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Releases: FredApps/KingdomMod

KingdomMod v0.3.3 - Gloam Rush ability, disclaimer, and installer polish

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@github-actions github-actions released this 01 Jul 15:38

What's changed

Gloam Rush mount ability

The Gloam Hart example mount gains a real, press-activated ability
(Shift / mapped gallop, or ActivateRulerAbility):

  • Fixed duration modeled on the cat chariot (SteedType.CatCart) — the
    duration and cooldown are read at runtime from the cat chariot's own
    SteedAbility when its prefab is loaded, with a sane fallback otherwise.
  • Real speed boost applied through Mover.SetSpeedMultiplier — the same
    live lever the game's own speed-boost ability uses (writing steed stat fields
    alone was recomputed away each frame).
  • Animated while active: a rear "kick-off" followed by a forced fast gallop
    cycle regardless of movement, plus a cyan body pulse and a glow halo.
  • Restores the mount's original stats on expiry, mount switch, rider loss, or
    cleanup, and writes a self-contained gloam-hart-latest.jsonl diagnostic log.
  • Runtime sprites/textures are marked HideAndDontSave so frames survive the
    scene load into a run.

Disclaimer / non-affiliation

  • Adds a clear notice, in the README and in the MSI license-agreement dialog
    shown at install time
    , that KingdomMod is an entirely community-driven
    project — not affiliated with, endorsed, sponsored, or approved by Kingdom
    Two Crowns, Raw Fury, Stumpy Squid, Fury Studios, or Coatsink — and that use
    is at the user's own risk. Aligns the project with the Kingdom fan content
    policy.

AnyMount

  • The Everloving Deers option (renamed from its previous name): when on,
    every active mount attracts deer, including after mount swaps.

Installer

  • Readable installer banner artwork.

Validation

  • Build Release locally.
  • Deploy with tools\install-mods.ps1 -NoBuild -NoDefenderExclusion.
  • In game: F1 → Mount → Custom → Gloam Hart, press Shift while mounted and
    confirm the mount rears then gallops faster for the ability duration and
    reverts on cooldown; F1 → Mods shows Everloving Deers last; the MSI shows
    the disclaimer on the license screen for fresh installs.

KingdomMod v0.3.2 - Custom mounts, Olympus powers, and F1 polish

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@github-actions github-actions released this 01 Jul 11:30

What's changed

Custom mounts

  • New Kingdom.CustomMounts API: mods register a mount factory and the F1
    console lists it under Mount → Custom, riding it through the game's own
    Player.Ride path.
  • New Gloam Hart example mod: a fully custom, animated steed built from 32
    embedded PNG frames. It clones a Reindeer/Stag prefab, applies forest-friendly
    deer-attracting stats, and drives the steed's own body renderer so the mount
    uses the game's real material, sorting, and day/night lighting.
  • New browser-based asset designer (tools/asset-designer.ps1) for authoring
    mount sprite sets, plus docs/mount-modding.md guidance.

Olympus items of power

  • The F1 Powers panel now lists the correct items of power for the current
    campaign: Thor/Hel/Heimdal/Loki in Norse Lands and
    Hephaestus/Hermes/Artemis/Medusa in the Olympus (Greece) campaign, driven by
    the active biome instead of a hardcoded Norse-only list. Persisted items are
    only reapplied when they belong to the current campaign.

Custom challenges

  • The Challenges designs imported from
    UserData/KingdomMod/custom-challenges now have their own column in the F1
    panel (right of Powers), shown by default with a single Show/Hide button. See
    docs/custom-challenges.md.

F1 console layout

  • The mount/custom-mount picker lives in a fixed-height region beside the Log,
    so opening it no longer grows the F1 window.
  • Overall panel height trimmed ~10%.

Fixes

  • Gloam Hart / custom mounts:
    • Runtime textures and sprites are marked HideFlags.HideAndDontSave so they
      survive the scene load into a run (previously they were destroyed, leaving
      the mount invisible even though frames loaded).
    • The mounted monarch and crown renderers stay enabled (only the steed's body
      renderers are replaced), fixing an invisible monarch.
    • Correct mount size (~3×2 units) and facing that turns with the monarch.

Repository & docs

  • Added CONTRIBUTING.md, SECURITY.md (with GitHub private vulnerability
    reporting), and bug-report / feature-request issue templates.
  • LICENSE trimmed to the exact MIT text so GitHub detects it as MIT (the
    game-content disclaimer moved into the README).
  • Installer icon and asset-designer content tools.
  • docs/mount-modding.md expanded with custom-mount pitfalls (renderer context,
    HideAndDontSave, sizing, facing, keeping the ruler visible).

Validation

  • Build Release locally.
  • Deploy with tools\install-mods.ps1 -NoBuild -NoDefenderExclusion.
  • In game, verify: F1 → Mount → Custom → Gloam Hart rides a visible, animated
    mount that turns with the monarch; F1 → Powers lists Olympus items in a
    Greece campaign and Norse items in Norse Lands; the Challenges column shows
    imported designs; toggling Mount/Custom does not resize the F1 window.

KingdomMod v0.3.1 - Runtime logging, mount modding, and F1 cleanup

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@github-actions github-actions released this 30 Jun 18:03

What's changed

Extended runtime logging

  • Adds an opt-in runtime interaction logger that writes structured JSONL to
    UserData/KingdomMod/logs/runtime-latest.jsonl, chosen from F1 with four
    levels: None, Bug (crown, boar, damage, droppables, wallets, and
    builder/construction flows), Event (adds scene/player/NPC/power/mount and
    selected state-machine transitions), and Raw (adds noisier job/target/state
    calls, capped per session).
  • Each session truncates to a fresh file and flushes once per second; output is
    capped at 200,000 lines so a long session can't fill the disk.
  • The level buttons now sit inline next to the Log title in the F1 panel
    (the separate "Logging" column was removed).

Mount modding

  • Adds docs/mount-modding.md, a full guide to reading and changing steed
    (mount) stats, with the complete SteedType list and every tunable field.
  • The Game Data Dumper (F3, formerly Challenge Dumper) now also dumps
    steeds.json, levelconfigs.json, and biomes.json alongside
    challenges.json, capturing real deserialized values the static IL2CPP dump
    can't show.
  • AnyMount gains a Perverted deers option: when on, every active mount
    attracts deer (including after mount swaps). The option is rendered last in
    the F1 Mods list.

Fixes

  • Removes a dead Droppable.OnDestroy Harmony patch that threw at HarmonyInit
    and then logged repeated "method missing" warnings — Droppable never
    declares OnDestroy, and the existing OnDisable hook already covers the
    same teardown path.
  • Reads StateMachine._owner through its Il2CppInterop property instead of
    reflection, clearing the AccessTools.Field: Could not find field warning
    (interop exposes IL2CPP fields as properties, not reflectable fields).

Docs

  • Updates README, API reference, capabilities, and getting-started for the
    logging and mount-modding features.

Validation

  • Build Release locally.
  • Deploy locally with tools\install-mods.ps1 -NoBuild -NoDefenderExclusion.
  • In game, verify: the MelonLoader log is free of the Droppable OnDestroy and
    StateMachine _owner warnings; F1 shows the logging level buttons beside the
    Log title and Perverted deers last under Mods; F3 writes
    steeds/levelconfigs/biomes/challenges JSON; and runtime logs appear at the
    selected level under UserData/KingdomMod/logs/.

KingdomMod v0.3.0 - Gifts, powers, invincibility, and F1 polish

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@github-actions github-actions released this 30 Jun 12:33

What's changed

F1 Gifts

  • Adds NPC spawning beside the selected player: beggar, peasant, builder, archer, squire, knight (with coin slots filled), and berserker.
  • Adds a Hel-style ghost party (one leader plus four ghosts) that charges forward in the monarch's facing direction, just like a trophy summon, and despawns on the game's own ghost timer.
  • Adds hermit spawning (Horse, Horn, Ballista, Baker, Knight, Fire), always shown - no expand/collapse.

F1 Powers

  • Adds persisted item-of-power switching (Thor, Hel, Heimdal, Loki). Shown only while playing the Norse Lands campaign, where those assets load.
  • Adds persisted monarch switching (Zangetsu, Alfred, Gebel, Miriam). Shown only while playing the Dead Lands campaign, where those assets load; captures the original monarch first so Original can restore it.
  • Each row is hidden entirely when you are in the wrong campaign.

Cheats and fixes

  • Adds a persisted friendly-only Invincibility cheat for monarchs and friendly units; enemies are unaffected.
  • Disables the boar-vanish fix for now (shown as off) while a reliable repair is worked out.

Builder speed

  • Keeps the AnyTrees F1 option Builder speed: Slow | Fast. Slow is vanilla; Fast completes construction when a builder starts working, via the game's own completion path.

F1 UI and performance

  • Underlines the F1 subheaders (Coins, Infinite stamina, Invincibility, Crown pickup, Boar vanish, Monarch).
  • Stops re-asserting the console cursor on every IMGUI event, which made the F1 panel feel heavy while moving the mouse; the cursor is now maintained once per frame.

Validation

  • Build Release locally.
  • Deploy locally with tools\install-mods.ps1 -NoBuild -NoDefenderExclusion.
  • In game, verify: NPC/hermit spawning for P1 and P2, knight coin fill, the ghost party charging and despawning on its timer, invincibility on/off, item-of-power switching in Norse Lands, monarch switching in Dead Lands (rows hidden otherwise), the boar-vanish row showing off, underlined subheaders, and a responsive F1 panel.

KingdomMod v0.2.13 - Force F1 arrow cursor

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@github-actions github-actions released this 29 Jun 19:28

What's changed

  • Sets an explicit hardware cursor texture while KingdomMod UI is visible, instead of relying on the game or Unity default cursor.
  • Re-applies the cursor override during update and GUI passes so the game cannot swap the cursor back later in the frame.
  • Applies the same cursor override to KingdomMod modal popups that need the player to click a button.

Why

v0.2.12 removed KingdomMod's old software-drawn > cursor, but the game could still expose its own hardware cursor texture when KingdomMod made the cursor visible. This release fixes that path directly by assigning KingdomMod's own arrow texture while the UI is active.

Validation

  • Search the source and release candidate for old software cursor drawing paths.
  • Run git diff --check.
  • Build KingdomMod-0.2.13-x64.msi with tools\build-msi.ps1 -Version 0.2.13.
  • Full dotnet build KingdomMod.sln -c Release is blocked in this checkout because local game-derived refs/ are unavailable; the repo refs guard stops the build before compilation.

KingdomMod v0.2.12 - Use normal F1 cursor

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@github-actions github-actions released this 29 Jun 19:18

What's changed

  • Removes the F1 console's custom software cursor entirely.
  • Keeps the normal operating system cursor visible while the F1 console is open.
  • Fixes the pointer still appearing as a >-style cursor after v0.2.11.

Validation

  • Confirmed there is no remaining custom F1 cursor drawing path in InGameConsole.
  • Ran git diff --check.
  • Built KingdomMod-0.2.12-x64.msi locally with tools\build-msi.ps1 -Version 0.2.12.

KingdomMod v0.2.11 - Real F1 pointer

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@github-actions github-actions released this 29 Jun 19:13

What's changed

  • Replaces the F1 console's text-based software cursor with a small black-outlined white arrow texture.
  • Fixes the pointer appearing as a literal > character while the KingdomMod console is open.
  • Keeps the existing hardware-cursor workaround that prevents Kingdom Two Crowns from hiding the cursor during console use.

Validation

  • Ran git diff --check.
  • Built KingdomMod-0.2.11-x64.msi locally with tools\build-msi.ps1 -Version 0.2.11.
  • Attempted dotnet build KingdomMod.sln -c Release; this checkout is missing local game-derived refs/, so the repository's refs guard stopped the build before compilation.

KingdomMod v0.2.10 - Installer state and F1 cursor fix

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@github-actions github-actions released this 29 Jun 19:04

What's changed

  • Fixes upgrade installs failing after KingdomMod built and installed with Access to the registry key 'HKEY_LOCAL_MACHINE\Software\KingdomMod' is denied.
  • Moves installer-owned MelonLoader and Defender-exclusion state to marker files under .kingdommod-installer; HKLM is now only used by the MSI registry component and as a legacy uninstall fallback.
  • Strengthens the F1 cursor fix by holding the console cursor state during OnUpdate, not only during IMGUI drawing.
  • Suspends the F1 cursor override while modal KingdomMod popups are visible so those dialogs keep normal pointer behavior.
  • Keeps the v0.2.9 gift behavior: giving coins or gems does not change No drops or Infinite coin cheat mode.

Validation

  • Built KingdomMod.sln in Release with the cached installer .NET SDK.
  • Deployed locally with tools\install-mods.ps1 -NoBuild -NoDefenderExclusion.
  • Built KingdomMod-0.2.10-x64.msi locally.
  • Installed 0.2.10 over the local install and confirmed exit code 0, no HKLM access failure, and one Appwiz entry for KingdomMod 0.2.10.

KingdomMod v0.2.9 - F1 menu cursor and gifts fix

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@github-actions github-actions released this 29 Jun 18:48

What's changed

  • Draws a software cursor while the F1 console is open so the pointer no longer flickers when Kingdom Two Crowns hides the hardware cursor every frame.
  • Keeps the mouse unlocked while the menu is open, but restores the previous cursor state when F1 closes.
  • Makes the mount picker easier to use on a trackpad with a taller list and larger mount buttons.
  • Gift buttons no longer change the Coins cheat mode; No drops and Infinite stay selected when giving coins or gems.

Validation

  • Built KingdomMod.sln in Release with the cached installer .NET SDK.
  • Deployed locally with tools\install-mods.ps1 -NoBuild -NoDefenderExclusion.

KingdomMod v0.2.8 - Same-version MSI upgrade fix

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@github-actions github-actions released this 29 Jun 18:21

What's changed

  • Allows same-version MSI upgrades so rebuilt installers replace the existing KingdomMod entry instead of creating a duplicate Appwiz entry.
  • Fixes the duplicate KingdomMod 0.2.7 scenario caused by testing/installing multiple MSI builds with the same version but different ProductCodes.
  • Keeps downgrade protection in place for genuinely newer installed versions.

Validation

  • Installed 0.2.8 over local 0.2.7 and confirmed Appwiz had one KingdomMod entry.
  • Rebuilt 0.2.8, installed it over the existing 0.2.8, and confirmed Appwiz still had one KingdomMod entry.