Castellum / Game Design Public wiki
GAME DESIGN

Language & Audio

Historical unit speech and modern player notifications.

Source snapshotSnapshot 18 Sep 2026Edit this page ↗

Historical unit responses

MiddleHighGerman contains English, German and Middle High German text, recording fields, asset names, implementation locations and status. Examples include D3 “mîn hêrre?”, D6 “daz will ih tuon!” and D9 “ûf dem wege!”. G3 specifies V_MHG_V_Selected, and G6 specifies V_MHG_V_yes.

The first entries are marked recorded and implemented. This does not imply the entire sheet is complete.

The two Occitan/Anglo-Norman French sheets contain a glossary, translations and working variants. Empty fields and modern French intermediate translations must not be treated as completed historical translations.

Modern player notifications

player notifications!A3 describes a modern advisor or inner voice rather than the selected unit speaking. “My lord” was deliberately removed here to keep notifications short and less repetitive. That choice does not automatically apply to historical unit responses.

The sheet distinguishes native-language review, recording, implementation and triggering from an Actor. These are separate stages.

Contextual speech

Chat and Lobby voices contains numbered phrases with language and status columns. Battle Speeches and Schlachtrufe Battle cries add contextual speeches and cries. Historical language in these sources remains project content; it has not been independently revalidated during this wiki import.

Source reference

CA_DevSheet, VoiceLines, Pitch, Developer Overview and Trello export

Based on the supplied source snapshot. Changes in the current Unreal project have not been automatically verified.

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