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Releases: LittleGroove/RUSE-Mod-Manager

RUSE Mod Manager v1.1.10-beta

Pre-release

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@LittleGroove LittleGroove released this 24 Sep 17:20

Added

  • The Mod Manager now writes a startup.log next to itself every time it starts. If it ever
    fails to start, that file says how far it got and what went wrong, and the error message tells you
    where it is, so you can send it with a bug report. If the app's own folder cannot be written to -
    which is itself a common cause of a failed start - the log goes to your AppData folder instead.

Fixed

  • The Mod Manager could get stuck running with no window. If something went wrong very early in
    startup - almost always because the folder the app lives in could not be written to - it tried to
    show you an error message, but that message could never actually appear on screen. The app then sat
    there forever: alive in Task Manager, no window, and closing it did nothing. Only End Task could
    stop it. While it was stuck it also blocked every new launch, so the app looked like it had stopped
    working for good, and installing a newer version did not help. Early messages now always show up,
    so you see what went wrong and the app carries on.
  • Starting the Mod Manager while it is already running now does something you can see. Before,
    the second copy quietly closed itself after a few seconds and you saw nothing at all. Now it brings
    the window you already have to the front. If the copy that is running has no window, it tells you
    how to close it instead of leaving you guessing.
  • Closed a leak that left invisible background processes behind. When the map editor was drawing
    terrain and the Mod Manager was killed or crashed, the 8 helper processes it uses to decode terrain
    kept running forever - each one showing up in Task Manager as another RUSE_ModManager, with no
    window, holding on to memory. They now shut down with the app.

Changed

Auto-updater asset: RUSE_ModManager_v1.1.10.exe
Full deploy bundle: RUSE_Mod_Manager_v1.1.10.zip (exe + mods/ + profile/)

RUSE Mod Manager v1.1.9

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@LittleGroove LittleGroove released this 23 Sep 13:34

Added

  • You can now choose to get beta versions. There is a new Updates box in Settings with a tick box for it. Leave it off and nothing changes at all: you are offered full releases only, exactly as before. Tick it and you also get the smaller updates that go out between full releases, so you see new work sooner. Those come out more often and get less testing, so they can have rough edges.

    Turning it back off never moves you backwards. You keep the version you already have, and you are simply offered the next full release once its number goes past yours. Both kinds share the same version numbers, so there is no way to end up on an older build by changing your mind.

  • A new community mod: FG. Tank Rebalance, by RossGosling and Football1995. It re-prices every tank class so heavier armour costs more: medium tanks and tank destroyers cost 1.25x, heavy tanks and advanced tank destroyers 1.5x, and super-heavy tanks 1.75x, while light tanks are unchanged. Three are hand-set: the USA Super Pershing (1.5x, because the game does not class it as super-heavy), and the Japanese O-I and the French SAU-40 (2.5x).

  • The 10.0x Artillery Price mod is fixed for the Japanese Ha-To. R.U.S.E. changed that gun's price in its 2026-06-11 patch, so the mod was still setting the old ten-times number and the Ha-To came out cheaper than it should be. Thanks to RossGosling for spotting it.

  • Support for the new game update, and for the new compat-5 branch. R.U.S.E. updated, so the public branch is now build v24670294, and Steam gained a new compat-5 branch (build v24687178). The Mod Manager knows both: it names them properly, backs them up, and deploys to them. Every shipped mod has been updated for both, and every one of them was tested by deploying it onto the real new game files — all 4,054 edits landed, with nothing needing repair.

    This update turned out to be a quiet one for modding. It changed 2 of the game's 38 data files, and what it changed was almost entirely artwork — none of the unit, building or balance values that mods actually edit moved at all. So a mod made for the old public build does the same thing on the new one.

    Worth knowing about compat-5: its game data is byte-for-byte identical to the old public build (v24087620). If you were modding on that build and want to stay exactly where you were, compat-5 is that same game, and compat branches never move again. Your old mods work on it unchanged.

  • The mission script step now explains every kind of block a real mission uses. It knew about 43 of them before, so most of what you clicked on in a mission showed a bare class name and no explanation. All 182 kinds that the game's own missions actually use are now described — spawning units, giving orders, filtering which units count, timers, ruse cards, camera moves, dialogue, and the rest.

    Each block's fields are now the ones the game really takes, and they are shown as the right kind of control: yes/no settings are tick boxes, and settings with a fixed set of choices (a nation, a difficulty, an AI level, a card) are dropdowns listing the real choices. Those dropdown settings were not shown at all before — a camp's nation and difficulty were simply invisible in the guided panel, even though they are among the most useful things to change.

    This was built from the game's own files rather than from guesswork: what a field accepts comes from what the game's 82 shipped missions actually pass it, and whether a field is required comes from the game's own code. That check found three blocks whose settings were wrong — the timer test and the start-timer action offered fields that do not exist, and the attack order asked for a list of zones when it wants a single group of units. Filling in any of those would have produced a mission the game cannot load.

  • A new Mission Rules & Script step, replacing four tabs. Objectives & Logic, Timeline, Node Graph and Author were four views of the same mission script, where only one of them could edit anything and only three fields at that. They are now one step: an outline of the mission down the left to navigate by, a panel in the middle that explains the selected beat and lets you change its values, and the script itself on the right. Editing a value in the panel edits the script text — they are the same thing, so they can never disagree.

    It is also honest about something the old tab was not. In an operation or a campaign mission, the score and army-loss settings cannot end the mission — the game forces them off, and the only ending is the one written into the script. The old tab showed those fields as though they worked. This one says so plainly, lists the endings the mission actually has, and warns you if it has none. For a campaign mission it also shows which mission it leads to, with a button through to the menu list where the running order is set.

    Saving rebuilds the script properly, and refuses if it will not compile — a broken script is the one change that takes a whole mission down.

  • A new Menu Entry step. It opens by telling you whether the game will list this scenario at all — and if not, why not, in a plain sentence. That matters because the game itself says nothing: if an entry's ID does not match a map slot, it is skipped without a word, which is the single most common reason a new mission "does not show up". Below the verdict is the menu list exactly as a player sees it, grouped, with your entry marked, and buttons to move it or give it a group of its own. Moving keeps it inside its group, because groups have to stay together.

    The settings shown are the ones this kind of entry actually has. An operation gets its medal times, unit limits and player count; a multiplayer map gets its game type, size and which team layouts it can be played as; a campaign mission gets its chapter number. Nothing offers you a setting the game would not read back. The wording the player reads is shown here too, with a button through to the Text step where it is edited in every language at once.

  • A new Load & Files step. The game builds a chain to get from a menu entry to a playable mission: the entry binds to a map slot by ID, the slot names a set of files, those files name the terrain. When a link in that chain does not line up, the game says nothing at all — the mission just does not appear in the menu, or loads the wrong thing. This step draws the whole chain and marks each link, with a plain sentence saying what is wrong when one does not hold, and a button that takes you to the step where it is fixed. Links that are normally absent (most operations do not use the dialogue file, for instance) are shown greyed as "not used" rather than flagged, so a red mark always means something real.

  • A new Text step, replacing Names & Descriptions. Every piece of text a scenario owns is now listed in one place: the menu name and briefing, and every line the mission shows. Pick an entry and you see it in all 11 languages at once, and saving writes them together. Before, you picked a language from a dropdown and saved one file at a time, so changing an English title left the other ten languages stale with nothing to tell you. If a language does not have an entry yet, it is shown in red with a note — that is the language that shows up blank in game — and typing in it adds it.

    Entries are listed in the order they appear in the mission, and entries with no text yet are listed too, as ordinary empty rows. The old tab hid those and showed a count of "unused" ones instead; they are actually the short "folded" version of each objective line, which some shipped missions do fill in.

    Editing the words works for every entry. Changing which entry a line uses is a different thing: for a menu field it is done right here, but for a mission line that choice lives inside the mission script, so those buttons are greyed out with a note saying so and a button that takes you straight to the Mission Script step. Nothing accepts a click and then quietly does nothing.

  • You can now tell what everything on the map is, at a glance. Every placement in the map editor draws as a small picture of what it actually is, instead of a coloured dot. Light infantry, heavy infantry, recon infantry, anti-tank infantry, snipers and engineers each look different — and so do paratroopers, which get their own airborne markers. Tanks are told apart by weight (light, medium, heavy, super-heavy) and by whether they are the upgraded version. Tank destroyers, assault guns, flame tanks, rocket launchers, armoured cars, towed anti-tank guns, anti-air guns, artillery, trucks, transports, warships, landing craft, every kind of aircraft, every base building, decoy buildings, bunkers, machine-gun nests, gun positions, supply depots, player starts, script waypoints, city and mountain labels, and both shapes of trigger zone all have their own marker.

    The pictures follow a simple pattern: the tile colour says which family it belongs to (green infantry, amber armour, blue air, and so on), the shape says what it does, the small bars along the top say how heavy it is, and a corner mark adds one more fact — a star for an advanced version, an atom for nuclear, a crossed circle for a decoy, a chevron for anything delivered by air. A new Icon key button lists every marker with a short description, the Details panel names the type of whatever you have selected, and an Icon size dropdown (including Off for the old dots) keeps a very busy map readable. The Camp dropdown now reads -1 (neutral), camp 0 (none), camp 1, camp 2… so the no-camp option is obviously the same thing as camp 0. The classification comes from the game's own unit and building descriptions, so a Sherman is a medium tank and a Fallschirmjäger is a paratrooper because the game says so.

    The descriptions come fro...

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RUSE Mod Manager v1.1.9-beta

Pre-release

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@LittleGroove LittleGroove released this 23 Sep 13:58

Added

  • You can now choose to get beta versions. There is a new Updates box in Settings with a tick box for it. Leave it off and nothing changes at all: you are offered full releases only, exactly as before. Tick it and you also get the smaller updates that go out between full releases, so you see new work sooner. Those come out more often and get less testing, so they can have rough edges.

    Turning it back off never moves you backwards. You keep the version you already have, and you are simply offered the next full release once its number goes past yours. Both kinds share the same version numbers, so there is no way to end up on an older build by changing your mind.

  • A new community mod: FG. Tank Rebalance, by RossGosling and Football1995. It re-prices every tank class so heavier armour costs more: medium tanks and tank destroyers cost 1.25x, heavy tanks and advanced tank destroyers 1.5x, and super-heavy tanks 1.75x, while light tanks are unchanged. Three are hand-set: the USA Super Pershing (1.5x, because the game does not class it as super-heavy), and the Japanese O-I and the French SAU-40 (2.5x).

  • The 10.0x Artillery Price mod is fixed for the Japanese Ha-To. R.U.S.E. changed that gun's price in its 2026-06-11 patch, so the mod was still setting the old ten-times number and the Ha-To came out cheaper than it should be. Thanks to RossGosling for spotting it.

  • Support for the new game update, and for the new compat-5 branch. R.U.S.E. updated, so the public branch is now build v24670294, and Steam gained a new compat-5 branch (build v24687178). The Mod Manager knows both: it names them properly, backs them up, and deploys to them. Every shipped mod has been updated for both, and every one of them was tested by deploying it onto the real new game files — all 4,054 edits landed, with nothing needing repair.

    This update turned out to be a quiet one for modding. It changed 2 of the game's 38 data files, and what it changed was almost entirely artwork — none of the unit, building or balance values that mods actually edit moved at all. So a mod made for the old public build does the same thing on the new one.

    Worth knowing about compat-5: its game data is byte-for-byte identical to the old public build (v24087620). If you were modding on that build and want to stay exactly where you were, compat-5 is that same game, and compat branches never move again. Your old mods work on it unchanged.

  • The mission script step now explains every kind of block a real mission uses. It knew about 43 of them before, so most of what you clicked on in a mission showed a bare class name and no explanation. All 182 kinds that the game's own missions actually use are now described — spawning units, giving orders, filtering which units count, timers, ruse cards, camera moves, dialogue, and the rest.

    Each block's fields are now the ones the game really takes, and they are shown as the right kind of control: yes/no settings are tick boxes, and settings with a fixed set of choices (a nation, a difficulty, an AI level, a card) are dropdowns listing the real choices. Those dropdown settings were not shown at all before — a camp's nation and difficulty were simply invisible in the guided panel, even though they are among the most useful things to change.

    This was built from the game's own files rather than from guesswork: what a field accepts comes from what the game's 82 shipped missions actually pass it, and whether a field is required comes from the game's own code. That check found three blocks whose settings were wrong — the timer test and the start-timer action offered fields that do not exist, and the attack order asked for a list of zones when it wants a single group of units. Filling in any of those would have produced a mission the game cannot load.

  • A new Mission Rules & Script step, replacing four tabs. Objectives & Logic, Timeline, Node Graph and Author were four views of the same mission script, where only one of them could edit anything and only three fields at that. They are now one step: an outline of the mission down the left to navigate by, a panel in the middle that explains the selected beat and lets you change its values, and the script itself on the right. Editing a value in the panel edits the script text — they are the same thing, so they can never disagree.

    It is also honest about something the old tab was not. In an operation or a campaign mission, the score and army-loss settings cannot end the mission — the game forces them off, and the only ending is the one written into the script. The old tab showed those fields as though they worked. This one says so plainly, lists the endings the mission actually has, and warns you if it has none. For a campaign mission it also shows which mission it leads to, with a button through to the menu list where the running order is set.

    Saving rebuilds the script properly, and refuses if it will not compile — a broken script is the one change that takes a whole mission down.

  • A new Menu Entry step. It opens by telling you whether the game will list this scenario at all — and if not, why not, in a plain sentence. That matters because the game itself says nothing: if an entry's ID does not match a map slot, it is skipped without a word, which is the single most common reason a new mission "does not show up". Below the verdict is the menu list exactly as a player sees it, grouped, with your entry marked, and buttons to move it or give it a group of its own. Moving keeps it inside its group, because groups have to stay together.

    The settings shown are the ones this kind of entry actually has. An operation gets its medal times, unit limits and player count; a multiplayer map gets its game type, size and which team layouts it can be played as; a campaign mission gets its chapter number. Nothing offers you a setting the game would not read back. The wording the player reads is shown here too, with a button through to the Text step where it is edited in every language at once.

  • A new Load & Files step. The game builds a chain to get from a menu entry to a playable mission: the entry binds to a map slot by ID, the slot names a set of files, those files name the terrain. When a link in that chain does not line up, the game says nothing at all — the mission just does not appear in the menu, or loads the wrong thing. This step draws the whole chain and marks each link, with a plain sentence saying what is wrong when one does not hold, and a button that takes you to the step where it is fixed. Links that are normally absent (most operations do not use the dialogue file, for instance) are shown greyed as "not used" rather than flagged, so a red mark always means something real.

  • A new Text step, replacing Names & Descriptions. Every piece of text a scenario owns is now listed in one place: the menu name and briefing, and every line the mission shows. Pick an entry and you see it in all 11 languages at once, and saving writes them together. Before, you picked a language from a dropdown and saved one file at a time, so changing an English title left the other ten languages stale with nothing to tell you. If a language does not have an entry yet, it is shown in red with a note — that is the language that shows up blank in game — and typing in it adds it.

    Entries are listed in the order they appear in the mission, and entries with no text yet are listed too, as ordinary empty rows. The old tab hid those and showed a count of "unused" ones instead; they are actually the short "folded" version of each objective line, which some shipped missions do fill in.

    Editing the words works for every entry. Changing which entry a line uses is a different thing: for a menu field it is done right here, but for a mission line that choice lives inside the mission script, so those buttons are greyed out with a note saying so and a button that takes you straight to the Mission Script step. Nothing accepts a click and then quietly does nothing.

  • You can now tell what everything on the map is, at a glance. Every placement in the map editor draws as a small picture of what it actually is, instead of a coloured dot. Light infantry, heavy infantry, recon infantry, anti-tank infantry, snipers and engineers each look different — and so do paratroopers, which get their own airborne markers. Tanks are told apart by weight (light, medium, heavy, super-heavy) and by whether they are the upgraded version. Tank destroyers, assault guns, flame tanks, rocket launchers, armoured cars, towed anti-tank guns, anti-air guns, artillery, trucks, transports, warships, landing craft, every kind of aircraft, every base building, decoy buildings, bunkers, machine-gun nests, gun positions, supply depots, player starts, script waypoints, city and mountain labels, and both shapes of trigger zone all have their own marker.

    The pictures follow a simple pattern: the tile colour says which family it belongs to (green infantry, amber armour, blue air, and so on), the shape says what it does, the small bars along the top say how heavy it is, and a corner mark adds one more fact — a star for an advanced version, an atom for nuclear, a crossed circle for a decoy, a chevron for anything delivered by air. A new Icon key button lists every marker with a short description, the Details panel names the type of whatever you have selected, and an Icon size dropdown (including Off for the old dots) keeps a very busy map readable. The Camp dropdown now reads -1 (neutral), camp 0 (none), camp 1, camp 2… so the no-camp option is obviously the same thing as camp 0. The classification comes from the game's own unit and building descriptions, so a Sherman is a medium tank and a Fallschirmjäger is a paratrooper because the game says so.

    The descriptions come fro...

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RUSE Mod Manager v1.1.7

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@LittleGroove LittleGroove released this 10 Jul 15:54

Added

  • The Mod Editor shows which game version a project was built for. With a project open, the Mod
    Details section now shows a read-only "Game version:" right next to the mod's own "Version:", so you can
    see at a glance which game build the project targets (for example "public (v24087620)") instead of
    guessing.
  • The Mod Manager tells you when a mod no longer fits your game. When you deploy, if one of a mod's
    edits can't find the thing it's meant to change — usually because a game update moved or renamed it — the
    Mod Manager now says so clearly ("NEEDS REPAIR") and names the change, instead of quietly skipping it. So
    a mod that's out of date for your game version no longer fails silently.
  • Pick which game version's mods to use. The old "COMPAT" toggle is now a build selector: choose which
    R.U.S.E. version's mod library you want to see and use (newest first). Your mods are organised per game
    version, so switching just shows that version's list.
  • Use mods made for an older game version on the newest one. If you pick a build whose mods were made
    for an earlier version and deploy them onto your current game, the Mod Manager now translates them across
    versions automatically (using built-in version maps) — so they keep working with no loss of function. It
    tells you in the log that a mod was carried across versions, and flags any of its edits that target values
    the game changed in between, so you know which mods are worth updating (but they still deploy).
  • The newest game version now has the full mod library. The most recent R.U.S.E. build used to show no
    mods to pick from. It now has every mod, built and checked for that exact version, so you can choose the
    newest build and use them all right away.
  • The Mod Manager warns when two enabled mods fight over the same thing. If you enable several mods that
    change the same unit or building stat (for example two different balance mods that both set a tank's HP),
    only the last one actually takes effect. The Mod Manager now tells you exactly where that happens ("this
    edit overwrites an earlier mod") during Deploy, so a stack of mods no longer silently cancels itself out.
  • About & Legal in Settings. A new section at the bottom of the Settings tab. It shows the app
    version, a short note that this is an unofficial fan tool (not made by or connected to Eugen Systems,
    the studio behind R.U.S.E.), a reminder to keep your backups, and a plain note about privacy — the app
    doesn't track you, and the only time it goes online is a one-time check for updates that sends nothing
    about you or your files. There are also buttons to open the project page and the license.

Fixed

  • Deploying from the Mod Editor no longer litters your game folder with backup copies, and gained a
    Restore Clean button.
    The Mod Editor's "Deploy to Game" used to drop a timestamped .bak copy of every
    file it overwrote — clutter you never needed, because the app already keeps a full clean backup. It no
    longer makes those. Instead there's now a "Restore Clean" button right next to Deploy (the exact same one
    as on the Mod Manager and Settings tabs) that reverts your whole game to clean. Deploy also tracks what it
    put into the game and, on the next deploy, reverts anything a previous deploy left behind that the current
    mod doesn't touch — the same clean hand-off the Mod Manager's "Deploy Mods" already does. Because Restore
    Clean is now the way back, the Mod Editor will ask you to make a backup of your installed game first if you
    don't have one yet, so a deploy can always be undone.
  • Deploying from the Mod Editor cleans up leftover files correctly. When a Mod Editor deploy resets
    files that an earlier deploy left modified (but this one doesn't touch), it now restores them from your
    installed game's own clean backup — not from the mod project's backup. Before, deploying a project built
    for a different game version than the one you have installed could reset one of those leftover files using
    the wrong version's clean copy. If a leftover has no clean backup to restore from, the log now says so
    instead of skipping it silently.
  • Opening a mod project checks you have that version's backup first. A mod project is built for one
    specific game version, and it can only be opened against a clean backup of that exact version (the backup
    holds the original files every edit is made against). If you import or open a project for a version you
    haven't backed up, the Mod Editor now stops instead of quietly opening it against the wrong version's
    files — and it names the version the project needs. If that version is still one you can install from
    Steam, it tells you to install it and make a backup; if it's an older, retired build you can no longer
    install, it tells you you'll need a copy of that exact build's backup from someone who still has it.
  • The version pickers now list only the game versions you've backed up. The Mod Editor's "Game
    Version" box, the Convert tab's "Make mod for version" box, and the "Which game version?" prompt (shown
    when a project's saved version isn't one the editor recognizes) now show exactly the versions you have a
    clean backup for — and nothing else. Those backups are the original game files every edit and conversion
    is built against, so the list can't offer a version you have no source files for. They all behave
    identically now, and a backup of a build that has no branch name shows up too (as its build id) instead
    of being hidden. They also keep your current pick when you switch tabs and come back (instead of
    resetting it), and when the version you have installed isn't backed up they default to your newest
    backed-up version rather than an alphabetical one.
  • The "convert an .rmod to every version" source list now shows every version you have mods for. In
    the Convert tab's second tool, the "Source version" dropdown used to list only game versions that have a
    branch name. It now lists every build that has a mods folder — the same set as the Mod Manager tab's
    build selector — with the branch name shown when there is one (and just the build id when there isn't).
    And if a version you pick can't be converted because the app has no maps for it, it now tells you in a
    popup instead of only in the log.
  • Old mods that reference game art keep pointing at the right art. Some very old mods store an art
    reference as a short name instead of a full path. When such a mod was carried to a newer game version, that
    short name could quietly end up pointing at the wrong art (which can look broken or worse). The Mod Manager
    now warns when it sees one of these old-style references, and re-making the mod for its own game version
    turns it into a full path that carries across versions correctly.
  • Big balance mods no longer break the game or lose most of their changes. When a mod adds a new copy
    of a unit that shares a name with an existing one (like a second sniper), the Mod Manager could get
    confused about which unit an edit meant and either drop about a thousand of the mod's changes or crash the
    game at the main menu. Editing a mod's edits now finds the right unit every time, so large balance mods
    (for example Balanced Realism) keep all their changes and load correctly.
  • Some older mods no longer crash the game at the main menu. A few mods (like Zombie Mode and Balanced
    Realism) link one part of the game to another — for example, making a new unit use an existing unit's
    model. That link recorded both what it points at and what kind of thing it is, and in some old mods
    those two disagreed. A newer game build could turn that small disagreement into a crash while loading into
    the main menu. When you deploy, the Mod Manager now sets each link's kind from the thing it actually
    points at, so the link is always consistent and the game loads. This fixes Zombie Mode on the current game
    version (tested in-game) and applies to any mod you deploy — no need to re-make it.
  • Balanced Realism now loads on the current game. This mod (a big unit-balance overhaul) crashed at the
    main menu. It turned out to carry leftover campaign and multiplayer-menu entries from its 2010 origin that
    the current game already includes on its own — and those leftovers were malformed for the new game, which
    is what crashed it. We removed that stale menu data; every one of the mod's actual balance changes (unit
    prices, production times, faction tuning, the artillery nerf) is kept exactly as-is. Tested in-game.
  • Your backups and mod list survive a crash. Backups, deploy caches, and your saved mod
    configuration are now written safely — if the app or PC is interrupted mid-write, it can no longer
    leave a half-finished file that would corrupt your game data or wipe your mod list.
  • The app stays stable with broken or unusual mod files. Opening, converting, or deploying a mod
    file that's damaged, cut short, or made by a different tool now shows a clear message instead of
    crashing, freezing, or locking up the app.
  • Your clean backup is never lost when you re-make it. The existing backup is now kept until the new
    copy is completely finished, so a backup that gets interrupted (disk full, power loss, a locked game
    file) can no longer leave you with no backup at all.
  • Converting a mod is safe to interrupt. If you close the app while it's saving a converted .rmod —
    including when converting one mod to every game version at once — it can no longer leave behind a
    half-written file that won't open next time. Each mod file is now written completely-or-not-at-all, so an
    interrupted convert can never overwrite a good built-in mod with a truncated one.
  • Convert and Deploy stay out of each other's way. Deploy already w...
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RUSE Mod Manager v1.1.6

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@LittleGroove LittleGroove released this 10 Jul 15:45

Added

Fixed

Changed

testing the update mechanics before final release of 1.1.7

Auto-updater asset: RUSE_ModManager_v1.1.6.exe
Full deploy bundle: RUSE_Mod_Manager_v1.1.6.zip (exe + mods/ + profile/)

RUSE Mod Manager v1.0.169

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@LittleGroove LittleGroove released this 05 Jul 22:56

Added

Fixed

  • Fixed the Mod Manager crashing when it finished putting mods into the game. Deploying is now stable.
  • Fixed the app sometimes running in the background with no window showing. If something goes wrong while
    it starts up, you now get a clear message instead of nothing.
  • Stopped a second copy of the Mod Manager from opening when one is already running, so you no longer end
    up with two windows.
  • Update and "Are you sure?" messages now always come to the front instead of hiding behind other
    windows.
  • Making a backup no longer slows the app down while it copies your game files.

Changed

Auto-updater asset: RUSE_ModManager_v1.0.169.exe
Full deploy bundle: RUSE_Mod_Manager_v1.0.169.zip (exe + mods/ + profile/)

RUSE Mod Manager v1.0.168

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@LittleGroove LittleGroove released this 04 Jul 22:15

Added

Fixed

  • Convert to rmod works again. Turning a mod project into a shareable .rmod file could fail, or make a mod that didn't work in the game. It now correctly saves just your changes, and the mod installs and plays as expected. This was a big one — it was affecting converting almost any mod.
  • The Mod Editor always reads the right game files. The Units, Buildings, Economy, AI, and Map windows now point at the data for the exact game version you're editing, and keep working even after a game update moves things around — so they won't come up empty or show the wrong values.
  • Editing an in-game script builds it the way the game expects. When you view or edit a mission or AI script, the Mod Manager now always uses the exact script format the game runs. This closes a gap that could have produced an edited script the game couldn't load.
  • Desktop and Start Menu shortcuts now fix their own icon. If a shortcut was showing a blank or wrong icon (left over from an older version), it repairs itself the next time you open the app — no need to delete or remake the shortcut.

Changed

  • Fully rewritten maps and scripts are saved as whole files. If a mod completely rebuilds a map/scenario or a script (rather than just tweaking a few values), the Mod Manager now includes the entire file so the mod is guaranteed to work in-game. Those mods are a little larger; small edits still save as compact, tidy patches.

Auto-updater asset: RUSE_ModManager_v1.0.168.exe
Full deploy bundle: RUSE_Mod_Manager_v1.0.168.zip (exe + mods/ + profile/)

RUSE Mod Manager v1.0.166

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@LittleGroove LittleGroove released this 04 Jul 07:30

Added

  • New Browse rmods button on the Mods list. It opens your mods folder in File Explorer so you can look at the mod files yourself.
  • Share Order now shows a popup with the exact load order it copied, so you can see what was put on your clipboard before you paste it to a friend.

Fixed

  • Popup and edit windows now open centered on the Mod Manager window instead of jumping to the top-left corner of your monitor.
  • You can no longer shrink a popup window small enough to hide its buttons or controls. Every popup now has a minimum size that always keeps everything on screen — resizing only ever makes it bigger, never cuts things off.

Changed

  • Moved the Import Order… and Share Order buttons to the right side of the mod list toolbar, so they're separate from the buttons that act on the mods you pick.
  • All popups (messages, warnings, and errors) now use the app's dark theme and look the same everywhere, instead of the plain grey Windows boxes.
  • Small edit windows (like editing values in the Raw editor) now share one look and behavior across the whole app.

Auto-updater asset: RUSE_ModManager_v1.0.166.exe
Full deploy bundle: RUSE_Mod_Manager_v1.0.166.zip (exe + mods/ + profile/)

RUSE Mod Manager v1.0.164

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@LittleGroove LittleGroove released this 04 Jul 03:32

Added

  • New 📤 Share Mod button in the Mod Manager. Send your own mod to the community pack in a couple of clicks — the app opens the right upload page and gets your mod file ready to drag in, so every player can get it. No GitHub know-how needed (just a free account). See the new "Sharing your mods" guide for the walkthrough.

Fixed

Changed

Auto-updater asset: RUSE_ModManager_v1.0.164.exe
Full deploy bundle: RUSE_Mod_Manager_v1.0.164.zip (exe + mods/ + profile/)

RUSE Mod Manager v1.0.161

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@LittleGroove LittleGroove released this 03 Jul 22:54

Added

  • Easier ways to help out on our GitHub page. There are now simple, fill-in forms for reporting a bug or suggesting a feature, and a new guide for sharing your own mods — it walks you through where your mod file goes based on which game version it's for.

Fixed

  • The Mod Manager now shows its own icon in the Windows taskbar while it's running. Before, it showed a blank white icon.
  • Desktop and Start Menu shortcuts now keep working after an update — icon and all. Before, an update could leave a shortcut broken or with a blank icon.

Changed

Auto-updater asset: RUSE_ModManager_v1.0.161.exe
Full deploy bundle: RUSE_Mod_Manager_v1.0.161.zip (exe + mods/ + profile/)