Posted December 20, 2021 by summitfever
#beta #modding #mods #jolly
Happy Holidays, Billies!
The main focus of this update is mod support. In order to add this, I had to reengineer a pretty big chunk of the game. I'm not sure why I thought it would take any less time than it did, but, as these things go, of course it did not! I've hopefully eradicated most of the remaining bugs, but I'm sure there are still some strays. I'll be keeping an eye out of those.
So how does modding work? Well, now most of the attributes for units, weapons, buildings, and factions can be edited in plain text. If you want to edit any of those for the core game, jump to the game's install folder (eg C:\Program Files (x86)\Steam\steamapps\common\There Will Be Ink) and then into the appropriately named folders. To avoid changes being overwritten, copy any files you want to change over to the folders of the same name in your local app data folder (%localappdata%\ThereWillBeInk\). There will also be a _template.* file in each of those to explain what all the fields mean, so you can get adding your own Units/Weapons/etc. Art(.png) and sound(.ogg) assets go in the "Assets" subfolder at those locations, and samples can be found in the game's install folder.
What is handy about this system is that anything dropped into those folders will be automatically plugged into the Map Editor, Quick Battle, and Campaign Generator. It is probably possible to break the game in a few ways by modding, so please let me know (on Discord, email, telegram, etc) if you run into any issues or see any bugs. I'll be keeping an eye out as well. There are plans to improve and expand the modding system over time, but there you have it to start.
Outside of that there have been some other smaller changes and several fixes. Check out the change log below for more info.
Also, Jolly Edition is live right now until the end of the month. Cheerio!
New Features & Content
Changes & Enhancements
Bug Fixes