RunSaves
Save a run and keep playing it across sessions: autosave every wave plus Save Run in the pause menu, resume from the lobby after quitting, a crash or a restart. Solo and multiplayer.
| Last updated | 7 hours ago |
| Total downloads | 11 |
| Total rating | 0 |
| Categories | Mods |
| Dependency string | girthy_mods-RunSaves-1.2.1 |
| Dependants | 0 other packages depend on this package |
This mod requires the following mods to function
BepInEx-BepInExPack_IL2CPP
BepInEx pack for IL2CPP x64 Unity games. Preconfigured and ready to use.
Preferred version: 6.0.788README
RunSaves
Save a run and pick it up later: after quitting, a crash, or restarting the game. Works solo and in multiplayer.
Saving (host)
- Save Run in the pause menu.
- Autosave at the start of every wave, in every run, including restored ones, so a crash costs at most one wave. If a level-up shop is open, it waits until everyone has picked. The previous save is kept as a backup.
- A restored run keeps saving like any other, so you can play a run across as many sessions as you like.
- Saves are never deleted automatically, not even after a win or a loss. Only the Delete button in the lobby removes one.
- Optional save key (off by default, see config).
A save holds (in addition to the list below, each artifact's stacks and how many revives each player has performed):
- the world, loop and wave;
- the party level and XP;
- revives;
- every player's spells and upgrades: stat upgrades, spell upgrades, infusions, spell variants, artifacts and final upgrades.
Restoring (host)
- In the lobby, a Saved Run panel on the right shows the world, wave, level and players. Press Resume.
- Everyone rejoins and picks the same wizards as before.
- Start a run in the same world.
The run jumps to the start of the saved wave. Each player's spells are re-equipped, then every upgrade is replayed through the game's own upgrade system, so builds come back exactly as they were. The party level, XP and revives are set last. It takes a few seconds at the start of the run.
Players are matched by their Steam/Epic account. Someone on a different account gets the build saved for the same wizard.
What isn't saved
- The moment itself. Enemies on screen, an objective halfway done and orbs on the ground aren't saved. The saved wave starts fresh.
- Health (everyone starts full), and gold picked up during the run.
- Curses and starting stats. These aren't saved because the game applies them again when the run starts, so pick the same difficulty.
Multiplayer
Everyone needs the mod. A player's equipped spells can only be changed by their own game, so the host asks each player's game to re-equip them. If someone doesn't have the mod, their stats and artifacts still come back but their extra spells (and those spells' upgrades) don't.
Config
| Section | Setting | Default | What it does |
|---|---|---|---|
| General | Enabled | true | Turn saving and restoring on or off. |
| Saving | AutosaveEachWave | true | Save when each new wave starts. |
| Saving | AutosaveIntervalSeconds | 60 | Also save quietly every this many seconds (0 = off). |
| Saving | SaveOnQuit | true | Save when the host quits the run from the pause menu. |
| Saving | ShowAutosaveMessage | true | Show a short message on autosave. |
| Saving | PauseMenuButton | true | Add Save Run to the pause menu. |
| Saving | SaveKey | (empty) | Optional key to save, e.g. F5. |
| Restoring | LobbyPrompt | true | Show the saved run in the lobby. |
| Restoring | LobbyPanelSide | Right | Which side of the lobby the panel sits on (Right / Left). |
The save is stored in BepInEx/config/RunSaves/save.json, and the one before it is kept as save.prev.json.
Works with MoreWizards, StarterSpells, TripleInfusion, ReviveRegen and BetterNetcode.