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RUSE Mod Manager v1.1.7
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a mod that's out of date for your game version no longer fails silently.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.bakcopy 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 waited for a conversion to finish;
now converting also waits if a backup, deploy, or restore is running, so the two can't read or write the
same files at the same time. - The app checks before closing mid-job. If a backup, deploy, restore, or conversion is still running
when you close the window, it now asks first so you don't interrupt it by accident. - Scanning a mod folder no longer freezes the app. "Scan for Changes" now runs in the background, so a
large or slow (or network) folder doesn't lock up the window. - Nothing in a mod is silently dropped when converting. If the converter can't turn one specific
change into a small surgical edit, it now keeps the whole original file for that piece instead of quietly
skipping the change — so a converted mod always does exactly what the original did. - Switching game versions keeps the right built-in mods. If you change the R.U.S.E. branch in Steam
while the Mod Manager is open, it now loads the built-in mods and patches for the NEW version (it used
to keep the old version's ones, which could break multiplayer). - A failed mod no longer leaves your game half-modded. If a mod errors out during Deploy, the Mod
Manager now leaves your game untouched and tells you which mod to fix, instead of applying a broken
result. - Mod list behaves as expected. Clicking the empty space below the list no longer toggles the last
mod; "Enable/Disable All" now only affect the mods you can actually see; built-in mods remember your
on/off and cache choices between launches; and a mod tagged for a different game version no longer
sneaks back into the list. - Sharing load orders is more robust. Mods whose name contains a "|" now share and import correctly,
and if a shared order lists the same mod twice it's handled cleanly instead of doubling it. - "Restore Clean" also frees up disk by clearing old deploy caches, and the Deploy/Backup buttons
can no longer get stuck disabled if starting the job hits an error. - Fewer rare crashes when closing editor windows. If you closed a map or raw-asset editor while it was
still loading a preview or running a search in the background, the app could throw an error. Those
background tasks now check the window is still open first. - Windows and pop-ups now open in the middle. The Mod Manager window itself now opens centered on
your screen instead of in a corner. And message boxes, editor windows, the operation-editor pickers,
and file pickers now open centered over the app — even when it's maximized or on a second monitor
(pop-ups no longer jump back to the main screen or hide in the top-left corner). - The whole app now shows in your language — and reads better. Every screen, including the scenario,
objectives, timeline, and mod-authoring tools, is now fully translated in French, German, Italian,
Spanish, Polish, Czech, Russian, Japanese, and Chinese, with no leftover English. On top of that, every
translation was checked line by line against the English for accuracy and consistent wording — so, for
example, a message that tells you to click a button now names that button exactly as it appears in your
language, and a few words that didn't quite match the original meaning were corrected. - Changing the display language is smoother. The restart prompt now appears in the language you're
switching to, your choice is kept even if you don't restart right away (it takes effect next time you
open the app), and the app no longer gets stuck if you change your mind, scroll the page, or close the
window while the prompt is open — closing always closes. - Running from the source download now includes everything. The "run from source" copy that ships
with each release was missing several parts of the app — the scenario/operation editor and its tabs, the
shared color theme, and the auto-applied patch mods — so those could fail when you ran from source
instead of the .exe. The source copy is now complete, its setup list has everything needed to rebuild
the game's mission scripts, and the build now works out what to include on its own, so nothing gets left
out again.- The Mod Manager could refuse to open (or close straight away with an error) if its
settings.json
or saved-state file got damaged into the wrong shape — for example edited down to a bare number or
a list instead of the normal settings. It now treats a damaged file as "no saved settings" and
starts up normally with defaults instead of failing to launch.
- The Mod Manager could refuse to open (or close straight away with an error) if its
- Fixed the Mod Manager hanging on startup when an update was available — it could sit there with an
invisible window that wouldn't respond and wouldn't close. The "a new version is available" prompt
now appears on top of the open window (with its own taskbar button), so you can always see it and
answer Yes or No. - The Mod Manager no longer refuses to open if its
settings.jsonor saved-state file gets damaged
into the wrong shape (for example edited down to a bare number or a list). A damaged file is now
treated as "no saved settings" and the app starts normally with defaults.
Changed
- The Convert tab no longer asks for an ID. The mod's ID is now made from its Name automatically
(with the version number added), exactly the way it already worked when you convert an open Mod Editor
project to an .rmod. Both routes now run the same conversion — the only difference is where the details
come from — so an .rmod you make either way turns out identical. - The built-in mods hold up far better across game updates. Every mod that ships with the app was
rebuilt to find the parts of the game it changes by name — and by which unit, weapon, or turret they
belong to — instead of by their position in the game files. So when a R.U.S.E. update shuffles things
around, these mods are much more likely to keep working on their own, with far fewer edits landing in the
wrong place or needing repair. Name and text mods (like the zombie mod) now also stack cleanly with other
mods, instead of one replacing a whole text file. This applies to mods you make yourself, too:
converting a mod folder to an .rmod now produces the same durable, update-resistant addressing, so your
own mods survive game updates the same way the built-in ones do. - Built-in maps translate a mod between game versions. The app ships direct maps between R.U.S.E.
builds, so a mod can be deployed onto — or converted for — a game version other than the one it was made
for, with its edits re-pointed to the right places automatically. (This is what powers the build selector,
"use older mods on the newest game," and "convert an .rmod to every version.") - Converting a mod to an .rmod is dramatically faster. A big mod that used to take around half an
hour to convert now finishes in well under a minute, with byte-for-byte identical results. - The Convert tab is clearer. It's now split into two clearly-labeled tools — ① make an .rmod from a
mod folder, and ② convert an existing .rmod to every game version — with a divider between them, so it's
obvious they're separate steps (they used to look like one big form). - You can see what's happening during long operations. Backup, Restore, and Deploy now show each file
as it's worked on (and which large data file is being prepared during a deploy), so it's clear the app
is busy and not frozen. The log now uses clearer colors: cyan for work in progress, green only when
something is actually finished, yellow for warnings, and red for failures. - Clearer about being unofficial, and about privacy. Added a short "Legal & Privacy" note (in the app
and the guide): the tool is fan-made and unofficial, you use it at your own risk with no warranty, and
it does not collect any personal information. - For anyone who helps translate the app: the language files were reorganized. The single big
lang.jsonfile is gone. Translations now live in alang/folder with one file per language —
us.jsonfor English,fr.jsonfor French,ger.jsonfor German, and so on. Each piece of text now
has a short fixed label (an ID likemgr.deploy_done) instead of using the English sentence itself as
its label. That means tidying up the English wording no longer quietly wipes out the other languages'
translations the way it used to. If you want to add a language or fix a wording, edit the matching
lang/<code>.jsonfile
Auto-updater asset: RUSE_ModManager_v1.1.7.exe
Full deploy bundle: RUSE_Mod_Manager_v1.1.7.zip (exe + mods/ + profile/)