Fate Hunters

Fate Hunters

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Fate Hunters - Modding Guide [Official]
By Lethargica
Official modding guide by Tower Games. Learn the basics of how to mod Fate Hunters! We encourage community members to make more detailed and specific guides, but this guide is intended to answer many common questions and share internal information to empower modders.
   
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Enabling Mods within the Game
  • Subscribe to any mods you wish.
  • Launch the game
  • Click on the Mods button (available only if you finish previous run)
  • This will bring up an interface allowing you to toggle which subscribed mods will be active.
  • Reorder mods to set their priority.
  • Mods at the bottom of the list take priority. That is, the mods at the top will be applied first.
  • This is important because if multiple mods affect the same file(s), the mods at the bottom of the list will be the changes that remain final.
Recommended Software
Unity 2017.4.32
Get Unity 2017.4.32 at Unity download archive[unity3d.com]


This is must have components
Things that Can be Modded
  • Heroes
  • Cards
  • Creatures
More coming soon...
The Basics of a Fate Hunters Mod
Making a mod for Fate Hunters is actually pretty simple in concept.

To create mod you need to download:
  • Unity 2017.4.32 (See Recommended Software)
  • Data Package[drive.google.com]
  • Art Package[drive.google.com] (If you want to use artwork from original game)
Then launch Unity and create new project.

When you project is ready, double click Data Package and click Import. Do the same with Art Package.

In Project tab you can explore all files.

There are all original data files:
Resources/
Your working directory is:
Mod/
Only files within this location will be included in mod.

To replace an original data file you need put your file to the same subdirectory with the same name. For example:
Resources/Cards/Punch.asset -> Mod/Cards/Punch.asset

Tip: duplicate any asset in Unity with ctrl/cmd + D

You can explore any card you want to learn how it was created.
Any part of card can be created in Project tab. Just click Create -> Cards -> ... or duplicate existing asset and change it's values.

To add English localization for a card, open
Mod/Language.en
with any text editor and follow an example for ExampleCard.
Uploading to Steam Workshop
To build your mod click Fate Hunters Mod -> Build on top panel in Unity.

Choose build folder
<GameLocation>/Mods/<YourModFolder>/
If Mods folder doesn't exists then you need to create it.

Create a preview image and put it here
<GameLocation>/Mods/<YourModFolder>/Icon.png

Now launch Fate Hunters.
Сlick Mods (available only if you finish previous run), then Click to upload button.
Go to your workshop page to edit description of your mod and to make it visible for everyone.

Tip: you can test your mod before upload, just switch it on and click Play.

You did it! Don't forget to delete example and unused files from Mod/ folder.
9 Comments
ZVX 16 Sep, 2019 @ 5:42am 
Lethargica, Спасибо)
Lethargica  [author] 16 Sep, 2019 @ 5:39am 
ZVX_VR, перевод готов.
Fate Hunters - Modding Guide [Official] [RUS]
Lethargica  [author] 15 Sep, 2019 @ 7:46am 
ZVX_VR, добрый день. Постараемся перевести в ближайшее время.
Lethargica  [author] 15 Sep, 2019 @ 7:43am 
Kiwi,
Ability is just a text. And Build To is the same as Build, but you choose new path. In previous version of Build you can't choose build directory, it was set by default)
Join our discord channel to discuss mods.
ZVX 14 Sep, 2019 @ 8:43pm 
Добрый день Сергей. Очень интересный гайд. Спасибо. Но вот вопрос. Можете ли вы перевести его на Русский ? Просто не все знают Английский.
Cpt. Prolapse 13 Sep, 2019 @ 1:10pm 
One more thing, since that last update, my created hero doesn't have a collection to choose from when changing supply, also even if cards are assigned to the supply array, none are assigned in-game so I can't start the game with this hero.
Cpt. Prolapse 13 Sep, 2019 @ 12:16pm 
Hey Lethargica,

Works perfectly, thanks!

2 things I noticed:

1 - Seems we can't change Hero abilities, I see it's supposed to be an "Ability" array but I didn't see any Unity component for that.

2 - I see you've added a "Build to" in the menu, but it seems it overrides the default "Build" which I had script bound to. Not really a big issue but just letting you know :)

Thanks for the quick response, looking forward to releasing my first mod
Lethargica  [author] 13 Sep, 2019 @ 9:55am 
Kiwi, I just updated Data Package. So you can mod Shared Collections as cards.
Cpt. Prolapse 12 Sep, 2019 @ 5:50pm 
Awesome!!
Been playing around a bit, can't seem to find how to add custom cards to shared collections, is it possible yet? Otherwise they don't appear in drops/lootbags etc