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v0.3.2
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:
loadAfterinmod.json- mods this one goes after when they are installed, whateverloadorder.jsonsays. - 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.