August PUP modding//scenario editor - Player Colours Mod

Hi guys,

I found this in the write-up on the August update PUP…

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MODDING

General

  • Fixes an issue where the incorrect scout unit could be spawned on blank maps.

spritecolors.json can now be used in non-dataset mods and has been relocated to the palettes folder.

  • Fixed an issue where the game would crash if the data file contained a lot of techs, depending on the amount of free techs.

  • Data mods with text should now load it when the dataset is selected, and be unloaded when the data mod is unloaded (return to main menu). Non-data text mods should now also properly load/unload without having to restart the game.

  • Selecting Data mods with text in the lobby/Skirmish now updates the texts of the Civilization Picker and Tech Trees properly.

  • Applying Modify Attribute to Secondary Projectile no longer causes a crash.

  • Game no longer crashes upon resetting trigger effect location in Scenario Editor.

  • Non-integer power-ups ranges are now supported.

  • Power up tasks with less than 1.0f range don’t affect units outside the task’s range anymore.

  • Hotkey profiles (.hkp) for Data mods containing hotkeys.json will now use the ID identifier of the mod for Published mods, rather than the mod name. If a local mod with the same Title existed before publishing it for others, its related .hkp will be copied to the Published profile on first subsequent play.

  • DEAssetTool has been upgraded to DESpriteTool, which allows you to produce SLD graphics from PSD files. For more information, see “Tools_Builds\Sprites” in your game installation directory.

Scenario Editor

  • Fixed an issue where unit upgrades in a unit line (e.g. a man at arms or crossbowman) would not benefit from modify attribute correctly.
  • Fixed an issue where objects that share a training site were also not being disabled when being added to the list. We use the sharedbuildings.json to figure out which unit ID’s are shared.
  • The Regicide Mode is now only available in Secondary Game Mode.
  • Customized units (units with changed names) in scenarios are no longer affected by general changes to the base unit.
  • Fixed an issue where scenarios created in AoE II: The Conquerors and AoE II (2013) without expansions couldn’t be opened anymore.
  • Garrisoned Rams on scenario start no longer have permanent bonus damage; they lose their bonus damage when empty as intended.

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What does this mean for player colour mods? You mean that they are now resumed? How do we use them? The mods were awesome!