DevDiary 32 - Modding Improvements
Hello friends and welcome to the second post-release DevDiary for “Knights of Honor II: Sovereign”! We hope you’ve had fun with your campaigns and exploring the game. This time, we will be focusing on a topic that’s been mentioned several times in the past, and one that’s very much important for the game – modding.
Needless to say, modding is an incredible tool when it comes to allowing players’ creativity to go wild, as it can enhance a game greatly in the most unexpected ways. Many of us have dabbled in this process ourselves and enjoy seeing what people create, so we really want to provide the right tools for those of you who would like to get creative and shape KoH2:S the way they want to.
First and foremost, we will be adding basic Steam Workshop support. This means we will provide a tool for mod creators to upload their mods to Steam Workshop and an in-game link to the Workshop page where players can browse and subscribe to mods.
At the same time, we are fundamentally changing the way mods are made. Instead of copying complete folders from the original game files and then changing some lines here and there the mods will now contain only the changes. In other words, if a mod only changes a single value in the game, using the new system, the mod will essentially consist of a single line of text (excluding some "service" information describing the mod itself).
This will solve two major problems with the old system:
- Mods will no longer be invalidated every time developers release a patch (starting from the next one).
- It will be possible to have more than one mod active at a time, assuming they don't "conflict" with each other (i.e. they don't try to change the same thing differently).
Unfortunately, as a result of these changes, all existing mods will have to be re-done by the mod creators once more, hopefully for the last time.
Note that the new system is not 100% fool proof - for example if the developers decide to double the attack rate of longbowmen (and it somehow makes it through all stages of the approval process for new patches), while you have a mod also affecting the attack rate of longbowmen - then your mod will take precedence over the changes coming from the patch. This may or may not be the desired effect, there is no definitive answer. For example, let's imagine the developers are not completely crazy and they also halved the damage done by longbowmen, so the average DPS stays the same. If your mod only changes the attack rate, but not the damage of longbowmen, the results will probably be way off balance.
We will provide more information on the exact syntax to do this and how to generate a mod for Steam Workshop when the patch goes live, both in its release notes and in the game files.
With this upcoming update hopefully providing a much improved groundwork, we hope to improve the modding capabilities of KoH2:S even more in the future. We can’t promise anything yet, but features like being able to add or change portraits and models, more QoL upgrades to make and use mods, as well as providing better tools for adjusting terrain and elements of the map are definitely on the table.
We would also be interested in hearing more from you. What types of mods do you enjoy the most – ones focused on simple cheats, visual changes, quality-of-life improvements or massive system and setting overhauls? Is there anything that you’d like to see modded in KoH2:S specifically? If you yourself are a modder, what types of tools would you like to have?
Join us in our DevStream on the 26th of January @ 4 PM GMT / 11 AM EST and feel free to modify our conversation with your questions. We hope to see you there and until then – go forth and conquer!