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Last updated

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Created by

injto4ka

Uploaded by

injto4ka

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Safe to use

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About this mod

Modding Library

Requirements
Permissions and credits
Mirrors
Fixes and tweaks
  • 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 configPlatform 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.