run '''"on init" in entity_0042.mod.asl from mod 1''' (naming convention to be decided)
# run '''"on init" in entity_0042.mod.asl from mod 2'''
# run "on init" in entity_0042.asl
# run '''"on init" in entity.mod.asl from mod 1'''
# run '''"on init" in entity.mod.asl from mod 2'''
# run "on init" in entity.asl
# run '''"after init" in entity.asl''' with param "accept" (never exists except for entities added by mods)
# run '''"after init" in entity.mod.asl from mod 2''' with param depending on the previous "after init" code
# run '''"after init" in entity.mod.asl from mod 1''' with param depending on the previous "after init" code
# run '''"after init" in entity_0042.asl''' with param depending on the previous "after init" code (never exists except for entities added by mods)
# run '''"after init" in entity_0042.mod.asl from mod 2''' with param depending on the previous "after init" code
# run '''"after init" in entity_0042.mod.asl from mod 1''' with param depending on the previous "after init" code

Or if "on init" in entity.mod.asl from mod 1 refuses the event:

# run '''"on init" in entity_0042.mod.asl from mod 1''' (naming convention to be decided)
# run '''"on init" in entity_0042.mod.asl from mod 2'''
# run "on init" in entity_0042.asl
# run '''"on init" in entity.mod.asl from mod 1'''
# run '''"after init" in entity.mod.asl from mod 1''' with param "refuse" (TODO should this be called or just the next one directly?)
# run '''"after init" in entity_0042.asl''' with param depending on the previous "after init" code (never exists except for entities added by mods)
# run '''"after init" in entity_0042.mod.asl from mod 2''' with param depending on the previous "after init" code
# run '''"after init" in entity_0042.mod.asl from mod 1''' with param depending on the previous "after init" code

"after init" code cannot prevent "after init" code from later mods from being run]]></description>
						<pubDate>Thu, 17 Jul 2025 15:15:56 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/1005</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/1005</guid>
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		<item>
			<title>#1220 - Move the intro from game start to new game start</title>
						<description><![CDATA[No reason to try to play this on every startup.]]></description>
						<pubDate>Thu, 17 Jul 2025 15:18:12 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/1220</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/1220</guid>
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		<item>
			<title>#1054 - Lava should damage items thrown into it</title>
						<description><![CDATA[Standing in lava degrades all equipped destructible items(weapons,rings and armors), but throwing them in does nothing.]]></description>
						<pubDate>Thu, 17 Jul 2025 15:18:36 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/1054</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/1054</guid>
		</item>
		
		<item>
			<title>#1747 - Flatpak build</title>
						<description><![CDATA[I've put together [https://github.com/fpiesche/flathub/tree/org.arx-libertatis.arx-libertatis/ a Flatpak build manifest] that will create a distribution of Arx Libertatis to be uploaded to flathub.org for easy distribution of AL to Linux users, especially on e.g. the Steam Deck where adding system packages that AL depends on is very complicated and unreliable to sort out.

Things to note:

- Maintenance will be minimal - Flathub will monitor the GitHub repository from their infrastructure, and whenever a new version tag is created (matching `^([\d\.]+)$`), kick off a CI build on Flathub's infrastructure to update the distribution there from that tag. [https://buildbot.flathub.org/#/builders/6/builds/70056 Here is an example build] of another project I've done this for, and [https://flathub.org/apps/net.sourceforge.uhexen2.uhexen2 the resulting Flathub listing]..
- I have created [a PR on the ArxLibertatisData repository https://github.com/arx/ArxLibertatisData/pull/1] to add the required metadata file; Flathub usually request that this metadata is added to upstream projects rather than the Flatpak build repositories. This is the only thing that would need maintenance from the AL side of things, but as it's just metadata about the project the file should be fairly static unless you want the release notes for any new versions to be kept up to date for display on Flathub.

I've tested this build locally on my Steam Deck and it works very well; when first starting the game through this Flatpak it just pops open the regular prompt for game data which I've pointed at a copy of Arx I'd installed via Steam and it just proceeded to copy it over. I then uninstalled the Steam copy of Arx and confirmed that AL continues to work perfectly fine.

Crucially, [https://docs.flathub.org/docs/for-app-authors/submission/#how-to-submit-an-app Flathub's submission guidelines] require that if the PR for a new distribution isn't made by a maintainer of the project itself, the person creating the PR for the builds has at least permission from the project maintainers to do so. This is the reason for me creating this ticket - if you're happy for me to submit my build spec to Flathub so Arx Libertatis can be distributed over there, please respond so I can link to this issue in my PR over at Flathub. :)


Thanks!

Florian]]></description>
						<pubDate>Thu, 17 Jul 2025 15:20:34 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/1747</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/1747</guid>
		</item>
		
		<item>
			<title>#137 - Implement modern control configuration</title>
						<description><![CDATA[For example some interface actions seem as if they are not currently configurable at all, and there is no in-game configuration available. 

The typical "press key/button to map to this action" system would likely work perfectly. 

Some additional action targets would come in useful such as: activate, menu, skip, ...

Modernization of the interface function could follow that once cleanup of the interface code has also been completed.

(example, better multi-axis support, ...)]]></description>
						<pubDate>Thu, 17 Jul 2025 15:27:53 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/137</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/137</guid>
		</item>
		
		<item>
			<title>#763 - Better gui scaling</title>
						<description><![CDATA[This feature request is split from the original: ticket #391

Provide multiple scaling algorithms - besides the nearest neighbor and bi-/trilinerar filtering supported by the graphics hw we might want to support the sinc/lanzos filter as well as hqx, [http://waifu2x.udp.jp/ waifu2x] or similar scaling algorithms - if that doesn't provide too cartoony results. ]]></description>
						<pubDate>Thu, 17 Jul 2025 15:28:44 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/763</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/763</guid>
		</item>
		
		<item>
			<title>#464 - GUI experience: display amount of gold always</title>
						<description><![CDATA[I'd like to suggest that the amount of gold is displayed always, not just while hovering the bag in inventory mode. Just the number above or below or on top of the bag.]]></description>
						<pubDate>Thu, 17 Jul 2025 15:31:25 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/464</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/464</guid>
		</item>
		
		<item>
			<title>#200 - Crash Reporter: Allow to update the backtrace after installing GDB and/or debug symbols.</title>
						<description><![CDATA[This would require not terminating the arx process after collecting the crash information and instead hiding the arx window (and resetting the resolution if we were in fullscreen mode).]]></description>
						<pubDate>Thu, 17 Jul 2025 15:37:25 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/200</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/200</guid>
		</item>
		
		<item>
			<title>#1133 - Color of the player's blood particles can not be changed</title>
						<description><![CDATA[When you change the color of the player's blood in the script file, it has no effect in-game, showing the bright red color of vanilla.

The change of color of the blood of the npcs works well (The change of color is fundamental for me, since I want a darker and realistic tone)

Moddified blood doesn't work (INIT):

 SET_BLOOD 0.08 0.00 0.00
 SETIRCOLOR 0.5 0.0 0.0

-Pedro Ordaz, it would be great to have this feature, thanks]]></description>
						<pubDate>Thu, 17 Jul 2025 15:39:37 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/1133</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/1133</guid>
		</item>
		
		<item>
			<title>#373 - Crash Reporter: Check if a newer AL version is available before submitting bug reports</title>
						<description><![CDATA[Maybe users should still be able to submit the bug report, but strongly urged not to unless they have been told otherwise.

Also, the main game should *not* automatically check for newer versions because of privacy implications.]]></description>
						<pubDate>Thu, 17 Jul 2025 15:44:11 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/373</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/373</guid>
		</item>
		
		<item>
			<title>#1589 - arx-install-data should search for GOG.com installers if given a directory</title>
						<description><![CDATA[Output:
[@-linux-box arx-libertatis]$ arx-install-data /home//games/gog_games/arx_fatalis_data/
Welome to the Arx Fatalis 1.21 data install script for UNIX-like systems!
See `arx-install-data --help` for available options.
Enabling CLI mode, use the --gui option for a graphical interface.

Select a source file or directory to install from:
 1) /home//games/gog_games/arx_fatalis_data [default]
 2) Patch existing install
 3) Verify existing install only
 4) Select file or directory to install from..
> #
Searching for destination directories...

Select a data directory to install to:
 1) user: /home//.local/share/arx/data [default]
 2) system: /home//.local/share/flatpak/exports/share/games/arx/data
 3) system: /home//.local/share/flatpak/exports/share/games/arx
 4) system: /home//.local/share/flatpak/exports/share/arx/data
 5) system: /home//.local/share/flatpak/exports/share/arx
 6) Select directory to install to...
> #

Installing Arx Fatalis data files 
from /home//games/gog_games/arx_fatalis_data
to   /home//.local/share/arx/data

Extracting source...

Detecting data language...
speech*.pak not found

If you think this is a bug in the install script
please report the complete output at
  https://arx.vg/bug


The setup files are:
setup_arx_fatalis_1.22_(38577).exe
setup_arx_fatalis_1.22_(38577)-1.bin
both are located on an internal SSD (mounted to /home//games) and downloaded from GOG. If I had to guess it has something to do with the versions of the setup files being 1.22 and the script being for version 1.21. I'd prefer to not install this game under Wine.]]></description>
						<pubDate>Thu, 17 Jul 2025 15:52:30 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/1589</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/1589</guid>
		</item>
		
		<item>
			<title>#313 - Increase the maximum item stack size</title>
						<description><![CDATA[I know this problem is linked to the inventory management, but I think the limit of 10 for the same item is really annoying, espe with foods, components, and all little items that you find literally everywhere, a limit of 20 seems more reasonable.

It's up to you to decide, but I think it will modernise a bit the game.]]></description>
						<pubDate>Thu, 17 Jul 2025 15:55:46 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/313</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/313</guid>
		</item>
		
		<item>
			<title>#925 - Raspberry Pi + RetroArch support</title>
						<description><![CDATA[I know there is already a Linux port, but I'm not sure this can compile for ARM processors currently. Can you add support (if necessary) to compile on a Raspberry Pi?

Ideally I'd also like to see libretro/retroarch support so that you can call this from a RetroPie launcher and have the controller automatically mapped properly.

http://www.libretro.com/index.php/retroarch-2/]]></description>
						<pubDate>Thu, 17 Jul 2025 15:57:28 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/925</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/925</guid>
		</item>
		
		<item>
			<title>#1735 - speech*.pak not found</title>
						<description><![CDATA[speech*.pak not found]]></description>
						<pubDate>Thu, 17 Jul 2025 16:03:05 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/1735</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/1735</guid>
		</item>
		
		<item>
			<title>#710 - android port</title>
						<description><![CDATA[i know this is a big thing, but an android port would be pretty cool! it would be a blast to play with my dualshock 3 :-)]]></description>
						<pubDate>Thu, 17 Jul 2025 16:04:01 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/710</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/710</guid>
		</item>
		
		<item>
			<title>#714 - Add support for adding custom install locations to the arx data path</title>
						<description><![CDATA[As discussed with dscharrer on IRC, the idea would be to give the possibility to add a custom Arx Fatalis install location to the data path, probably storing it as a "custom_data_dir" variable in cfg.ini.

There could be a --set-custom-data-dir switch to define it using the CLI, and also an opt-in checkbox ("Use this directory as custom data path") when using arx-install-data to install the game data to non-default path or to verify an existing install.

This would make it possible e.g. for Windows users who installed Arx Fatalis 1.21 to point Arx Libertatis to their installation folder, and play the game right away without having to copy the data files to the Arx Libertatis default path.]]></description>
						<pubDate>Thu, 17 Jul 2025 16:05:53 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/714</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/714</guid>
		</item>
		
		<item>
			<title>#520 - DMG file for install on Mac OS without compiling game</title>
						<description><![CDATA[It will be good to have DMG file for easy way to install game on Mac OS]]></description>
						<pubDate>Thu, 17 Jul 2025 16:10:11 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/520</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/520</guid>
		</item>
		
		<item>
			<title>#144 - Allow to remap both single and double mouse clicks</title>
						<description><![CDATA[I don't know if this is possible but it would be nice if mouse buttons could be mapped to either single click or double click separately.

If a mouse button only has single click mappings it would not wait and just do the action, as it does today.

If it has a single click and a double click it would wait 0.7 seconds before doing the action if single click; or do the double click action if two clicks in the timer

Only double click actions should be prevented in the settings menu. Trying to map double click to a option should just use single click if no single click for that mouse button already exists.

This would be nice to map "Action" and "Use" to a single button (and possibly others).]]></description>
						<pubDate>Thu, 17 Jul 2025 16:15:30 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/144</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/144</guid>
		</item>
		
		<item>
			<title>#1271 - Support installing data from multiple language versions</title>
						<description><![CDATA[[Error] File checksum mismatch for loc.pak: expected a9e162f2916f5737a95bd8c5bd8a979e, obtained a47b192493afb5794e2161a62d35b69f

I'm using the italian version bundled in a pc magazine in 2004.]]></description>
						<pubDate>Thu, 17 Jul 2025 16:18:10 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/1271</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/1271</guid>
		</item>
		
		<item>
			<title>#1354 - Rat-man dagger not always spawning</title>
						<description><![CDATA[When fighting a Rat-man, it spawns a dagger during his animation to draw out his blade. If they are killed too fast, the blade will never spawn.

I don't know what would be better between spawning it or adding it to the inventory.]]></description>
						<pubDate>Thu, 17 Jul 2025 16:20:17 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/1354</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/1354</guid>
		</item>
		
		<item>
			<title>#1214 - Soft particles for fog and fire effects</title>
						<description><![CDATA[https://developer.download.nvidia.com/whitepapers/2007/SDK10/SoftParticles_hi.pdf
whit this feature the particle count can be decreased and the opacity increased without getting any unwanted seams.]]></description>
						<pubDate>Thu, 17 Jul 2025 16:31:44 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/1214</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/1214</guid>
		</item>
		
		<item>
			<title>#501 - Damage of explosion</title>
						<description><![CDATA[In the explosion damage formula in the function "bool DoSphericDamage" of the file: "src\game\Damage.cpp", we have such a place:


for(size_t i = 0; i < entities.size(); i++) { // for all objects on level?
	Entity * ioo = entities[i];

	if ((ioo) && (long(i) != numsource) && (ioo->obj))
	{
		if ((i != 0) && (numsource != 0)
		        && validsource && (HaveCommonGroup(ioo, entities[numsource])))
			continue;

		if ((ioo->ioflags & IO_CAMERA) || (ioo->ioflags & IO_MARKER)) continue;

		long count = 0;
		long count2 = 0;
		float mindist = std::numeric_limits::max();

		for (size_t k = 0; k < ioo->obj->vertexlist.size(); k += 1)
		{ // for all vertexes of the object
			if (ioo->obj->vertexlist.size() < 120)
			{ // if the number of vertexes of the object less then 120
				for (size_t kk = 0; kk < ioo->obj->vertexlist.size(); kk += 1)
				{ // for all others vertexes of the object
					if (kk != k)
					{
						Vec3f posi = (entities[i]->obj->vertexlist3[k].v
						              + entities[i]->obj->vertexlist3[kk].v) * 0.5f; // is sought the midpoint between the two vertexes
						float dist = fdist(*pos, posi); // and measured its distance to the center of the explosion
						if(dist obj->vertexlist3[k].v); // measured distance from vertex to the center of the explosion

				if (dist obj->vertexlist.size() * ( 1.0f / 2 ))); // "* ( 1.0f / 2 )" are increases the ratio

		if (count2 > count)
			ratio = ((float)count2 / ((float)ioo->obj->vertexlist.size() * ( 1.0f / 2 ))); // "* ( 1.0f / 2 )" are increases the ratio

		if (ratio > 2.f) ratio = 2.f;

		...
		}
		...
	}
	...
}


Perhaps it would be correct to do so:


for (size_t k = 0; k < ioo->obj->vertexlist.size(); k += 1)
{
	if (ioo->obj->vertexlist.size() < 120)
	{
		for (size_t kk = 0; kk < ioo->obj->vertexlist.size(); kk += 1)
		{
			if (kk != k)
			{
				Vec3f posi = (entities[i]->obj->vertexlist3[k].v
				              + entities[i]->obj->vertexlist3[kk].v) * 0.5f;
				float dist = fdist(*pos, posi);
				if(dist obj->vertexlist3[k].v);

		if (dist obj->vertexlist.size() * ( 1.0f / 2 )));

if (count2 > count)
	ratio = ((float)count2 / ((float)ioo->obj->vertexlist.size() * ( 1.0f / 2 )));

if (ratio > 2.f) ratio = 2.f;


Or even so:


for (size_t k = 0; k < ioo->obj->vertexlist.size(); k += 1)
{
	if (ioo->obj->vertexlist.size() < 120)
	{
		for (size_t kk = 0; kk < ioo->obj->vertexlist.size(); kk += 1)
		{
			if (kk != k)
			{
				Vec3f posi = (entities[i]->obj->vertexlist3[k].v
				              + entities[i]->obj->vertexlist3[kk].v) * 0.5f;
				float dist = fdist(*pos, posi);
				if(dist obj->vertexlist3[k].v);

		if (dist obj->vertexlist.size()); // The less counter, the less damage from the explosion

if (count2 > count)
	ratio = ((float)count2 / (float)ioo->obj->vertexlist.size()); // The less counter, the less damage from the explosion

if (ratio > 2.f) ratio = 2.f;


Perhaps we should review the entire internal cycle. Is there access to polygons of objects?]]></description>
						<pubDate>Thu, 17 Jul 2025 16:38:24 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/501</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/501</guid>
		</item>
		
		<item>
			<title>#1025 - Limit main menu width for very wide monitors</title>
						<description><![CDATA[The settings windows currently get stretched indefinitely with wider window sizes. They should either have a fixed aspect ratio or at least a limit.]]></description>
						<pubDate>Thu, 17 Jul 2025 16:42:17 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/1025</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/1025</guid>
		</item>
		
		<item>
			<title>#1587 - Improved conversation captions</title>
						<description><![CDATA[One of the things about the UI in the original Arx that really annoyed me was the nonstandard way it displayed the captions during conversations. First, it slooowly scrolled in the text as it was being spoken, even for a single line of dialog. Second, the way the text was scrolled in meant that the first and last part of most captions wasn't visible until ''after'' it had already been spoken. Third, captions run the full width of the screen even in widescreen modes. Multiple usability studies have shown that very wide blocks of text like this are difficult to read because your eye loses track of where the start of the line was.

Recommended resolutions:
* Display as much caption text as possible in the window as soon as the dialog starts.
* If necessary to scroll, tweak the scrolling code so it doesn't start scrolling until the first line has had a chance to be read (i.e., delay the scrolling time by one line), and so it brings in the last line before it starts being read (i.e., speed up the scrolling by one line).
* Constrain the caption text display to a reasonable, resolution-independent width in the center of the screen.]]></description>
						<pubDate>Thu, 17 Jul 2025 16:48:16 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/1587</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/1587</guid>
		</item>
		
		<item>
			<title>#235 - Make toolkit items stackeable</title>
						<description><![CDATA[I'd like to be able to put toolkits on each other ... like I can do that with bottles ]]></description>
						<pubDate>Thu, 17 Jul 2025 16:48:27 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/235</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/235</guid>
		</item>
		
		<item>
			<title>#1221 - Add a menu entry to replay past cinematics and cutscenes</title>
						<description><![CDATA[.]]></description>
						<pubDate>Thu, 17 Jul 2025 16:55:16 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/1221</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/1221</guid>
		</item>
		
		<item>
			<title>#1056 - Stop head bobbing and walking animation while not moving</title>
						<description><![CDATA[While the character is not accelerating(moving) aka running into walls, the walking and head bobbing animations shouldn't play.]]></description>
						<pubDate>Thu, 17 Jul 2025 16:55:59 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/1056</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/1056</guid>
		</item>
		
		<item>
			<title>#1165 - Keep inventory pane closed</title>
						<description><![CDATA[Currently, every time any element of the UI is opened, the inventory is also opened automatically.  This wouldn't be much of an issue if the inventory would close along with the other element, but it doesn't.  In fact, if the inventory is closed while the other UI element is still open, then the inventory will re-open once the other is closed.

The need for interaction between the inventory and another element seems like a relatively rare occurence.  In the case of the map and quest log, there is absolutely no need for the inventory to even be opened at that time since inventory items can't be dragged between those panes.

My suggestion: keep the inventory pane closed unless invoked by its bound key.  It would be less of a bother to manually open the inventory when its needed than it is to have to close two panes.
]]></description>
						<pubDate>Thu, 17 Jul 2025 17:01:21 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/1165</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/1165</guid>
		</item>
		
		<item>
			<title>#1823 - Ability to write on map like System Shock 2 / (ultima underworlds?) / etc</title>
						<description><![CDATA[Being able to write on the map would be very helpful for typical players.]]></description>
						<pubDate>Thu, 17 Jul 2025 17:02:57 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/1823</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/1823</guid>
		</item>
		
		<item>
			<title>#531 - Add sound to Lord Inut's death explosion</title>
						<description><![CDATA[Lord Inut dies using `specialfx ylside_death` but has not accompanying sound effect.

Actual Ylsides use

timersnd 1 1 play "ylside_death"
specialfx ylside_death
]]></description>
						<pubDate>Thu, 17 Jul 2025 17:04:45 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/531</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/531</guid>
		</item>
		
		<item>
			<title>#1024 - Limit the width for the messages at the top of the screen for very wide monitors</title>
						<description><![CDATA[Basically something like the "Limit speech text width" option but for system messages instead of speech. Could even reuse the same option.]]></description>
						<pubDate>Thu, 17 Jul 2025 17:07:53 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/1024</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/1024</guid>
		</item>
		
		<item>
			<title>#1181 - Hunger Meter</title>
						<description><![CDATA[Many people have expressed frustration with the food system. This would be less frustrating if a hud meter showed hunger level and it filled as food is consumed. Not knowing how much food to eat at a time and whether it is being wasted by exceeding the capacity is the source of the frustration. Not eating enough causes too many "I'm Hungry"s interfering with the action. A visible monitor would be most welcome.]]></description>
						<pubDate>Thu, 17 Jul 2025 17:08:16 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/1181</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/1181</guid>
		</item>
		
		<item>
			<title>#1838 - Support for SDL3 and remove SDL1/2</title>
						<description><![CDATA[SDL3 support for [[https://github.com/sandstranger/ArxLiberatis|sandstranger/ArxLiberatis]]]></description>
						<pubDate>Wed, 04 Feb 2026 22:22:46 GMT</pubDate>
			<link>https://bugs.arx-libertatis.org:443/arx/issues/1838</link>
			<guid>https://bugs.arx-libertatis.org:443/arx/issues/1838</guid>
		</item>
	</channel>
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