Hello.
Today I'm going to talk about modding!
Since I have been a modder for many years before working on Rogue: Genesia, Modding is an essential topic to me, and making the game moddable was and still is an objective!
Modding as of today
As of today (late Janurary 2023) Modding is still in its infancy.
Modding requires the use of BepInEx, and is mainly hosted on
ThunderStore. so most user simply don't know about modding or are simply ignored.
Mod so far mainly consists of additional cards and custom challenges. while some modded weapons have been made, due to update, they are now broken
(example of modded cards created by some players)

The structure of the game and the (unfinished) modding API currently allow for several things to be modded.
Cards, weapons, challenges, stats, and elite abilities are fully moddable and supported by the game in version 0.7,
in the beta for update 0.8, Events, Avatars and Talents are also fully moddable and supported by the game.
Custom enemies are not possible as of now, but is planned to be added later on.
Additional World-Rank is not supported but would likely be possible with a lot of work.
However, the game is compiled using Unity's IL2CPP (for extra performance gain, as the game is compiled in C++ instead of C#), this leads to the creation of mods being way harder than if the game was compiled in Mono, it also make the creation of mod depend on BepInEx with very limited mean to add proper official Mod Support into the game.
Possibles solutions
My first major objective about modding is having a posibilities to not using BepInEx and having official mod support using
Steam Workshop. However, IL2CPP greatly limits the possibilities of loading Assemblies during runtime (so mods).
Performances comparision are planned to be run in the near future between IL2CPP and MONO version of the game to know how big the different is.
In case the performance different is minimal (<5%) I'll likely move the game to MONO.
In the other case (which is sadly the most likely) I'll create 2 versions of the game that can be chosen during launch, Vanilla (IL2CPP) version that doesn't have any form of mod support, and Modded (MONO) Version, that will support modding but have lower performance capabilities.
The transition from IL2CPP to MONO will break all the current mods, but I consider it a necessary step. The transition to MONO for modding is expected to occur during the 0.9 Update beta
Future of modding
I believe better modding would be a great addition to the game, especially for the long term, as a ton of content and features could be added by modders, way beyond what I could support myself. And Steam's Workshop would add a proper spotlight and visibility to modders.
The goal would be to make a mod menu where the player can choose which mod to load/unload, having setable load-order, automatic handling of dependency, and most importantly, Mod profile that can be easily shared.
I would also give my thanks to
chendrak from the game's discord, for all his work in trying to mod the game and the precious feedback he gave me, that helped push the game moddability so far!
If you are interested in modding (either as a modder or user of mods) you are welcome to come on the game
discord!
[ 2023-01-27 10:22:44 CET ] [ Original post ]