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0.5.11

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@github-actions github-actions released this 08 Aug 12:47
· 23 commits to main since this release
v0.5.11
8a2eb7c

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保持归档完整。收集副本会移除敏感的本地标识,同时不会修改原始归档。

What's Changed

  • feat(saves): add conditional raw progress commit bridge by @BAKAOLC in #96

Full Changelog: v0.5.10...v0.5.11