Releases: FredApps/KingdomMod
Releases · FredApps/KingdomMod
Release list
KingdomMod v0.3.3 - Gloam Rush ability, disclaimer, and installer polish
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
SteedAbilitywhen 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-containedgloam-hart-latest.jsonldiagnostic log. - Runtime sprites/textures are marked
HideAndDontSaveso 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
What's changed
Custom mounts
- New
Kingdom.CustomMountsAPI: mods register a mount factory and the F1
console lists it under Mount → Custom, riding it through the game's own
Player.Ridepath. - 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, plusdocs/mount-modding.mdguidance.
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-challengesnow 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.HideAndDontSaveso 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.
- Runtime textures and sprites are marked
Repository & docs
- Added
CONTRIBUTING.md,SECURITY.md(with GitHub private vulnerability
reporting), and bug-report / feature-request issue templates. LICENSEtrimmed 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.mdexpanded 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
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), andRaw(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 completeSteedTypelist and every tunable field. - The Game Data Dumper (F3, formerly Challenge Dumper) now also dumps
steeds.json,levelconfigs.json, andbiomes.jsonalongside
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.OnDestroyHarmony patch that threw at HarmonyInit
and then logged repeated "method missing" warnings —Droppablenever
declaresOnDestroy, and the existingOnDisablehook already covers the
same teardown path. - Reads
StateMachine._ownerthrough its Il2CppInterop property instead of
reflection, clearing theAccessTools.Field: Could not find fieldwarning
(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
OnDestroyand
StateMachine_ownerwarnings; 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 underUserData/KingdomMod/logs/.
KingdomMod v0.3.0 - Gifts, powers, invincibility, and F1 polish
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
Originalcan restore it. - Each row is hidden entirely when you are in the wrong campaign.
Cheats and fixes
- Adds a persisted friendly-only
Invincibilitycheat 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.Slowis vanilla;Fastcompletes 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
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.msiwithtools\build-msi.ps1 -Version 0.2.13. - Full
dotnet build KingdomMod.sln -c Releaseis blocked in this checkout because local game-derivedrefs/are unavailable; the repo refs guard stops the build before compilation.
KingdomMod v0.2.12 - Use normal F1 cursor
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 afterv0.2.11.
Validation
- Confirmed there is no remaining custom F1 cursor drawing path in
InGameConsole. - Ran
git diff --check. - Built
KingdomMod-0.2.12-x64.msilocally withtools\build-msi.ps1 -Version 0.2.12.
KingdomMod v0.2.11 - Real F1 pointer
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.msilocally withtools\build-msi.ps1 -Version 0.2.11. - Attempted
dotnet build KingdomMod.sln -c Release; this checkout is missing local game-derivedrefs/, so the repository's refs guard stopped the build before compilation.
KingdomMod v0.2.10 - Installer state and F1 cursor fix
What's changed
- Fixes upgrade installs failing after
KingdomMod built and installedwithAccess 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
v0.2.9gift behavior: giving coins or gems does not changeNo dropsorInfinitecoin cheat mode.
Validation
- Built
KingdomMod.slnin Release with the cached installer .NET SDK. - Deployed locally with
tools\install-mods.ps1 -NoBuild -NoDefenderExclusion. - Built
KingdomMod-0.2.10-x64.msilocally. - Installed
0.2.10over the local install and confirmed exit code0, no HKLM access failure, and one Appwiz entry forKingdomMod 0.2.10.
KingdomMod v0.2.9 - F1 menu cursor and gifts fix
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 dropsandInfinitestay selected when giving coins or gems.
Validation
- Built
KingdomMod.slnin 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
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 0.2.7scenario 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
0.2.8over local0.2.7and confirmed Appwiz had one KingdomMod entry. - Rebuilt
0.2.8, installed it over the existing0.2.8, and confirmed Appwiz still had one KingdomMod entry.