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One improvement from say Elden Ring is you can assign hotkeys to the 4 pouch slots... so I put the healing thing in one of them and bound it to a key... means you can't see how many you've got left unless you hold interact but gives it a dedicated keybind... that way I didn't have to swap between sharpening (which as I said is a unless mechanic and I'd rather just be gotten rid of) and healing.
Fromsoft did the same thing... I think it is because the controller is out of buttons for that. I made a script to make this happen (starting from Sekiro); it can even cancel to dodge when running and resume running when you still holding the dash button after that.
-- Option to not target swap on mouse movement and have a keybind for it instead.
I dislike both of those; I usually press to unlock it first and lock to the new target myself.
--Don't hardcode things (couldn't remove what 'c' was on for something else).
Agree, this is bloody stupid; "C" is a common key for keyboard gamers... But again, a script or any remapping software can bypass that.
Regarding the "go back to level up" thing, I guess the game is designed as event-based. This means you need to go back to the base and talk to the NPCs in order to trigger those events. Also, you need the father in the base to mod your heart, so...
Control (Keyboard / Mouse)
The left mouse button is not used for advancing to the next dialogue (unless you move your mouse cursor to the "next" icon first for some reason...), only the spacebar is.
The right mouse button does not function as a cancel or close button in some situations, and only the "esc" key works for that purpose.
It's only possible to toggle the slow walk, not hold the button to maintain the slow walk.
(fixed myself)
It's also not possible to cancel the slow walk from running. (but running can cancel slow walk) . To cancel the slow walk from running, the player must release the running key first and then press the slow walk button.