- All installed mods and their versions are displayed below the RL2.ModLoader version number
- All RL2.ModLoader detours now have their own IDs
- Commands are now loaded from standalone mods correctly
- ModManifest sorting
- Command invoking now works properly
- The mod loaders version is now displayed in a new line after the game version
- Entries specified in LoadAfter property of a mod manifest are now logged before mod loading
- Builtin
create-mod
command- Usage
/create-mod [ModName - required] [Author - optional]
- Creates base project files for an independent mod
- Usage
- Builtin
show-mods
command- Usage
/show-mods
- Displays a list of all enabled mods and their versions
- Usage
- Bug fixes:
- Load order issues, again
- Bug fixes:
- Load order
enabled.json
creation fail
- Finish the separation started in 0.1.0
- RL2.ModLoader version display in title screen is back
- Separated the mod loader and API from th main games asembly.
- This should allow for an easier compilation process for contributors/self-sufficeint modders.
- Split the mod loader into two projects: RL2.ModLoader and RL2.API.
- This would allow modders to choose not to use the API, but create an alternate framework or not use one at all and hook everything themselves.
- If a modder chooses not to use the API they get more freedom in how to structure their project, for a cost of potentially more work.
- Mods not using RL2.API are related to as
not API compliant
.
- Provided RL2.ModLoader.DevSetup for easier developer setup.
- Provided RL2.ModLoader.Installer for easier installation.
- This would allow modders to choose not to use the API, but create an alternate framework or not use one at all and hook everything themselves.
- All features ported to the new version
- RL2.ModLaoder now works on both the Epic Games Store and the Steam version of the game
- Moved to .NET Framework 4.8
- MonoMod is now included alongside the API releases.
- Added ModifyGeneratedCharacterData method to ModSystem.
- Ran after a heir is generated, allows for modyfying data of that heir.
- Added ModifyCharacterRandomization.
- Ran each time a heir is generated with the Contrarian trait (before GenerateRandomCharcter ends).
- Ran each time a Transmogrifier is picked up.
- Fixed ModifyRoomIcon changes not applying after death.
- Fixed ModifyRoomIcon changes not applying after world reload.
- Fixed mod map icons not being offset properly.
- Fixed older versions of Assembly-CSharp beig copied as references during decompilation.
- Added ModSystem.ModifyRoomIcon.
- Allows to set a map icon for a room that is passed in as the argument.
- XML documentation is now generated on build and provided alongside the release.
- Fixes to
generate-mod-skeleton
.- The generated
*.csproj
file is now valid. - Generated
*.mod.json
file is now using pretty JSON format and follows symantic versioning rules. - Change default path to mod assembly to default VS2022 path (
bin\Debug\net40\*.dll
).
- The generated
- Added warning in logs when an assembly sepcified in a
*.mod.json
file doesn't exist. - Fixed a bug during mod loading that could set the Mod.Path variable to incorrect value.
- Fixed PreKill - now returning true causes the entity to stay at 1HP.
- Added SwapTexture method.
- Takes in an instance of the texture you want to change on the enemy and a replacement, then it performs the swap.
- Initial release