This page was last updated on 22 May 2021, 10:22PM
Changelogs
Version 21
Added 'new' hook support for Tactical.spawnEntity, World.spawnLocation, Tactical.getCasualtyRoster, World.getGuestRoster, and World.getTemporaryRoster
Version 20
Added ::mods_hookExactClass. Fixed support for one mod with multiple queued functions.
Version 19
Added the ability to hook all descendant classes (via ::mods_hookClass or ::mods_hookDescendants), but read the docs first; changed "inherit" hook signature (breaking change)
Version 18
Stop calling 'new' hook for party troops. Removed onEntityLoaded hook (breaking change, but I doubt anyone was using it).
Version 17
Call new hooks on unhired bros in town rosters
Version 16
Expanded ::mods_queue capabilities
Version 15
Added ::mods_queue to support dependencies and conflicts between mods
Version 14
Updated for Blazing Deserts DLC
Version 13
Added custom RNG separate from the game's RNG - accessed via the rng varaible and the rng_new function
Version 12
Improved performance of inherit hooks; added mods_addField, mods_getClassForOverride, mods_getField, mods_overrideField, and mods_getRegisteredMod; improved mods_isClass
Version 11
Updated for Warriors of the North DLC
Version 10
Added support for CSS hooks; added mods_registerMod and _getRegisteredMods
Version 9
Added support for Javascript hooks; added mods_getMember; optimized 'new' hooks in most cases
Version 8
Added support for calling 'new' hook on tactical entities after campaign load
Version 7
Fixed one-time hooks so they get properly called and restored
Version 6
Added onCampaignLoaded and onEntityLoaded hooks; call 'new' hook when entities are loaded from a save file