August Devlog
- Diogaoo Dev
- 19 hours ago
- 2 min read
Heya ! It's time for August Devlog !
This month went fairly smoothly actually, I’ve finished adding the last two enemies to Riverside: the new boss, Roxy, along with the final common encounter for the area, Ashley n Courtney. This officially wraps up the Riverside area! Next up, I'm thinking about adding a fourth starting area to give the early game a bit more diversity.We also received a new community mod submission (thank you for that!) this new enemy will be released sometime after the update drops, just to make sure they play nicely together.
I’ve been wanting to make some additions and improvements to the Mod Manager, but I've hit a bit of a technical hurdle. Updating the manager right now will likely break compatibility with the mods that have already been shared. Since we don't have a massive amount of mods yet, I could manually update the files myself. The issue is that doing so would break those mods for anyone playing the older public version of the game.
While Patrons always get access to the latest features, it doesn't feel right to leave the public version with broken mods for a whole month... The logical solution would be to host both the old and new versions of the mods simultaneously. However, this introduces a long-term manual maintenance requirement for every future update on the website and the actual mod scripts.
Which leads to my actual current issue: my development time is currently being split across multiple administrative tasks: managing both the public and Patreon builds, updating the website, writing announcements, updating quests in-game and on the website along with their rewards, replying to messages, playtesting, etc. All of these tasks really add up. Adding mod version maintenance to the routine would shrink my actual coding time even further.
This isn’t a major issue, tho... I just wanted to share this so you guys know where my head is at right now and what’s going on behind the scenes.If you have any ideas on how to streamline this process, I’m always open to suggestions !
Just to wrap things up, I’ve been having some discussions with a few patrons about the current state of the Mod Manager tool. Do you guys have any thoughts or feedback on it?
Hero Corruption 2 version 2.35 will be available on Friday, September 4th !Thank you for your time and continued support !

Could the mod manager portion alone be cleanly included in the public version? That could solve the mod compatibility issue while keeping the rest of the update content in the patreon version.