# What you can mod Everything on this page can be made with data files. Lua scripts add raider AI, raid types, abilities and building behaviour on top. Things that aren't moddable yet are listed near the end. ## Weapons - New weapons of the five existing types (melee, ranged, slow projectile, beam and area launcher) at any rarity. - Start from nothing, or copy a base weapon and list only what changes. Frost Blade starts as a copy of the Iron Longsword. - Your own sprite, projectile, and fire and impact sounds. How a pawn holds it is picked by name, such as sword, staff or bow. - Any existing ability, or a new area ability built from radius, damage, burn, slow, knockback and building damage. It can trigger on hit, on kill, or when aimed at a point. - Which of the Market, wave rewards, raider kits and Champion loot it turns up in. Raiders take their gear from the same weapons, so a mod weapon ends up in raiders' hands unless you leave it out of raider kits. A mod Legendary in the kit pool shows up on high-level raiders. Lua scripts can give an ability its own logic. ## Armor and healing items New armor has protection, agility, an attack bonus for one skill line, and a rarity. Its art is one 96×48 PNG with three poses: facing you, facing away and facing right. Facing left is the right pose mirrored. New healing items work like the Bandage and Herbal Tonic. They heal a share of max HP, a flat amount or both, over a time you set. Each has a 20×20 icon and its own sounds. You also choose how often an item shows up on supply reward cards and where it sits in Quick Heal. A pawn can still use one item of each type per wave, and each mod item is its own type. ## Raiders - Name, description and map colour. - Health, speed and damage as a percentage of normal. Stats still follow the raider's level, on the same curve as pawns. - Raid cost, how often it appears in normal raids, and the coins it drops. A spawn weight of 0 keeps a raider for your own raid types. - A fixed weapon and armor, one set per rarity, or a roll from the raider kit pool. - One of the game's 26 bodies, or your own 96×48 body sheet. - What it goes for (pawns, walls or buildings), and a role such as healer or exploder. - An existing AI behaviour, from the ones that work outside their own raid type. Lua scripts can give a raider its own AI. It thinks a few times a second and gives orders like move, attack, hold or flee. ## Champions and Champion Traits New Champion kits pair a weapon with armor. New Champion abilities are built from the seven existing kinds: self burst, ground strike, leap, chain, rupture, gravity well and bulwark. Each gets its own numbers, effects and telegraph colours. A Champion attack always shows its telegraph for its wind-up plus the wave's reaction window. The window shrinks from 2 seconds on wave 10 to 0.4 seconds on wave 100, and mod attacks can't skip it. New Champion Traits use the existing stats: damage, attack speed, max HP and move speed. Each has a skill line, a value for every rarity from Common to Legendary, and an 18×16 icon. They join the trait offer after a Champion wave on the same terms as the base traits, and balance mods can edit the base traits. ## Raid types A raid type made from data has a name, a description and an 18×16 icon. It sets its signature raiders and a fill from the normal mix or its own list. Raiders come in from map edges you pick, or land on the beach. It can ask for a map with a coast or open ground, and bring world events. Mod raid types roll alongside the base ones, but together they get at most 25% of the roll, so the base raids keep their chances. By default a mod raid type is available from the start, with no Renown unlock or quest. The game only places raiders where they can walk to the camp. The guaranteed map-changing raid every five waves still picks a base raid type. With Lua you can script a whole raid type. That covers what it locks in during Prepare, its roster, and what happens when it starts, on each tick, and when raiders spawn or die. ## Map events A mod raid type can bring a world event that lasts the whole raid. Events are made from these parts. - An overlay, either a colour tint or a scrolling texture such as dust streaks or rain. - Darkness and a colour tint over the map. - Lower hit chance for ranged attacks, magic and defenses, on both sides. - Slower movement for raiders and pawns, never below half speed. - One of the built-in events as it is: the tsunami, volcano, snowstorm or sandstorm. A dust squall is a good example. Dust blows across the island, ranged attacks miss more often and everyone moves a little slower. ## Buildings and defenses Every mod building is one of the existing kinds: wall, thin wall, door, gate, floor, trap floor, furniture or defense. It draws its art in that kind's layout. It sets its own costs, HP, build work, cover, light, animations, build menu category and Market unlock price. That covers walls like the Iron Wall, thin walls like the Sandbag, sprite floors like the Rug, and lanterns, braziers and war banners. Doors and gates use the game's fixed layouts, and a trap floor reuses an existing trap's behaviour with your own art and numbers. A defense gets its own profile. The profile picks how it fires (a lobbed shot, a rolling boulder, a bolt or a chain). It also sets damage, range, cooldown, firing arc, blast radius, the projectile and the sounds. Lua scripts can give a building its own behaviour. ## Looks, sound and text - Mod content shows in the build menu, inventory, Market, tooltips, raid forecast and Glossary, with a line saying which mod it came from. - Rarity colours, including colour-blind and high-contrast sets. - Replacement icons, effect sheets, controller glyphs, creature sheets and any of the game's 306 sounds. - Sounds for your own content, and title screen music from WAV or OGG files. - Text in any of the game's 31 languages, translations of other people's mods, and fixes to the game's own text. A line missing in the player's language shows in English. - Loading screen tips, pawn name packs, and appearance packs with hair, bodies, and skin and hair colours. ## Rules and balance - House rule presets for Customise Game, covering crit, parry, cover, wave budget and growth, roster caps, Champion HP, starting pawns and more. - World presets for Start From, made from the existing land steps. - Balance changes. A mod can change any field of any base entry, like the Red Oak Bow's cooldown. ## Not moddable yet These are planned for later updates. - Renown shops, unlocks, upgrade tracks and quests from mods. - New UI panels written in Lua, and theme packs with HUD colours, fonts and mouse cursors. - World events with their own scripted behaviour and timing. - Status effects such as poison or stun. - Traits with new kinds of effect, like the base game's Champion Slayer and Thornhide. - New ambient sounds, and music during raids. Base raids stay without music, and the hook plays nothing unless a mod adds some. - Painted floors like the Wood Floor, and trap behaviour made from data. - Challenges, new ruins, biome looks, wildlife made from data, and Market prices. - Whole new languages. ## What stays fixed - Steam achievements. - The 100-wave run, the squad cap of 7, a Champion every 10th wave and the map-changing raid every five waves. - New resource types. The four materials are fixed. - Pawn jobs and work AI. - Map size and tile types. - Shaders and post-processing. - The first-run tutorial. It only runs without gameplay mods. The game's design rules hold for mods too. Wildlife leaves during raids, and no mod can put floating text over units or places in the world. Every raider must be able to reach the camp, Champion telegraphs keep their reaction window, and camera shake follows the Screen Shake setting.