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Alchyr edited this page Apr 3, 2026
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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.