ZEPHON Modding reveal
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ZEPHON will continue Gladius’ tradition of easy and accessible modding.
All locally installed game files are stored unencrypted so players can inspect the gameplay data, rebalance stats, change graphics and sounds, modify the UI, add new units and much more.
Throughout development we put heavy emphasis on using standard, open file formats. Open formats are easier to inspect, understand and build on top of. Working with them is less expensive than paying for proprietary formats. And best of all, it’s more inclusive for modders, who can use a variety of tools to create or modify assets. Where there are no available open formats, we’ll make sure to supply conversion scripts and tools to interact with our custom formats.
The cornerstone of ZEPHON modding is data-driven XML configuration files. They define gameplay stats, actions, traits, effects and conditions in a way that is easy to understand and change. We’ve seen this being used to great success, and we have a couple of enhancements in store.
AI Modding
In Gladius it was only possible to mod the AI through XML in a few limited ways: faction resource pooling weights, research and production scores, and hero ability level up priorities.
A critical missing ingredient was the capability to change how and when the AI uses leader and unit abilities. This can now be modded in XML by specifying `` inside an action:
```
```
This would make the AI only use the healing action “MendMatter” on units that have less than 50% hitpoints.
We will be using the same system to implement the AI that comes with the game—making the behavior easy to modify and improve. We’re aiming to have as much of the AI be XML data-driven as possible so that it’s available for you to tweak.

Action Blueprints
Modding actions has overall been enhanced, streamlined and simplified.
Previously it was necessary to reuse action tags because they were tightly coupled with the visualization. It wasn’t possible to have a new action and have a new visualization for it. This is possible in ZEPHON by using the new `` or `` actions and specifying the visual blueprints:
```
primaryBlueprint="..."
primaryEmitterBlueprint="..."
secondaryBlueprint="..."
secondaryEmitterBlueprint="..."/>
```
Actions can now also be specified in blueprints, so that the same action only has to be written once…
```Data/World/Blueprints/Actions/ClearTile.xml:
```
…and reused across many units or buildings.
```Data/World/Buildings/Construction.xml:
```
Faction Modding
To enhance modability and implementation with ZEPHON’s leader-focused mechanics, there are a few improvements to faction modding.
We can now specify `` and `` inside faction XMLs and they will be available to buildings and units that meet the conditions whenever that faction leader is played. This makes it possible for a single leader to have additional production options or unit abilities without having to duplicate buildings or units.
Diplomacy will be covered in greater detail in a subsequent reveal, but specifying which labels a faction leader likes and dislikes will be the primary driver of AI behavior on the diplomatic level. This can be done through `` and `` tags in the faction XMLs.
All of this, and more, will be integrated with Steam Workshop on release.
If you enjoyed reading this, help us out and tell your friends to wishlist ZEPHON—it's the only way we can encourage Steam to show ZEPHON to more people.
https://store.steampowered.com/app/1481170/ZEPHON/
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