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Releases: Raytwo/Cobalt

Version v0.15.0

09 Jul 20:08
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New feature(s)

  • Cobalt will now load .lua files at the root of your mod and execute them when entering the Somniel (more specifically, when MapOpening is executed).
    1. These files need to be unbundled, and the filename of your script will be used to call the function (Example: mymod.lua will call function mymod() in your script).
    2. The function HAS to be present, with the same capitalization.
    3. Include() and all other commands are allowed
    4. Separate functions in the file being called by your main function are allowed
    5. Try to come up with a unique name, as conflicts are not allowed/handled

Version v0.14.0

08 Jul 21:33
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Bugfix(es)

  • The Smithy button will now properly display its help message.
  • The Smithy menu on the Sortie sequence will now properly clean the previous UI and restore it.

New feature(s)

  • Introducing a new language for Cobalt. If you'd like to contribute, please head over to the localization repository.

Here's a reminder of the supported languages as-of now:

  • American English
  • European French
  • Japanese
  • German

New localization

  • American Spanish

Version v0.13.0

08 Jul 16:49
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New feature(s)

  • Introduce support for localizing Cobalt. If you'd like to contribute, please head over to the localization repository.

Here are the supported languages as-of now:

  • American English
  • European French
  • Japanese
  • German

Version v0.12.0

07 Jul 16:20
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Bugfix(es)

  • Fix a bug with merging Calculator.xml

New feature(s)

As a reminder, here are the supported gamedata files:

Previously supported

  • Person
  • Skill
  • Shop
  • Item
  • AssetTable
  • God
  • Job
  • AnimSet
  • Params
  • Chapter
  • Item (partially)
  • Animal
  • Calculator

Newly supported

  • Cook
  • Achieve

Version v0.11.0

07 Jul 15:22
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New feature(s)

  • Prettify the patched XMLs written to sd:/engage_patches/.
  • The Log script command will now output its argument to the terminal (assuming you play on emulator with guest logs enabled)
  • Added support for merging more gamedata XMLs. Please read the instructions on the wiki.

As a reminder, here are the supported gamedata files:

Previously supported

  • Person
  • Skill
  • Shop
  • Item
  • AssetTable
  • God
  • Job
  • AnimSet
  • Params
  • Chapter

Newly supported

  • Animal
  • Calculator
  • Item (evolve data, exchange data, interaction data, engrave data, reward data, experimental)

Version v0.10.0

06 Jul 21:18
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New feature(s)

  • Added support for MSBT merging. Place your unbundled MSBT file(s) in /patches/msbt/ by following the same hierarchy as the game's fe_asset_message directory (patches/msbt/message/us/usen/accessories.msbt for example).

Bugfix(es)

  • Properly support Refine (forge) merging for Item.xml.
  • God.xml merging should no longer make every entry empty.

Special thanks to @thane98 since most of these improvements rely on astra-formats.

Version 0.9.3

03 Jul 13:19
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Bugfix(es)

  • (Hopefully) improve AssetTable merging.

Version 0.9.2

18 Jun 11:52
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Bugfix(es)

  • Revert AssetTable merging behavior back to 0.9.0

Version 0.9.1

17 Jun 19:13
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Bugfix(es)

  • Fix an issue with merging patches being processed in reverse order

Improvement(s)

  • By creating the engage_patches directory at the root of your SD, a dump of your XML files after each patch is applied will be output.
    This is temporary to help with XML patching growing pains and might get reworked or removed down the line.

Version 0.9.0

16 Jun 21:55
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Improvement(s) / Breaking change(s)

  • Support for AssetTable merging by simply unbundling the XML like other gamedata tables

Improvement(s)

  • Mod loading order behavior is now defined to load mods by alphabetical order until the mod dependency system is in place

Breaking change(s)

  • XML patches directory changed from patches/ to patches/xml/, this is for supporting more formats down the road

Bugfix(es)

  • Fix disabling mods (for real this time)