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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 from the game's own tooltips too, so they tell you the things that actually decide how you use something: which artillery can shell ground it cannot see and which must be in position first, which tanks fire on the move and which only when stopped, that no tank can enter woods, which infantry can capture a base and which cannot, that a supply depot sends $9 every 30 seconds, and whether a bomber flattens a fragile, a resistant or a very resistant building in one run.

  • The map icons now show who owns what. Each placement icon carries three extra marks: the nation the unit itself is from (top-left), the nation of the camp controlling it (bottom-left), and the camp number (bottom-right). Those two flags are separate because they can differ — a camp can field another country's units, so a German Grenadier fighting for an American camp shows a German flag on one corner and an American one on the other, and you can see at a glance which side it is really on. HQs show theirs too, as A1, A2 and so on, because an HQ belongs to a team (an alliance) rather than a single camp — with that team's flag when all its camps are the same nation, and no flag when they are not, rather than guessing. The camp number shows N for neutral, X for a placement set to despawn, and 0 for a placement with no camp set — which is what the game treats it as anyway (the first camp), so it is shown as a number rather than left blank looking unowned. Both can be turned off from the Placements panel.

    The controlling nation is worked out the way the game itself works it out, by reading the camp list in the paired mission script, so it matches what you get in play. Only campaign missions, operations and challenges have nations — multiplayer camps are lobby slots with a side and no country, so no controlling flag is shown there. As a bonus, if a placement is set to a camp number the mission script never defines, the Details panel now warns you: the game skips those silently, so that unit never appears in the mission at all. Four such placements ship in the original campaign. (A placement with no camp set at all is a different, perfectly normal thing — it belongs to the first camp, usually the player's side.)

  • Rectangular trigger zones now show their real shape. The game has both circular and rectangular zones (241 rectangles ship across the campaign and multiplayer maps); the editor now draws each zone's true footprint — the circle's radius, the rectangle's width and height — with its marker at the centre.

  • The map editor can now show the shape of the land. A new Relief tick box shades hills, valleys, ridges and cliffs, so you can see where the ground rises and falls instead of guessing from a flat picture. Two spots with the same grass can look identical on the old map even when one is a hilltop and the other a valley floor — now they don't. The shading is read from the map's real 3D terrain, the same one the game builds the ground from, so it matches what you get in play. It is worked out once per map in the background (the map stays usable while it loads) and remembered, so it appears straight away next time.

  • The Units & Buildings editor can now edit a unit's armor. A new Armor level dropdown on each unit sets how tough it is (0 = unarmored, up), and a new Armor / damage table button opens the whole damage‑vs‑armor grid (each weapon type against each armor level) as an editable spreadsheet — the table the old Modding Suite exposed. Change a cell and it applies to the game's real armor maths.

  • The Units & Buildings editor can now change the links, lists and text it used to only show. Object references (like a unit's transport or paratrooper type), tooltip and description text (edited per language), and lists such as a unit's capability flags all now have an Edit button that opens the same pickers as the Raw / Asset Editor — nothing in the unit is display‑only any more. A handful of extra stats (aircraft ground speed, secondary‑weapon ammo, "only retreat under heavy stress", and several projectile fields) also got friendly labels.

  • The Raw / Asset Editor can now edit every value type the game uses. Before, it could only change simple values (numbers, text, colors); it now also edits GUIDs, hashes, byte blobs, zip blobs, times, matrices, and lists, maps, and pairs — add, edit, duplicate, delete, and reorder items, including lists of object references. In short, it can now do everything the old Modding Suite could, and more, without leaving the Mod Manager.

  • Object references — the links between game objects — are no longer read-only. Edit Value on a reference opens a target picker: filter by class, search by name, and pick the target. The editor always sets the link's class to match the object you chose, so a reference can never point at the wrong kind of thing (a common cause of crashes). New Follow ref (jump to what a reference points at) and Find refs (list everything that points at an object) buttons make it safe to review before you change or delete.

  • Whole objects and properties can now be added and removed. You can add and delete objects, and add or remove individual properties. Deleting an object automatically re-numbers every link that shifts and warns you about anything left pointing at it.

  • A localization manager for LocHash properties (a unit's menu name, a map's name, an operation's objective text, a hint, an interface label, and similar). A LocHash isn't text — it's a key into the game's per-language text tables — so instead of showing raw bytes, Edit Value now resolves it to the real words and shows them in every language. You can edit the text per language (the key stays the same); mint a brand-new named string (it creates the entry in every language and tells you what it made); re-point the property at an existing string by searching all the game's text, shown in your configured language (from Settings); or fall back to raw hex. It reads and writes the game's per-language .dic files for you, even though they live in a different .dat, and it opens quickly (the tables are read in one pass and cached).

  • Mods can now change a single file inside a packed archive. Some of the game's files are packs holding many files of their own — the compiled scripts that define what a unit is, the menu and map resource packs, the sound and animation banks. There are 217 of them. Until now a mod that needed to change one script inside a pack had to carry the entire pack, so two mods that each added new unit types replaced each other's pack outright and one of them simply vanished.

    A mod can now point at a file inside a pack, and the Mod Manager rebuilds just that pack around it. Two mods touching different files in the same pack now both work. Two mods touching the same file still can't both win — but you are told, instead of finding out in game.

    Converting a mod picks this up on its own: if a changed pack is one the Mod Manager can read, only the files inside it that actually differ are shipped. For a mod that adds unit types, that is usually one file instead of a whole pack.

  • Deploying two mods that clash now tells you, whatever kind of clash it is. The Mod Manager has always warned when two mods change the same setting on the same unit. But that was the only kind of clash it could see, and mods have grown past it: a mod that adds new units is mostly made of new objects, unit names and descriptions, and whole replaced files, and none of that was checked. Two such mods could quietly cancel large parts of each other out and the log would say nothing.

    Four more kinds of clash are now reported, in the same plain "this overwrites that mod" wording:

    • two mods adding a new unit under the same name, which the game cannot resolve;
    • two mods claiming the same name in the game's object list, the name a new unit is reachable by;
    • two mods setting the same piece of text (a unit's menu name, a description, a map name), where the second silently replaces the first's wording;
    • two mods replacing the same whole file inside a game archive — the worst of the four, because nothing merges: the second mod discards the first's file completely.

    The rule for what counts as a clash has not changed and neither has what actually gets installed: the later mod still wins. You are simply told when an earlier mod's work was thrown away. Two mods that each add their own units are not reported — that is stacking working as intended, not a clash.

Fixed

  • A mod that adds new units could point them at the wrong units, or crash the game. When a mod introduces new units, each one needs a name the rest of the game can find it by. The Mod Manager was writing those names correctly but attaching them to the wrong objects — because the name is stored as a position in the game's object list, and the Mod Manager was making that position up rather than using the object it had just created.

    On a mod adding 21 units, most of the names ended up on a different unit than intended, silently, and one landed on nothing at all — which crashed the game on loading a multiplayer map. Names now carry the object they belong to, and a name whose object cannot be found is refused outright rather than attached to a guess: a name on the wrong unit is worse than a missing one, because the game accepts it and behaves incorrectly.

    This only affected mods that add new objects — none of the 39 mods that ship with the Mod Manager do. If you built a mod that adds units, rebuild it.

    The Mod Manager's own check for "does this mod rebuild the original exactly?" was comparing the names but not what they pointed at, which is why it passed a broken mod. It now checks both.

  • Map edits can no longer be saved into the wrong map. In the map editor, if you had unsaved changes and picked a different map or scenario from the boxes at the top, the editor asked whether to throw your changes away. Answering no kept your changes, as it should — but the boxes stayed on the map you had pointed at. From then on the editor was showing one map's name while holding another map's work, and Save to mod believed the boxes. Your edits were written into the map you had merely clicked on, sometimes creating a scenario file in a map folder that never had one, and sometimes overwriting that map's real scenario. Nothing warned you: the editor's own status line agreed that all was well.

    The save now always writes back to the map and scenario the work was loaded from, whatever the boxes say, and answering "keep my changes" puts the boxes back where they belong. Jumping between maps from another step reloads the whole map — the terrain, the road network, the AI terrain layer and its save path — instead of leaving half of one map mixed with half of another. And the "discard changes?" question now covers everything you can have pending: painted AI terrain, a moved start camera and an edited capture mesh used to be thrown away silently, because only scenario edits counted as changes.

  • You can now click an entry in the menu list to edit it. The Menu Entry step shows the whole menu as a player sees it, but clicking a different entry only highlighted the row — it did not take you there, so the step looked stuck on whichever scenario was already picked. Clicking now moves you to that entry, and the other steps follow it too, so all five stay on the same mission. Clicking a group heading does nothing, as it should, and puts the highlight back where it was. You can also walk the list with the arrow keys: it waits until you stop on a row before opening it, so holding a key down does not try to load every mission you pass.

  • The mission script view can now see the parts it used to skip. It only understood one of the naming styles the game's scripts use, and quietly ignored the rest — including every map tag (the named points and zones a mission's logic hangs off). Across the game's 82 mission scripts that hid about 12,000 lines. All of it is visible now.

  • Mods no longer stop converting the moment the game updates. When R.U.S.E. updates, the build it replaces is retired, and the Mod Manager used to lose track of it — so every mod made for the build you were just on refused to convert to the new one, failing with "not in timeline". That is exactly the moment you need converting to work. The Mod Manager now recognises a retired build from the version mapping it already ships for it, so mods convert straight across an update, in both directions.

  • Mission scripts are found again. The Mod Manager was looking for mission scripts in a folder name that does not exist in the current game version, so every scenario looked as though it had no script. It now reads the real folder name from the game files instead of assuming it.

  • Ten maps that were invisible are listed again. Maps stored in a sub-folder (the flat set) were dropped from the Mod Manager's scenario list entirely. All 43 map folders and all 102 scenarios are now recognised, up from 33 and 92.

  • Editing a text entry no longer skips languages that were missing it. When you edit the words behind a LocHash (a unit's menu name, an operation's title, an objective line), the Mod Manager writes them for every language at once. If one language's text file did not have that entry yet, it used to be quietly skipped — so that language stayed blank in the game and nothing told you. It now adds the entry to those languages too, and every other entry in the file is left exactly as it was.

  • Mission scripts can be read again in the packaged app. The part of the Mod Manager that reads the game's mission scripts (.xyz) was never actually being included when the app was packaged into an .exe. It worked perfectly when running from the Python source, so it slipped through: anything that had to read a mission script just quietly did nothing in the released app. That means the Script Editor could not open a script, and the map editor could not work out which nation controls a placement. Both work now.

    If you have been using the released app and assumed script editing was broken or unfinished, this was why. Running from source was never affected. The fix is verified by building a real packaged app and making it read and compile a mission script from inside it, so this cannot quietly break again.

  • Dragging the map is now smooth, and stops hopping. Dragging used to update only a few times a second, so the map lagged behind the mouse and then jumped to catch up. The main cause: for every building on the map, the editor was re-measuring the nearest road on every single frame — work that never changes while you drag. A drag frame went from about 228 ms to under 3 ms, so the map now follows the cursor properly.

  • Zooming no longer stalls, and the map no longer drifts while you zoom. A wheel notch could freeze the map for up to about a third of a second while it rebuilt the picture. Zooming now keeps showing the picture it already has and sharpens it once you stop, so the worst pause dropped from about 776 ms to under 48 ms. The map also used to slide away from where it belonged mid-zoom and snap back when you stopped — it now stays exactly where it should, to the pixel, on every frame.

  • The high-detail terrain is more reliable. In some situations the decoded terrain could silently never appear, leaving the blurry version up with no explanation. That hand-off was rewritten so it can't fail quietly.

  • In the Raw / Asset Editor, editing a color (Color32), a triple-integer, or a two-integer value no longer fails when you save. These were being read as decimals when the game stores them as whole numbers.

  • The Roads tick box in the map editor now actually works. Turning roads on or off did nothing at all before — the map was redrawn from a saved copy that still had the old setting baked in. It now switches straight away.

  • The map editor no longer stops loading its terrain when a mod project is open. A background message could crash the part of the app that loads the map, leaving you with the plain low-detail picture forever.

  • The map editor's terrain picture is much sharper and its colours are right. Each piece of map terrain holds four times more detail than we were reading — we were only using a small part of the fine-detail data, and putting it in the wrong place, which made the picture blurry and washed out. It now reads all of it. Roads, hedgerows, field edges and coastlines are crisp, and the colours match the game. Your old terrain pictures are re-made automatically the first time you open a map. Thanks to ProlutionXbox for spotting this.

  • The map now opens straight away and gets sharper as you look at it, at full game detail. Before, the editor built one huge picture of the whole map before you could see anything, which is why high detail was slow and the biggest maps could not go all the way. Now it only works on the part of the map you are actually looking at, so the map appears at once and fills in behind you. Zoom in and it keeps resolving more real detail instead of going blurry — right down to individual trees and road edges. Finished pieces are saved next to your mod, so the next time you open that map they appear instantly.

  • In the map editor, depots and HQs now snap to a more accurate distance from the road. HQs were snapping too far out; the distances are now measured from every shipped map, so placed buildings sit closer to where they should.

  • Converting a mod to the current public build (and between other game versions) no longer fails with "no shipped mapping". Convert now uses a direct version-to-version map for each pair instead of stepping through the builds in between, so every version-to-version conversion works and is more accurate.

  • When a backup fails because a game file is in use, the error now names the exact file and tells you what to do (close R.U.S.E. and Steam, then retry; check antivirus if it persists) instead of showing a bare "Permission denied".

Changed

  • Every part of the app is translated again. The new Raw / Asset Editor and Units & Buildings tools, the five scenario steps, and the new map icon settings were showing English in every language. All of it is now translated into all 10 languages.

  • The Duplicate this unit and Migrate to nation buttons are gone for now. The guide already warned that neither one made a unit that works in the game. Rather than leave two buttons that look like they work and don't, they are hidden until they are fixed and tested in game. Everything else in the Units & Buildings editor works as before, and so does Duplicate this ammo, which is how you give one unit its own weapon.

  • The scenario steps are now in the order the game uses them. They read left to right as Menu Entry, Load & Files, Map Editor, Mission Rules & Script, Text — which is the order the game itself goes in: a menu entry finds a map slot, the slot names the files, the files hold the placements, the script decides how it plays, and the text is what the player reads. Each step says which number it is, so having them in a different order than their numbers was just confusing. The Map Editor is third now instead of first, but it is still the tab you land on when you open it, so nothing changes about getting to the map.

  • "HQ" in Add Placement is now called "Player start", and explains itself. There are two different things in the game that people call an HQ, and the editor used one word for both: the player start (a marker — the game builds the right HQ there for whichever nation that team is playing, so it has no camp or nation of its own), and the HQ building (a real building for a specific nation, with its own camp). Picking "HQ" only ever made the first one, and nothing said the second existed — even though it was already there, under Building. The kind is now named for what it is, and choosing any kind shows a short description of it, so the two are no longer confused.

  • In the Raw / Asset Editor's property list, the Type column now sizes to fit its content and the Value column grows with the window, so widening the window shows more of the value. Values also display in full (a whole list, not just the first few items).

  • In the map editor, a placement's details panel is now always editable — you can change a placement's values any time it's selected. The "Edit placements (drag)" checkbox now only turns on dragging placements around the map.

  • In the map editor, the Detail setting is gone. It used to choose one fixed picture size for the whole map; the map now always shows the game's finest terrain and simply works on the part you are looking at, so there is nothing left to choose.

  • Moving and zooming the map is much smoother. Dragging now follows your mouse instead of lagging behind and jumping when you let go, and the zoom steps more evenly and reacts straight away. Zooming in quickly no longer makes the map dart around before it settles on the spot you zoomed at. The map view does roughly ten times less work per movement than it did.

Auto-updater asset: RUSE_ModManager_v1.1.9.exe
Full deploy bundle: RUSE_Mod_Manager_v1.1.9.zip (exe + mods/ + profile/)