Game mods selection is reset after each update

:arrow_forward: GAME INFORMATION

  • GAME BUILD #: all
  • GAME PLATFORM: all
  • OPERATING SYSTEM: all

:arrow_forward: ISSUE EXPERIENCED

Everytime a new update is presented, the selected mods are being reset and every single time every on the world has to select his mods again.

:arrow_forward: FREQUENCY OF ISSUE

E v e r y s i n g l e t i m e with each update

:arrow_forward: REPRODUCTION STEPS

Select your favourite mods. Laung game after update.

:arrow_forward: EXPECTED RESULT

Do not reset mods. Why would you do it anyway??? Why? Stop this annoyance please.

Yup.
This is a feature, not a bug.

The devs used to keep all the mods enabled, but then their update would break the mods. This is because the modders did not have time yet to update their mods to the latest game version. Accordingly, a lot of players would complain that the game was broken because of crashes. When in reality, the crashes were just because of the mods that hadn’t been updated yet.

Now you know, godspeed on your journey.

So you are saying devs were lazy to implement proper feature of hadling mods and decided to just disable it. Well, that is very cysion-like mickeymoused solution.

But that makes it bug imho. The fact, that there is no backend that would recognize mod collision from game bug.

There are currently over 26,000 mods that exist for Age of Empires 2 DE, and more are being made each day.

What you are asking for may seem to be reasonable. But consider this, in order to not break the mods, you have to know how each and every mod works. In addition, you are asking that they devs only make changes to the game that wouldn’t break these said mods. This greatly limits what the developers are able to do, because they have no knowledge of how these mods work, nor do they have the ability to edit these mods.

Following your stipulations, they wouldn’t be able to make any of the bug-fixes, cosmetic-changes, or balance-changes in the game for fear of breaking a mod that depends on that bug, look, or feel of the game.

When considering the ability of Devs to make software changes, I always like to remember this :slight_smile:

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What would be reasonable is to keep the mods enabled and when there is conflict, a error is thrown which mod is causing error and disable it.

I know there are older mods and when you load them, it throws error like “wrong number of civs”. So the mod wont load.

And given the experience with devs, the more cosmetic changes they do, the more bugs is introduced and some of them not fixed for months.

What would be reasonable is to keep the mods enabled and when there is conflict, a error is thrown which mod is causing error and disable it.

Not a bad idea; however, keep this in mind: an error is relative. What may be breaking for one mod is not for another. One mod may appear “work,” but the mod isn’t working. One mod may appear to throw an error, but it’s actually something else that is breaking. To try and write a system that would test each mod the player has loaded at launch would be cumbersome and not accurate.

Remember that mods are just that – mods – user created content that doesn’t follow any standard or error handling process. It is a much easier and more efficient solution to disable the mods on each new update and give the Modders time to make any necessary changes. This also allows the user to still enjoy the game, and quickly determine if the game is broken, or if enabling a mod breaks the intended behavior of the game.

That is a different discussion entirely :upside_down_face: