- Mod item Change Property can tweak sound presets.
- Missing functor properties in mod items are replaced by their default values.
- Fixed the false positive error in mods about attempting to create a new global variable which already exists.
- Enabled copy-from for FX mod items.
- Removed some unnecessary loading screens.
- New mod items for "Anim Metadata", "AI Archetype", "Combat Action", "Stat Gaining Prerequisite", "Combat Task", "Camera", "Game State" and many others.
- Fixed Entity Viewer's non-dev fields.
- Removed the popup messages "Your code has been loaded and is currently active in the game." and "The mod needs to be saved before uploading".
- Mod item coloring.
- Copy Code button in the preset editors.
- Mod item Constant can work with config, Platform and hr.
- Mod Item Convert & Import Assets is case insensitive for file extensions.
- Vanilla presets can be copy-pasted into the mod editor if conversion is possible.
- All body entities are listed in the appearance editor, ignoring the gender. All spots are listed as well.
- Shielded an error in Black Planes placement when no rooms are found on the map.
- Sync RNG functions added that would not induce a desync in coop.
- Mod manager window cannot be opened twice.
- All marker classes are available for placement.
- Object colliders are listed in the object's properties.
- Enabled mods can be stored and restored.
- Missing mods in saved games are automatically enabled.
- Removed the warning about mods being player created software packages.
- Local mods can be opened for edit from the game menu.
- In debug mode the developer interface (~) and the console are always enabled.
- The global C function names are provided.
- Fixed quest condition's code generation.
- Fixed the conditions and effects related to custom campaigns to properly reference the campaign they are made for.
- Fixed the language choices.
- Editing a mod map from the sector mod item would also properly change the current campaign.
- Fixed translated choice lists.
- Shielded a crash when a material is invalid during texture collapsing
- Vanilla art spec made available.
- Fix for the mod items storing their props in the LocalStorage.
- Errors during mod loading will now result in asserts in order to be debugged via VS Code.
- Shielded the case where a mod item is trying to load a map object
- Removed the possibility to associate UnitHasInteraction with a map object.
- The class property in the Entity class is now a list of choices instead of a text field.
- Sounds are played in the VoiceResponse editor.
- The mods can include version information when uploaded (enabled by default).
- Mod reload button added in the mod properties.
- New effect "Take all items from merc(s) in squad".
- In debug mode the game won't restart after mod unloading.
- Fixed the passability corruption after modifying the area of a grid marker.
- Added shortcut Ctrl-Alt-F1 to copy the current camera location to the clipboard.
- Fixed a missing mod quest error in the load game dialog.
- Fixed an error in the mod manager after the local storage has been deleted.
- Map marked errors are working in debug mode.
- Campaign related achievements cannot be unlocked in custom campaigns.
- Added a spellcheck toggle in the mod definition.
- Developer properties are visible in debug mode.
- It is now possible to save map data presets.
- Potential fix for the missing mod Steam id after initial upload.
- Removed the mod resource conflict checks. These functions are very performance heavy and their results are completely futile.
- Fixed wrong dirty status for code mod items when there is no code.
- Debug section added to the grid marker's properties allowing to monitor its state changes.
- Added an effect for triggering the campaign ending.
- Fixed squad iteration in SetupCrocodilePatrolSquad.
- Any map can now show in the Main Menu via the property "Allow In Main Menu".
- The map editor toolbar width is controlled by the editor settings.
- Added an option in the editor settings to start the game directly on the mod map.
- Mod entity button "Restart game" added.
- The external editors are always started without debug support.
- Quick Start the last game made (debug mode).
- Fixed broken translated texts after copying.
- The mod items can be stored as templates or created from templates.
- The interaction condition would list all interactable groups to be chosen from.
- The campaign can specify the max number of hired mercs.
- Local paths for deleted mods will be removed from the local storage.
- Removed the possibility to save mod asset files inside items.lua
- Fixed AI behavior of AIPolicyProximity.
- Fix in the detection logic of AI function UpdateSuspicion.
- Custom campaigns can override the consts Player Max Debt and Starting Money.
- Updated mods are listed in the mod manager log.
- Added a mod option to auto load new mods.
- Mod dependencies are auto-enabled.
- Fix for a broken syntax highlighting in the mod manager log after certain special symbols.
- Added new effect PlayVoiceEffect to play a sound as a voiceover on trigger.
- Mods loaded or unloaded via the mod editor will persist their enabled state.
- The campaign can have a forced starting merc selection.
- Mod item Change Property can properly validate its value.
- Mods can be sorted.
- Animation tuning controls added to the unit's props.
- Custom appearance parts added.
- Duplicating a data preset would append "copy" to the ID instead of a number.
- Mod item Constant doesn't trigger code reload on each save.
- The item def now contains appearance data.
- Item appearance can affect mercs only via global function ShowItemsOnMercsOnly.
- The item appearance can be marker with custom tags.
- The item visibility can be controlled by the function ShowItemsWithTag(tag, show).
- Each mod option can now execute code on being applied.
- Better body part description in the object editor.
Notes
- The mod auto-enable won't do all the checks that the vanilla code normally does and it's possible to enable mods that are otherwise impossible to enable due to errors.