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Alchyr edited this page May 13, 2026
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v3.1.3
- basic two amount powers
- custom targeting (CustomTargetType)
- basic CustomRestSiteOption for setting custom image path
- fixes/improvements to godot animation support
- adjust node conversion to fix some issues
- fix maxhandsize patch on beta
- calculated var defining shortcuts (MakeCalculated methods in CustomCardModel; see comments)
- card reward serialization (for options currently unsupported by basegame serialization)
- swap customancient can spawn to check a custom method
v3.1.2
- beta compat
- Scrolling for custom run char selection
- Fix AnyPlayerCardTargeting for main
v3.1.1
- ModAudio
- char selection scroll (Enabled if at least 8 options)
- CustomReward, custom messages (networking)
- ITomeCard (set specific card for dusty tome instead of default any random non-tooth ancient card)
- any-player targeting patch
- Fixes: CustomBannerMaterial, simpleloc pluralization,
/to disable * and $ highlighting in simpleloc, add IsAllowed check on relics options of CustomAncients, content lists are sorted, multiplayer hands renamed (placeholder fix), placeholder transition sfx, placeholder icon outline, StaticHoverTip enum functionality, fix AddedNode when multiple types are added to one node type, add some more convenience methods to ConstructedCardModel
v3.1.0
- CustomActModel
- AsyncMethodCall + AfterCardPlayedPatch rework
- inverted temp powers
- [ConfigIgnoreRestoreDefaults]
v3.0.9
- Compatibility update.
- Console autocomplete adjustment patch
v3.0.8
- Fix desync caused by after card play postfix
- fix to scene constructor of AddedNode
- allow nullable cardplay in CommonActions.CardBlock
- fixes to NodeFactory unique node generation and NEnergyCounterFactory
- other small fixes/adjustments
v3.0.7
- AddedNode SpireField variant for adding a node to a scene
- relic image overrides (+yummy cookie)
- remove baselib singleton (replace with patches, to avoid affecting modeldb hash)
- add modeldb hash display
- global card description modifiers (
DescriptionOverrides.CustomizeDescription += delegate) - DisplayVar
v3.0.6
- Log window fixes
v3.0.5
- Purge
- IMaxHandSizeModifier
- ## to disable simplified loc
- config attributes rework
- bugfixes
v3.0.4
- Purge
- IMaxHandSizeModifier
- ## to disable simplified loc
- config attributes rework
- bugfixes
v3.0.3 - Small one
- Adjustments/additions to SimpleLoc
- Additional enum gen methods for dynamic enum generation
- Sort common actions selection when from draw
v3.0.2
- Bugfixes
- Mod config updates
- zhs
- IAddDumbVariablesToPowerDescription
- character selection/randomization enable/disable for custom character
- simplified loc
- NRestSiteCharacterFactory
- Generate enums using hashes for consistent value generation
- CustomCalculatedVar classes for arbitrary numbers of calculated variables
v3.0.1
- Exists to avoid version issues with version 3.0.0 on nuget
v0.2.9 + v0.3.0 (adjustment)
- CustomEventModel, CustomEnchantmentModel
- rus loc (Nitablade)
- fix missing exceptions in showlog
- Archaic Tooth interface (ITranscendenceCard)
- ConstructedCardModel improvements
- hp overlay bugfix
v0.2.8
- Changed and increased logging of patch process.
- Health bar previews
v0.2.7
- Minor fixes
v0.2.6
- Compatible with both main branch and beta
- Config features
- Logger uses Godot log to properly get same text as normal log file
- CustomSingletonModel
- Harmony Patch Dump
- csproj setup adjustments
v0.2.5
- Hotfixes for 0.2.4
v0.2.4
- New custom models
- bitflag custom enums
- ancient path outline method patch
- per-card frame material,
- add publicizer
- fix healing hook patch for beta
- mod config updates
- custom potion model method name changes
v0.2.3
- small hotfix for portrait images
v0.2.2
- log window scaling/zoom, ultrawide/hidpi
- SavedSpireField
- ILocalizationProvider allows models to provide localization in code - needs update to analyzer to not complain about classes that do this
- log window improvements
- mod config improvements
- fix custom asset path loading and ANY loc loading for CustomAncientModel
- Use custom portrait for portrait as well as png portrait
- semi-automated scene conversions; scenes registered to be converted to a specific type will automatically be converted when instantiated
- add NMerchantCharacter conversion, supports same animations as NCreatureVisuals
- CustomTemporaryPower/CustomTemporaryPowerWrapper
v0.2.1
- Compatibility for beta branch update.
- CommonActions.CardAttack will use CalculatedDamageVar if it exists
- SavedProperty checker will use GetProperties instead of GetDeclaredProperties and adjusted warning log and config improvements
v0.2.0
- Rewrite node gen into NodeFactory
- Energy orb factory
- CustomOrbModel
- showlog polish
- More config improvements
v0.1.9
- More mod config work by exscape, looks very nice now
- Another small patch for character compatibility with epoch code
- Added method in GodotUtils to generate NCreatureVisuals from a png
- Added
ConstructedCardModelas an alternative way to define cards (can be used as base instead ofCustomCardModel) - Godot AnimationPlayer used for visuals will have animation stopped before trying to play it again on animation trigger
v0.1.8
- Fix error with relic ui addition code
-
showlogsconsole command to open log window - Properties marked with [SavedProperty] will automatically be registered to function properly
- Mod config save/load reworked
- Mod config hovertips and other fixes
v0.1.7
- Missing localization keys will generate a log warning instead of crashing.
- Cards, relics, and potions can implement
ICustomUiModelto add custom UI. - Dynamic variable
WithTooltipmethod can now receive any desired localization key.
v0.1.6
- Custom enum generation is sorted for consistent ordering for multiplayer compatibility
v0.1.5
- Added mod interop
- Mod configuration fixes/features (https://github.com/Alchyr/BaseLib-StS2/pull/41)
- Add ICustomPowerModel interface to be used with basegame classes that inherit from PowerModel
- Additive and multiplicative heal modifier hooks
- Godot AnimationPlayer support for NCreatureVisuals
- Self-applied turn based debuffs will decay on the same turn if they were applied by a CustomModel
v0.1.3
- Custom ancient dialogues
- Helper for energy in card text/icons
- Refund and Exhaustive keywords
v0.1.1
- Auto-add card text keywords (Add
KeywordPropertiesannotation on a custom keyword along with theCustomEnumannotation)
Older changes not logged.