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v0.3.2

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@github-actions github-actions released this 01 Oct 13:55
· 272 commits to main since this release

Mods' menus side by side - the Starlit Menu over Mastery's screens - the pad's Start for the game again, and the samples ready to play.

Added

  • Mods: loadAfter in mod.json - mods this one goes after when they are installed, whatever loadorder.json says.
  • Menus: "restyles": "<mod id>" on a screen definition - another mod's screen of that id in this mod's layout and look, its entry, hero pick and code kept; passed over when that mod is not active.
  • Starlit Menu: Mastery's Jobs, Abilities and job confirmation in the Starlit look when Mastery is installed (tools/mastery.py); it loads after Mastery.
  • Release: the sample mods with code (Fellowship, HelloMod, Mastery, Survivors) ship with their built assemblies, so a sample copied into mods\ plays without the .NET SDK.

Improvements

  • Pad: holding Start opens the OpenFF menu; a tap is the game's own Start again (it skips its waits). Esc still opens it at once.
  • Pad: the OpenFF menu reads the pad's own buttons (Cross confirms, Circle goes back), whatever they are bound to for the game.

Fixes

  • Main menu: entries of two mods together (Mastery's Jobs and Abilities with the Gambits) are no longer lit all at once, out of order or drawn with a whole sheet of icons in a mod's main menu layout.
  • Job menu: a job list whose rows have no text (a menu file rewritten by a mod or an install) no longer crashes the screen as it opens.
  • Menus: a patch of a screen that is not there is passed over rather than added as a screen of its own.