Sounds have been overhauled in line with C#11. Sounds are now referenced through strings. These values are hard-coded. See the wiki for a list of available game sounds
To add a sound on a ModSymbol or SymbolPatch, set the sfx attribute to an array of strings i.e. ["sound_1", "sound_2", ...]
Using the sound in the animate() function can be done by passing the array index of the target sound. The default is 0
If sfx is not set, the default sound will play ("jump")
To patch a sound in a SymbolPatch, set the sfx_overrides attribute to a dict in the format {"sound_to_patch": {"to": "name_of_new_sound", "path_override": bool (optional)}
If the path_override value is set, the modloader will look in your mod's /sfx directory for a .wav file. The sfx directory must be added at the root level of your mod .zip folder
Custom .wav files must have the naming convention "your_sound_name0.wav". When referencing it in code, you do not add the "0.wav"
Minor Changes:
Allow users to override permanent_bonus and permanent_multiplier display values (if you ever would really want to) as well as their colors
Fixed some file endings and indentation
Bug Fixes:
Multipliers and bonuses will now display correctly if an update_display_text() is added to a modded symbol
Fixed bug where modded symbols were intermittently resetting the data saved in persistent_data attribute
Fixed bug where modded symbols were copying their hint text to other modded or patched symbols
Fixed a bug where swapping a modded symbol would leave the display text behind
Major Changes:
Minor Changes:
Bug Fixes: