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cheaterbob edited this page Oct 13, 2026
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- Pack discovery, stable IDs, dependencies, ordering, conflicts, and enable state
- PNG asset-slot patches for Core weapons, clothing, players, enemies, reviewed UI, environment, effects, and legacy presentation artwork
- Inherited enemies, clothing, weapons, and usables
- All 79 Core challenge behaviors through inheritance, 15 general data-driven challenge objectives, difficulty profiles, and selectable game modes with weapon, spawn, wave, economy, and player rules
- Hybrid Core catalogs backed by existing Unity prefabs
- The Tiled authoring pipeline: visual layers, animated tiles, pack-local audio, gameplay templates, loose pickups, moving platforms, particles, explicit navigation links, visible machine art, and validated interaction graphs
- Enemy
spawnOnDeathandspeedPulsebehavior modules have passed their initial gameplay confirmation but remain experimental for v1 - Original-enemy animation event tracks support animation-timed hits, multi-hit attacks, bounded facing-relative impulses, positional audio, camera shake, atlas sprite effects, and inert semantic authoring cues
- Weapon charge, beam, alternate-fire, melee, physical-projectile, presentation, and sprite-animation modules; core mechanics have been exercised, while the revised charge/recoil feedback needs a regression pass
- Clothing attachment, tearing, armor, and equipped-stat overrides
- Normalized player and original-enemy animation import, including transform, sprite, color, sorting, safe-event, and bounded particle tracks; enemy rig/animation schema version 1 is frozen
- Unity Core-enemy preview and original-skeleton mod-enemy preview, source/JSON comparison, pack discovery, clip creation, rig-aware numeric/sprite tracks, event/effect markers, live validation, Undo/Redo, and guarded save-to-mod tooling
- Fully loose Core artwork, colliders, projectiles, and specialized mechanics
- General Core audio replacement slots. Mod API v1
assetPatchfiles are PNG-only; pack-local audio is supported only by content types with explicit audio fields. - Core enemy rigs and all public semantic clips can be exported as packaged normalized definitions; vanilla runtime enemies still use prefab controllers as a compatibility fallback while specialized attack and AI parity is completed
- Arbitrary new scripted machine behavior and custom Unity components
- A standalone graphical mod-maker
See the v1 release checklist for the verification and publication work that remains. This page describes capability, not a release promise.
Published from Docs/Modding/Public. The repository documentation is the canonical source.
Captivity Reloaded wiki* Captivity Reloaded Wiki
- Getting started
- Core concepts
- Content types
- Authoring tools
-
Reference
- Example pack index
- Schema index
- Field-by-field API reference
- Public asset-slot catalog
- Core enemy asset slots
- Validation and errors
- Validation/error-code catalog
- Mod API changelog
- Migration guides
- Troubleshooting
- Glossary
- Defaults and compatibility
- Resource limits
- Mod-author test matrix
- Implementation status
- Mod API v1 release checklist
- Release verification runbook
- Release evidence template
- Licensing and redistribution
- Development