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	<updated>2026-07-05T08:47:40Z</updated>
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	<entry>
		<id>https://wiki.lancertactics.com/index.php?title=Muse:General_disclaimer&amp;diff=34</id>
		<title>Muse:General disclaimer</title>
		<link rel="alternate" type="text/html" href="https://wiki.lancertactics.com/index.php?title=Muse:General_disclaimer&amp;diff=34"/>
		<updated>2026-07-05T07:58:42Z</updated>

		<summary type="html">&lt;p&gt;Olive: vex link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The in-universe concept of the Muse is from the [https://vexwerewolf.itch.io/in-golden-flame-act-1 In Golden Flame] module by Vex, used here with their permission.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lancer Tactics is not an official Lancer product; it is a third party work, and is not affiliated with Massif Press. Lancer Tactics is published via the Lancer Third Party License. Lancer is copyright Massif Press.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Olive</name></author>
	</entry>
	<entry>
		<id>https://wiki.lancertactics.com/index.php?title=Main_Page&amp;diff=33</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.lancertactics.com/index.php?title=Main_Page&amp;diff=33"/>
		<updated>2026-07-05T07:56:29Z</updated>

		<summary type="html">&lt;p&gt;Olive: Add link to changes from the TTRPG&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;strong&amp;gt;The Muse&amp;lt;/strong&amp;gt; (AKA the Lancer Tactics Wiki) is a compilation of editor documentation and guides for &amp;lt;strong&amp;gt;[https://lancertactics.com/ Lancer Tactics.]&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The in-universe concept of the Muse is from the [https://vexwerewolf.itch.io/in-golden-flame-act-1 In Golden Flame] module by Vex.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Modding ==&lt;br /&gt;
* [[Modding|Introduction to modding Lancer Tactics]]&lt;br /&gt;
* [[Modding EULA]]&lt;br /&gt;
&lt;br /&gt;
== Combat Editor ==&lt;br /&gt;
* TODO&lt;br /&gt;
&lt;br /&gt;
== Module Editor ==&lt;br /&gt;
* TODO&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
* [[Changes from the TTRPG]]&lt;/div&gt;</summary>
		<author><name>Olive</name></author>
	</entry>
	<entry>
		<id>https://wiki.lancertactics.com/index.php?title=Changes_from_the_TTRPG&amp;diff=32</id>
		<title>Changes from the TTRPG</title>
		<link rel="alternate" type="text/html" href="https://wiki.lancertactics.com/index.php?title=Changes_from_the_TTRPG&amp;diff=32"/>
		<updated>2026-07-05T07:55:42Z</updated>

		<summary type="html">&lt;p&gt;Olive: initial commit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;While overall Lancer Tactics has been able to stay extremely close to the TTRPG ruleset, we&#039;ve had to make a number of changes for the sake of UX and/or computational ability. The following is a non-exhaustive list.&lt;br /&gt;
&lt;br /&gt;
== Major ==&lt;br /&gt;
* Flying is a on/off status that puts you +3 above the surface instead of free elevation control.&lt;br /&gt;
* You have two &amp;quot;action points&amp;quot; instead of an explicit quick+quick/full; in practice this ends up being extremely similar to tabletop, minus some restrictions (eg you have more movement flexibility in between your attacks while Barraging). It also locks out being able to attack multiple times with the same weapon via Asura; I&#039;ll lose no sleep there.&lt;br /&gt;
* We had to limit brace triggering to not prompt-spam you each time you take damage. Currently it gives you the option to brace whenever you&#039;d otherwise be structured/stressed or if would take over half your health in one hit.&lt;br /&gt;
* We&#039;re using Kai&#039;s NPC rebake project instead of the CRB NPCs; this was [https://www.kickstarter.com/projects/wickworks/lancer-tactics/posts/4379409 hotly debated] but through the discussion we decided that it&#039;s a dramatic improvement in experience while being a light enough touch that it doesn&#039;t compromise tabletop compatibility.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Minor ==&lt;br /&gt;
* Metahook and similar effects that mirror the duration of statuses only apply the mirrored statuses until the end of that character&#039;s next turn.&lt;br /&gt;
* Gravity Grenade counts both voluntary and involuntary movement.&lt;br /&gt;
* The timing of Ideal Image&#039;s systems check happens a lot sooner; before targets are declared.&lt;br /&gt;
* Cable Winch can be detached by a hull check instead of that weird attack thing.&lt;br /&gt;
* Blademaster&#039;s Feint makes you immune to triggering &#039;&#039;all&#039;&#039; reactions from the target until the end of your current turn.&lt;br /&gt;
&lt;br /&gt;
== Trivial ==&lt;br /&gt;
* Mirage&#039;s Dataveil can&#039;t be returned to the Mirage. The AI isn&#039;t smart enough to know when it would be a good idea to do so.&lt;br /&gt;
* Spector&#039;s Machine Pistol only grants extra movement after the attack instead of optionally before.&lt;br /&gt;
* Dimensional Emblems can only be attempted to dissipate by hostile characters.&lt;br /&gt;
* Autopod and Seismic Deluge only trigger on hostile characters.&lt;/div&gt;</summary>
		<author><name>Olive</name></author>
	</entry>
	<entry>
		<id>https://wiki.lancertactics.com/index.php?title=Muse:General_disclaimer&amp;diff=31</id>
		<title>Muse:General disclaimer</title>
		<link rel="alternate" type="text/html" href="https://wiki.lancertactics.com/index.php?title=Muse:General_disclaimer&amp;diff=31"/>
		<updated>2026-07-05T07:42:22Z</updated>

		<summary type="html">&lt;p&gt;Olive: Added Lancer TTRPG disclaimer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Lancer Tactics is not an official Lancer product; it is a third party work, and is not affiliated with Massif Press. Lancer Tactics is published via the Lancer Third Party License. Lancer is copyright Massif Press.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Olive</name></author>
	</entry>
	<entry>
		<id>https://wiki.lancertactics.com/index.php?title=Main_Page&amp;diff=30</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.lancertactics.com/index.php?title=Main_Page&amp;diff=30"/>
		<updated>2026-07-05T07:34:36Z</updated>

		<summary type="html">&lt;p&gt;Olive: Add link to modding&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;strong&amp;gt;The Muse&amp;lt;/strong&amp;gt; (AKA the Lancer Tactics Wiki) is a compilation of editor documentation and guides for &amp;lt;strong&amp;gt;[https://lancertactics.com/ Lancer Tactics.]&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The in-universe concept of the Muse is from the [https://vexwerewolf.itch.io/in-golden-flame-act-1 In Golden Flame] module by Vex.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Modding ==&lt;br /&gt;
* [[Modding|Introduction to modding Lancer Tactics]]&lt;br /&gt;
* [[Modding EULA]]&lt;br /&gt;
&lt;br /&gt;
== Combat Editor ==&lt;br /&gt;
* TODO&lt;br /&gt;
&lt;br /&gt;
== Module Editor ==&lt;br /&gt;
* TODO&lt;/div&gt;</summary>
		<author><name>Olive</name></author>
	</entry>
	<entry>
		<id>https://wiki.lancertactics.com/index.php?title=Modding&amp;diff=29</id>
		<title>Modding</title>
		<link rel="alternate" type="text/html" href="https://wiki.lancertactics.com/index.php?title=Modding&amp;diff=29"/>
		<updated>2026-07-05T07:28:35Z</updated>

		<summary type="html">&lt;p&gt;Olive: add link to godot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Get help: [https://wick.itch.io/lancer-tactics/community wick.itch.io/lancer-tactics] or [https://discord.com/invite/2t7Efg2Fbj Discord]&lt;br /&gt;
&lt;br /&gt;
== Modkit ==&lt;br /&gt;
&lt;br /&gt;
To make mods, you&#039;ll first need to get your hands on the source of the game. It’s possible to decompile any game made in Godot which is what bootleg (affectionate) modders have been doing up til now, but we’re making the source available through official channels for convenience. Lancer’s TTRPG creator ecosystem is based on a belief that it should be hackable &amp;amp; extensible, and we want to carry that culture forward.&lt;br /&gt;
&lt;br /&gt;
We (Wickworks) are talking to a lawyer to make sure we have all our hatches buttoned down legally to make sure we maintain ownership of the game code itself (and maybe like watermark some assets?), but once we get that squared away we’ll add the modkit alongside the rest of the downloads on itch. Until then, you can request early access to it on [https://discord.com/invite/2t7Efg2Fbj Lancer Tactic’s Discord server].&lt;br /&gt;
&lt;br /&gt;
Finally, before getting started with the modkit, please be sure you&#039;ve reviewed and agree to the [[Modding EULA]].&lt;br /&gt;
&lt;br /&gt;
== Background — how do Godot mods work? ==&lt;br /&gt;
&lt;br /&gt;
Lancer Tactics is made in the [https://godotengine.org/ Godot] game engine; at time of writing on version 4.7. In order to make mods for anything besides asset packs, you&#039;ll need to become comfortable working in its editor. I hope this doesn&#039;t scare you off; of all the major game engines, it has a reputation of being easy to pick up.&lt;br /&gt;
&lt;br /&gt;
Godot projects have an internal filesystem much like the one on your computer; a series of folders and files. The root is referred to as &amp;lt;code&amp;gt;res://&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TODO INSERT IMAGE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
However, to run the game Godot needs assets (images, music, etc) to be in a different format than you’d find with them sitting in your filesystem. It compiles these files into a big pile of files that look like this, all jumbled together in one folder:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TODO INSERT IMAGE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To keep knowing where things are, it maintains a skeleton of the original filesystem with all the orignal files swapped out with “.remap” placeholders that just point to where in that big pile the asset they represent went. Furthermore, whenever the game attempts to load a specific asset at a location (e.g. &amp;lt;code&amp;gt;res://assets/icons/mech.svg&amp;lt;/code&amp;gt;), it caches whatever it loaded into memory. Whenever we ask it to load that asset again, it doesn’t have to go ask the .remap file where the original one went and load it up — it just returns whatever it ended up loading from there last time. This cache is like a ghost sitting on top of a skeleton.&lt;br /&gt;
&lt;br /&gt;
For modding, this gives us an opportunity. Instead of needing to actually copy in modded files and override the originals, we can manipulate this ghost-filesystem-cache by lying about what files are at what locations. Here’s what a mod looks like for Lancer Tactics (using a modified system from Godot Mod Loader):&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TODO INSERT IMAGE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
We have a special folder where we put the actual mod files: “unpacked”, then another folder with the specific mod’s identifier “Wickworks-Sawhorse”. Within that, we have a “res” folder, and that’s where the lying starts. When loading up the mod, we can grab everything inside of the mod’s “res” and tell the ghost-cache that the mod’s files are the ones that are actually at that location. In this example, by the end of it when we ask Godot to load &amp;lt;code&amp;gt;res://assets/frames/horus/mf_sawhorse.png&amp;lt;/code&amp;gt;, it will return the file that’s actually over in &amp;lt;code&amp;gt;res://unpacked/Wickworks-Sawhorse/res/assets/frames/horus/mf_sawhorse.png&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Now that we have the power to insert files as we’d like, Godot Mod Loader additionally has some functions that through dark magic allows multiple mods to all alter the same script instead of overriding it. I’m a little fuzzy on these details, but the shape of it is that while loading each successive script that extends the same file actually extends the previous one that also extended that script so all the changes end up getting applied.&lt;br /&gt;
&lt;br /&gt;
In order to change what mods are active, the out-of-the-box Godot Mod Loader addon expects you to restart the game so it can start work with a clean slate each time. For Lancer Tactics, I modified this so it tracks all files inserted so we can go and undo all of our lies and reset the ghost-cache to files’ original locations. This was important because I’m expecting people to want to be able to make maps and modules with bundled-in mods that substantially alter the content of the game, and requiring a restart whenever you load one up would be a terrible experience.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Mod Loader ==&lt;br /&gt;
Lancer Tactics is using the [https://wiki.godotmodding.com/ Godot Mod Loader addon], but has made some changes to it:&lt;br /&gt;
&lt;br /&gt;
=== Implicit Overrides ===&lt;br /&gt;
Instead of having to manually declare each asset you want to override in code (via an overwrites.gd that the Mod Tools would generate and put into an extensions/ or overwrites/ sub-directory), assets and resources are overridden implicitly by matching file paths and names from a mod&#039;s res/ directory. See the &amp;quot;replacing resources&amp;quot; section below for details. This should allow people to make texture asset pack mods fully outside the Godot editor by downloading a template, dropping images into a folder, and zipping it up.&lt;br /&gt;
&lt;br /&gt;
=== Hooks and class_name scripts ===&lt;br /&gt;
Unfortunately, it ended up not being feasible to support their script Hook system, which means it&#039;s not possible to change class_name scripts (or is unreliable to do so). Hooks were designed to work around a bug in Godot that has been unaddressed since 4.3 and do some crazy preprocessing of scripts that involves decompiling them, editing names of functions, and swapping in the copies. For the time being, we decided to instead convert the most likely targets of mods (UnitCondition, UnitTile, UnitAction, etc) into autoloads so they can be accessed by normal script Extensions instead. This will provide better backwards compatibility for mods once the bug is addressed than having to go back and tear out all the Hook code.&lt;br /&gt;
&lt;br /&gt;
TL;DR: You are NOT able to currently extend a script with a class_name. If you want to make a mod that extends a class_name script and it looks like it could be an Autoload, let me know and I&#039;ll see if I can convert it!&lt;br /&gt;
&lt;br /&gt;
The engine bug necessitating hooks: [https://github.com/godotengine/godot/issues/83542 github.com/godotengine/godot/issues/83542]&lt;br /&gt;
&lt;br /&gt;
A possible fix to the godot engine that&#039;ll solve all this: [https://github.com/godotengine/godot/pull/116556 github.com/godotengine/godot/pull/116556]&lt;br /&gt;
&lt;br /&gt;
=== Formatting and Paths ===&lt;br /&gt;
Additionally, we&#039;ve made some path and formatting tweaks for styling and ease of use:&lt;br /&gt;
&lt;br /&gt;
* We&#039;re using &amp;lt;code&amp;gt;res://unpacked/&amp;lt;/code&amp;gt; instead of &amp;lt;code&amp;gt;res://mods-unpacked/&amp;lt;/code&amp;gt; for the directory in the godot project that mods are unpacked into. I don&#039;t like hypens in filenames, it&#039;s a bit shorter, and will be sorted alphabetically to the end of the project folders. Plus mod zips will be structured like &amp;lt;code&amp;gt;unpacked/Author-ModName/manifest.json&amp;lt;/code&amp;gt; which is a bit cleaner than having an extra &amp;quot;mods-&amp;quot; at the start of it.&lt;br /&gt;
&lt;br /&gt;
* Our manifest.json doesn&#039;t have the &amp;lt;code&amp;gt;&amp;quot;extra&amp;quot;: {&amp;quot;godot: {...}}&amp;lt;/code&amp;gt; keys, opting instead to just put all that stuff at the root.&lt;br /&gt;
&lt;br /&gt;
* Mod config files are stored in &amp;lt;code&amp;gt;user://mod_configs/&amp;lt;/code&amp;gt; instead of straight &amp;lt;code&amp;gt;user://&amp;lt;/code&amp;gt; for mod-tool-plugin-save.json, mod_user_profiles.json, and mod_loader_cache.json. Keeps the user directory cleaner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Mod Types &amp;amp; Security ==&lt;br /&gt;
&lt;br /&gt;
Mods are code that some rando wrote that the game downloads and then runs on your machine. Godot does not have built-in sandboxing for gdscript, so this code has just as much access as the game does, ie, can read or write any file on your computer and talk to the internet. Uh oh!&lt;br /&gt;
&lt;br /&gt;
To be fair, this is a issue with most mods for most games. It’s a very trust-based at-your-own-risk sort of country. This is fine if mods aren’t tightly integrated, but as soon as you as a developer start removing barriers and letting people accidentally stumble into downloading harmful code by just pressing buttons in-game, you start taking on the responsibility in the case of something bad happening.&lt;br /&gt;
&lt;br /&gt;
Slay The Spire 2, another game made in Godot, handles this by putting a big warning screen that it forces you to click through before you can start installing mods. We’ve done something similar:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TODO INSERT IMAGE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To help manage this, Lancer Tactics distinguishes between three mod types: Asset Packs, Content Packs and &amp;quot;Substantial&amp;quot; mods:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Asset Pack:&#039;&#039;&#039; just images and tres files. Doesn&#039;t even have a mod_main.gd; just a json manifest and images in various places to get picked up by the appropriate resources. These can be required by combats/modules and they&#039;ll be treated as safe since not having scripts makes them risk-free. We allow tres files to be in asset packs as long as they do not contain any inline scripts.&lt;br /&gt;
** Mods that do not contain any .gd files (including mod_main.gd) will be treated as Asset Packs.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Content Pack:&#039;&#039;&#039; can have scripts and a mod_main.gd to do non-standard things, but are responsible for making sure anything off-standard they do is reversible without a restart. Since these allow arbitrary code execution, they will prompt additional warnings to the player before they are enabled.&lt;br /&gt;
** Mods that contain .gd files and are marked as &amp;lt;code&amp;gt;requires_restart&amp;lt;/code&amp;gt; as &amp;quot;false&amp;quot; in their manifest will be treated as Content Packs.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Substantial Mod:&#039;&#039;&#039; as above, but the changes are not cleanly reversible so require a restart to turn off or on.&lt;br /&gt;
** Mods that contain .gd files and are marked as &amp;lt;code&amp;gt;requires_restart&amp;lt;/code&amp;gt; as &amp;quot;true&amp;quot; in their manifest will be treated as Substantial Mods.&lt;br /&gt;
&lt;br /&gt;
An area for future growth, given substantially more resources, would be to add the ability to script game content in a nice sandboxed environment by setting up an internal .lua API for new abilities to use. This would allow new mechs and whatnot to count as asset packs, but the time-benefit tradeoff isn’t favorable given our current time and labor constraints.&lt;/div&gt;</summary>
		<author><name>Olive</name></author>
	</entry>
	<entry>
		<id>https://wiki.lancertactics.com/index.php?title=Modding_EULA&amp;diff=28</id>
		<title>Modding EULA</title>
		<link rel="alternate" type="text/html" href="https://wiki.lancertactics.com/index.php?title=Modding_EULA&amp;diff=28"/>
		<updated>2026-07-05T07:23:19Z</updated>

		<summary type="html">&lt;p&gt;Olive: link to modding background&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So you want to make mods for Lancer Tactics. That&#039;s great! There&#039;s just some legal guidelines we&#039;d like to make clear before you get started with the [[Modding|Lancer Tactics modkit]].&lt;br /&gt;
&lt;br /&gt;
== General Guidelines ==&lt;br /&gt;
&lt;br /&gt;
* Contained in the modkit is the full commented source code for Lancer Tactics. You are welcome to open it in the Godot editor and run the game locally in order to build and test your mods, but you are NOT authorized to export the game into a standalone application without written permission from Wickworks.&lt;br /&gt;
&lt;br /&gt;
* You are also not authorized to distribute this modkit; if you have a friend who&#039;s interested in getting started, please direct them towards the place where you got this from Wickworks.&lt;br /&gt;
&lt;br /&gt;
* Content using the Lancer game system and universe, including both Lancer Tactics and any mods that you may create, is governed by Massif Press&#039;s Lancer Third-Party License. It can be reviewed at [https://massifpress.com/legal massifpress.com/legal]&lt;br /&gt;
&lt;br /&gt;
* You need to own a copy of the game to legally use this modkit.&lt;br /&gt;
&lt;br /&gt;
* If you publish your mod, we may showcase it on other platforms without compensation but we will attempt to credit you.&lt;br /&gt;
&lt;br /&gt;
* When we update Lancer Tactics, it may break compatibility with other software such as mods. This is unfortunate, but we don&#039;t take responsibility for ensuring all mods will continue to work with new versions of the game.&lt;br /&gt;
&lt;br /&gt;
* Use common sense, follow the law and these rules, respect the Game and its community.&lt;br /&gt;
&lt;br /&gt;
* Please read the following policy carefully before creating any mod, as it is legally binding.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== License == &lt;br /&gt;
&lt;br /&gt;
* &amp;quot;The Game&amp;quot; - Refers to the game Lancer Tactics made by Wickworks.&lt;br /&gt;
* &amp;quot;Mod(s)&amp;quot; - Something original that you or someone else created that doesn&#039;t contain a substantial part of our copyrightable code or content.&lt;br /&gt;
&lt;br /&gt;
If and as long as you comply with this policy, Wickworks grants you a personal, limited, non-transferable, revocable, and non-exclusive license to create Mods based on the Game - which you have duly obtained access to.&lt;br /&gt;
&lt;br /&gt;
You hereby grant us and our affiliates a nonexclusive, royalty-free, sublicensable, irrevocable, and perpetual right to&lt;br /&gt;
&lt;br /&gt;
* transmit, broadcast, otherwise communicate, publicly display, publicly perform your Mod&lt;br /&gt;
* in any manner or form and in any medium or forum, whether now known or later devised&lt;br /&gt;
* without compensation to you or any third party. This right shall survive the termination of this Agreement.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise agreed, the creation and publication of mods are strictly non-commercial. The mod shall be provided free of charge and be freely available, but you may accept donations for your time through Patreon or similar services, or through sponsorships.&lt;br /&gt;
&lt;br /&gt;
Any third-party mods integrated into the Game (whether official or user-created) are not endorsed or supported by Wickworks unless explicitly stated. We do not assume responsibility for bugs, errors, or legal claims related to modded content. You are responsible for your own mod.&lt;br /&gt;
&lt;br /&gt;
=== Intellectual Property (IP) rights ===&lt;br /&gt;
&lt;br /&gt;
Your rights in your mod only extend to the new, original content you create as part of your mod and do not extend to or grant any rights to the Lancer Tactics game, any related IP rights or any content made available by Wickworks in relation to the Game. Please do not use any third-party content in your mod without permission and only use materials you are allowed to use.&lt;br /&gt;
&lt;br /&gt;
If Wickworks coincidentally develops or has developed content similar to your mod or parts of your mod, Wickworks shall be free to fully use the content it has independently created without you gaining any rights to it. In other words: we will never steal content from your mods, but please understand that we also do not want to be prevented from making or finishing content for the Game, just because a mod accidentally contains similar contents or ideas.&lt;br /&gt;
&lt;br /&gt;
=== Behaviour and Mod Content ===&lt;br /&gt;
&lt;br /&gt;
Do not reverse engineer the Game, or any related tools except for the purpose of modding.&lt;br /&gt;
Tools and mods are being made available at your own risk.&lt;br /&gt;
&lt;br /&gt;
The following are prohibited:&lt;br /&gt;
&lt;br /&gt;
* creating mods that contain any material which is unlawful, infringing, inappropriate, or violates any contracts or third-party rights.&lt;br /&gt;
* using the Lancer Tactics IP in a way that is offensive, grotesque, racist, sexist, vulgar, disparaging, or defamatory.&lt;br /&gt;
* creating or using hacks - mods that unlock paid content like DLCs, or remove DRM.&lt;br /&gt;
* using your mod to add advertisements or any monetization feature into the Game.&lt;br /&gt;
* obfuscating or making your code ambiguous in any way. Players and staff must be able to easily audit and verify the safety of the mod.&lt;br /&gt;
* exporting and distributing modified builds of the game.&lt;br /&gt;
&lt;br /&gt;
Wickworks has no obligation to use, distribute or continue to distribute mods, and we may restrict or remove mods breaking any of these rules at our sole discretion.&lt;br /&gt;
&lt;br /&gt;
We have the final say on what constitutes a Mod and what doesn&#039;t. You may not distribute any Modded Versions of our Game or software, and we’d appreciate it if you didn’t use Mods for griefing. Basically, Mods are okay to distribute; hacked versions or Modded Versions of the game client or server software are not okay to distribute.&lt;br /&gt;
&lt;br /&gt;
=== Reporting ===&lt;br /&gt;
&lt;br /&gt;
If you encounter content created by another user that you find offensive, we encourage you to report this content by clicking on the report button on the Mod.io page.&lt;br /&gt;
&lt;br /&gt;
In case of Dispute: first, let’s try to solve disputes informally. If it does not work, arbitration or the courts in Portland, Oregon will settle it.&lt;br /&gt;
&lt;br /&gt;
Please note that third party EULAs like the Lancer Third Party License or Mod.io uploading agreement may apply.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Lancer Tactics is not an official Lancer product; it is a third party work, and is not affiliated with Massif Press. Lancer Tactics is published via the Lancer Third Party License. Lancer is copyright Massif Press.&amp;lt;/i&amp;gt;&lt;/div&gt;</summary>
		<author><name>Olive</name></author>
	</entry>
	<entry>
		<id>https://wiki.lancertactics.com/index.php?title=Modding&amp;diff=27</id>
		<title>Modding</title>
		<link rel="alternate" type="text/html" href="https://wiki.lancertactics.com/index.php?title=Modding&amp;diff=27"/>
		<updated>2026-07-05T07:22:01Z</updated>

		<summary type="html">&lt;p&gt;Olive: /* Modkit */ link to modding eula&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Get help: [https://wick.itch.io/lancer-tactics/community wick.itch.io/lancer-tactics] or [https://discord.com/invite/2t7Efg2Fbj Discord]&lt;br /&gt;
&lt;br /&gt;
== Modkit ==&lt;br /&gt;
&lt;br /&gt;
To make mods, you&#039;ll first need to get your hands on the source of the game. It’s possible to decompile any game made in Godot which is what bootleg (affectionate) modders have been doing up til now, but we’re making the source available through official channels for convenience. Lancer’s TTRPG creator ecosystem is based on a belief that it should be hackable &amp;amp; extensible, and we want to carry that culture forward.&lt;br /&gt;
&lt;br /&gt;
We (Wickworks) are talking to a lawyer to make sure we have all our hatches buttoned down legally to make sure we maintain ownership of the game code itself (and maybe like watermark some assets?), but once we get that squared away we’ll add the modkit alongside the rest of the downloads on itch. Until then, you can request early access to it on [https://discord.com/invite/2t7Efg2Fbj Lancer Tactic’s Discord server].&lt;br /&gt;
&lt;br /&gt;
Finally, before getting started with the modkit, please be sure you&#039;ve reviewed and agree to the [[Modding EULA]].&lt;br /&gt;
&lt;br /&gt;
== Background — how do Godot mods work? ==&lt;br /&gt;
&lt;br /&gt;
Godot projects have an internal filesystem much like the one on your computer; a series of folders and files. The root is referred to as &amp;lt;code&amp;gt;res://&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TODO INSERT IMAGE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
However, to run the game Godot needs assets (images, music, etc) to be in a different format than you’d find with them sitting in your filesystem. It compiles these files into a big pile of files that look like this, all jumbled together in one folder:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TODO INSERT IMAGE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To keep knowing where things are, it maintains a skeleton of the original filesystem with all the orignal files swapped out with “.remap” placeholders that just point to where in that big pile the asset they represent went. Furthermore, whenever the game attempts to load a specific asset at a location (e.g. &amp;lt;code&amp;gt;res://assets/icons/mech.svg&amp;lt;/code&amp;gt;), it caches whatever it loaded into memory. Whenever we ask it to load that asset again, it doesn’t have to go ask the .remap file where the original one went and load it up — it just returns whatever it ended up loading from there last time. This cache is like a ghost sitting on top of a skeleton.&lt;br /&gt;
&lt;br /&gt;
For modding, this gives us an opportunity. Instead of needing to actually copy in modded files and override the originals, we can manipulate this ghost-filesystem-cache by lying about what files are at what locations. Here’s what a mod looks like for Lancer Tactics (using a modified system from Godot Mod Loader):&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TODO INSERT IMAGE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
We have a special folder where we put the actual mod files: “unpacked”, then another folder with the specific mod’s identifier “Wickworks-Sawhorse”. Within that, we have a “res” folder, and that’s where the lying starts. When loading up the mod, we can grab everything inside of the mod’s “res” and tell the ghost-cache that the mod’s files are the ones that are actually at that location. In this example, by the end of it when we ask Godot to load &amp;lt;code&amp;gt;res://assets/frames/horus/mf_sawhorse.png&amp;lt;/code&amp;gt;, it will return the file that’s actually over in &amp;lt;code&amp;gt;res://unpacked/Wickworks-Sawhorse/res/assets/frames/horus/mf_sawhorse.png&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Now that we have the power to insert files as we’d like, Godot Mod Loader additionally has some functions that through dark magic allows multiple mods to all alter the same script instead of overriding it. I’m a little fuzzy on these details, but the shape of it is that while loading each successive script that extends the same file actually extends the previous one that also extended that script so all the changes end up getting applied.&lt;br /&gt;
&lt;br /&gt;
In order to change what mods are active, the out-of-the-box Godot Mod Loader addon expects you to restart the game so it can start work with a clean slate each time. For Lancer Tactics, I modified this so it tracks all files inserted so we can go and undo all of our lies and reset the ghost-cache to files’ original locations. This was important because I’m expecting people to want to be able to make maps and modules with bundled-in mods that substantially alter the content of the game, and requiring a restart whenever you load one up would be a terrible experience.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Mod Loader ==&lt;br /&gt;
Lancer Tactics is using the [https://wiki.godotmodding.com/ Godot Mod Loader addon], but has made some changes to it:&lt;br /&gt;
&lt;br /&gt;
=== Implicit Overrides ===&lt;br /&gt;
Instead of having to manually declare each asset you want to override in code (via an overwrites.gd that the Mod Tools would generate and put into an extensions/ or overwrites/ sub-directory), assets and resources are overridden implicitly by matching file paths and names from a mod&#039;s res/ directory. See the &amp;quot;replacing resources&amp;quot; section below for details. This should allow people to make texture asset pack mods fully outside the Godot editor by downloading a template, dropping images into a folder, and zipping it up.&lt;br /&gt;
&lt;br /&gt;
=== Hooks and class_name scripts ===&lt;br /&gt;
Unfortunately, it ended up not being feasible to support their script Hook system, which means it&#039;s not possible to change class_name scripts (or is unreliable to do so). Hooks were designed to work around a bug in Godot that has been unaddressed since 4.3 and do some crazy preprocessing of scripts that involves decompiling them, editing names of functions, and swapping in the copies. For the time being, we decided to instead convert the most likely targets of mods (UnitCondition, UnitTile, UnitAction, etc) into autoloads so they can be accessed by normal script Extensions instead. This will provide better backwards compatibility for mods once the bug is addressed than having to go back and tear out all the Hook code.&lt;br /&gt;
&lt;br /&gt;
TL;DR: You are NOT able to currently extend a script with a class_name. If you want to make a mod that extends a class_name script and it looks like it could be an Autoload, let me know and I&#039;ll see if I can convert it!&lt;br /&gt;
&lt;br /&gt;
The engine bug necessitating hooks: [https://github.com/godotengine/godot/issues/83542 github.com/godotengine/godot/issues/83542]&lt;br /&gt;
&lt;br /&gt;
A possible fix to the godot engine that&#039;ll solve all this: [https://github.com/godotengine/godot/pull/116556 github.com/godotengine/godot/pull/116556]&lt;br /&gt;
&lt;br /&gt;
=== Formatting and Paths ===&lt;br /&gt;
Additionally, we&#039;ve made some path and formatting tweaks for styling and ease of use:&lt;br /&gt;
&lt;br /&gt;
* We&#039;re using &amp;lt;code&amp;gt;res://unpacked/&amp;lt;/code&amp;gt; instead of &amp;lt;code&amp;gt;res://mods-unpacked/&amp;lt;/code&amp;gt; for the directory in the godot project that mods are unpacked into. I don&#039;t like hypens in filenames, it&#039;s a bit shorter, and will be sorted alphabetically to the end of the project folders. Plus mod zips will be structured like &amp;lt;code&amp;gt;unpacked/Author-ModName/manifest.json&amp;lt;/code&amp;gt; which is a bit cleaner than having an extra &amp;quot;mods-&amp;quot; at the start of it.&lt;br /&gt;
&lt;br /&gt;
* Our manifest.json doesn&#039;t have the &amp;lt;code&amp;gt;&amp;quot;extra&amp;quot;: {&amp;quot;godot: {...}}&amp;lt;/code&amp;gt; keys, opting instead to just put all that stuff at the root.&lt;br /&gt;
&lt;br /&gt;
* Mod config files are stored in &amp;lt;code&amp;gt;user://mod_configs/&amp;lt;/code&amp;gt; instead of straight &amp;lt;code&amp;gt;user://&amp;lt;/code&amp;gt; for mod-tool-plugin-save.json, mod_user_profiles.json, and mod_loader_cache.json. Keeps the user directory cleaner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Mod Types &amp;amp; Security ==&lt;br /&gt;
&lt;br /&gt;
Mods are code that some rando wrote that the game downloads and then runs on your machine. Godot does not have built-in sandboxing for gdscript, so this code has just as much access as the game does, ie, can read or write any file on your computer and talk to the internet. Uh oh!&lt;br /&gt;
&lt;br /&gt;
To be fair, this is a issue with most mods for most games. It’s a very trust-based at-your-own-risk sort of country. This is fine if mods aren’t tightly integrated, but as soon as you as a developer start removing barriers and letting people accidentally stumble into downloading harmful code by just pressing buttons in-game, you start taking on the responsibility in the case of something bad happening.&lt;br /&gt;
&lt;br /&gt;
Slay The Spire 2, another game made in Godot, handles this by putting a big warning screen that it forces you to click through before you can start installing mods. We’ve done something similar:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TODO INSERT IMAGE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To help manage this, Lancer Tactics distinguishes between three mod types: Asset Packs, Content Packs and &amp;quot;Substantial&amp;quot; mods:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Asset Pack:&#039;&#039;&#039; just images and tres files. Doesn&#039;t even have a mod_main.gd; just a json manifest and images in various places to get picked up by the appropriate resources. These can be required by combats/modules and they&#039;ll be treated as safe since not having scripts makes them risk-free. We allow tres files to be in asset packs as long as they do not contain any inline scripts.&lt;br /&gt;
** Mods that do not contain any .gd files (including mod_main.gd) will be treated as Asset Packs.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Content Pack:&#039;&#039;&#039; can have scripts and a mod_main.gd to do non-standard things, but are responsible for making sure anything off-standard they do is reversible without a restart. Since these allow arbitrary code execution, they will prompt additional warnings to the player before they are enabled.&lt;br /&gt;
** Mods that contain .gd files and are marked as &amp;lt;code&amp;gt;requires_restart&amp;lt;/code&amp;gt; as &amp;quot;false&amp;quot; in their manifest will be treated as Content Packs.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Substantial Mod:&#039;&#039;&#039; as above, but the changes are not cleanly reversible so require a restart to turn off or on.&lt;br /&gt;
** Mods that contain .gd files and are marked as &amp;lt;code&amp;gt;requires_restart&amp;lt;/code&amp;gt; as &amp;quot;true&amp;quot; in their manifest will be treated as Substantial Mods.&lt;br /&gt;
&lt;br /&gt;
An area for future growth, given substantially more resources, would be to add the ability to script game content in a nice sandboxed environment by setting up an internal .lua API for new abilities to use. This would allow new mechs and whatnot to count as asset packs, but the time-benefit tradeoff isn’t favorable given our current time and labor constraints.&lt;/div&gt;</summary>
		<author><name>Olive</name></author>
	</entry>
	<entry>
		<id>https://wiki.lancertactics.com/index.php?title=Modding&amp;diff=26</id>
		<title>Modding</title>
		<link rel="alternate" type="text/html" href="https://wiki.lancertactics.com/index.php?title=Modding&amp;diff=26"/>
		<updated>2026-07-05T07:18:56Z</updated>

		<summary type="html">&lt;p&gt;Olive: Add security section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Get help: [https://wick.itch.io/lancer-tactics/community wick.itch.io/lancer-tactics] or [https://discord.com/invite/2t7Efg2Fbj Discord]&lt;br /&gt;
&lt;br /&gt;
== Modkit ==&lt;br /&gt;
&lt;br /&gt;
To make mods, you&#039;ll first need to get your hands on the source of the game. It’s possible to decompile any game made in Godot which is what bootleg (affectionate) modders have been doing up til now, but we’re making the source available through official channels for convenience. Lancer’s TTRPG creator ecosystem is based on a belief that it should be hackable &amp;amp; extensible, and we want to carry that culture forward.&lt;br /&gt;
&lt;br /&gt;
We (Wickworks) are talking to a lawyer to make sure we have all our hatches buttoned down legally to make sure we maintain ownership of the game code itself (and maybe like watermark some assets?), but once we get that squared away we’ll add the modkit alongside the rest of the downloads on itch. Until then, you can request early access to it on [https://discord.com/invite/2t7Efg2Fbj LT’s Discord server].&lt;br /&gt;
&lt;br /&gt;
== Background — how do Godot mods work? ==&lt;br /&gt;
&lt;br /&gt;
Godot projects have an internal filesystem much like the one on your computer; a series of folders and files. The root is referred to as &amp;lt;code&amp;gt;res://&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TODO INSERT IMAGE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
However, to run the game Godot needs assets (images, music, etc) to be in a different format than you’d find with them sitting in your filesystem. It compiles these files into a big pile of files that look like this, all jumbled together in one folder:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TODO INSERT IMAGE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To keep knowing where things are, it maintains a skeleton of the original filesystem with all the orignal files swapped out with “.remap” placeholders that just point to where in that big pile the asset they represent went. Furthermore, whenever the game attempts to load a specific asset at a location (e.g. &amp;lt;code&amp;gt;res://assets/icons/mech.svg&amp;lt;/code&amp;gt;), it caches whatever it loaded into memory. Whenever we ask it to load that asset again, it doesn’t have to go ask the .remap file where the original one went and load it up — it just returns whatever it ended up loading from there last time. This cache is like a ghost sitting on top of a skeleton.&lt;br /&gt;
&lt;br /&gt;
For modding, this gives us an opportunity. Instead of needing to actually copy in modded files and override the originals, we can manipulate this ghost-filesystem-cache by lying about what files are at what locations. Here’s what a mod looks like for Lancer Tactics (using a modified system from Godot Mod Loader):&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TODO INSERT IMAGE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
We have a special folder where we put the actual mod files: “unpacked”, then another folder with the specific mod’s identifier “Wickworks-Sawhorse”. Within that, we have a “res” folder, and that’s where the lying starts. When loading up the mod, we can grab everything inside of the mod’s “res” and tell the ghost-cache that the mod’s files are the ones that are actually at that location. In this example, by the end of it when we ask Godot to load &amp;lt;code&amp;gt;res://assets/frames/horus/mf_sawhorse.png&amp;lt;/code&amp;gt;, it will return the file that’s actually over in &amp;lt;code&amp;gt;res://unpacked/Wickworks-Sawhorse/res/assets/frames/horus/mf_sawhorse.png&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Now that we have the power to insert files as we’d like, Godot Mod Loader additionally has some functions that through dark magic allows multiple mods to all alter the same script instead of overriding it. I’m a little fuzzy on these details, but the shape of it is that while loading each successive script that extends the same file actually extends the previous one that also extended that script so all the changes end up getting applied.&lt;br /&gt;
&lt;br /&gt;
In order to change what mods are active, the out-of-the-box Godot Mod Loader addon expects you to restart the game so it can start work with a clean slate each time. For Lancer Tactics, I modified this so it tracks all files inserted so we can go and undo all of our lies and reset the ghost-cache to files’ original locations. This was important because I’m expecting people to want to be able to make maps and modules with bundled-in mods that substantially alter the content of the game, and requiring a restart whenever you load one up would be a terrible experience.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Mod Loader ==&lt;br /&gt;
Lancer Tactics is using the [https://wiki.godotmodding.com/ Godot Mod Loader addon], but has made some changes to it:&lt;br /&gt;
&lt;br /&gt;
=== Implicit Overrides ===&lt;br /&gt;
Instead of having to manually declare each asset you want to override in code (via an overwrites.gd that the Mod Tools would generate and put into an extensions/ or overwrites/ sub-directory), assets and resources are overridden implicitly by matching file paths and names from a mod&#039;s res/ directory. See the &amp;quot;replacing resources&amp;quot; section below for details. This should allow people to make texture asset pack mods fully outside the Godot editor by downloading a template, dropping images into a folder, and zipping it up.&lt;br /&gt;
&lt;br /&gt;
=== Hooks and class_name scripts ===&lt;br /&gt;
Unfortunately, it ended up not being feasible to support their script Hook system, which means it&#039;s not possible to change class_name scripts (or is unreliable to do so). Hooks were designed to work around a bug in Godot that has been unaddressed since 4.3 and do some crazy preprocessing of scripts that involves decompiling them, editing names of functions, and swapping in the copies. For the time being, we decided to instead convert the most likely targets of mods (UnitCondition, UnitTile, UnitAction, etc) into autoloads so they can be accessed by normal script Extensions instead. This will provide better backwards compatibility for mods once the bug is addressed than having to go back and tear out all the Hook code.&lt;br /&gt;
&lt;br /&gt;
TL;DR: You are NOT able to currently extend a script with a class_name. If you want to make a mod that extends a class_name script and it looks like it could be an Autoload, let me know and I&#039;ll see if I can convert it!&lt;br /&gt;
&lt;br /&gt;
The engine bug necessitating hooks: [https://github.com/godotengine/godot/issues/83542 github.com/godotengine/godot/issues/83542]&lt;br /&gt;
&lt;br /&gt;
A possible fix to the godot engine that&#039;ll solve all this: [https://github.com/godotengine/godot/pull/116556 github.com/godotengine/godot/pull/116556]&lt;br /&gt;
&lt;br /&gt;
=== Formatting and Paths ===&lt;br /&gt;
Additionally, we&#039;ve made some path and formatting tweaks for styling and ease of use:&lt;br /&gt;
&lt;br /&gt;
* We&#039;re using &amp;lt;code&amp;gt;res://unpacked/&amp;lt;/code&amp;gt; instead of &amp;lt;code&amp;gt;res://mods-unpacked/&amp;lt;/code&amp;gt; for the directory in the godot project that mods are unpacked into. I don&#039;t like hypens in filenames, it&#039;s a bit shorter, and will be sorted alphabetically to the end of the project folders. Plus mod zips will be structured like &amp;lt;code&amp;gt;unpacked/Author-ModName/manifest.json&amp;lt;/code&amp;gt; which is a bit cleaner than having an extra &amp;quot;mods-&amp;quot; at the start of it.&lt;br /&gt;
&lt;br /&gt;
* Our manifest.json doesn&#039;t have the &amp;lt;code&amp;gt;&amp;quot;extra&amp;quot;: {&amp;quot;godot: {...}}&amp;lt;/code&amp;gt; keys, opting instead to just put all that stuff at the root.&lt;br /&gt;
&lt;br /&gt;
* Mod config files are stored in &amp;lt;code&amp;gt;user://mod_configs/&amp;lt;/code&amp;gt; instead of straight &amp;lt;code&amp;gt;user://&amp;lt;/code&amp;gt; for mod-tool-plugin-save.json, mod_user_profiles.json, and mod_loader_cache.json. Keeps the user directory cleaner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Mod Types &amp;amp; Security ==&lt;br /&gt;
&lt;br /&gt;
Mods are code that some rando wrote that the game downloads and then runs on your machine. Godot does not have built-in sandboxing for gdscript, so this code has just as much access as the game does, ie, can read or write any file on your computer and talk to the internet. Uh oh!&lt;br /&gt;
&lt;br /&gt;
To be fair, this is a issue with most mods for most games. It’s a very trust-based at-your-own-risk sort of country. This is fine if mods aren’t tightly integrated, but as soon as you as a developer start removing barriers and letting people accidentally stumble into downloading harmful code by just pressing buttons in-game, you start taking on the responsibility in the case of something bad happening.&lt;br /&gt;
&lt;br /&gt;
Slay The Spire 2, another game made in Godot, handles this by putting a big warning screen that it forces you to click through before you can start installing mods. We’ve done something similar:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TODO INSERT IMAGE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To help manage this, Lancer Tactics distinguishes between three mod types: Asset Packs, Content Packs and &amp;quot;Substantial&amp;quot; mods:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Asset Pack:&#039;&#039;&#039; just images and tres files. Doesn&#039;t even have a mod_main.gd; just a json manifest and images in various places to get picked up by the appropriate resources. These can be required by combats/modules and they&#039;ll be treated as safe since not having scripts makes them risk-free. We allow tres files to be in asset packs as long as they do not contain any inline scripts.&lt;br /&gt;
** Mods that do not contain any .gd files (including mod_main.gd) will be treated as Asset Packs.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Content Pack:&#039;&#039;&#039; can have scripts and a mod_main.gd to do non-standard things, but are responsible for making sure anything off-standard they do is reversible without a restart. Since these allow arbitrary code execution, they will prompt additional warnings to the player before they are enabled.&lt;br /&gt;
** Mods that contain .gd files and are marked as &amp;lt;code&amp;gt;requires_restart&amp;lt;/code&amp;gt; as &amp;quot;false&amp;quot; in their manifest will be treated as Content Packs.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Substantial Mod:&#039;&#039;&#039; as above, but the changes are not cleanly reversible so require a restart to turn off or on.&lt;br /&gt;
** Mods that contain .gd files and are marked as &amp;lt;code&amp;gt;requires_restart&amp;lt;/code&amp;gt; as &amp;quot;true&amp;quot; in their manifest will be treated as Substantial Mods.&lt;br /&gt;
&lt;br /&gt;
An area for future growth, given substantially more resources, would be to add the ability to script game content in a nice sandboxed environment by setting up an internal .lua API for new abilities to use. This would allow new mechs and whatnot to count as asset packs, but the time-benefit tradeoff isn’t favorable given our current time and labor constraints.&lt;/div&gt;</summary>
		<author><name>Olive</name></author>
	</entry>
	<entry>
		<id>https://wiki.lancertactics.com/index.php?title=Modding&amp;diff=25</id>
		<title>Modding</title>
		<link rel="alternate" type="text/html" href="https://wiki.lancertactics.com/index.php?title=Modding&amp;diff=25"/>
		<updated>2026-07-05T07:13:54Z</updated>

		<summary type="html">&lt;p&gt;Olive: Add background section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Get help: [https://wick.itch.io/lancer-tactics/community wick.itch.io/lancer-tactics] or [https://discord.com/invite/2t7Efg2Fbj Discord]&lt;br /&gt;
&lt;br /&gt;
== Modkit ==&lt;br /&gt;
&lt;br /&gt;
To make mods, you&#039;ll first need to get your hands on the source of the game. It’s possible to decompile any game made in Godot which is what bootleg (affectionate) modders have been doing up til now, but we’re making the source available through official channels for convenience. Lancer’s TTRPG creator ecosystem is based on a belief that it should be hackable &amp;amp; extensible, and we want to carry that culture forward.&lt;br /&gt;
&lt;br /&gt;
We (Wickworks) are talking to a lawyer to make sure we have all our hatches buttoned down legally to make sure we maintain ownership of the game code itself (and maybe like watermark some assets?), but once we get that squared away we’ll add the modkit alongside the rest of the downloads on itch. Until then, you can request early access to it on [https://discord.com/invite/2t7Efg2Fbj LT’s Discord server].&lt;br /&gt;
&lt;br /&gt;
== Background — how do Godot mods work? ==&lt;br /&gt;
&lt;br /&gt;
Godot projects have an internal filesystem much like the one on your computer; a series of folders and files. The root is referred to as &amp;lt;code&amp;gt;res://&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
TODO INSERT IMAGE&lt;br /&gt;
&lt;br /&gt;
However, to run the game Godot needs assets (images, music, etc) to be in a different format than you’d find with them sitting in your filesystem. It compiles these files into a big pile of files that look like this, all jumbled together in one folder:&lt;br /&gt;
&lt;br /&gt;
TODO INSERT IMAGE&lt;br /&gt;
&lt;br /&gt;
To keep knowing where things are, it maintains a skeleton of the original filesystem with all the orignal files swapped out with “.remap” placeholders that just point to where in that big pile the asset they represent went. Furthermore, whenever the game attempts to load a specific asset at a location (e.g. &amp;lt;code&amp;gt;res://assets/icons/mech.svg&amp;lt;/code&amp;gt;), it caches whatever it loaded into memory. Whenever we ask it to load that asset again, it doesn’t have to go ask the .remap file where the original one went and load it up — it just returns whatever it ended up loading from there last time. This cache is like a ghost sitting on top of a skeleton.&lt;br /&gt;
&lt;br /&gt;
For modding, this gives us an opportunity. Instead of needing to actually copy in modded files and override the originals, we can manipulate this ghost-filesystem-cache by lying about what files are at what locations. Here’s what a mod looks like for Lancer Tactics (using a modified system from Godot Mod Loader):&lt;br /&gt;
&lt;br /&gt;
TODO INSERT IMAGE&lt;br /&gt;
&lt;br /&gt;
We have a special folder where we put the actual mod files: “unpacked”, then another folder with the specific mod’s identifier “Wickworks-Sawhorse”. Within that, we have a “res” folder, and that’s where the lying starts. When loading up the mod, we can grab everything inside of the mod’s “res” and tell the ghost-cache that the mod’s files are the ones that are actually at that location. In this example, by the end of it when we ask Godot to load &amp;lt;code&amp;gt;res://assets/frames/horus/mf_sawhorse.png&amp;lt;/code&amp;gt;, it will return the file that’s actually over in &amp;lt;code&amp;gt;res://unpacked/Wickworks-Sawhorse/res/assets/frames/horus/mf_sawhorse.png&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Now that we have the power to insert files as we’d like, Godot Mod Loader additionally has some functions that through dark magic allows multiple mods to all alter the same script instead of overriding it. I’m a little fuzzy on these details, but the shape of it is that while loading each successive script that extends the same file actually extends the previous one that also extended that script so all the changes end up getting applied.&lt;br /&gt;
&lt;br /&gt;
In order to change what mods are active, the out-of-the-box Godot Mod Loader addon expects you to restart the game so it can start work with a clean slate each time. For Lancer Tactics, I modified this so it tracks all files inserted so we can go and undo all of our lies and reset the ghost-cache to files’ original locations. This was important because I’m expecting people to want to be able to make maps and modules with bundled-in mods that substantially alter the content of the game, and requiring a restart whenever you load one up would be a terrible experience.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Mod Loader ==&lt;br /&gt;
Lancer Tactics is using the [https://wiki.godotmodding.com/ Godot Mod Loader addon], but has made some changes to it:&lt;br /&gt;
&lt;br /&gt;
=== Implicit Overrides ===&lt;br /&gt;
Instead of having to manually declare each asset you want to override in code (via an overwrites.gd that the Mod Tools would generate and put into an extensions/ or overwrites/ sub-directory), assets and resources are overridden implicitly by matching file paths and names from a mod&#039;s res/ directory. See the &amp;quot;replacing resources&amp;quot; section below for details. This should allow people to make texture asset pack mods fully outside the Godot editor by downloading a template, dropping images into a folder, and zipping it up.&lt;br /&gt;
&lt;br /&gt;
=== Hooks and class_name scripts ===&lt;br /&gt;
Unfortunately, it ended up not being feasible to support their script Hook system, which means it&#039;s not possible to change class_name scripts (or is unreliable to do so). Hooks were designed to work around a bug in Godot that has been unaddressed since 4.3 and do some crazy preprocessing of scripts that involves decompiling them, editing names of functions, and swapping in the copies. For the time being, we decided to instead convert the most likely targets of mods (UnitCondition, UnitTile, UnitAction, etc) into autoloads so they can be accessed by normal script Extensions instead. This will provide better backwards compatibility for mods once the bug is addressed than having to go back and tear out all the Hook code.&lt;br /&gt;
&lt;br /&gt;
TL;DR: You are NOT able to currently extend a script with a class_name. If you want to make a mod that extends a class_name script and it looks like it could be an Autoload, let me know and I&#039;ll see if I can convert it!&lt;br /&gt;
&lt;br /&gt;
The engine bug necessitating hooks: [https://github.com/godotengine/godot/issues/83542 github.com/godotengine/godot/issues/83542]&lt;br /&gt;
&lt;br /&gt;
A possible fix to the godot engine that&#039;ll solve all this: [https://github.com/godotengine/godot/pull/116556 github.com/godotengine/godot/pull/116556]&lt;br /&gt;
&lt;br /&gt;
=== Formatting and Paths ===&lt;br /&gt;
Additionally, we&#039;ve made some path and formatting tweaks for styling and ease of use:&lt;br /&gt;
&lt;br /&gt;
* We&#039;re using &amp;lt;code&amp;gt;res://unpacked/&amp;lt;/code&amp;gt; instead of &amp;lt;code&amp;gt;res://mods-unpacked/&amp;lt;/code&amp;gt; for the directory in the godot project that mods are unpacked into. I don&#039;t like hypens in filenames, it&#039;s a bit shorter, and will be sorted alphabetically to the end of the project folders. Plus mod zips will be structured like &amp;lt;code&amp;gt;unpacked/Author-ModName/manifest.json&amp;lt;/code&amp;gt; which is a bit cleaner than having an extra &amp;quot;mods-&amp;quot; at the start of it.&lt;br /&gt;
&lt;br /&gt;
* Our manifest.json doesn&#039;t have the &amp;lt;code&amp;gt;&amp;quot;extra&amp;quot;: {&amp;quot;godot: {...}}&amp;lt;/code&amp;gt; keys, opting instead to just put all that stuff at the root.&lt;br /&gt;
&lt;br /&gt;
* Mod config files are stored in &amp;lt;code&amp;gt;user://mod_configs/&amp;lt;/code&amp;gt; instead of straight &amp;lt;code&amp;gt;user://&amp;lt;/code&amp;gt; for mod-tool-plugin-save.json, mod_user_profiles.json, and mod_loader_cache.json. Keeps the user directory cleaner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Mod Types ==&lt;br /&gt;
&lt;br /&gt;
Lancer Tactics distinguishes between three mod types: Asset Packs, Content Packs and &amp;quot;Substantial&amp;quot; mods. Asset and Content packs&#039; changes are standardized and reversible, so can be enabled and disabled without restarting the game. Substantial mods change the base scripts or scenes the rest of the game relies on so require a restart.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Asset Pack:&#039;&#039;&#039; just images and tres files. Doesn&#039;t even have a mod_main.gd; just a json manifest and images in various places to get picked up by the appropriate resources. These can be required by combats/modules and they&#039;ll be treated as safe since not having scripts makes them risk-free. We allow tres files to be in asset packs as long as they do not contain any inline scripts.&lt;br /&gt;
** Mods that do not contain any .gd files (including mod_main.gd) will be treated as Asset Packs.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Content Pack:&#039;&#039;&#039; can have scripts and a mod_main.gd to do non-standard things, but are responsible for making sure anything off-standard they do is reversible without a restart. Since these allow arbitrary code execution, they will prompt additional warnings to the player before they are enabled.&lt;br /&gt;
** Mods that contain .gd files and are marked as &amp;lt;code&amp;gt;requires_restart&amp;lt;/code&amp;gt; as &amp;quot;false&amp;quot; in their manifest will be treated as Content Packs.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Substantial Mod:&#039;&#039;&#039; as above, but the changes are not cleanly reversible so require a restart to turn off or on.&lt;br /&gt;
** Mods that contain .gd files and are marked as &amp;lt;code&amp;gt;requires_restart&amp;lt;/code&amp;gt; as &amp;quot;true&amp;quot; in their manifest will be treated as Substantial Mods.&lt;/div&gt;</summary>
		<author><name>Olive</name></author>
	</entry>
	<entry>
		<id>https://wiki.lancertactics.com/index.php?title=Modding&amp;diff=24</id>
		<title>Modding</title>
		<link rel="alternate" type="text/html" href="https://wiki.lancertactics.com/index.php?title=Modding&amp;diff=24"/>
		<updated>2026-07-05T07:07:36Z</updated>

		<summary type="html">&lt;p&gt;Olive: formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Get help: [https://wick.itch.io/lancer-tactics/community wick.itch.io/lancer-tactics] or [https://discord.com/invite/2t7Efg2Fbj Discord]&lt;br /&gt;
&lt;br /&gt;
== Mod Types ==&lt;br /&gt;
&lt;br /&gt;
Lancer Tactics distinguishes between three mod types: Asset Packs, Content Packs and &amp;quot;Substantial&amp;quot; mods. Asset and Content packs&#039; changes are standardized and reversible, so can be enabled and disabled without restarting the game. Substantial mods change the base scripts or scenes the rest of the game relies on so require a restart.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Asset Pack:&#039;&#039;&#039; just images and tres files. Doesn&#039;t even have a mod_main.gd; just a json manifest and images in various places to get picked up by the appropriate resources. These can be required by combats/modules and they&#039;ll be treated as safe since not having scripts makes them risk-free. We allow tres files to be in asset packs as long as they do not contain any inline scripts.&lt;br /&gt;
** Mods that do not contain any .gd files (including mod_main.gd) will be treated as Asset Packs.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Content Pack:&#039;&#039;&#039; can have scripts and a mod_main.gd to do non-standard things, but are responsible for making sure anything off-standard they do is reversible without a restart. Since these allow arbitrary code execution, they will prompt additional warnings to the player before they are enabled.&lt;br /&gt;
** Mods that contain .gd files and are marked as &amp;lt;code&amp;gt;requires_restart&amp;lt;/code&amp;gt; as &amp;quot;false&amp;quot; in their manifest will be treated as Content Packs.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Substantial Mod:&#039;&#039;&#039; as above, but the changes are not cleanly reversible so require a restart to turn off or on.&lt;br /&gt;
** Mods that contain .gd files and are marked as &amp;lt;code&amp;gt;requires_restart&amp;lt;/code&amp;gt; as &amp;quot;true&amp;quot; in their manifest will be treated as Substantial Mods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Mod Loader ==&lt;br /&gt;
Lancer Tactics is using the [https://wiki.godotmodding.com/ Godot Mod Loader addon], but has made some changes to it:&lt;br /&gt;
&lt;br /&gt;
=== Implicit Overrides ===&lt;br /&gt;
Instead of having to manually declare each asset you want to override in code (via an overwrites.gd that the Mod Tools would generate and put into an extensions/ or overwrites/ sub-directory), assets and resources are overridden implicitly by matching file paths and names from a mod&#039;s res/ directory. See the &amp;quot;replacing resources&amp;quot; section below for details. This should allow people to make texture asset pack mods fully outside the Godot editor by downloading a template, dropping images into a folder, and zipping it up.&lt;br /&gt;
&lt;br /&gt;
=== Hooks and class_name scripts ===&lt;br /&gt;
Unfortunately, it ended up not being feasible to support their script Hook system, which means it&#039;s not possible to change class_name scripts (or is unreliable to do so). Hooks were designed to work around a bug in Godot that has been unaddressed since 4.3 and do some crazy preprocessing of scripts that involves decompiling them, editing names of functions, and swapping in the copies. For the time being, we decided to instead convert the most likely targets of mods (UnitCondition, UnitTile, UnitAction, etc) into autoloads so they can be accessed by normal script Extensions instead. This will provide better backwards compatibility for mods once the bug is addressed than having to go back and tear out all the Hook code.&lt;br /&gt;
&lt;br /&gt;
TL;DR: You are NOT able to currently extend a script with a class_name. If you want to make a mod that extends a class_name script and it looks like it could be an Autoload, let me know and I&#039;ll see if I can convert it!&lt;br /&gt;
&lt;br /&gt;
The engine bug necessitating hooks: [https://github.com/godotengine/godot/issues/83542 github.com/godotengine/godot/issues/83542]&lt;br /&gt;
&lt;br /&gt;
A possible fix to the godot engine that&#039;ll solve all this: [https://github.com/godotengine/godot/pull/116556 github.com/godotengine/godot/pull/116556]&lt;br /&gt;
&lt;br /&gt;
=== Formatting and Paths ===&lt;br /&gt;
Additionally, we&#039;ve made some path and formatting tweaks for styling and ease of use:&lt;br /&gt;
&lt;br /&gt;
* We&#039;re using &amp;lt;code&amp;gt;res://unpacked/&amp;lt;/code&amp;gt; instead of &amp;lt;code&amp;gt;res://mods-unpacked/&amp;lt;/code&amp;gt; for the directory in the godot project that mods are unpacked into. I don&#039;t like hypens in filenames, it&#039;s a bit shorter, and will be sorted alphabetically to the end of the project folders. Plus mod zips will be structured like &amp;lt;code&amp;gt;unpacked/Author-ModName/manifest.json&amp;lt;/code&amp;gt; which is a bit cleaner than having an extra &amp;quot;mods-&amp;quot; at the start of it.&lt;br /&gt;
&lt;br /&gt;
* Our manifest.json doesn&#039;t have the &amp;lt;code&amp;gt;&amp;quot;extra&amp;quot;: {&amp;quot;godot: {...}}&amp;lt;/code&amp;gt; keys, opting instead to just put all that stuff at the root.&lt;br /&gt;
&lt;br /&gt;
* Mod config files are stored in &amp;lt;code&amp;gt;user://mod_configs/&amp;lt;/code&amp;gt; instead of straight &amp;lt;code&amp;gt;user://&amp;lt;/code&amp;gt; for mod-tool-plugin-save.json, mod_user_profiles.json, and mod_loader_cache.json. Keeps the user directory cleaner.&lt;/div&gt;</summary>
		<author><name>Olive</name></author>
	</entry>
	<entry>
		<id>https://wiki.lancertactics.com/index.php?title=Modding&amp;diff=23</id>
		<title>Modding</title>
		<link rel="alternate" type="text/html" href="https://wiki.lancertactics.com/index.php?title=Modding&amp;diff=23"/>
		<updated>2026-07-05T07:06:08Z</updated>

		<summary type="html">&lt;p&gt;Olive: Bring the introduction in from modding_guide.txt&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Get help: [https://wick.itch.io/lancer-tactics/community wick.itch.io/lancer-tactics] or [https://discord.com/invite/2t7Efg2Fbj Discord]&lt;br /&gt;
&lt;br /&gt;
== Mod Types ==&lt;br /&gt;
&lt;br /&gt;
Lancer Tactics distinguishes between three mod types: Asset Packs, Content Packs and &amp;quot;Substantial&amp;quot; mods. Asset and Content packs&#039; changes are standardized and reversible, so can be enabled and disabled without restarting the game. Substantial mods change the base scripts or scenes the rest of the game relies on so require a restart.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Asset Pack:&#039;&#039;&#039; just images and tres files. Doesn&#039;t even have a mod_main.gd; just a json manifest and images in various places to get picked up by the appropriate resources. These can be required by combats/modules and they&#039;ll be treated as safe since not having scripts makes them risk-free. We allow tres files to be in asset packs as long as they do not contain any inline scripts.&lt;br /&gt;
** Mods that do not contain any .gd files (including mod_main.gd) will be treated as Asset Packs.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Content Pack:&#039;&#039;&#039; can have scripts and a mod_main.gd to do non-standard things, but are responsible for making sure anything off-standard they do is reversible without a restart. Since these allow arbitrary code execution, they will prompt additional warnings to the player before they are enabled.&lt;br /&gt;
** Mods that contain .gd files and are marked as requires_restart as &amp;quot;false&amp;quot; in their manifest will be treated as Content Packs.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Substantial Mod:&#039;&#039;&#039; as above, but the changes are not cleanly reversible so require a restart to turn off or on.&lt;br /&gt;
** Mods that contain .gd files and are marked as requires_restart as &amp;quot;true&amp;quot; in their manifest will be treated as Substantial Mods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Mod Loader ==&lt;br /&gt;
Lancer Tactics is using the [https://wiki.godotmodding.com/ Godot Mod Loader addon], but has made some changes to it:&lt;br /&gt;
&lt;br /&gt;
=== Implicit Overrides ===&lt;br /&gt;
Instead of having to manually declare each asset you want to override in code (via an overwrites.gd that the Mod Tools would generate and put into an extensions/ or overwrites/ sub-directory), assets and resources are overridden implicitly by matching file paths and names from a mod&#039;s res/ directory. See the &amp;quot;replacing resources&amp;quot; section below for details. This should allow people to make texture asset pack mods fully outside the Godot editor by downloading a template, dropping images into a folder, and zipping it up.&lt;br /&gt;
&lt;br /&gt;
=== Hooks and class_name scripts ===&lt;br /&gt;
Unfortunately, it ended up not being feasible to support their script Hook system, which means it&#039;s not possible to change class_name scripts (or is unreliable to do so). Hooks were designed to work around a bug in Godot that has been unaddressed since 4.3 and do some crazy preprocessing of scripts that involves decompiling them, editing names of functions, and swapping in the copies. For the time being, we decided to instead convert the most likely targets of mods (UnitCondition, UnitTile, UnitAction, etc) into autoloads so they can be accessed by normal script Extensions instead. This will provide better backwards compatibility for mods once the bug is addressed than having to go back and tear out all the Hook code.&lt;br /&gt;
&lt;br /&gt;
TL;DR: You are NOT able to currently extend a script with a class_name. If you want to make a mod that extends a class_name script and it looks like it could be an Autoload, let me know and I&#039;ll see if I can convert it!&lt;br /&gt;
&lt;br /&gt;
The engine bug necessitating hooks: [https://github.com/godotengine/godot/issues/83542 github.com/godotengine/godot/issues/83542]&lt;br /&gt;
&lt;br /&gt;
A possible fix to the godot engine that&#039;ll solve all this: [https://github.com/godotengine/godot/pull/116556 github.com/godotengine/godot/pull/116556]&lt;br /&gt;
&lt;br /&gt;
=== Formatting and Paths ===&lt;br /&gt;
Additionally, we&#039;ve made some path and formatting tweaks for styling and ease of use:&lt;br /&gt;
&lt;br /&gt;
* We&#039;re using &amp;lt;code&amp;gt;res://unpacked/&amp;lt;/code&amp;gt; instead of &amp;lt;code&amp;gt;res://mods-unpacked/&amp;lt;/code&amp;gt; for the directory in the godot project that mods are unpacked into. I don&#039;t like hypens in filenames, it&#039;s a bit shorter, and will be sorted alphabetically to the end of the project folders. Plus mod zips will be structured like &amp;lt;code&amp;gt;unpacked/Author-ModName/manifest.json&amp;lt;/code&amp;gt; which is a bit cleaner than having an extra &amp;quot;mods-&amp;quot; at the start of it.&lt;br /&gt;
&lt;br /&gt;
* Our manifest.json doesn&#039;t have the &amp;lt;code&amp;gt;&amp;quot;extra&amp;quot;: {&amp;quot;godot: {...}}&amp;lt;/code&amp;gt; keys, opting instead to just put all that stuff at the root.&lt;br /&gt;
&lt;br /&gt;
* Mod config files are stored in &amp;lt;code&amp;gt;user://mod_configs/&amp;lt;/code&amp;gt; instead of straight &amp;lt;code&amp;gt;user://&amp;lt;/code&amp;gt; for mod-tool-plugin-save.json, mod_user_profiles.json, and mod_loader_cache.json. Keeps the user directory cleaner.&lt;/div&gt;</summary>
		<author><name>Olive</name></author>
	</entry>
	<entry>
		<id>https://wiki.lancertactics.com/index.php?title=Modding_EULA&amp;diff=22</id>
		<title>Modding EULA</title>
		<link rel="alternate" type="text/html" href="https://wiki.lancertactics.com/index.php?title=Modding_EULA&amp;diff=22"/>
		<updated>2026-07-05T06:58:08Z</updated>

		<summary type="html">&lt;p&gt;Olive: learned about heading syntax&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So you want to make mods for Lancer Tactics (the “Game”). That&#039;s great! There&#039;s just some legal guidelines we&#039;d like to make clear before you get started.&lt;br /&gt;
&lt;br /&gt;
== General Guidelines ==&lt;br /&gt;
&lt;br /&gt;
* Contained in the modkit is the full commented source code for Lancer Tactics. You are welcome to open it in the Godot editor and run the game locally in order to build and test your mods, but you are NOT authorized to export the game into a standalone application without written permission from Wickworks.&lt;br /&gt;
&lt;br /&gt;
* You are also not authorized to distribute this modkit; if you have a friend who&#039;s interested in getting started, please direct them towards the place where you got this from Wickworks.&lt;br /&gt;
&lt;br /&gt;
* Content using the Lancer game system and universe, including both Lancer Tactics and any mods that you may create, is governed by Massif Press&#039;s Lancer Third-Party License. It can be reviewed at [https://massifpress.com/legal massifpress.com/legal]&lt;br /&gt;
&lt;br /&gt;
* You need to own a copy of the game to legally use this modkit.&lt;br /&gt;
&lt;br /&gt;
* If you publish your mod, we may showcase it on other platforms without compensation but we will attempt to credit you.&lt;br /&gt;
&lt;br /&gt;
* When we update Lancer Tactics, it may break compatibility with other software such as mods. This is unfortunate, but we don&#039;t take responsibility for ensuring all mods will continue to work with new versions of the game.&lt;br /&gt;
&lt;br /&gt;
* Use common sense, follow the law and these rules, respect the Game and its community.&lt;br /&gt;
&lt;br /&gt;
* Please read the following policy carefully before creating any mod, as it is legally binding.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== License == &lt;br /&gt;
&lt;br /&gt;
* &amp;quot;The Game&amp;quot; - Refers to the game Lancer Tactics made by Wickworks.&lt;br /&gt;
* &amp;quot;Mod(s)&amp;quot; - Something original that you or someone else created that doesn&#039;t contain a substantial part of our copyrightable code or content.&lt;br /&gt;
&lt;br /&gt;
If and as long as you comply with this policy, Wickworks grants you a personal, limited, non-transferable, revocable, and non-exclusive license to create Mods based on the Game - which you have duly obtained access to.&lt;br /&gt;
&lt;br /&gt;
You hereby grant us and our affiliates a nonexclusive, royalty-free, sublicensable, irrevocable, and perpetual right to&lt;br /&gt;
&lt;br /&gt;
* transmit, broadcast, otherwise communicate, publicly display, publicly perform your Mod&lt;br /&gt;
* in any manner or form and in any medium or forum, whether now known or later devised&lt;br /&gt;
* without compensation to you or any third party. This right shall survive the termination of this Agreement.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise agreed, the creation and publication of mods are strictly non-commercial. The mod shall be provided free of charge and be freely available, but you may accept donations for your time through Patreon or similar services, or through sponsorships.&lt;br /&gt;
&lt;br /&gt;
Any third-party mods integrated into the Game (whether official or user-created) are not endorsed or supported by Wickworks unless explicitly stated. We do not assume responsibility for bugs, errors, or legal claims related to modded content. You are responsible for your own mod.&lt;br /&gt;
&lt;br /&gt;
=== Intellectual Property (IP) rights ===&lt;br /&gt;
&lt;br /&gt;
Your rights in your mod only extend to the new, original content you create as part of your mod and do not extend to or grant any rights to the Lancer Tactics game, any related IP rights or any content made available by Wickworks in relation to the Game. Please do not use any third-party content in your mod without permission and only use materials you are allowed to use.&lt;br /&gt;
&lt;br /&gt;
If Wickworks coincidentally develops or has developed content similar to your mod or parts of your mod, Wickworks shall be free to fully use the content it has independently created without you gaining any rights to it. In other words: we will never steal content from your mods, but please understand that we also do not want to be prevented from making or finishing content for the Game, just because a mod accidentally contains similar contents or ideas.&lt;br /&gt;
&lt;br /&gt;
=== Behaviour and Mod Content ===&lt;br /&gt;
&lt;br /&gt;
Do not reverse engineer the Game, or any related tools except for the purpose of modding.&lt;br /&gt;
Tools and mods are being made available at your own risk.&lt;br /&gt;
&lt;br /&gt;
The following are prohibited:&lt;br /&gt;
&lt;br /&gt;
* creating mods that contain any material which is unlawful, infringing, inappropriate, or violates any contracts or third-party rights.&lt;br /&gt;
* using the Lancer Tactics IP in a way that is offensive, grotesque, racist, sexist, vulgar, disparaging, or defamatory.&lt;br /&gt;
* creating or using hacks - mods that unlock paid content like DLCs, or remove DRM.&lt;br /&gt;
* using your mod to add advertisements or any monetization feature into the Game.&lt;br /&gt;
* obfuscating or making your code ambiguous in any way. Players and staff must be able to easily audit and verify the safety of the mod.&lt;br /&gt;
* exporting and distributing modified builds of the game.&lt;br /&gt;
&lt;br /&gt;
Wickworks has no obligation to use, distribute or continue to distribute mods, and we may restrict or remove mods breaking any of these rules at our sole discretion.&lt;br /&gt;
&lt;br /&gt;
We have the final say on what constitutes a Mod and what doesn&#039;t. You may not distribute any Modded Versions of our Game or software, and we’d appreciate it if you didn’t use Mods for griefing. Basically, Mods are okay to distribute; hacked versions or Modded Versions of the game client or server software are not okay to distribute.&lt;br /&gt;
&lt;br /&gt;
=== Reporting ===&lt;br /&gt;
&lt;br /&gt;
If you encounter content created by another user that you find offensive, we encourage you to report this content by clicking on the report button on the Mod.io page.&lt;br /&gt;
&lt;br /&gt;
In case of Dispute: first, let’s try to solve disputes informally. If it does not work, arbitration or the courts in Portland, Oregon will settle it.&lt;br /&gt;
&lt;br /&gt;
Please note that third party EULAs like the Lancer Third Party License or Mod.io uploading agreement may apply.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Lancer Tactics is not an official Lancer product; it is a third party work, and is not affiliated with Massif Press. Lancer Tactics is published via the Lancer Third Party License. Lancer is copyright Massif Press.&amp;lt;/i&amp;gt;&lt;/div&gt;</summary>
		<author><name>Olive</name></author>
	</entry>
	<entry>
		<id>https://wiki.lancertactics.com/index.php?title=Modding_EULA&amp;diff=21</id>
		<title>Modding EULA</title>
		<link rel="alternate" type="text/html" href="https://wiki.lancertactics.com/index.php?title=Modding_EULA&amp;diff=21"/>
		<updated>2026-07-05T06:51:35Z</updated>

		<summary type="html">&lt;p&gt;Olive: Protected &amp;quot;Modding EULA&amp;quot; ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So you want to make mods for Lancer Tactics (the “Game”). That&#039;s great! There&#039;s just some legal guidelines we&#039;d like to make clear before you get started.&lt;br /&gt;
&lt;br /&gt;
== General Guidelines ==&lt;br /&gt;
&lt;br /&gt;
* Contained in the modkit is the full commented source code for Lancer Tactics. You are welcome to open it in the Godot editor and run the game locally in order to build and test your mods, but you are NOT authorized to export the game into a standalone application without written permission from Wickworks.&lt;br /&gt;
&lt;br /&gt;
* You are also not authorized to distribute this modkit; if you have a friend who&#039;s interested in getting started, please direct them towards the place where you got this from Wickworks.&lt;br /&gt;
&lt;br /&gt;
* Content using the Lancer game system and universe, including both Lancer Tactics and any mods that you may create, is governed by Massif Press&#039;s Lancer Third-Party License. It can be reviewed at [https://massifpress.com/legal massifpress.com/legal]&lt;br /&gt;
&lt;br /&gt;
* You need to own a copy of the game to legally use this modkit.&lt;br /&gt;
&lt;br /&gt;
* If you publish your mod, we may showcase it on other platforms without compensation but we will attempt to credit you.&lt;br /&gt;
&lt;br /&gt;
* When we update Lancer Tactics, it may break compatibility with other software such as mods. This is unfortunate, but we don&#039;t take responsibility for ensuring all mods will continue to work with new versions of the game.&lt;br /&gt;
&lt;br /&gt;
* Use common sense, follow the law and these rules, respect the Game and its community.&lt;br /&gt;
&lt;br /&gt;
* Please read the following policy carefully before creating any mod, as it is legally binding.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== License == &lt;br /&gt;
&lt;br /&gt;
* &amp;quot;The Game&amp;quot; - Refers to the game Lancer Tactics made by Wickworks.&lt;br /&gt;
* &amp;quot;Mod(s)&amp;quot; - Something original that you or someone else created that doesn&#039;t contain a substantial part of our copyrightable code or content.&lt;br /&gt;
&lt;br /&gt;
If and as long as you comply with this policy, Wickworks grants you a personal, limited, non-transferable, revocable, and non-exclusive license to create Mods based on the Game - which you have duly obtained access to.&lt;br /&gt;
&lt;br /&gt;
You hereby grant us and our affiliates a nonexclusive, royalty-free, sublicensable, irrevocable, and perpetual right to&lt;br /&gt;
&lt;br /&gt;
* transmit, broadcast, otherwise communicate, publicly display, publicly perform your Mod&lt;br /&gt;
* in any manner or form and in any medium or forum, whether now known or later devised&lt;br /&gt;
* without compensation to you or any third party. This right shall survive the termination of this Agreement.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise agreed, the creation and publication of mods are strictly non-commercial. The mod shall be provided free of charge and be freely available, but you may accept donations for your time through Patreon or similar services, or through sponsorships.&lt;br /&gt;
&lt;br /&gt;
Any third-party mods integrated into the Game (whether official or user-created) are not endorsed or supported by Wickworks unless explicitly stated. We do not assume responsibility for bugs, errors, or legal claims related to modded content. You are responsible for your own mod.&lt;br /&gt;
&lt;br /&gt;
== Intellectual Property (IP) rights ==&lt;br /&gt;
&lt;br /&gt;
Your rights in your mod only extend to the new, original content you create as part of your mod and do not extend to or grant any rights to the Lancer Tactics game, any related IP rights or any content made available by Wickworks in relation to the Game. Please do not use any third-party content in your mod without permission and only use materials you are allowed to use.&lt;br /&gt;
&lt;br /&gt;
If Wickworks coincidentally develops or has developed content similar to your mod or parts of your mod, Wickworks shall be free to fully use the content it has independently created without you gaining any rights to it. In other words: we will never steal content from your mods, but please understand that we also do not want to be prevented from making or finishing content for the Game, just because a mod accidentally contains similar contents or ideas.&lt;br /&gt;
&lt;br /&gt;
== Behaviour and Mod Content ==&lt;br /&gt;
&lt;br /&gt;
Do not reverse engineer the Game, or any related tools except for the purpose of modding.&lt;br /&gt;
Tools and mods are being made available at your own risk.&lt;br /&gt;
&lt;br /&gt;
The following are prohibited:&lt;br /&gt;
&lt;br /&gt;
* creating mods that contain any material which is unlawful, infringing, inappropriate, or violates any contracts or third-party rights.&lt;br /&gt;
* using the Lancer Tactics IP in a way that is offensive, grotesque, racist, sexist, vulgar, disparaging, or defamatory.&lt;br /&gt;
* creating or using hacks - mods that unlock paid content like DLCs, or remove DRM.&lt;br /&gt;
* using your mod to add advertisements or any monetization feature into the Game.&lt;br /&gt;
* obfuscating or making your code ambiguous in any way. Players and staff must be able to easily audit and verify the safety of the mod.&lt;br /&gt;
* exporting and distributing modified builds of the game.&lt;br /&gt;
&lt;br /&gt;
Wickworks has no obligation to use, distribute or continue to distribute mods, and we may restrict or remove mods breaking any of these rules at our sole discretion.&lt;br /&gt;
&lt;br /&gt;
We have the final say on what constitutes a Mod and what doesn&#039;t. You may not distribute any Modded Versions of our Game or software, and we’d appreciate it if you didn’t use Mods for griefing. Basically, Mods are okay to distribute; hacked versions or Modded Versions of the game client or server software are not okay to distribute.&lt;br /&gt;
&lt;br /&gt;
== Reporting ==&lt;br /&gt;
&lt;br /&gt;
If you encounter content created by another user that you find offensive, we encourage you to report this content by clicking on the report button on the Mod.io page.&lt;br /&gt;
&lt;br /&gt;
In case of Dispute: first, let’s try to solve disputes informally. If it does not work, arbitration or the courts in Portland, Oregon will settle it.&lt;br /&gt;
&lt;br /&gt;
Please note that third party EULAs like the Lancer Third Party License or Mod.io uploading agreement may apply.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Lancer Tactics is not an official Lancer product; it is a third party work, and is not affiliated with Massif Press. Lancer Tactics is published via the Lancer Third Party License. Lancer is copyright Massif Press.&amp;lt;/i&amp;gt;&lt;/div&gt;</summary>
		<author><name>Olive</name></author>
	</entry>
	<entry>
		<id>https://wiki.lancertactics.com/index.php?title=Modding_EULA&amp;diff=20</id>
		<title>Modding EULA</title>
		<link rel="alternate" type="text/html" href="https://wiki.lancertactics.com/index.php?title=Modding_EULA&amp;diff=20"/>
		<updated>2026-07-05T06:50:55Z</updated>

		<summary type="html">&lt;p&gt;Olive: Copied in the modding EULA&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So you want to make mods for Lancer Tactics (the “Game”). That&#039;s great! There&#039;s just some legal guidelines we&#039;d like to make clear before you get started.&lt;br /&gt;
&lt;br /&gt;
== General Guidelines ==&lt;br /&gt;
&lt;br /&gt;
* Contained in the modkit is the full commented source code for Lancer Tactics. You are welcome to open it in the Godot editor and run the game locally in order to build and test your mods, but you are NOT authorized to export the game into a standalone application without written permission from Wickworks.&lt;br /&gt;
&lt;br /&gt;
* You are also not authorized to distribute this modkit; if you have a friend who&#039;s interested in getting started, please direct them towards the place where you got this from Wickworks.&lt;br /&gt;
&lt;br /&gt;
* Content using the Lancer game system and universe, including both Lancer Tactics and any mods that you may create, is governed by Massif Press&#039;s Lancer Third-Party License. It can be reviewed at [https://massifpress.com/legal massifpress.com/legal]&lt;br /&gt;
&lt;br /&gt;
* You need to own a copy of the game to legally use this modkit.&lt;br /&gt;
&lt;br /&gt;
* If you publish your mod, we may showcase it on other platforms without compensation but we will attempt to credit you.&lt;br /&gt;
&lt;br /&gt;
* When we update Lancer Tactics, it may break compatibility with other software such as mods. This is unfortunate, but we don&#039;t take responsibility for ensuring all mods will continue to work with new versions of the game.&lt;br /&gt;
&lt;br /&gt;
* Use common sense, follow the law and these rules, respect the Game and its community.&lt;br /&gt;
&lt;br /&gt;
* Please read the following policy carefully before creating any mod, as it is legally binding.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== License == &lt;br /&gt;
&lt;br /&gt;
* &amp;quot;The Game&amp;quot; - Refers to the game Lancer Tactics made by Wickworks.&lt;br /&gt;
* &amp;quot;Mod(s)&amp;quot; - Something original that you or someone else created that doesn&#039;t contain a substantial part of our copyrightable code or content.&lt;br /&gt;
&lt;br /&gt;
If and as long as you comply with this policy, Wickworks grants you a personal, limited, non-transferable, revocable, and non-exclusive license to create Mods based on the Game - which you have duly obtained access to.&lt;br /&gt;
&lt;br /&gt;
You hereby grant us and our affiliates a nonexclusive, royalty-free, sublicensable, irrevocable, and perpetual right to&lt;br /&gt;
&lt;br /&gt;
* transmit, broadcast, otherwise communicate, publicly display, publicly perform your Mod&lt;br /&gt;
* in any manner or form and in any medium or forum, whether now known or later devised&lt;br /&gt;
* without compensation to you or any third party. This right shall survive the termination of this Agreement.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise agreed, the creation and publication of mods are strictly non-commercial. The mod shall be provided free of charge and be freely available, but you may accept donations for your time through Patreon or similar services, or through sponsorships.&lt;br /&gt;
&lt;br /&gt;
Any third-party mods integrated into the Game (whether official or user-created) are not endorsed or supported by Wickworks unless explicitly stated. We do not assume responsibility for bugs, errors, or legal claims related to modded content. You are responsible for your own mod.&lt;br /&gt;
&lt;br /&gt;
== Intellectual Property (IP) rights ==&lt;br /&gt;
&lt;br /&gt;
Your rights in your mod only extend to the new, original content you create as part of your mod and do not extend to or grant any rights to the Lancer Tactics game, any related IP rights or any content made available by Wickworks in relation to the Game. Please do not use any third-party content in your mod without permission and only use materials you are allowed to use.&lt;br /&gt;
&lt;br /&gt;
If Wickworks coincidentally develops or has developed content similar to your mod or parts of your mod, Wickworks shall be free to fully use the content it has independently created without you gaining any rights to it. In other words: we will never steal content from your mods, but please understand that we also do not want to be prevented from making or finishing content for the Game, just because a mod accidentally contains similar contents or ideas.&lt;br /&gt;
&lt;br /&gt;
== Behaviour and Mod Content ==&lt;br /&gt;
&lt;br /&gt;
Do not reverse engineer the Game, or any related tools except for the purpose of modding.&lt;br /&gt;
Tools and mods are being made available at your own risk.&lt;br /&gt;
&lt;br /&gt;
The following are prohibited:&lt;br /&gt;
&lt;br /&gt;
* creating mods that contain any material which is unlawful, infringing, inappropriate, or violates any contracts or third-party rights.&lt;br /&gt;
* using the Lancer Tactics IP in a way that is offensive, grotesque, racist, sexist, vulgar, disparaging, or defamatory.&lt;br /&gt;
* creating or using hacks - mods that unlock paid content like DLCs, or remove DRM.&lt;br /&gt;
* using your mod to add advertisements or any monetization feature into the Game.&lt;br /&gt;
* obfuscating or making your code ambiguous in any way. Players and staff must be able to easily audit and verify the safety of the mod.&lt;br /&gt;
* exporting and distributing modified builds of the game.&lt;br /&gt;
&lt;br /&gt;
Wickworks has no obligation to use, distribute or continue to distribute mods, and we may restrict or remove mods breaking any of these rules at our sole discretion.&lt;br /&gt;
&lt;br /&gt;
We have the final say on what constitutes a Mod and what doesn&#039;t. You may not distribute any Modded Versions of our Game or software, and we’d appreciate it if you didn’t use Mods for griefing. Basically, Mods are okay to distribute; hacked versions or Modded Versions of the game client or server software are not okay to distribute.&lt;br /&gt;
&lt;br /&gt;
== Reporting ==&lt;br /&gt;
&lt;br /&gt;
If you encounter content created by another user that you find offensive, we encourage you to report this content by clicking on the report button on the Mod.io page.&lt;br /&gt;
&lt;br /&gt;
In case of Dispute: first, let’s try to solve disputes informally. If it does not work, arbitration or the courts in Portland, Oregon will settle it.&lt;br /&gt;
&lt;br /&gt;
Please note that third party EULAs like the Lancer Third Party License or Mod.io uploading agreement may apply.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Lancer Tactics is not an official Lancer product; it is a third party work, and is not affiliated with Massif Press. Lancer Tactics is published via the Lancer Third Party License. Lancer is copyright Massif Press.&amp;lt;/i&amp;gt;&lt;/div&gt;</summary>
		<author><name>Olive</name></author>
	</entry>
	<entry>
		<id>https://wiki.lancertactics.com/index.php?title=MediaWiki:Pagetitle-view-mainpage&amp;diff=19</id>
		<title>MediaWiki:Pagetitle-view-mainpage</title>
		<link rel="alternate" type="text/html" href="https://wiki.lancertactics.com/index.php?title=MediaWiki:Pagetitle-view-mainpage&amp;diff=19"/>
		<updated>2026-07-05T06:36:15Z</updated>

		<summary type="html">&lt;p&gt;Olive: rename tab title to The Muse&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Muse&lt;/div&gt;</summary>
		<author><name>Olive</name></author>
	</entry>
	<entry>
		<id>https://wiki.lancertactics.com/index.php?title=Main_Page&amp;diff=18</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.lancertactics.com/index.php?title=Main_Page&amp;diff=18"/>
		<updated>2026-07-05T06:32:01Z</updated>

		<summary type="html">&lt;p&gt;Olive: Remove mediawiki boilerplate&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;strong&amp;gt;The Muse is a compilation of editor documentation and guides for [https://lancertactics.com/ Lancer Tactics.]&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The in-universe concept of the Muse is from the [https://vexwerewolf.itch.io/in-golden-flame-act-1 In Golden Flame] module by Vex.&lt;/div&gt;</summary>
		<author><name>Olive</name></author>
	</entry>
	<entry>
		<id>https://wiki.lancertactics.com/index.php?title=MediaWiki:Common.css&amp;diff=17</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://wiki.lancertactics.com/index.php?title=MediaWiki:Common.css&amp;diff=17"/>
		<updated>2026-07-05T06:13:17Z</updated>

		<summary type="html">&lt;p&gt;Olive: fix profile icon size mobile&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
&lt;br /&gt;
/* latin */&lt;br /&gt;
@import url(&#039;https://fonts.googleapis.com/css2?family=Open+Sans:ital,wght@0,300..800;1,300..800&amp;amp;family=Space+Mono:ital,wght@0,400;0,700;1,400;1,700&amp;amp;display=swap&#039;);&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
body {&lt;br /&gt;
  background: #1a212b;&lt;br /&gt;
  font-family: &#039;Open Sans&#039;, &#039;Segoe UI&#039;,&#039;Segoe UI Emoji&#039;,&#039;Segoe UI Symbol&#039;,&#039;Lato&#039;,&#039;Liberation Sans&#039;,&#039;Noto Sans&#039;,&#039;Helvetica Neue&#039;,&#039;Helvetica&#039;,sans-serif;&lt;br /&gt;
&lt;br /&gt;
  h1, h2, h3, h4, h5, h6 {&lt;br /&gt;
    font-family: &#039;Space Mono&#039;, monospace !important;&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  input {&lt;br /&gt;
    font-family: &#039;Space Mono&#039;, monospace !important;&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  #simpleSearch {&lt;br /&gt;
    border: solid 1px #36455C;&lt;br /&gt;
&lt;br /&gt;
    #searchInput {&lt;br /&gt;
      font-family: &#039;Space Mono&#039;, monospace;&lt;br /&gt;
      background: #11151C;&lt;br /&gt;
      color: white;&lt;br /&gt;
      border-radius: 0;&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    #searchButton {&lt;br /&gt;
      background-image: url(/skins/Timeless/resources/images/search-ltr-light.svg);&lt;br /&gt;
      background-size: 20px 20px;&lt;br /&gt;
    }&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  #mw-header-container {&lt;br /&gt;
    background: #1a212b;&lt;br /&gt;
    border-bottom: 4px solid #E5B91A;&lt;br /&gt;
&lt;br /&gt;
    #p-logo-text a {&lt;br /&gt;
      font-family: &#039;Space Mono&#039;, monospace;&lt;br /&gt;
      text-transform: uppercase;&lt;br /&gt;
      color: #8197b8;&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    #personal h2 {&lt;br /&gt;
      font-family: &#039;Space Mono&#039;, monospace;&lt;br /&gt;
      color: #8197b8;&lt;br /&gt;
      background-image: url(/skins/Timeless/resources/images/user-light.svg);&lt;br /&gt;
      @media screen and (min-width: 850px) {&lt;br /&gt;
        background-size: 20px 20px;&lt;br /&gt;
        background-position: left 13px;&lt;br /&gt;
      } &lt;br /&gt;
&lt;br /&gt;
      &amp;amp;::after {&lt;br /&gt;
        background-image: url(/skins/Timeless/resources/images/arrow-down-light.svg);&lt;br /&gt;
      }&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    #p-search {&lt;br /&gt;
      padding-top: 1px;&lt;br /&gt;
    }&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  @media screen and (max-width: 850px) {&lt;br /&gt;
    #site-navigation h2 {&lt;br /&gt;
      background-image: url(/skins/Timeless/resources/images/menu-large-light.svg);&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    #site-tools h2 {&lt;br /&gt;
      background-image: url(/skins/Timeless/resources/images/gear-large-light.svg);&lt;br /&gt;
&lt;br /&gt;
      &amp;amp;::after {&lt;br /&gt;
        background-image: url(/skins/Timeless/resources/images/arrow-down-light.svg);&lt;br /&gt;
      }&lt;br /&gt;
    }&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  #mw-header-hack {&lt;br /&gt;
    display: none;&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  #mw-content-container {&lt;br /&gt;
    background: #36455C;&lt;br /&gt;
    border-bottom: solid 4px #E5B91A;&lt;br /&gt;
&lt;br /&gt;
    input[type=&amp;quot;button&amp;quot;], input[type=&amp;quot;submit&amp;quot;] {&lt;br /&gt;
      background-color: #E5B91A !important;&lt;br /&gt;
      color: #11151C !important;&lt;br /&gt;
      border-color: #E5B91A !important;&lt;br /&gt;
&lt;br /&gt;
      &amp;amp;:hover {&lt;br /&gt;
        color: #fff !important;&lt;br /&gt;
      }&lt;br /&gt;
    }&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  #mw-footer-container {&lt;br /&gt;
    color: #8197b8;&lt;br /&gt;
&lt;br /&gt;
    a {&lt;br /&gt;
      color: #8197b8;&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    #footer-poweredbyico {&lt;br /&gt;
      background: #8197b8;&lt;br /&gt;
      padding: 4px 8px 4px 4px;&lt;br /&gt;
      border-radius: 5px;&lt;br /&gt;
    }&lt;br /&gt;
  }&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Olive</name></author>
	</entry>
	<entry>
		<id>https://wiki.lancertactics.com/index.php?title=MediaWiki:Common.css&amp;diff=16</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://wiki.lancertactics.com/index.php?title=MediaWiki:Common.css&amp;diff=16"/>
		<updated>2026-07-05T06:05:40Z</updated>

		<summary type="html">&lt;p&gt;Olive: light search button&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
&lt;br /&gt;
/* latin */&lt;br /&gt;
@import url(&#039;https://fonts.googleapis.com/css2?family=Open+Sans:ital,wght@0,300..800;1,300..800&amp;amp;family=Space+Mono:ital,wght@0,400;0,700;1,400;1,700&amp;amp;display=swap&#039;);&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
body {&lt;br /&gt;
  background: #1a212b;&lt;br /&gt;
  font-family: &#039;Open Sans&#039;, &#039;Segoe UI&#039;,&#039;Segoe UI Emoji&#039;,&#039;Segoe UI Symbol&#039;,&#039;Lato&#039;,&#039;Liberation Sans&#039;,&#039;Noto Sans&#039;,&#039;Helvetica Neue&#039;,&#039;Helvetica&#039;,sans-serif;&lt;br /&gt;
&lt;br /&gt;
  h1, h2, h3, h4, h5, h6 {&lt;br /&gt;
    font-family: &#039;Space Mono&#039;, monospace !important;&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  input {&lt;br /&gt;
    font-family: &#039;Space Mono&#039;, monospace !important;&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  #simpleSearch {&lt;br /&gt;
    border: solid 1px #36455C;&lt;br /&gt;
&lt;br /&gt;
    #searchInput {&lt;br /&gt;
      font-family: &#039;Space Mono&#039;, monospace;&lt;br /&gt;
      background: #11151C;&lt;br /&gt;
      color: white;&lt;br /&gt;
      border-radius: 0;&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    #searchButton {&lt;br /&gt;
      background-image: url(/skins/Timeless/resources/images/search-ltr-light.svg);&lt;br /&gt;
      background-size: 20px 20px;&lt;br /&gt;
    }&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  #mw-header-container {&lt;br /&gt;
    background: #1a212b;&lt;br /&gt;
    border-bottom: 4px solid #E5B91A;&lt;br /&gt;
&lt;br /&gt;
    #p-logo-text a {&lt;br /&gt;
      font-family: &#039;Space Mono&#039;, monospace;&lt;br /&gt;
      text-transform: uppercase;&lt;br /&gt;
      color: #8197b8;&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    #personal h2 {&lt;br /&gt;
      font-family: &#039;Space Mono&#039;, monospace;&lt;br /&gt;
      color: #8197b8;&lt;br /&gt;
      background-image: url(/skins/Timeless/resources/images/user-light.svg);&lt;br /&gt;
      background-size: 20px 20px;&lt;br /&gt;
      background-position: left 13px;&lt;br /&gt;
 &lt;br /&gt;
      &amp;amp;::after {&lt;br /&gt;
        background-image: url(/skins/Timeless/resources/images/arrow-down-light.svg);&lt;br /&gt;
      }&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    #p-search {&lt;br /&gt;
      padding-top: 1px;&lt;br /&gt;
    }&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  @media screen and (max-width: 850px) {&lt;br /&gt;
    #site-navigation h2 {&lt;br /&gt;
      background-image: url(/skins/Timeless/resources/images/menu-large-light.svg);&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    #site-tools h2 {&lt;br /&gt;
      background-image: url(/skins/Timeless/resources/images/gear-large-light.svg);&lt;br /&gt;
&lt;br /&gt;
      &amp;amp;::after {&lt;br /&gt;
        background-image: url(/skins/Timeless/resources/images/arrow-down-light.svg);&lt;br /&gt;
      }&lt;br /&gt;
    }&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  #mw-header-hack {&lt;br /&gt;
    display: none;&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  #mw-content-container {&lt;br /&gt;
    background: #36455C;&lt;br /&gt;
    border-bottom: solid 4px #E5B91A;&lt;br /&gt;
&lt;br /&gt;
    input[type=&amp;quot;button&amp;quot;], input[type=&amp;quot;submit&amp;quot;] {&lt;br /&gt;
      background-color: #E5B91A !important;&lt;br /&gt;
      color: #11151C !important;&lt;br /&gt;
      border-color: #E5B91A !important;&lt;br /&gt;
&lt;br /&gt;
      &amp;amp;:hover {&lt;br /&gt;
        color: #fff !important;&lt;br /&gt;
      }&lt;br /&gt;
    }&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  #mw-footer-container {&lt;br /&gt;
    color: #8197b8;&lt;br /&gt;
&lt;br /&gt;
    a {&lt;br /&gt;
      color: #8197b8;&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    #footer-poweredbyico {&lt;br /&gt;
      background: #8197b8;&lt;br /&gt;
      padding: 4px 8px 4px 4px;&lt;br /&gt;
      border-radius: 5px;&lt;br /&gt;
    }&lt;br /&gt;
  }&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Olive</name></author>
	</entry>
	<entry>
		<id>https://wiki.lancertactics.com/index.php?title=MediaWiki:Common.css&amp;diff=15</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://wiki.lancertactics.com/index.php?title=MediaWiki:Common.css&amp;diff=15"/>
		<updated>2026-07-05T06:01:16Z</updated>

		<summary type="html">&lt;p&gt;Olive: dark search bar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
&lt;br /&gt;
/* latin */&lt;br /&gt;
@import url(&#039;https://fonts.googleapis.com/css2?family=Open+Sans:ital,wght@0,300..800;1,300..800&amp;amp;family=Space+Mono:ital,wght@0,400;0,700;1,400;1,700&amp;amp;display=swap&#039;);&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
body {&lt;br /&gt;
  background: #1a212b;&lt;br /&gt;
  font-family: &#039;Open Sans&#039;, &#039;Segoe UI&#039;,&#039;Segoe UI Emoji&#039;,&#039;Segoe UI Symbol&#039;,&#039;Lato&#039;,&#039;Liberation Sans&#039;,&#039;Noto Sans&#039;,&#039;Helvetica Neue&#039;,&#039;Helvetica&#039;,sans-serif;&lt;br /&gt;
&lt;br /&gt;
  h1, h2, h3, h4, h5, h6 {&lt;br /&gt;
    font-family: &#039;Space Mono&#039;, monospace !important;&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  input {&lt;br /&gt;
    font-family: &#039;Space Mono&#039;, monospace !important;&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  #simpleSearch {&lt;br /&gt;
    border: solid 1px #36455C;&lt;br /&gt;
&lt;br /&gt;
    #searchInput {&lt;br /&gt;
      font-family: &#039;Space Mono&#039;, monospace;&lt;br /&gt;
      background: #11151C;&lt;br /&gt;
      color: white;&lt;br /&gt;
      border-radius: 0;&lt;br /&gt;
    }&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  #mw-header-container {&lt;br /&gt;
    background: #1a212b;&lt;br /&gt;
    border-bottom: 4px solid #E5B91A;&lt;br /&gt;
&lt;br /&gt;
    #p-logo-text a {&lt;br /&gt;
      font-family: &#039;Space Mono&#039;, monospace;&lt;br /&gt;
      text-transform: uppercase;&lt;br /&gt;
      color: #8197b8;&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    #personal h2 {&lt;br /&gt;
      font-family: &#039;Space Mono&#039;, monospace;&lt;br /&gt;
      color: #8197b8;&lt;br /&gt;
      background-image: url(/skins/Timeless/resources/images/user-light.svg);&lt;br /&gt;
      background-size: 20px 20px;&lt;br /&gt;
      background-position: left 13px;&lt;br /&gt;
 &lt;br /&gt;
      &amp;amp;::after {&lt;br /&gt;
        background-image: url(/skins/Timeless/resources/images/arrow-down-light.svg);&lt;br /&gt;
      }&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    #p-search {&lt;br /&gt;
      padding-top: 1px;&lt;br /&gt;
    }&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  @media screen and (max-width: 850px) {&lt;br /&gt;
    #site-navigation h2 {&lt;br /&gt;
      background-image: url(/skins/Timeless/resources/images/menu-large-light.svg);&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    #site-tools h2 {&lt;br /&gt;
      background-image: url(/skins/Timeless/resources/images/gear-large-light.svg);&lt;br /&gt;
&lt;br /&gt;
      &amp;amp;::after {&lt;br /&gt;
        background-image: url(/skins/Timeless/resources/images/arrow-down-light.svg);&lt;br /&gt;
      }&lt;br /&gt;
    }&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  #mw-header-hack {&lt;br /&gt;
    display: none;&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  #mw-content-container {&lt;br /&gt;
    background: #36455C;&lt;br /&gt;
    border-bottom: solid 4px #E5B91A;&lt;br /&gt;
&lt;br /&gt;
    input[type=&amp;quot;button&amp;quot;], input[type=&amp;quot;submit&amp;quot;] {&lt;br /&gt;
      background-color: #E5B91A !important;&lt;br /&gt;
      color: #11151C !important;&lt;br /&gt;
      border-color: #E5B91A !important;&lt;br /&gt;
&lt;br /&gt;
      &amp;amp;:hover {&lt;br /&gt;
        color: #fff !important;&lt;br /&gt;
      }&lt;br /&gt;
    }&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  #mw-footer-container {&lt;br /&gt;
    color: #8197b8;&lt;br /&gt;
&lt;br /&gt;
    a {&lt;br /&gt;
      color: #8197b8;&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    #footer-poweredbyico {&lt;br /&gt;
      background: #8197b8;&lt;br /&gt;
      padding: 4px 8px 4px 4px;&lt;br /&gt;
      border-radius: 5px;&lt;br /&gt;
    }&lt;br /&gt;
  }&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Olive</name></author>
	</entry>
	<entry>
		<id>https://wiki.lancertactics.com/index.php?title=MediaWiki:Common.css&amp;diff=14</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://wiki.lancertactics.com/index.php?title=MediaWiki:Common.css&amp;diff=14"/>
		<updated>2026-07-05T05:47:13Z</updated>

		<summary type="html">&lt;p&gt;Olive: yellow buttons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
&lt;br /&gt;
/* latin */&lt;br /&gt;
@import url(&#039;https://fonts.googleapis.com/css2?family=Space+Mono:ital,wght@0,400;0,700;1,400;1,700&amp;amp;display=swap&#039;);&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
body {&lt;br /&gt;
  background: #1a212b;&lt;br /&gt;
&lt;br /&gt;
  input, #searchInput {&lt;br /&gt;
    font-family: &#039;Space Mono&#039;, monospace !important;&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  h1, h2, h3, h4, h5, h6 {&lt;br /&gt;
    font-family: &#039;Space Mono&#039;, monospace !important;&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  #mw-header-container {&lt;br /&gt;
    background: #1a212b;&lt;br /&gt;
    border-bottom: 4px solid #E5B91A;&lt;br /&gt;
&lt;br /&gt;
    #p-logo-text a {&lt;br /&gt;
      font-family: &#039;Space Mono&#039;, monospace;&lt;br /&gt;
      text-transform: uppercase;&lt;br /&gt;
      color: #8197b8;&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    #personal h2 {&lt;br /&gt;
      font-family: &#039;Space Mono&#039;, monospace;&lt;br /&gt;
      color: #8197b8;&lt;br /&gt;
      background-image: url(/skins/Timeless/resources/images/user-light.svg);&lt;br /&gt;
      background-size: 20px 20px;&lt;br /&gt;
      background-position: left 13px;&lt;br /&gt;
 &lt;br /&gt;
      &amp;amp;::after {&lt;br /&gt;
        background-image: url(/skins/Timeless/resources/images/arrow-down-light.svg);&lt;br /&gt;
      }&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    #p-search {&lt;br /&gt;
      padding-top: 4px;&lt;br /&gt;
    }&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  @media screen and (max-width: 850px) {&lt;br /&gt;
    #site-navigation h2 {&lt;br /&gt;
      background-image: url(/skins/Timeless/resources/images/menu-large-light.svg);&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    #site-tools h2 {&lt;br /&gt;
      background-image: url(/skins/Timeless/resources/images/gear-large-light.svg);&lt;br /&gt;
&lt;br /&gt;
      &amp;amp;::after {&lt;br /&gt;
        background-image: url(/skins/Timeless/resources/images/arrow-down-light.svg);&lt;br /&gt;
      }&lt;br /&gt;
    }&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  #mw-header-hack {&lt;br /&gt;
    display: none;&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  #mw-content-container {&lt;br /&gt;
    background: #36455C;&lt;br /&gt;
    border-bottom: solid 4px #E5B91A;&lt;br /&gt;
&lt;br /&gt;
    input[type=&amp;quot;button&amp;quot;], input[type=&amp;quot;submit&amp;quot;] {&lt;br /&gt;
      background-color: #E5B91A !important;&lt;br /&gt;
      color: #11151C !important;&lt;br /&gt;
      border-color: #E5B91A !important;&lt;br /&gt;
&lt;br /&gt;
      &amp;amp;:hover {&lt;br /&gt;
        color: #fff !important;&lt;br /&gt;
      }&lt;br /&gt;
    }&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  #mw-footer-container {&lt;br /&gt;
    color: #8197b8;&lt;br /&gt;
&lt;br /&gt;
    a {&lt;br /&gt;
      color: #8197b8;&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    #footer-poweredbyico {&lt;br /&gt;
      background: #8197b8;&lt;br /&gt;
      padding: 4px 8px 4px 4px;&lt;br /&gt;
      border-radius: 5px;&lt;br /&gt;
    }&lt;br /&gt;
  }&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Olive</name></author>
	</entry>
	<entry>
		<id>https://wiki.lancertactics.com/index.php?title=MediaWiki:Common.css&amp;diff=13</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://wiki.lancertactics.com/index.php?title=MediaWiki:Common.css&amp;diff=13"/>
		<updated>2026-07-05T05:35:01Z</updated>

		<summary type="html">&lt;p&gt;Olive: borders and colors and header I think&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
&lt;br /&gt;
/* latin */&lt;br /&gt;
@import url(&#039;https://fonts.googleapis.com/css2?family=Space+Mono:ital,wght@0,400;0,700;1,400;1,700&amp;amp;display=swap&#039;);&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
body {&lt;br /&gt;
  background: #1a212b;&lt;br /&gt;
&lt;br /&gt;
  input, #searchInput {&lt;br /&gt;
    font-family: &#039;Space Mono&#039;, monospace;&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  .mw-body {&lt;br /&gt;
    h1, h2, h3, h4, h5, h6 {&lt;br /&gt;
      font-family: &#039;Space Mono&#039;, monospace;&lt;br /&gt;
    }&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  #mw-header-container {&lt;br /&gt;
    background: #1a212b;&lt;br /&gt;
    border-bottom: 4px solid #E5B91A;&lt;br /&gt;
&lt;br /&gt;
    #p-logo-text a {&lt;br /&gt;
      font-family: &#039;Space Mono&#039;, monospace;&lt;br /&gt;
      text-transform: uppercase;&lt;br /&gt;
      color: #8197b8;&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    #personal h2 {&lt;br /&gt;
      font-family: &#039;Space Mono&#039;, monospace;&lt;br /&gt;
      color: #8197b8;&lt;br /&gt;
      background-image: url(/skins/Timeless/resources/images/user-light.svg);&lt;br /&gt;
      background-size: 20px 20px;&lt;br /&gt;
      background-position: left 13px;&lt;br /&gt;
 &lt;br /&gt;
      &amp;amp;::after {&lt;br /&gt;
        background-image: url(/skins/Timeless/resources/images/arrow-down-light.svg);&lt;br /&gt;
      }&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    #p-search {&lt;br /&gt;
      padding-top: 4px;&lt;br /&gt;
    }&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  @media screen and (max-width: 850px) {&lt;br /&gt;
    #site-navigation h2 {&lt;br /&gt;
      background-image: url(/skins/Timeless/resources/images/menu-large-light.svg);&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    #site-tools h2 {&lt;br /&gt;
      background-image: url(/skins/Timeless/resources/images/gear-large-light.svg);&lt;br /&gt;
&lt;br /&gt;
      &amp;amp;::after {&lt;br /&gt;
        background-image: url(/skins/Timeless/resources/images/arrow-down-light.svg);&lt;br /&gt;
      }&lt;br /&gt;
    }&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  #mw-header-hack {&lt;br /&gt;
    display: none;&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  #mw-content-container {&lt;br /&gt;
    background: #36455C;&lt;br /&gt;
    border-bottom: solid 4px #E5B91A;&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  #mw-footer-container {&lt;br /&gt;
    color: #8197b8;&lt;br /&gt;
&lt;br /&gt;
    a {&lt;br /&gt;
      color: #8197b8;&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    #footer-poweredbyico {&lt;br /&gt;
      background: #8197b8;&lt;br /&gt;
      padding: 4px 8px 4px 4px;&lt;br /&gt;
      border-radius: 5px;&lt;br /&gt;
    }&lt;br /&gt;
  }&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Olive</name></author>
	</entry>
	<entry>
		<id>https://wiki.lancertactics.com/index.php?title=MediaWiki:Common.css&amp;diff=12</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://wiki.lancertactics.com/index.php?title=MediaWiki:Common.css&amp;diff=12"/>
		<updated>2026-07-05T05:20:44Z</updated>

		<summary type="html">&lt;p&gt;Olive: Add space mono font&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
&lt;br /&gt;
/* latin */&lt;br /&gt;
@import url(&#039;https://fonts.googleapis.com/css2?family=Space+Mono:ital,wght@0,400;0,700;1,400;1,700&amp;amp;display=swap&#039;);&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
body {&lt;br /&gt;
  background: #1a212b;&lt;br /&gt;
&lt;br /&gt;
  input, #searchInput {&lt;br /&gt;
    font-family: &#039;Space Mono&#039;, monospace;&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  .mw-body {&lt;br /&gt;
    h1, h2, h3, h4, h5, h6 {&lt;br /&gt;
      font-family: &#039;Space Mono&#039;, monospace;&lt;br /&gt;
    }&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  #mw-header-container {&lt;br /&gt;
    background: #1a212b;&lt;br /&gt;
&lt;br /&gt;
    #p-logo-text a {&lt;br /&gt;
      font-family: &#039;Space Mono&#039;, monospace;&lt;br /&gt;
      text-transform: uppercase;&lt;br /&gt;
      color: #E5B91A;&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    #personal h2 {&lt;br /&gt;
      font-family: &#039;Space Mono&#039;, monospace;&lt;br /&gt;
      color: #E5B91A;&lt;br /&gt;
      background-image: url(/skins/Timeless/resources/images/user-glow.svg);&lt;br /&gt;
      background-size: 20px 20px;&lt;br /&gt;
      background-position: left 13px;&lt;br /&gt;
 &lt;br /&gt;
      &amp;amp;::after {&lt;br /&gt;
        background-image: url(/skins/Timeless/resources/images/arrow-down-glow.svg);&lt;br /&gt;
      }&lt;br /&gt;
    }&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  @media screen and (max-width: 850px) {&lt;br /&gt;
    #site-navigation h2 {&lt;br /&gt;
      background-image: url(/skins/Timeless/resources/images/menu-large-glow.svg);&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    #site-tools h2 {&lt;br /&gt;
      background-image: url(/skins/Timeless/resources/images/gear-large-glow.svg);&lt;br /&gt;
&lt;br /&gt;
      &amp;amp;::after {&lt;br /&gt;
        background-image: url(/skins/Timeless/resources/images/arrow-down-glow.svg);&lt;br /&gt;
      }&lt;br /&gt;
    }&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  #mw-content-container {&lt;br /&gt;
    background: #36455C;&lt;br /&gt;
    &lt;br /&gt;
    // #mw-content {&lt;br /&gt;
    //   background: #36455C;&lt;br /&gt;
    // }&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  #mw-footer-container {&lt;br /&gt;
    color: #8197b8;&lt;br /&gt;
&lt;br /&gt;
    a {&lt;br /&gt;
      color: #8197b8;&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    #footer-poweredbyico {&lt;br /&gt;
      background: #8197b8;&lt;br /&gt;
      padding: 4px 8px 4px 4px;&lt;br /&gt;
      border-radius: 5px;&lt;br /&gt;
    }&lt;br /&gt;
  }&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Olive</name></author>
	</entry>
	<entry>
		<id>https://wiki.lancertactics.com/index.php?title=MediaWiki:Common.css&amp;diff=11</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://wiki.lancertactics.com/index.php?title=MediaWiki:Common.css&amp;diff=11"/>
		<updated>2026-07-05T05:05:31Z</updated>

		<summary type="html">&lt;p&gt;Olive: media wiki button light background&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
&lt;br /&gt;
body {&lt;br /&gt;
  background: #1a212b;&lt;br /&gt;
&lt;br /&gt;
  #mw-header-container {&lt;br /&gt;
    background: #1a212b;&lt;br /&gt;
&lt;br /&gt;
    #p-logo-text a {&lt;br /&gt;
      color: #E5B91A;&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    #personal h2 {&lt;br /&gt;
      background-image: url(/skins/Timeless/resources/images/user-glow.svg);&lt;br /&gt;
      background-size: 20px 20px;&lt;br /&gt;
      color: #E5B91A;&lt;br /&gt;
&lt;br /&gt;
      &amp;amp;::after {&lt;br /&gt;
        background-image: url(/skins/Timeless/resources/images/arrow-down-glow.svg);&lt;br /&gt;
      }&lt;br /&gt;
    }&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  @media screen and (max-width: 850px) {&lt;br /&gt;
    #site-navigation h2 {&lt;br /&gt;
      background-image: url(/skins/Timeless/resources/images/menu-large-glow.svg);&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    #site-tools h2 {&lt;br /&gt;
      background-image: url(/skins/Timeless/resources/images/gear-large-glow.svg);&lt;br /&gt;
&lt;br /&gt;
      &amp;amp;::after {&lt;br /&gt;
        background-image: url(/skins/Timeless/resources/images/arrow-down-glow.svg);&lt;br /&gt;
      }&lt;br /&gt;
    }&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  #mw-content-container {&lt;br /&gt;
    background: #36455C;&lt;br /&gt;
    &lt;br /&gt;
    // #mw-content {&lt;br /&gt;
    //   background: #36455C;&lt;br /&gt;
    // }&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  #mw-footer-container {&lt;br /&gt;
    color: #8197b8;&lt;br /&gt;
&lt;br /&gt;
    a {&lt;br /&gt;
      color: #8197b8;&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    #footer-poweredbyico {&lt;br /&gt;
      background: #8197b8;&lt;br /&gt;
      padding: 4px 8px 4px 4px;&lt;br /&gt;
      border-radius: 5px;&lt;br /&gt;
    }&lt;br /&gt;
  }&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Olive</name></author>
	</entry>
	<entry>
		<id>https://wiki.lancertactics.com/index.php?title=MediaWiki:Common.css&amp;diff=10</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://wiki.lancertactics.com/index.php?title=MediaWiki:Common.css&amp;diff=10"/>
		<updated>2026-07-05T05:01:19Z</updated>

		<summary type="html">&lt;p&gt;Olive: footer text color for real&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
&lt;br /&gt;
body {&lt;br /&gt;
  background: #1a212b;&lt;br /&gt;
&lt;br /&gt;
  #mw-header-container {&lt;br /&gt;
    background: #1a212b;&lt;br /&gt;
&lt;br /&gt;
    #p-logo-text a {&lt;br /&gt;
      color: #E5B91A;&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    #personal h2 {&lt;br /&gt;
      background-image: url(/skins/Timeless/resources/images/user-glow.svg);&lt;br /&gt;
      background-size: 20px 20px;&lt;br /&gt;
      color: #E5B91A;&lt;br /&gt;
&lt;br /&gt;
      &amp;amp;::after {&lt;br /&gt;
        background-image: url(/skins/Timeless/resources/images/arrow-down-glow.svg);&lt;br /&gt;
      }&lt;br /&gt;
    }&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  @media screen and (max-width: 850px) {&lt;br /&gt;
    #site-navigation h2 {&lt;br /&gt;
      background-image: url(/skins/Timeless/resources/images/menu-large-glow.svg);&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    #site-tools h2 {&lt;br /&gt;
      background-image: url(/skins/Timeless/resources/images/gear-large-glow.svg);&lt;br /&gt;
&lt;br /&gt;
      &amp;amp;::after {&lt;br /&gt;
        background-image: url(/skins/Timeless/resources/images/arrow-down-glow.svg);&lt;br /&gt;
      }&lt;br /&gt;
    }&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  #mw-content-container {&lt;br /&gt;
    background: #36455C;&lt;br /&gt;
    &lt;br /&gt;
    // #mw-content {&lt;br /&gt;
    //   background: #36455C;&lt;br /&gt;
    // }&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  #mw-footer-container {&lt;br /&gt;
    color: #8197b8;&lt;br /&gt;
&lt;br /&gt;
    a {&lt;br /&gt;
      color: #8197b8;&lt;br /&gt;
    }&lt;br /&gt;
  }&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Olive</name></author>
	</entry>
	<entry>
		<id>https://wiki.lancertactics.com/index.php?title=MediaWiki:Common.css&amp;diff=9</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://wiki.lancertactics.com/index.php?title=MediaWiki:Common.css&amp;diff=9"/>
		<updated>2026-07-05T05:00:32Z</updated>

		<summary type="html">&lt;p&gt;Olive: footer text color&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
&lt;br /&gt;
body {&lt;br /&gt;
  background: #1a212b;&lt;br /&gt;
&lt;br /&gt;
  #mw-header-container {&lt;br /&gt;
    background: #1a212b;&lt;br /&gt;
&lt;br /&gt;
    #p-logo-text a {&lt;br /&gt;
      color: #E5B91A;&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    #personal h2 {&lt;br /&gt;
      background-image: url(/skins/Timeless/resources/images/user-glow.svg);&lt;br /&gt;
      background-size: 20px 20px;&lt;br /&gt;
      color: #E5B91A;&lt;br /&gt;
&lt;br /&gt;
      &amp;amp;::after {&lt;br /&gt;
        background-image: url(/skins/Timeless/resources/images/arrow-down-glow.svg);&lt;br /&gt;
      }&lt;br /&gt;
    }&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  @media screen and (max-width: 850px) {&lt;br /&gt;
    #site-navigation h2 {&lt;br /&gt;
      background-image: url(/skins/Timeless/resources/images/menu-large-glow.svg);&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    #site-tools h2 {&lt;br /&gt;
      background-image: url(/skins/Timeless/resources/images/gear-large-glow.svg);&lt;br /&gt;
&lt;br /&gt;
      &amp;amp;::after {&lt;br /&gt;
        background-image: url(/skins/Timeless/resources/images/arrow-down-glow.svg);&lt;br /&gt;
      }&lt;br /&gt;
    }&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  #mw-content-container {&lt;br /&gt;
    background: #36455C;&lt;br /&gt;
    &lt;br /&gt;
    // #mw-content {&lt;br /&gt;
    //   background: #36455C;&lt;br /&gt;
    // }&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  .mw-footer-container {&lt;br /&gt;
    color: #8197b8;&lt;br /&gt;
&lt;br /&gt;
    a {&lt;br /&gt;
      color: #8197b8;&lt;br /&gt;
    }&lt;br /&gt;
  }&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Olive</name></author>
	</entry>
	<entry>
		<id>https://wiki.lancertactics.com/index.php?title=MediaWiki:Common.css&amp;diff=8</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://wiki.lancertactics.com/index.php?title=MediaWiki:Common.css&amp;diff=8"/>
		<updated>2026-07-05T04:58:31Z</updated>

		<summary type="html">&lt;p&gt;Olive: footer link colors&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
&lt;br /&gt;
body {&lt;br /&gt;
  background: #1a212b;&lt;br /&gt;
&lt;br /&gt;
  #mw-header-container {&lt;br /&gt;
    background: #1a212b;&lt;br /&gt;
&lt;br /&gt;
    #p-logo-text a {&lt;br /&gt;
      color: #E5B91A;&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    #personal h2 {&lt;br /&gt;
      background-image: url(/skins/Timeless/resources/images/user-glow.svg);&lt;br /&gt;
      background-size: 20px 20px;&lt;br /&gt;
      color: #E5B91A;&lt;br /&gt;
&lt;br /&gt;
      &amp;amp;::after {&lt;br /&gt;
        background-image: url(/skins/Timeless/resources/images/arrow-down-glow.svg);&lt;br /&gt;
      }&lt;br /&gt;
    }&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  @media screen and (max-width: 850px) {&lt;br /&gt;
    #site-navigation h2 {&lt;br /&gt;
      background-image: url(/skins/Timeless/resources/images/menu-large-glow.svg);&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    #site-tools h2 {&lt;br /&gt;
      background-image: url(/skins/Timeless/resources/images/gear-large-glow.svg);&lt;br /&gt;
&lt;br /&gt;
      &amp;amp;::after {&lt;br /&gt;
        background-image: url(/skins/Timeless/resources/images/arrow-down-glow.svg);&lt;br /&gt;
      }&lt;br /&gt;
    }&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  #mw-content-container {&lt;br /&gt;
    background: #36455C;&lt;br /&gt;
    &lt;br /&gt;
    // #mw-content {&lt;br /&gt;
    //   background: #36455C;&lt;br /&gt;
    // }&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  .mw-footer-container a {&lt;br /&gt;
    color: #8197b8;&lt;br /&gt;
  }&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Olive</name></author>
	</entry>
	<entry>
		<id>https://wiki.lancertactics.com/index.php?title=MediaWiki:Common.css&amp;diff=7</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://wiki.lancertactics.com/index.php?title=MediaWiki:Common.css&amp;diff=7"/>
		<updated>2026-07-05T04:55:38Z</updated>

		<summary type="html">&lt;p&gt;Olive: Glow colors for header links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
&lt;br /&gt;
body {&lt;br /&gt;
  background: #1a212b;&lt;br /&gt;
&lt;br /&gt;
  #mw-header-container {&lt;br /&gt;
    background: #1a212b;&lt;br /&gt;
&lt;br /&gt;
    #p-logo-text a {&lt;br /&gt;
      color: #E5B91A;&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    #personal h2 {&lt;br /&gt;
      background-image: url(/skins/Timeless/resources/images/user-glow.svg);&lt;br /&gt;
      background-size: 20px 20px;&lt;br /&gt;
      color: #E5B91A;&lt;br /&gt;
&lt;br /&gt;
      &amp;amp;::after {&lt;br /&gt;
        background-image: url(/skins/Timeless/resources/images/arrow-down-glow.svg);&lt;br /&gt;
      }&lt;br /&gt;
    }&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  @media screen and (max-width: 850px) {&lt;br /&gt;
    #site-navigation h2 {&lt;br /&gt;
      background-image: url(/skins/Timeless/resources/images/menu-large-glow.svg);&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    #site-tools h2 {&lt;br /&gt;
      background-image: url(/skins/Timeless/resources/images/gear-large-glow.svg);&lt;br /&gt;
&lt;br /&gt;
      &amp;amp;::after {&lt;br /&gt;
        background-image: url(/skins/Timeless/resources/images/arrow-down-glow.svg);&lt;br /&gt;
      }&lt;br /&gt;
    }&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  #mw-content-container {&lt;br /&gt;
    background: #36455C;&lt;br /&gt;
    &lt;br /&gt;
    // #mw-content {&lt;br /&gt;
    //   background: #36455C;&lt;br /&gt;
    // }&lt;br /&gt;
  }&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Olive</name></author>
	</entry>
	<entry>
		<id>https://wiki.lancertactics.com/index.php?title=MediaWiki:Common.css&amp;diff=6</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://wiki.lancertactics.com/index.php?title=MediaWiki:Common.css&amp;diff=6"/>
		<updated>2026-07-05T04:45:27Z</updated>

		<summary type="html">&lt;p&gt;Olive: Dark header and footer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
&lt;br /&gt;
body {&lt;br /&gt;
  background: #1a212b;&lt;br /&gt;
&lt;br /&gt;
  #mw-header-container {&lt;br /&gt;
    background: #1a212b;&lt;br /&gt;
&lt;br /&gt;
    #p-logo-text a {&lt;br /&gt;
      color: #8197b8;&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    #personal {&lt;br /&gt;
      h2 {&lt;br /&gt;
        background-image: url(/skins/Timeless/resources/images/user-glow.svg);&lt;br /&gt;
        background-size: 20px 20px;&lt;br /&gt;
        color: #E5B91A;&lt;br /&gt;
      }&lt;br /&gt;
&lt;br /&gt;
      h2::after {&lt;br /&gt;
        background-image: url(/skins/Timeless/resources/images/arrow-down-glow.svg);&lt;br /&gt;
      }&lt;br /&gt;
    }&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  #mw-content-container {&lt;br /&gt;
    background: #36455C;&lt;br /&gt;
    &lt;br /&gt;
    // #mw-content {&lt;br /&gt;
    //   background: #36455C;&lt;br /&gt;
    // }&lt;br /&gt;
  }&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Olive</name></author>
	</entry>
	<entry>
		<id>https://wiki.lancertactics.com/index.php?title=Main_Page&amp;diff=5</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.lancertactics.com/index.php?title=Main_Page&amp;diff=5"/>
		<updated>2026-07-05T03:59:40Z</updated>

		<summary type="html">&lt;p&gt;Olive: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;strong&amp;gt;The Muse is a compilation of editor documentation and guides for [https://lancertactics.com/ Lancer Tactics.]&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The in-universe concept of the Muse is from the [https://vexwerewolf.itch.io/in-golden-flame-act-1 In Golden Flame] module by Vex.&lt;br /&gt;
&lt;br /&gt;
== Installation boilerplate ==&lt;br /&gt;
&amp;lt;strong&amp;gt;MediaWiki has been installed.&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Consult the [https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents User&#039;s Guide] for information on using the wiki software.&lt;br /&gt;
&lt;br /&gt;
== Getting started ==&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:Configuration_settings Configuration settings list]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:FAQ MediaWiki FAQ]&lt;br /&gt;
* [https://lists.wikimedia.org/postorius/lists/mediawiki-announce.lists.wikimedia.org/ MediaWiki release mailing list]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Localisation#Translation_resources Localise MediaWiki for your language]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:Combating_spam Learn how to combat spam on your wiki]&lt;/div&gt;</summary>
		<author><name>Olive</name></author>
	</entry>
	<entry>
		<id>https://wiki.lancertactics.com/index.php?title=Main_Page&amp;diff=4</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.lancertactics.com/index.php?title=Main_Page&amp;diff=4"/>
		<updated>2026-07-05T03:55:14Z</updated>

		<summary type="html">&lt;p&gt;Olive: Olive moved page / to Main Page over a redirect without leaving a redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;strong&amp;gt;MediaWiki has been installed.&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Consult the [https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents User&#039;s Guide] for information on using the wiki software.&lt;br /&gt;
&lt;br /&gt;
== Getting started ==&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:Configuration_settings Configuration settings list]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:FAQ MediaWiki FAQ]&lt;br /&gt;
* [https://lists.wikimedia.org/postorius/lists/mediawiki-announce.lists.wikimedia.org/ MediaWiki release mailing list]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Localisation#Translation_resources Localise MediaWiki for your language]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:Combating_spam Learn how to combat spam on your wiki]&lt;/div&gt;</summary>
		<author><name>Olive</name></author>
	</entry>
	<entry>
		<id>https://wiki.lancertactics.com/index.php?title=Main_Page&amp;diff=2</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.lancertactics.com/index.php?title=Main_Page&amp;diff=2"/>
		<updated>2026-07-05T03:53:23Z</updated>

		<summary type="html">&lt;p&gt;Olive: Olive moved page Main Page to /&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;strong&amp;gt;MediaWiki has been installed.&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Consult the [https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents User&#039;s Guide] for information on using the wiki software.&lt;br /&gt;
&lt;br /&gt;
== Getting started ==&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:Configuration_settings Configuration settings list]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:FAQ MediaWiki FAQ]&lt;br /&gt;
* [https://lists.wikimedia.org/postorius/lists/mediawiki-announce.lists.wikimedia.org/ MediaWiki release mailing list]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Localisation#Translation_resources Localise MediaWiki for your language]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:Combating_spam Learn how to combat spam on your wiki]&lt;/div&gt;</summary>
		<author><name>Olive</name></author>
	</entry>
</feed>