Releases: Raytwo/Cobalt
Releases · Raytwo/Cobalt
Version v0.15.0
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).- These files need to be unbundled, and the filename of your script will be used to call the function (Example:
mymod.lua
will callfunction mymod()
in your script). - The function HAS to be present, with the same capitalization.
- Include() and all other commands are allowed
- Separate functions in the file being called by your main function are allowed
- Try to come up with a unique name, as conflicts are not allowed/handled
- These files need to be unbundled, and the filename of your script will be used to call the function (Example:
Version v0.14.0
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
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
Bugfix(es)
- Fix a bug with merging Calculator.xml
New feature(s)
- 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
- Item (partially)
- Animal
- Calculator
Newly supported
- Cook
- Achieve
Version v0.11.0
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
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'sfe_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
Bugfix(es)
- (Hopefully) improve AssetTable merging.
Version 0.9.2
Bugfix(es)
- Revert AssetTable merging behavior back to 0.9.0
Version 0.9.1
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
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/
topatches/xml/
, this is for supporting more formats down the road
Bugfix(es)
- Fix disabling mods (for real this time)