girthy_mods-RunSaves icon

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.

CHANGELOG

Changelog

1.2.2

  • Fix: once hidden, the lobby's saved-run panel couldn't be brought back. Hide now folds it into a small "Saved Run" tab on the same side; click it (or press F10, setting PanelKey) to open it again.

1.2.1

  • Saves are written to disk in the background, so the game never waits for the disk while saving.

1.2.0

  • Artifact stacks are saved and restored: artifacts that grow during a run (per revive, per objective, per health pickup, per infusion, per common upgrade) keep their stacks. Revives performed are kept too.
  • Saves when the host quits the run from the pause menu, and quietly every 60 seconds (AutosaveIntervalSeconds), so quitting mid-wave keeps the upgrades and levels from that wave. A restore still starts at the beginning of the saved wave.
  • Fix: Save Run was missing from the pause menu in every run after the first one in a session, including resumed runs.

1.1.1

  • Fix: Save Run was missing from the pause menu in every run after the first one in a session (including resumed runs). The button belonged to the previous run's menu, which the game destroys. It's now added to each new pause menu.

1.1.0

  • Autosave always runs, at the start of every wave in every run, including restored ones. It no longer turns itself off when an older save exists. The previous save is kept as save.prev.json.
  • Saves are no longer deleted automatically when a run is won or lost. Only the lobby's Delete button removes one, so after a loss you can resume from the last autosave and try again. The ClearSaveWhenRunEnds setting is gone.
  • Messages are smaller and sit in the top-right corner.

1.0.2

  • The lobby's saved-run panel now sits on the right side with stacked buttons, out of the way of the mission bar. New setting LobbyPanelSide (Right / Left).

1.0.1

  • Fix: the mod didn't load ("Error loading [RunSaves]"), so there was no Save Run button and no lobby panel. It hooked a RunManager method the game doesn't have.

1.0.0

  • First release: save a run from the pause menu or by autosave each wave, then resume it from the lobby. Restores the world, wave, party level and XP, revives, and every player's spells and upgrades.