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Now you can play the game using your favorite gamepad. Please read this post if you want to start using a controller.
Important! If you have the game already installed, please reset all your game settings. This can be done by deleting all files under C:\Users\USERNAME\Documents\My Games\Ymirheim\Option\ (alternatively, you can delete only DefUser.cni, DefUserMinimal.cni, and User.cni to make it work, this way you can keep your shortcut settings).
The game supports only Xbox 360 compatible controllers. If you want to play with a PlayStation controller, please use DS4Windows (make sure the “Ex” column is checked). In fact, using a DS4/DS5 controller with DS4Windows is probably the best option, since it supports mouse via touchpad. Unfortunately, a lot of in-game actions require you to use the mouse and having it right on your controller is very convenient.
In this initial release it’s impossible to remap the analog sticks and triggers (I’ll try to implement it later). As of now, the analog mappings are as follows:
Left Stick: Movement. Only direction, speed doesn’t depend on how far the stick is deflected. Dead zone is 10%.Right Stick: Camera rotation. Not inverted (turn the stick to the left to look left, up to look up). Rotation speed depends on how far the stick is deflected. Dead zone is 10%.Left Trigger: Equivalent of the Ctrl key. While you’re holding the trigger, the game thinks that you’re pressing the Ctrl key. Trigger depressed above 10% considered as a pressed key.Right Trigger: Equivalent of the Alt key, similar to the left trigger. Pressing both triggers at the same time does nothing (shared axis).
Any controller button can be mapped to any action that you can normally map to a keyboard key. Triggers acting as Ctrl/Alt modifier keys give you three different button layouts that you can map freely: normal, with a Left Trigger pressed, and with Right Trigger pressed.
There is one limitation, if you’re mapping a shortcut to a button, it makes the button exclusive to that shortcut, no other actions can be mapped to the same button even with the LT/RT modifiers. This is because when you press LT/RT (or Ctrl/Alt), the shortcuts panel temporarily switches to the previous/next page, effectively mapping three different shortcuts to a single button automatically.
Another limitation is the game currently still requires the mouse to perform a lot of operations, like clicking on active objects, managing inventory, etc. But you still can control some of the UI with the controller: most of the dialog windows support D-pad to navigate to the next/previous button within a window, A can be used to confirm the selection and B to exit. You can also select one of the first 4 buttons or options with your D-pad: Up=1, Right=2, Down=3, Left=4. I know this is not ideal, I’ll try to implement proper selection functionality later.
Default mappings were also updated, to include the controller buttons.
Default button mappings (can be changed):
D-pad: Shortcuts 1~4 (use LT + D-pad or RT + D-pad to activate shortcuts from the next/previous page, giving you total of 12 shortcuts).Left Stick Click: Toggle StanceRight Stick Click: Reset camera (point it to where the character is looking).A: JumpB: Cancel/QuitLT + B: Quest widget: next pageX: Action (attack/talk)LT + X: Loot everythingY: Switch weapon setRB: Select next NPC as the targetLT + RB: Select previous NPC as the targetLB: Select next player as targetLT + LB: Select yourself as a targetMenu: Next shortcut pageLT + Menu: Open mapRT + Menu: QuestsBack: Previous shortcut pageLT + Back: InventoryRT + Back: Equipment