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Releases: jarlbrak/ftk-mod-framework
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v1.8.1
FTK Mod Framework 1.8.1
This patch fixes weapon tooltip presentation. Eligible Paladin hammers now show
two separate rows in the game's native skill color:
Paladin Skill: CensurePaladin Skill: Smite
The framework derives these labels from registered class and weapon associations.
Native weapon actions, modifiers, combat behavior and class eligibility are
unchanged. Paladin remains version 2.0.1; no new mod package is required.
The public Paladin guide now follows the in-game weapon tooltip's wording and
order, including set and artifact perk text. Roll symbols appear above the item
name, and Artifact hammer cards use the native red theme. The website uses
original artwork and browser substitutes for native fonts and icons, with the
set preview showing no matching armor or armament equipped.
Updating
Compatible Stable-channel launchers receive framework 1.8.1 before the next Play.
Fully close and restart the game to load the new framework. Existing pins remain
unchanged. Fresh installations can use the platform launcher archives attached
to this release.
Verification and limits
All 14 Paladin hammer tooltips were inspected in a disposable macOS game copy.
Each displayed both skill labels once. The front, modifier, skill, perk and set
rows matched the website text in the same unequipped set context. Representative
common, rare and Artifact cards were visually reviewed for spacing and clipping.
Weapons were supplied through a test-only starting-inventory fixture; this does
not establish ordinary acquisition.
The focused CombatProficiencies suite passed 116 checks. The framework Release
build and the desktop/mobile website checks passed. Release packaging, broader
game-free validation and public delivery are recorded in the
validation record.
No new Windows, Linux/Proton, co-op, save lifecycle or gameplay balance claim is
made by this presentation fix.
Public delivery verified: all 13 release downloads matched their checksums, and the deployed wiki passed its full desktop/mobile browser suite. All 14 Paladin weapon cards display both skill labels exactly once.
v1.8.0
Framework 1.8.0 adds optional Guardian profile effects for Guard-driven equipment roles, used by Paladin 2.0.1.
- Guard can ready one healing opportunity for the next focused, class-owned Smite.
- Actual Guard mitigation can ready a bounded, one-use physical attack bonus.
- Guard attack bonuses and legendary Reckoning use the stronger charge instead of multiplying together.
- Opportunities expire, consume on qualifying attempts, and clear with equipment and combat lifecycle changes. Existing profiles retain their defaults.
Update the framework before installing Paladin 2.0.1. Equipment Exchange remains built in and uses the existing shared Guild Token.
Launcher bundles are available for macOS, Windows and Linux. Packaging verification and native gameplay coverage are recorded separately in the release validation document.
Paladin 2.0.1
Paladin 2.0.1 gives each endgame armor role its own reason to use Guard.
- Mercy: Guard still heals immediately and now readies one healing bond. Your next focused Smite heals the chosen ally if it lands. Matching armament improves that heal from 12% to 15% of the ally's maximum HP.
- Verdict: keeps the strongest protection, retaliation, and matching-armament ward against eligible direct-hit conditions.
- Censure: protecting an ally from a real incoming hit readies +50% damage for your next qualifying single-target physical attack. Its passive physical damage bonus is removed.
Healing bonds and vengeance charges are one-use, expire at the end of your next turn, and cannot be banked through equipment changes. A qualifying miss spends the opportunity. Censure and Kingsfall use the stronger attack bonus; they do not multiply together.
Requires FTK Mod Framework 1.8.0 or later in the 1.x series. Update the framework first, then update Paladin from Mods. Equipment, artwork, Guild Tokens and the Back Alley vendor remain compatible with existing Paladin saves.
v1.7.1
Guard now shows a shield beside the protected ally’s player card, using the game’s native status row and tooltip style. Hover it to see the protection explanation. The indicator clears when Guard ends or its guardian can no longer protect the ally.
Update the framework and restart the game. Paladin 2.0.0 continues to use the shared Equipment Exchange and requires no separate store mod.
Download the launcher archive for Windows, macOS or Linux below. See the installation guide for setup.
v1.7.0
FTK Mod Framework 1.7.0 adds a shared Equipment Exchange for participating class and equipment mods.
- One universal Guild Token and a native Back Alley vendor, with catalogs supplied by installed mods. No separate currency mod is needed.
- Class-relevant offers, owned-item hiding, and checked single-player token purchases.
- Matching armor-set roles and hammer-gated class abilities for Paladin 2.0.0.
- Improved equipment materials, attachment handling, item framing, and native-style combat icons.
- Includes the Tweaks, automatic report delivery, and missing-content save checks introduced in 1.6.x.
Download the launcher archive for Windows x64, macOS, or Linux x64, extract it into a permanent folder, and start the modded Steam shortcut. The Linux ARM64 bundle supplies helper tooling, not a native ARM game port. Compatible 1.x installations can update through Mods > Updates. Restart after updating.
Paladin 2.0.0 installs separately through Mods > Discover and requires framework 1.7.0 or a compatible later 1.x release. Existing game-build compatibility checks remain in effect.
Paladin 2.0.0
Paladin 2.0.0 brings three distinct armor roles and a shared token path for final-tier gear.
- Mercy: healing and holy magic through a stronger Smite, with reduced physical offense and Guard strength.
- Verdict: durable ally protection and retaliation, with reduced offense and healing.
- Censure: physical vengeance, with reduced healing, magic and defense.
Matching armor activates the role; matching armaments add a completion benefit. Trinkets and necklaces do not count toward set thresholds.
Censure and Smite are Paladin class actions that require an eligible hammer. All fourteen Paladin hammers provide Strike, a regular single-target hit, so other classes can use them without acquiring Paladin skills. Smite deals magic damage and can stun on a perfect hit.
Earn universal Guild Tokens from eligible level-8-and-above enemies and exchange one token for one final-family piece at a city's Back Alley vendor. Offers match the buying character's class and hide pieces already owned. The service is built into the framework and supports catalogs from other mods.
The collection includes six equipment families, twelve accessories and three legendary artifacts, with revised materials, helmet fit, weapon placement, item framing and artwork. The banner is an original promotional illustration.
Requires FTK Mod Framework 1.7.0 or a compatible later 1.x release. The same archive is listed for Windows, macOS and Linux; the existing game-build compatibility check applies. Update the framework first, install Paladin through Mods > Discover, then restart. Back Alley purchases are single-player.
v1.6.2
FTK Mod Framework 1.6.2 (preview)
Framework 1.6.2 fixes two problems: automatic bug reports were never
delivered from a real install, and resuming a save that uses content that
isn't installed hung on "Crafting adventure". It adds no new tweaks. Everything
else in 1.6.1
and 1.6.0
applies unchanged.
This is a preview release. It is published as a GitHub pre-release, so the
Stable update channel does not install it. Preview-channel installations,
including 1.6.0 and 1.6.1, receive it; you can also pin v1.6.2 in
Mods > Updates.
Fixes
Automatic bug reports are delivered
Automatic bug reports (on by default under Mods > Settings & Help) send
detected errors and unexpected exits to the public GitHub tracker. Until now none
of them arrived. There were three causes:
- The queue was in a folder the helper refuses. Automatic reports were queued
inBepInEx/ReportingAutomaticDelivery, and the helper only sends requests from
BepInEx/ReportingDelivery. The queue is now
BepInEx/ReportingDelivery/Automatic, with its own lock, pending copy and
receipt. Every helper already shipped accepts it, so no launcher update is
needed. - One stuck report blocked every later one. A saved automatic report now gets
one attempt per launch, with its original ID and bytes. Once it has failed in the
current launch, a newer unexpected-exit or error report replaces it. An
unexpected exit is sent before an error. A report that the helper or the service
can never accept is deleted instead of retried. - A game error used up the allowance. The game's sound engine throws a
NullReferenceExceptioninAkInitializer.OnApplicationFocusat startup on
every launch, with or without mods. It took the only pending slot and one of the
three reports allowed per launch, so later real errors were not reported. It is
no longer reported and no longer counts. Errors already reported in the last 30
days are also skipped before they count. Both stay in the log dump of any
report.
A replaced report that might already have reached GitHub, for example after a
timeout, is never resent under a new ID. See
Reporting a problem.
Saves with missing content are refused instead of hanging
Resuming a save that refers to an enemy, map encounter, item, class, quest or
adventure that is not installed used to stop on "Crafting adventure" for good.
Now, before anything loads, the framework reads the save from Resume or from
Load, checks those identifiers against the installed content and, if any are
missing, shows the game's own dialog Can't load this save. The dialog reads,
for example, "This save uses content that isn't installed: 1 enemy type, 1 map
encounter, 1 item", names the mod when it can, and says the save file has not been
changed. OK returns you to the title screen or the Load menu. LogOutput.log
gets one [save-guard] warning that lists the missing identifiers.
The check only reads the save. If it cannot read a save, it logs a warning and
lets the game load as before. Limits are in
Save compatibility.
Upgrade notes
- Automatic reports from 1.6.1 and earlier were never delivered. The first
launch of 1.6.2 deletes the old queue's files in
BepInEx/ReportingAutomaticDelivery, and the empty folder, without sending
them, and logs one line. Unrecognized files there are left in place. If you
want a problem from an earlier version looked at, use Options > Report Bugs. - While automatic reports are on, an unexpected exit from the last seven days that
was never reported can be reported on the first launch of 1.6.2. - Old saves that use removed content now show "Can't load this save" instead
of hanging. This mostly affects development saves and saves made with a mod that
has since been removed. Reinstall the mod, start a new adventure, or pick another
save from Load. - Stable users stay on 1.5.1 until a later stable release is published.
Preview-channel installations from 0.1.0 up to 1.6.1 on the verified game build
are in the automatic update range; other game builds keep their bundled version. - Tweak choices, Session records and save keys are unchanged from 1.6.1. Make a
backup before testing a preview. - Use a full game restart after updating.
Verification and limits
Game-free checks. The Release build and the full game-free matrix pass:
framework, Tweaks, save content guard, reporting (including the automatic queue),
player-mod and performance tests, installer fixtures, Go helper and catalog
checks, launcher and release-manifest checks, harness tests and the packaging dry
run. The reporting tests' stand-in helper enforces the real helper's path rule, so
a queue the helper would refuse fails them. Both the 1.6.1 helper and the new one
accepted the new queue in an offline run. A build or a game-free test does not
prove in-game behavior.
Live evidence for the save check comes from one macOS test copy, solo
offline, keyboard and mouse (live batch 7):
- Resume refuses a copy of a development save that uses a removed enemy, map
encounter and item: the dialog appears, one warning is logged, OK returns to the
title with Resume selected, and a second attempt refuses again. - Load, then Start, refuses the same way, and OK keeps the Load menu open.
- The save file is unchanged after four refusals.
- A valid save loads through Resume and through Load, and reaches the map. The
check took 45 to 176 ms. - The old automatic queue's removal line was logged once. No
SELF-TEST FAIL, no
[Error]line and no exception from the new code.
Known limitations:
- Save check: classes are stored by position, so a class ID now used by a
different class loads as that class. Only the identifier kinds above are
checked. A co-op client that lacks content the host has is not checked before
the load. Co-op host refusal and title-screen activation mode have not been
played. - Automatic reports: sending is best effort. An automatic error report has
not been delivered live, and Windows and Linux delivery has not been exercised. - Session tweaks are off in online co-op until the co-op contract ships.
- Open live gates from 1.6.0 and 1.6.1: the watchdog's host acknowledgement check
with a real remote client; each softlock signature firing live; a vanilla load
of a save that carries records (#253 L8); a second Find Herb in the same dungeon;
the group shield icon clearing; the Petrified and Dazed icons; the skip-turn
popup fix, which only the Scourge triggers; Skip intro on a platform where the
intro plays; controllers; local multiplayer and online co-op. - Controllers are not supported for Refund movement focus or One-press
inventory. - Windows and Linux/Proton gameplay is unverified. Windows launcher availability
remains a preview; Linux arm64 is helper tooling, not a native ARM game port.
macOS downloads are not notarized and may require right-click > Open. Steam may
need one restart to refresh shortcut artwork.
Known issue, not caused by the framework: on macOS the game can hang when you
quit, inside the game's own sound engine while it unloads its sound banks. Force
quit the game if it does not close.
The verified game assembly remains
94cab5f9be9633f7f85f6f072e0b5b919c605bbecb3414422f8f008d9b2bc1c8.
v1.6.1
FTK Mod Framework 1.6.1 (preview)
Framework 1.6.1 fixes two problems found while playing the 1.6.0 preview: the
Refund movement focus key ended your turn, and the stuck-turn watchdog wrote
warnings when nothing was stuck. It adds no new tweaks. Everything else in
1.6.0 applies unchanged.
This is a preview release. It is published as a GitHub pre-release, so the
Stable update channel does not install it. Preview-channel installations,
including 1.6.0, receive it; you can also pin v1.6.1 in Mods > Updates.
Fixes
Refund movement focus key
- The default key is now F. In 1.6.0 the default was Backspace, which is
also the game's End Turn key. Pressing it ended your turn, left the focus
spent, and logged nothing. F is not used by any of the game's controls. - A saved Backspace becomes F. BepInEx wrote the 1.6.0 default into every
config file, so a savedBackspaceis treated as the old default. At startup it
is rewritten toF, with one log line. - A conflicting key never refunds. A key that one of the game's controls also
uses is ignored, and you get one warning in the log. The check now runs when the
HUD redraws and on every press, not only while refundable pips show, so the
warning appears even when the game acts on the key first. The refund tooltip
names the key only when it is usable. Clicking a faded pip still refunds. - The refund tooltip is correct from the map. Moving the pointer onto a faded
focus pip straight from the map showed the game's "Focus Points" tooltip. It
now shows "Refund focus". - The tweak summary states the rule. You can take back up to one point per
move you have left, whenever you are standing still with no path chosen, so a
refund is offered again after a walk.
The key is [TweakKeys] RefundMovementFocus in
BepInEx/config/com.ftkmf.framework.cfg, default F. None turns the key off.
Stuck-turn watchdog
The [Diagnostics] StuckTurnWatchdog warning no longer fires:
- while an encounter's choice menu, such as Fight or Sneak, waits for you;
- while a tutorial popup or the encyclopedia holds the input focus;
- for the host's own acknowledgement. The host acknowledgement check now counts
only other players, so a single-player run never writeshost-ack-15s.
The 20 and 90 second thresholds, one line per episode and the ten-line cap are
unchanged. The watchdog still changes nothing in the game and never opens a
report on its own.
Upgrade notes
- Refund key. If your config has
RefundMovementFocus = Backspace, 1.6.1
changes it toFat startup. The log reads
RefundMovementFocus was Backspace, the game's End Turn key and the old default; it is now the default, F.
Any other key you chose is kept. As a result,Backspacecannot be chosen as
the refund key, even if you have moved End Turn to another key. - Stable users stay on 1.5.1 until a later stable release is published.
Preview-channel installations from 0.1.0 up to 1.6.0 on the verified game build
are in the automatic update range; other game builds keep their bundled version. - Tweak choices, Session records and save keys are unchanged from 1.6.0. Make a
backup before testing a preview. - Use a full game restart after updating.
Verification and limits
Game-free checks. The Release build and the full game-free matrix pass:
framework, Tweaks, Session record hooks, stuck-turn, reporting, player-mod and
performance tests, installer fixtures, Go helper and catalog checks, launcher and
release-manifest checks, harness tests and the packaging dry run. A build or a
game-free test does not prove in-game behavior.
Live evidence comes from one macOS test copy, solo offline, keyboard and
mouse, with a build of these fixes (live batch 6):
- Migration: a saved
Backspacelogs the migration line once, and the config
then readsF. - F refunds: a press refunds one point, focus 3 to 4 and action points 6 to 5,
with one log line. Backspace ends the turn as vanilla does, with no refund and
nothing logged. - Conflicting key: with
M, the warning appears once, at the first HUD
redraw. Eight presses across two turns give no refund and no second warning,
and a pip click still refunds. - Tooltip: five hovers, from four map points and one neighbouring pip, all
show "Refund focus" with key F. A full pip still shows the game's "Focus Points". - Watchdog: no
STUCK-TURNline with the Fight or Sneak menu open for about
89 s, a turn-start tutorial popup open for about 73 s in single-player, the
encyclopedia open for 38 s and 39 s, the Market open for 45 s, or across 16
normal end turns. - No
SELF-TEST FAILand no exception from either change.
Live play of the 1.6.0 preview since its release also confirmed that Show Taunt
and Petrified status icons shows the Taunt icon in combat and clears it after,
and that Refund movement focus exactly reverses a conversion, is blocked while
a path is set or during a walk, and leaves End Turn working at 0 action points.
Known limitations:
- Session tweaks are off in online co-op until the co-op contract ships.
- Open live gates: the watchdog's host acknowledgement check with a real remote
client; each softlock signature firing live; a vanilla load of a save that
carries records (#253 L8); a second Find Herb in the same dungeon; the group
shield icon clearing; the Petrified and Dazed icons; the skip-turn popup fix,
which only the Scourge triggers; Skip intro on a platform where the intro plays;
controllers; local multiplayer and online co-op. - Controllers are not supported for Refund movement focus or One-press
inventory. - Windows and Linux/Proton gameplay is unverified. Windows launcher availability
remains a preview; Linux arm64 is helper tooling, not a native ARM game port.
macOS downloads are not notarized and may require right-click > Open. Steam may
need one restart to refresh shortcut artwork.
Known issue, not caused by the framework: on macOS the game can hang when you
quit, inside the game's own sound engine while it unloads its sound banks. A
sample of the hung main thread showed no framework code. Force quit the game if it
does not close.
The verified game assembly remains
94cab5f9be9633f7f85f6f072e0b5b919c605bbecb3414422f8f008d9b2bc1c8.
See the Tweaks guide
for implementation details.
v1.6.0
FTK Mod Framework 1.6.0 (preview)
Framework 1.6.0 adds Tweaks: small, switchable corrections to the base game
that the framework itself ships. They fix defects, show information the game already
tracks, and remove UI friction. Open Mods > Tweaks to see each tweak with its
summary, scope, default and any balance note. Choices save immediately, and
Reset all to defaults returns every row to its default.
This is a preview release. It is published as a GitHub pre-release, so the
Stable update channel does not install it. Choose Preview or pin v1.6.0 in
Mods > Updates to try it. Many tweaks are tested only by game-free checks so
far; see Verification and limits below.
Tweaks in this release
Each row reads "Title: On/Off", with "(default)" while it follows its default.
Only you tweaks change only your own screen or input and apply at once.
Shared rules tweaks are Session tweaks: they change the rules of a run, apply
in solo and local play, and take effect from the next run you start or resume.
Fixes
| Tweak | ID | Scope | Default | Balance note |
|---|---|---|---|---|
| Dungeon names in quest text | fix.quest-dungeon-name |
Only you | On | None |
| Clear the Wet icon after combat | fix.stale-wet-icon |
Only you | On | None |
| Clear the group shield icon after combat | fix.stale-group-shield-icon |
Only you | On | None |
| Show Taunt and Petrified status icons | fix.player-status-icons |
Only you | On | None |
| Correct Perfect chances | fix.perfect-chance |
Only you | On | None |
| Unstick the skip-turn popup | fix.stuck-skip-turn-popup |
Only you | On | None |
| Find Herb in dungeons | fix.dungeon-find-herb |
Shared rules | On | Herbalists can find herbs each party turn in dungeons, not once per visit; many more herbs in the Endless Dungeon. |
| Keep poison countdowns on load | fix.poison-decay-resume |
Shared rules | On | Poison no longer lasts extra turns after loading a save. |
- Dungeon names in quest text shows the dungeon's name in quest dialogue
instead ofSTR_DungeonNoneDisplay, as after the King's Maze. - Clear the Wet icon and Clear the group shield icon hide those status
icons on your HUD outside combat, as the game already does for other combat
statuses. - Show Taunt and Petrified status icons turns on the game's own Taunt and
Petrified icons on your HUD in combat, and names Dazed in the stunned icon's
tooltip when only Dazed applies. - Correct Perfect chances makes the Perfect figure on combat buttons count
Shocked, Illuminated and Darkness, and Taunt's own accuracy. Rolls are unchanged. - Unstick the skip-turn popup closes a skip-turn popup that was interrupted
before it closed, once, as the game would have closed it. - Find Herb in dungeons refreshes the party's Find Herb cooldown after each
full turn cycle in a dungeon, as a new round does outside. - Keep poison countdowns on load saves each character's poison countdown, so
poison wears off on the same end turn as if you had never saved. It never
shortens poison.
Information
All Information tweaks are Only you and off by default. None has a
balance note.
| Tweak | ID | What it shows |
|---|---|---|
| XP within the level | information.xp-in-level |
XP as progress through your current level, matching the XP bar, with your total in brackets |
| Poison turns left | information.poison-turns |
End turns left until your poison wears off, in the poison status tooltip |
| Sell price in item details | information.sell-price |
At a shop, what each unequipped item in your inventory sells for, on its item card |
| Mark encounters that vanish | information.vanishing-encounters |
On a known encounter's hover card, that leaving it or ending your turn there removes it |
| Name the achievements House Rules disable | information.house-rules-achievements |
When your House Rules count as easier, that the three Defeat Vexor achievements and win statistics won't be recorded |
Convenience
All Convenience tweaks are off by default. None has a balance note.
| Tweak | ID | Scope | What it does |
|---|---|---|---|
| Skip intro | convenience.skip-intro |
Only you | Skips the intro videos at startup, as if you pressed a key during each one |
| One-press inventory | convenience.one-press-inventory |
Only you | One press of the Inventory key opens your inventory on keyboard and mouse. Controllers keep the two-press belt |
| Refund movement focus | convenience.refund-movement-focus |
Shared rules | During your own turn, take back focus spent on movement while the extra move is unused and you have not set off. Click a faded focus pip or press Backspace. Keyboard and mouse only |
The refund key is [TweakKeys] RefundMovementFocus in
BepInEx/config/com.ftkmf.framework.cfg, default Backspace. None turns the
key off. A key that a game control also uses is ignored, with one warning.
Session rules and saves
Shared-rules tweaks are captured when a run is set up, locked when it starts,
and cleared when it ends. Changing one during a run affects only the next run.
In online co-op, every Session tweak stays off until the co-op contract ships.
A run keeps the Session rules it started with. Each save of a run with Session
tweaks carries a small record, the key ftkmf.session, listing which Session
tweaks were on. Resuming that save restores those rules even if you changed the
settings since. A save without a record, such as one made before 1.6.0, follows
your current settings and gains a record on its next save. With Keep poison
countdowns on load on, a poisoned character's save also carries
ftkmf.poison. Neither key changes save identity or save folders. Vanilla
ignores unknown keys and drops them on its next save.
Diagnostics
These [Diagnostics] settings live in BepInEx/config/com.ftkmf.framework.cfg.
Each is read at startup; restart the game after changing one.
| Setting | Default | Effect |
|---|---|---|
StuckTurnWatchdog |
true |
Writes one STUCK-TURN warning when your End Turn button stays unavailable for 20 seconds with nothing on screen explaining it (90 seconds behind a shop, inventory or message), or when the host waits over 15 seconds for a player's acknowledgement |
SoftlockSignatures |
true |
Writes one SOFTLOCK-SIGNATURE warning when a known softlock path appears: a POI that fails to load, a loot vote with no voter, a hidden place discovered repeatedly, a stale dungeon flag, or a combat flag with no fight |
LogLocalizationMisses |
false |
Writes one [loc-miss] line per missing text key, up to 256 keys. Never changes text |
RunSelfTests |
false |
Development only. Runs load-time self-tests and registers the Session lifecycle probe tweak. Leave it off for normal play |
The watchdog and signature lines change nothing in the game and never open a
report on their own. They reach BepInEx/LogOutput.log and therefore bug-report
diagnostics. Bug reports, manual and automatic, now also include your tweak
choices and the tweaks in effect, including the Session source and any tweak
turned off after an error.
Upgrade notes
- Stable users stay on 1.5.1 until a later stable release is published.
Preview-channel installations from 0.1.0 up to 1.5.1 on the verified game build
are in the automatic update range; other game builds keep their bundled version. - Every tweak follows its default until you change it. Fixes are on; Information
and Convenience tweaks are off. Your choices are stored in the[Tweaks]
section ofBepInEx/config/com.ftkmf.framework.cfg. - Saves from earlier versions resume with your current Session settings. Make a
backup before testing a preview. Returning to an earlier framework is expected
to ignore the new save keys, but loading such a save in vanilla or an earlier
framework is not yet verified. - Use a full game restart after updating.
Verification and limits
Game-free checks. The Release build and the full game-free matrix pass:
framework, Tweaks, Session record hooks, reporting, player-mod and performance
tests, installer fixtures, Go helper and catalog checks, launcher and
release-manifest checks, harness tests and the packaging dry run. A build or a
game-free test does not prove in-game behavior.
Live evidence comes from one macOS test copy, solo offline, keyboard and
mouse:
- The Tweaks tab lists, toggles, resets and persists choices.
- Session capture, lock and clear pass the self-test probe in solo play, and a
solo save carries and restores itsftkmf.sessionrecord in both directions. - Keep poison countdowns on load writes and restores a countdown on resume,
and Poison turns left shows the same count before saving and after
resuming. - Find Herb in dungeons clears the cooldown once per dungeon turn cycle, and
the overworld behaves as vanilla. - Sell price in item details shows prices for unequipped items that match
the Sell button, and none for equipped items. - One-press inventory opens and closes the inventory with one press, and
takes two presses when off. - XP within the level was seen only at level 0.
- Correct Perfect chances figures were seen, without an on/off comparison.
The other fixes, Mark encounters that vanish, Name the achievements House
Rules disable, Refund movement focus, and the three diagnostics settings
have game-free evidence only.
Known limitations:
- Session tweaks are off in online co-op until the co-op contract ships.
- Open live gates: a vanilla load of a save that carries records (#253 L8); a
second Find Herb in the same dungeon; the group shield icon; Skip intro on a
platform where the intro plays (it could not be observed on macOS); controllers;
local multiplayer and online co-op. - Controllers are not supported for Refund movement focus or **One-press
invento...
Framework 1.5.1
Framework 1.5.1
Adds the Windows launcher handoff needed by the independently versioned Thunderstore bootstrap. The launcher acknowledges readiness, waits for the originating game to exit before installation, and preserves the durable bootstrap target in Start menu and Steam shortcuts.
The framework runtime is unchanged apart from its version. Existing update choices, pins, managed mods, and the normal marketplace remain in use. Compatible stable clients can receive this release; existing standalone launchers are not automatically replaced by the framework updater.
Platform and testing status
Windows setup is a tester preview: the complete Thunderstore-to-game flow has not been tested in a running Windows game. Automated launcher/helper and installer checks passed on Windows, macOS, and Ubuntu, and Unity-free CI passed. No new live-game smoke was performed for this release. Windows and Linux/Proton gameplay remain unverified. macOS downloads are not notarized; use right-click > Open if Gatekeeper blocks them. Steam may need a restart to refresh shortcut artwork.
Download and extract your platform launcher permanently. The Windows archive includes the compatible launcher for Thunderstore first setup. Content mods continue to use the existing in-game marketplace.