Changes
The SDK version and which mods you can make with each one. The script API version (Mod_ApiVersion()) is separate: it's currently 7.
1.2
Needs Imperivm Resurrected 0.32.10 or later.
Mod_CanExecCmd(object, command)(API 7): the same check a command's button makes (the object has it, it isn't disabled and its verifier accepts it). The cheats menu lists the troops of the loaded classes, mods' included (edittree_posunderUnits/), and researches what the buttons allow, in the order of their requirements and without picking two options of one choice.- Civilizations:
"variant": truedeclares a variant of a game civilization, with the same classes and another name in the lobby; with"replacesBase": trueit takes its base's place in the lobby and in the random draw.GetPlayerRacereturns the base andMod_PlayerCiv(player)(API 7) the chosen one (Civilizations). The interface of a mod civilization (bars, corners, quick icons, end screen) is its base's, not Gaul's. The script constant keeps the capital letters of theid(RomeImperial). - A
.bfhpinpacks\shipped by a mod (for exampleRandomMapSettlements.bfhp, the random map starting towns) is really used: the game opens it for writing and used to keep its own. - The loose files in
Local\<language>\(texts, help, tips) are always used: they used to be lost if the game read them before the mods were mounted. - Old mods:
shrink-mod.jskeeps the order of their packages, puts inhidden.txtwhat they removed from the game, writesrle.mmp.tailif they extendrle.mmpandLocal\<language>.pakfor language files outsidecurrentlang\, and turnsdata\const.iniinto a patch without[Resolutions]. New options--excludeand--hide. Cutscenes are also looked up in the packs. - Nine GameBanana categories in three kinds: Gameplay & Balance, Units & Heroes, Civilizations · Maps, Campaigns, Conquest · Graphics, Audio & Voices, Translations.
Scenarios,InterfaceandTotal Conversionsstill work as Maps, Graphics and Gameplay & Balance, but the validator asks for the new name. - Tags are only used for the players filter (
4 players,2-4 players, on maps) and the language filter (Spanish…, on campaigns, translations and audio).Gameplay,CosmeticandOnline testedare no longer needed. The validator warns about a map without players and about a campaign, translation or audio pack without a language, and an unknown tag is now a warning, not an error. - The manager no longer has a Publish button: you make the zip yourself (see Publishing).
- The game works out the order of the mods (Reference): it's no longer set by hand in the profile, and the multiplayer check doesn't depend on the order. The
imperivm-mod.inikey is[Mods] Profile.
1.1
Needs Imperivm Resurrected 0.31.58 or later.
- The field names of
mod.json,civs\*.json,specials\*.jsonandoptions\*.jsonare now in English (name,authors,description,tags,category,index,biome,template,letter,values,default…). The Spanish names still work. - The directives of script patches (
.vs) are now@top,@bottom,@before,@after,@replaceand@end. The old ones still work. - The keys of
imperivm-mod.iniare now in English ([Debug],Dump,LogFiles,[Mods] Override…). The game renames the old ones at startup. - The log moved to
Logs\imperivm\imperivm-mod.log(the game deletes the loose files ofLogs\at startup). Its lines carry a level (I,W,E) and a tag (patch,language,civilizations,specials,script,event) instead of a text prefix such asPatch:, and the last five sessions are kept.LogLevelandLogChannelsunder[Debug]inimperivm-mod.iniask for more detail. The heart in the main menu creates a report with the logs to share.
1.0
Needs Imperivm Resurrected 0.29.5 or later.
With files alone and nothing to compile, a mod can:
- Change any XML, INI or script file of the game with patches, and merge the changes of several mods.
- Add units with their stats, and custom graphics converted from PNG.
- Add troop and hero abilities, and unit specials.
- Add civilizations, with their starting city and village, AI and heroes.
- Add neutral outposts.
- Add items.
- Add victory modes, with their limits.
- Add game options to the lobby: switches and value lists.
- Add random map types.
- Add hero formations.
- Add languages and texts, custom commands and buttons.
- React to what happens in the game with script events and
Mod_*functions.
Tools: validate a mod, extract the game data, create a unit, an item, an ability, a formation or a game option, clone a civilization, create an outpost, city templates, map types, convert images and sprites, create the entity of a unit or building, adapt an old mod.