docs: a mod for some classes: sacred.hero_type, the spawn's hero types, classes.only, persona when
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committed
Sep 17, 2026
6f1618e
docs: Quick Start and Hero Classes pages, the Steam guide and forum links
Quick Start is the Steam quick start guide as a wiki page: install, where mods go,
and the three mods run in the game (a message on world load, the Dwarf as Wilbur,
Sergeant Aldric with an ambush). Hero Classes documents classmod: CM.replace and
its options, the eight tested bodies, the limits, and that undoing a class mod
means deleting custom/pak/Items.pak and custom/scripts/us/global.res, because the
bake builds global.res on top of the previous one.
Runtime NPCs gains persona (spawn once, adopt after every load), the rule that a
creature's script name is unique (a second CreateNPC with the name moves the first
creature and creates nothing), and make_companion's combat option. The API
reference gets the vars and persona wrappers and classmod; Installation lists the
overlay keys (F7 copies the hero's position); first-mod troubleshooting covers
.lua.txt files and the captured mouse.
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Sep 16, 2026
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docs: runtime mods go in custom/lua/mods, Steam verification restores ijl15.dll
A mod that returns {} bakes to an empty file at its own path, and fs_override
serves any existing custom\ file, so a runtime mod saved as a class FunkCode.lua
hands the game an empty FunkCode.bin. Point runtime mods and the runtime
examples at custom/lua/mods/, which mirrors no game file.
Verify integrity does not stay green: install.cmd replaces ijl15.dll, which
Steam restores. Say so, and to run install.cmd again.
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Sep 16, 2026
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docs: NPC walks and homes, own dialog buttons, fighters, gangs, quest items
Runtime NPCs: Npc:go / place / home / state and the engine's home leash
that stops a walk or pulls a teleported NPC back; an NPC's own dialog
node with buttons that run records on the click (a price paid with IF
HasGold); named fighters with a weapon, a gang that turns hostile after
a talk, horses; text overrides dropped for dead NPCs.
World Objects: a quest item on the ground, the DQ fetch-target shape.
Vanilla Verbs: declare_node, ST.anchor, the death hook, create_obj's
place flag. Cut Scenes: Sc.note for a window nobody speaks. Native
Quests: a solved entry loses its arrow, ten body lines per entry.
Lua API Reference: the new npcobj methods and archetypes.
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Sep 14, 2026
f28b6d7
docs: vanilla scripts decompile on the fly
`sacred.disasm(bytes)` returns the record tables the baker consumes, so
`vanilla.load` no longer needs a pre-decompiled snapshot: it reads the
player's own .bin. Measured on a whole shipped script -- 125,236 records
out of 3.97 MB in 721 ms, and baking them straight back produced a
byte-identical file.
Writing Your First Mod loses the "decompile it once" step; the API
reference gains sacred.disasm and the two-tree package.path.
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Sep 13, 2026
698e2cc
refactor: enhance Lua mod loading with dual tree support and improved path resolution
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Sep 13, 2026
71b8382
docs: add Zones and Barriers documentation and update references
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Sep 12, 2026
84e31d4
docs: add sections for Native Quests, Vanilla Verbs, and Cut Scenes
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Sep 12, 2026
d2cb463
Populate wiki: install, modding, quests/dialog, runtime NPCs, dialog text, API reference
Replaces the old docs/ dev-diary with a modder-facing GitHub wiki:
Home, Installation, Writing-Your-First-Mod, Quests-and-Dialog-Authoring,
Runtime-NPCs, Dialog-Text, Dialog-Nodes (599-node catalogue),
Lua-API-Reference, Reverse-Engineering, plus a _Sidebar.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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committed
Jun 15, 2026
f99fa37