Downloads for every release are on the releases page.
Mod updated for Guildrun 0.5.6.
- The preview works again. 0.5.6 changed how the game picks a fight's random seed, the mod was still working it out the old way, and it switched the preview off believing it disagreed with the fight.
- The mod no longer keeps its own copy of that calculation, so the same kind of change should not reach anyone again. It reads the number the game is publishing, and the one value left over is measured from the live game during each run instead of being written down.
- A hero preview could be served from the cache after the fight underneath it had been reseeded.
- Two disagreements in a row now count properly instead of being reset by restarting the game.
- The self-check grades the prediction the mod committed to during placement, rather than the one it rebuilds as the fight begins, which is read too late to be able to disagree.
Everything here makes something that already shipped do what it always said it did.
- A hero's ability now gets the red border when its placement rule is not being met. The border has existed since 2.0.0 for items and relics, and never once appeared on an ability. Two separate faults had to be cleared: the mod was looking at the wrong part of the interface, and the answer it did work out was being filed under a name nothing could look up.
- Placement rules about OTHER heroes are now judged correctly. Rules like Sal's The Lover, which pays out to heroes standing in front of her, were being asked whether Sal was in front of herself. The answer to that is always no, so those parts reported "not working" on every board and no amount of moving anyone could clear it. Fifteen entries were affected: four always claimed to be off, and eleven more could never report being off at all.
- The mark under a hero is on the hex you put her on. It used to appear on the hex she walks to as well, or instead, which is the one hex you cannot do anything about.
- Ability areas that were being hidden are drawn again. A rule meant to hide areas nobody can step out of was measuring how far away a shape's furthest point is, which says nothing useful about a long thin one. Requiem Barrage was hidden on every board it appeared on. The Dragons' breath is still hidden, which is what that rule is for.
- Targeting no longer stops until a hero is moved. The preview could get stuck holding a picture it had already thrown away, and only moving a hero a whole hex would bring it back. Picking a hero up and putting her down could not, because the mod could not tell that apart from doing nothing.
- Moving a hero hides the old hex's arrows straight away. They used to stay for a moment first, describing a hex the hero had already left, then blank, then return. One change instead of two.
- An ability the mod cannot read no longer stays unreadable for the rest of the session. A single badly timed moment while a battle was loading used to retire that ability's area until you restarted the game.
- The placement marks are worked out when the board changes rather than on every frame.
- Attacks that hit more than one unit now show every unit they hit. Funke's fireball catches every enemy in his range, Ming's burst catches everything next to him, and Tilly's the same. Until now all three drew a single arrow, exactly like a hero who hits one enemy.
- The Dragons' cleave is finally on the board. Their ordinary attacks also strike every Hero standing next to the one they are aimed at. That is the most important thing to know when placing against a Final Boss, and the mod could not show it because it lives on a passive. The extra hits fan out from the Hero being struck, because that is where the splash comes from.
- The huge circle around the Dragons is gone. It was their breath, which hits every enemy wherever they stand, so a ring around the Dragon suggested a dodge that does not exist. Areas you cannot step out of are no longer drawn. Every real area, including the mushroom mages' storms, is untouched.
- Range is read live, so a rank modifier or a specialization that grants Attack Range widens the picture straight away.
- The mod tells you when a new version is out. A message in the main menu names the version, says which one you are on, and offers to open the download for you. Accepting opens the mod-only zip and your game folder, so the file has somewhere to go the moment it lands.
- Each version is offered once. Decline it and it is not mentioned again for that version.
- It always points at the newest release, and it reads the real file from the release rather than guessing its name, so the link cannot rot.
- The mod contacts GitHub once per launch to ask what the newest version is, and asks nothing else
and sends nothing about you. Set
CheckForUpdatesto false in the settings file to stop it contacting the internet at all. - The check runs whether the mod is switched on or off, since being current has nothing to do with whether you want your runs to count.
- A fourth button, and a shortcut, for the ability areas (G). It decides on its own whether the dashed outlines are drawn, for enemies as well as heroes, and it applies to every way the board shows you anything : hovering, the opening preview, and while you are holding a hero. Turn it off for a board with no outlines on it, and everything else stays exactly as it was.
- Switching the areas off also stops the mod working them out, so it costs nothing while it is off.
- The new button sits on the left of the other two and remembers how you left it, like they do.
- The arrow origin button is gone, and attack arrows now always start where units will be
standing. That is the picture the mod is for : an arrow starting where a unit is standing right
now describes a moment that never happens, because the unit has left before it swings. The old
behaviour is still there as
ArrowsFromGhostsin the settings file. - If you had that button turned off, this update turns it back on, once. Losing the button
would otherwise have left you switched off with no way back that did not start with finding a
settings file. If you really do want the old behaviour, set
ArrowsFromGhosts = falsein that file after updating and it will stay off from then on. The update says so in the log when it changes anything. - The
ArrowOriginKeyline is now orphaned and inert, and F no longer does anything.
- The preview button now remembers, like the other two. Leave it on and the next battle opens with it on, this session and every session after. Leave it off and it stays off. The other two buttons have always worked this way ; the preview was the odd one out, and the only way to change it was a line in a settings file. A fresh install still opens its first battle with the preview off.
- Playing with the mod on can no longer cost you your Red Rift streak. It is frozen for that run : a win does not advance it, and a loss or an abandon does not reset it. Whatever your streak was, it is still there when you switch the mod off.
- Existing
ModdedChallengeStreakpreference lines are now orphaned and inert. - While dragging a hero, the preview no longer shows the answer for the hex you have just left. If the new hex takes long enough to work out that you would notice, the arrows clear until it is ready. On a fast machine nothing changes.
- A button in the main menu turns the mod on and off.
- Your scores can reach the leaderboards again. A run counts only if the mod was off for the whole of it.
- Faster. Moving a hero updates the preview in about a thirtieth of a second, where it could take up to half a second.
- Smaller freeze on the first placement of a session, and no stall on boards where units keep dying.
- The mod behaves the same at any frame rate.
- Faster, most of all on machines that were struggling. The pause when a placement begins is largely gone, hovering and dragging cost a fraction of what they did, and a hitch that came back about once a second is gone.
- On a machine that cannot keep up, the preview takes a moment longer to appear instead of the game stuttering.
- Items, relics, rank modifiers and specializations that need a position are marked. Front row, back row, next to an ally, alone in a row. When the hero is standing where one of these pays, the hex under them lights up. When it does not pay, the hex is dimmed with a red line across it, and the item in that hero's row or the relic in the bar gets a red animated border and a line too, so you can see which one is the problem.
- Hero cards show which ability or rank modifier is switched off, with the same red border and line, and only on the hero that is out of position.
- A wasted Rift Seal gets marked. In a Red Rift run, if winning this fight would charge nothing and moving the Seal would fix that, the Seal's icon gets a red animated border and a line across it. That covers the Seal sitting in your bag, and the Seal worn by a hero whose classes are already charged.
- A dashed outline shows the ground an area attack will cover. Enemies get one too.
- See-through units became its own button (T), instead of being tied to a mode.
- New setting
MarkLapSecondssets the speed of the lights that travel a mark, or0stops them. - Scores stopped going to the Steam leaderboards while the mod was installed. Replaced in 2.1.0 by the main menu switch.