Releases: BAKAOLC/STS2-RitsuLib
Releases · BAKAOLC/STS2-RitsuLib
Release list
Development build (dev)
This is an automated development build from branch dev.
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Development Version:
9999.0.0-dev.32560261168+d90dff60(independent from stable release versions) -
Current Stable Line in repo:
0.5.14 -
Purpose: quick testing and integration validation.
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Stability: may change frequently and can include breaking changes.
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Install target: developers/testers only.
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Repository: BAKAOLC/STS2-RitsuLib
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Commit:
d90dff60 -
Workflow Run: #32560261168
0.5.14
English
Added
- Added backend-independent routed Sidecar endpoints with negotiated protocol versions, host-authority or relay-group routing, reliable control and low-latency datagram delivery profiles, bounded queues, rate limits, selectable callback scheduling, and queue/drop diagnostics.
- Added bounded bulk-stream endpoints for files, images, and large snapshots, with progress reporting, cancellation, backpressure, retransmission, integrity verification, resource limits, and backend-independent routing.
- Added applicant-defined per-event filtering for telemetry requests, including source data for automatic captures.
- Added an opt-in telemetry request type for asynchronously receiving sanitized multiplayer state divergence diagnostic bundles.
- Added Steam Workshop item IDs to collected mod inventories and diagnostic lists when available.
Changed
- Typed Sidecar messages now prefer confirmed routed endpoints per recipient and automatically retain legacy delivery for peers or payloads that cannot use the new path.
- The legacy chunk-stream sending API is now obsolete for new development and remains available during a compatibility window.
Fixed
- Fixed host relay paths trusting client-provided sender identities instead of the authenticated transport sender.
- Fixed dynamic maximum hand sizes on game version 0.109.0 when multiple cards are moved into a hand.
- Fixed mod information tooltips sometimes losing their preview image and text.
- Fixed PostHog endpoint descriptions containing duplicate path separators.
中文
新增
- 新增后端无关的 Sidecar 路由端点,支持协议版本协商、主机权威或中继组路由、可靠控制与低延迟数据报投递档位、有界队列、速率限制、可选回调调度方式及队列/丢弃诊断。
- 新增用于文件、图片和大型快照的有界批量流端点,支持进度报告、取消、背压、重传、完整性校验、资源限制及后端无关路由。
- 新增由申请方定义的遥测申请项逐事件筛选功能,并为自动采集提供来源数据。
- 新增可选的状态分歧遥测申请类型,可异步接收经过敏感路径清理的多人游戏诊断包。
- 为收集的模组清单与诊断列表新增可用时的 Steam 创意工坊物品 ID。
变更
- 类型化 Sidecar 消息现在会按接收方优先使用已确认的路由端点,并为无法使用新路径的对等方或载荷自动保留旧版投递。
- 旧版分块流发送接口现已不建议用于新开发,并会在兼容窗口内继续保留。
修复
- 修复主机中继路径信任客户端提供的发送者身份,而非使用已认证传输发送者的问题。
- 修复游戏版本 0.109.0 中多张卡牌移入手牌时动态手牌上限未正确生效的问题。
- 修复模组信息提示卡有时丢失预览图和文本的问题。
- 修复 PostHog 端点说明中出现重复路径分隔符的问题。
Full Changelog: v0.5.13...v0.5.14
0.5.13
English
Added
Changed
- Reduced save-time stalls after combat and during run saves while preserving unavailable mod progress records and mod-owned run data.
Fixed
- Fixed synchronized mod actions sometimes remaining unavailable when players joined a new multiplayer lobby.
- Secondary-resource combat UI now refreshes immediately when combat-state changes affect a resource's maximum.
- Fixed long startup delays when loading profiles containing a large amount of progress from currently unavailable mods.
中文
新增
变更
- 减少战斗结算后及运行存档时的停顿,同时保留不可用模组的进度记录和模组运行数据。
修复
- 修复玩家加入新的多人房间后,模组同步操作有时仍不可用的问题。
- 战斗状态变化影响次级资源上限时,次级资源战斗界面现在会立即刷新。
- 修复加载包含大量当前不可用模组进度的档案时,游戏启动时间过长的问题。
Full Changelog: v0.5.12...v0.5.13
0.5.12
English
Added
- Secondary resources can now opt into enforcing their current dynamic maximum across all amount writes and explicitly clamp existing amounts when maximum-modifying effects change.
- Local text search now supports cancellable asynchronous matching and progressive result streaming for responsive mod-owned search interfaces.
Changed
- Added compatibility with Slay the Spire 2 0.111.0.
Fixed
- Pinyin-enabled settings searches no longer become unresponsive when uncommon queries require evaluating many alternate readings.
- Custom-pile cards now invoke registered right-click actions from both default pile screens and extra-hand displays.
中文
新增
- 次级资源现在可选择让所有数量写入遵守当前动态最大值,并可在最大值修正效果变化时显式收缩已有数量。
- 本地文本搜索现已支持可取消的异步匹配与渐进式结果流,便于模组构建响应更及时的搜索界面。
变更
- 新增《杀戮尖塔 2》0.111.0 兼容支持。
修复
- 启用拼音后,设置搜索不再因少见查询需要检查大量备选读音而失去响应。
- 自定义牌堆中的卡牌现在可在默认牌堆界面和额外手牌显示区触发已注册的右键操作。
Full Changelog: v0.5.11...v0.5.12
0.5.11
English
Added
- Mods can create linked reward groups that either grant one chosen reward or attempt to grant the entire group. They retain the game's native reward presentation, synchronize the chosen child in multiplayer, and survive combat-room save and restore; unconfigured native linked groups use the corrected choose-one behavior.
- Settings, catalogs, developer tools, and enhanced developer-console autocomplete can optionally match transliterations. The built-in Mandarin pinyin provider can be enabled and managed from settings, and mods can add providers or reuse the same matching behavior in their own local search controls through the public API.
- Mods can safely inspect and replace player progress data using the active game's current progress schema, with conflict protection and bounded recovery support for interrupted operations. The bridge can be queried before the game runtime is available and reports no supported schema until schema-dependent operations are available. Recovery records can be scoped by a stable mod identifier, explicitly restored or dismissed, and remain tied to the schema in which they were created; malformed records do not consume the active recovery allowance.
- Card, relic, and potion PNG exports can optionally use names from the current game language for filenames, with safe fallbacks for missing or duplicate names.
- Content source labels can now be placed above or below descriptions, use a custom color and optional blank-line separation, and apply custom text such as a
Mod:prefix. - Mods can resolve normalized content-source IDs and display names independently of hover-tip preferences.
- Catalog items can expose accessible icon quick actions and optional color accent markers without replacing their normal selection behavior or relying on color alone.
- Developer-tool content catalogs support source-mod filtering, responsive detail drawers, and full-library browsing for cards, relics, potions, Powers, and orbs. The player-card catalog separates the persistent deck from its combined combat-pile view, follows external pile changes, and sorts localized names and X-cost cards consistently. Power entries pair explicit Buff, Debuff, or neutral labels with matching visual accents.
- Relics, potions, and Powers provide target-specific management views with ownership or stack information and direct icon actions. Duplicate relic instances can be obtained, edited, and removed individually. A unified player and combat-creature directory supports type filtering, orders players before pets and monsters, identifies each pet's owner, distinguishes combatant types with icons and faction accents, removes defeated non-player creatures from the view, and opens complete player details.
- Card, relic, potion, and Power creation or application workflows keep their primary action immediately available and place optional setup behind compact collapsed controls. Existing cards support exact upgrade levels, including restoring level zero, and clearing or replacing an enchantment restores a clean card state at the same upgrade level. Relic, potion, and Power numeric variables can be overridden before creation or application and edited on existing instances.
- Combat tools can safely add individual monsters or complete encounter enemy groups in rooms with or without scene-defined slots, fully remove pets, and display localized room names.
- Players can channel orbs from a searchable library, inspect their ordered orb queue and empty slots, replace or remove individual orbs, and set an exact orb-slot count. Player details link directly to cards and piles, owned relics, owned potions, current Powers, and the orb queue.
- State presets independently control whether filling records internal model values and whether applying uses saved internal values. Both controls default off; when enabled they preserve supported card adjustments, relic stacks, potion and model variables, and Power amounts.
- Developer tools now discover registered custom card piles, secondary combat resources, and model capabilities. Custom piles participate in card browsing, creation, movement, bulk operations, and state presets according to their combat or run-persistent lifetime; searchable pile selectors keep these workflows usable when many piles are registered. Secondary resources have a searchable live editor and can be captured and restored by state presets. Contextual capability controls appear on the corresponding live character, card, enchantment, affliction, relic, potion, Power, orb, or monster, showing attached serialized state and allowing compatible registrations to be added or removed without leaving that model's editor. State presets can also capture and restore stable player-side capability collections and their serialized state. Multiplayer changes require compatible support only when these extended states are actually used.
- Player value editors use consistent field widths and provide full healing as a separate quick action. Destructive bulk Power removal requires confirmation.
- Extra-hand custom piles now follow the base-game hand's disabled movement, tint, controller-navigation, and temporary card-selection availability. Mods can customize the disabled offset, color, and transition duration independently of their card layout, and can temporarily disable or restore granted manual-play capability for a live extra hand while automatically updating existing and newly added cards.
Changed
- The developer tools panel now remembers whether it is open separately for each profile, restores without automatically expanding, and refreshes its catalogs as soon as game content finishes initializing.
- RitsuLib now keeps genuine mod data in profile storage, stores rebuildable shared data in the operating system's per-user cache, and isolates short-lived work in temporary storage. Obsolete generated caches and staging data left by earlier releases are removed automatically.
Fixed
- Manual Steam Workshop checks now report updates downloaded earlier in the current game session that will take effect after restarting, instead of saying that no updates are missing.
- Runtime registration now rejects mismatched pool and model families, open generic or otherwise unusable model types, and other deterministically invalid type combinations before changing registration state. Automatic registration and content packs report and skip failed entries while continuing later independent registrations.
- Settings and developer-tool controls now preserve clear visual priority across normal, emphasized, selected, and disabled states, use consistent typography for catalog status text, organize dense live editors into compact collapsible sections, keep Power and orb grid tiles fixed while editing through the shared detail drawer, and provide more readable button labels in every built-in theme.
- Capability changes made through developer tools now immediately refresh affected card, relic, potion, Power, and orb displays. Live editors update changed model data in place without discarding focused input, draft values, expanded controls, or scroll position.
- Self-check exports now retain complete log files, preserve nested diagnostic archives, and publish only validated bundles instead of exposing in-progress output.
- State-divergence diagnostic archives are now published only after completion and remain intact when collected through the game's log or feedback reports. Sensitive local identifiers are removed from collected copies without changing the original archive.
中文
新增
- 模组现在可以创建“选择一项”或“尝试领取整组”的关联奖励组。它们保留游戏原生奖励界面,可在多人模式中同步具体选择,并支持随战斗房间存档和恢复;未额外配置的原生关联奖励组也会使用修正后的单选行为。
- 设置、目录、开发者工具及开发者控制台增强自动补全现在可以选择匹配转写文本。内置普通话拼音提供器可在设置中启用和管理,模组也可通过公开 API 添加提供器,或在自己的本地搜索控件中复用相同匹配行为。
- 模组现在可以使用当前游戏的进度 schema 安全读取和替换玩家进度数据,并获得冲突保护和有界的中断恢复支持。桥接器可在游戏运行时不可用时安全查询,并会在依赖 schema 的操作可用前返回空的支持列表。恢复记录可按稳定的模组标识划分,始终绑定到创建时的 schema,并支持显式恢复或放弃;格式错误的记录不会占用有效恢复名额。
- 卡牌、遗物和药水 PNG 导出可选择使用当前游戏语言下的名称作为文件名,并会安全处理名称缺失或重复的情况。
- 内容来源标签现在可以显示在说明顶部或底部,并可自定义颜色、空行分隔及文字格式(例如添加“Mod:”前缀)。
- 模组现在可以独立于悬浮提示偏好,解析规范化的内容来源 ID 和显示名称。
- 目录项现在可以提供具有无障碍说明的图标快捷操作和可选颜色强调标记,同时保留原本的选择行为,且不会只依靠颜色传达含义。
- 开发者工具的内容目录支持按来源模组筛选、自适应详情抽屉,以及卡牌、遗物、药水、Power 和充能球的完整目录浏览。玩家卡牌目录会将长期牌组与合并的战斗牌堆视图分开,跟随外部牌堆变化,并按当前语言名称及 X 费规则稳定排序。Power 项会将明确的 Buff、Debuff 或中性文字与对应视觉强调配对显示。
- 遗物、药水和 Power 提供面向所选目标的管理视图,显示持有或层数信息并提供直接图标操作;可重复获取遗物,并逐个编辑或移除重复实例。统一的玩家与战斗生物目录支持类型筛选,按玩家、宠物、怪物排序,标注每只宠物的主人,以图标和阵营色区分战斗单位类型,自动隐藏已死亡的非玩家生物,并为玩家打开完整详情。
- 卡牌、遗物、药水和 Power 的创建或施加流程会让主操作保持在首屏,并将可选参数收进紧凑的折叠区域。现有卡牌可精确设置升级等级(包括恢复为 0 级);清除或替换附魔时会在相同升级等级下恢复干净的卡牌状态。遗物、药水和 Power 的数值变量可以在创建或施加前覆盖,也可以直接编辑现有实例。
- 战斗工具可以在有无场景槽位的房间中安全添加单个怪物或整组遭遇敌人,完整移除宠物,并显示正确本地化的房间名称。
- 玩家可以从可搜索的目录生成充能球,查看按顺序排列的充能球队列与空球位,替换或移除单个充能球,并精确设置球位数量。玩家详情可以直接跳转到卡牌与牌堆、持有遗物、持有药水、当前 Power 和充能球队列。
- 状态预设可以分别控制填充时是否记录内部模型数值,以及应用时是否使用已保存的内部数值;两项均默认关闭。启用后可保留受支持的卡牌调整、遗物层数、药水与模型动态数值及 Power 层数。
- 开发者工具现在会发现已注册的自定义牌堆、次级战斗资源与模型能力。自定义牌堆会按战斗或局内持久生命周期参与卡牌浏览、创建、移动、批量操作和状态预设;可搜索的牌堆选择器会在注册大量牌堆时保持这些流程可用。次级资源拥有可搜索的实时编辑器,也可由状态预设捕获和恢复。角色、卡牌、附魔、卡牌负面效果、遗物、药水、Power、充能球或怪物的当前实例编辑器会就地显示模型能力,可查看已附加能力的序列化状态,并直接添加兼容的注册项或移除现有项,无需离开当前模型。状态预设也可捕获并恢复稳定的玩家侧能力集合及其序列化状态。多人模式仅在实际使用这些扩展状态时要求兼容支持。
- 玩家数值编辑器使用统一字段宽度,并将回满生命值作为独立快捷操作。批量清除 Power 需要确认。
- 额外手牌自定义牌堆现在会同步游戏原有手牌的禁用位移、颜色、手柄导航及临时选牌可用性;模组可在不影响卡牌布局的情况下分别自定义禁用偏移、颜色和过渡时长,也可在运行时临时禁用或恢复某个额外手牌区已获授予的手动出牌能力,并自动更新现有及后续加入的卡牌。
变更
- 开发者工具面板现在会按档案分别记忆开启或关闭状态,恢复时不会自动展开,并会在游戏内容完成初始化后刷新内容目录。
- RitsuLib 现在会将真正的模组数据保存在档案存储中,将可重建的共享数据保存在操作系统的每用户缓存中,并为短期工作使用相互隔离的临时存储。早期版本留下的废弃生成缓存与暂存数据会自动清理。
修复
- Steam 创意工坊手动检查现在会提示本次游戏运行期间已下载、重启后生效的更新,不再将其误报为没有缺失更新。
- 运行时注册现在会在修改注册状态前拒绝池与模型类别不匹配、开放泛型或其他无法使用的模型类型,以及其余可明确判定无效的类型组合。自动注册与内容包会报告并跳过失败项,同时继续执行后续相互独立的注册。
- 设置与开发者工具控件现在会在普通、强调、选中和禁用状态之间保持清晰的视觉层级,为目录状态文本使用一致字体,将密集的实时编辑器整理为紧凑的折叠区域,让 Power 与充能球网格项在统一详情抽屉中编辑时保持固定尺寸,并提高所有内置主题下按钮文字的可读性。
- 通过开发者工具更改模型能力后,受影响的卡牌、遗物、药水、Power 和充能球显示现在会立即刷新。实时编辑器会就地更新已变化的模型数据,不再丢失当前焦点、未提交输入、展开状态或滚动位置。
- 自检导出现在会保留完整日志文件与嵌套诊断归档,并仅发布已经校验的完整诊断包,不再暴露生成中的输出。
- 状态分歧诊断包现在仅在完整生成后发布,并会在游戏收集日志或反馈报告时...
0.5.10
English
Fixed
- Prevented a startup error when developer tools are enabled before game content is ready.
中文
修复
- 修复开发者工具启用后在游戏内容尚未就绪时产生启动错误的问题。
Full Changelog: v0.5.9...v0.5.10
0.5.9
English
Changed
- Present settings and developer-tool text hints as consistent themed title-and-detail cards with a short hover delay, while preserving the game's native rich hover tips for combat and content previews.
Fixed
- Keep toast notifications, dialogs, and blocking progress overlays visible above the settings and developer-tools workspace, while combat-only floating tools remain below global workspaces and dialogs.
- Prevent refreshed dynamic settings controls from retaining temporary oversized heights until the page is scrolled or otherwise relaid out.
中文
变更
- 将设置与开发者工具的文本提示统一为带标题和详情的主题卡片并采用较短的悬停等待,同时为战斗及内容预览保留游戏原生的丰富悬停提示。
修复
- 确保浮动通知、对话框与阻塞式进度界面始终显示在设置及开发者工具工作区之上,同时让战斗专用悬浮工具保持在全局工作区和对话框之下。
- 防止动态设置控件刷新后暂时保留过大的高度,直到滚动页面或触发其他重新布局才恢复正常。
Full Changelog: v0.5.8...v0.5.9
0.5.8
English
Fixed
- Fixed card library pool-filter sizing with BaseLib so crowded filter layouts consistently use the available space.
中文
修复
- 修复启用 BaseLib 时卡牌图鉴牌池筛选按钮的尺寸问题,使筛选项较多时能够稳定利用可用空间。
Full Changelog: v0.5.7...v0.5.8
0.5.7
English
Fixed
- Improved card library pool-filter sizing so crowded filter lists remain as large and readable as the available space allows.
中文
修复
- 优化卡牌图鉴牌池筛选按钮的尺寸,使筛选项较多时仍能充分利用可用空间并保持清晰易读。
Full Changelog: v0.5.6...v0.5.7
0.5.6
English
Added
- Added a configurable shortcut for selecting a combat creature and opening its editor without first opening the developer-tools workspace.
- Added one-click full healing to player and combat-creature editors.
- Monster, encounter, and event catalogs can now be filtered by Act. Monster and encounter catalogs can also be filtered by weak, strong, elite, or boss encounters.
- Enemy creature editors now provide live per-creature floating intent controls with readable intent and creature status previews. These windows yield to other game screens and return when combat resumes. Without Intent Graph, available moves appear in a compact selectable list. When Intent Graph is installed, its complete state-machine view is available in the window and moves can be selected directly from the graph.
Changed
- Creature-selection guidance now remains visible until selection ends and closes as soon as a creature is selected or selection is cancelled.
- Floating windows now open at the smallest size that shows their ordinary content in full, up to their configured and on-screen limits.
- Developer-tools numeric editors now follow the game's supported high-value limits.
Fixed
- Fixed developer-tools monster and encounter previews clipping tall creatures, mis-sizing multi-monster groups, or leaving monsters outside their default animations.
- Successful combat-creature actions no longer reset the entered amount.
中文
新增
- 新增可配置的战斗生物选择快捷键,无需先打开开发者工具工作区即可选择生物并打开编辑界面。
- 玩家与战斗生物编辑界面新增一键回满生命操作。
- 怪物、遭遇与事件目录现在可以按章节筛选。怪物与遭遇目录还可以按弱怪、强怪、精英或首领遭遇筛选。
- 敌方生物编辑界面现在为每个生物提供独立的实时悬浮意图操作和清晰的意图及生物状态预览。打开其他游戏界面时,这些窗口会暂时隐藏,并在返回战斗后恢复。未安装“意图状态机”时,可用意图会以紧凑的平铺列表显示。安装后,窗口会显示完整的状态机视图,并可直接从图中选择意图。
变更
- 生物选择提示现在会持续显示到选择结束,并在选中生物或取消选择后立即关闭。
- 悬浮窗现在会以能够完整显示常规内容的最小尺寸打开,同时遵守窗口配置与屏幕可用范围。
- 开发者工具的数值编辑范围现在与游戏支持的高数值上限一致。
修复
- 修复了开发者工具中的怪物与遭遇预览可能裁切高大生物、多怪组合尺寸不合适或怪物未播放默认动画的问题。
- 战斗生物操作成功后不再重置已经输入的数值。
Full Changelog: v0.5.5...v0.5.6