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Adicon-RealHecate-1.0.1 icon

RealHecate

Marks the real Hecate when she splits into three, so you can tell her from the clones.

Date uploaded 2 weeks ago
Version 1.0.1
Download link Adicon-RealHecate-1.0.1.zip
Downloads 111
Dependency string Adicon-RealHecate-1.0.1

This mod requires the following mods to function

Hell2Modding-Hell2Modding-1.0.78 icon
Hell2Modding-Hell2Modding

Lua Mod Loader for Hades 2

Preferred version: 1.0.78
LuaENVY-ENVY-1.2.0 icon
LuaENVY-ENVY

A plugin to allow ReturnOfModding plugins greater control of their environment.

Preferred version: 1.2.0
SGG_Modding-ModUtil-4.0.1 icon
SGG_Modding-ModUtil

Utility mod for mod interactions within lua for SGG's games

Preferred version: 4.0.1
SGG_Modding-ReLoad-1.0.2 icon
SGG_Modding-ReLoad

Provides helpers for managing hot reloading and waiting for the right time to load

Preferred version: 1.0.2

README

RealHecate

Tells you which Hecate is the real one when she splits into three.

The real Hecate will have a red glow under her and a red outline. The two clones will not. There are options to disable either the glow or the outline, and to change their colors.

Works in the ordinary fight, in the Rivals fight, and in Dream Dives. Hecate and her clones already have red outlines during Dream Dives, so the clones' outlines are removed and only the real Hecate has an outline.

The mod uses only in-game assets and changes no fight or gameplay behavior. It is purely cosmetic. Telling the clones apart is normally part of the fight so this mod will make the fight easier.

I hope that this might be useful for accessibility as well as convenience. If effects like these would help anyone elsewhere in the game, open an issue on the GitHub page — I will try to help.

Settings

The config file is Adicon-RealHecate.cfg, in your profile's ReturnOfModding\config folder. Every setting is also on the RealHecate panel in the modding overlay.

Edit the file with the game closed — Hades II rewrites it from memory on exit, so changes made while it is running are discarded.

Setting Default What it does
Enabled true Master switch. Set to false for vanilla.
GroundFx true Show the glow on the ground.
GroundFxColor Red Color of the ground glow.
GroundFxScale 3 Size of the ground glow.
Outline true Outline Hecate's silhouette.
OutlineColor Red Color of the outline.
OutlineThickness 6 1–10. The game's own elite outlines are 3.
OutlineOpacity 1.0 0–1. The game's own are 0.8.
CloneVanillaGroundFx true Whether the clones keep vanilla ground effects including their shadowing and the glowing symbols on the floor.
HecateVanillaGroundFx true Whether Hecate keeps vanilla ground effects underneath the added glow.
StripCloneDreamOutline true Dream Dive only. Takes vanilla outline off the clones so the real Hecate is the only one outlined. No effect outside Dream runs.

Colors for GroundFxColor and OutlineColor: Amber Ember Violet Gold Teal Cyan Green Magenta Red White

Red is the default because it is roughly the complement of the arena's cyan floor and is the strongest contrast available for that environment.

How it knows which one is real

Every split in the fight goes through one function, UnitSplit. It is called on the real Hecate's own enemy table and records the clones it creates as enemy.SplitIds[newObjectId] = true. So the real one is whatever UnitSplit was called on, and the clones are exactly the keys of that table.

Her ObjectId never changes for the entire fight — not through phase transitions, not through repeat splits, not through Polymorph or Dark Side, and the phase-interlude clone wipes are type-scoped so they can never take her. Confirmed in game across three splits of one encounter, all reporting the same id. That is why the mod has no re-detection logic: mark her once and it is still the right unit three splits later.

Full citations, file and line, are in the header comment of src/main.lua.

Compatibility

Modifies no game files. It edits EnemyData tables in memory, attaches art that already ships with the game, and wraps exactly one function (UnitSplit).

Nothing is written to your save.

Credits

Hades II is by Supergiant Games. This is an unofficial fan mod, not endorsed by or affiliated with them. The icon is a cropped in-game portrait.

Built on ReturnOfModding / Hell2Modding. This mod cannot load without LuaENVY-ENVY, SGG_Modding-ModUtil and SGG_Modding-ReLoad -- the environment isolation, the function wrapping and the hot reload are all theirs.

Thank you to the Hades Modding community. Your work is astounding.

Built by Adicon, with Claude.

CHANGELOG

Changelog

Format follows Keep a Changelog. The release workflow folds the [Unreleased] section into the tagged version, so the square brackets are load-bearing -- the action looks for [Unreleased] exactly and fails the build without it.

Unreleased

1.0.1 - 2026-08-30

Documentation and source tidying. No change to how the mod behaves.

  • README: added a note that the mod may be useful for accessibility, with an invitation to raise an issue if effects like these would help elsewhere in the game.
  • README: credited LuaENVY-ENVY, which is a declared dependency the credits had never named, and said what each dependency contributes.
  • Trimmed the comments in main.lua from 55% of the file to 39%, moving the development rationale to a DESIGN.md that stays in the repository and is not packaged. Removed comments describing settings and a function that no longer exist.

1.0.0 - 2026-08-29

First public release.

Marks the real Hecate during her Triple Divide with a red glow on the ground and a red outline, so she can be told from her two clones.

  • Works in the ordinary fight, in the Rivals fight, and in Dream Dives.
  • Adds only. The clones keep their own effects and so does Hecate; every removal is opt-in.
  • Dream Dive fix: vanilla gives the base fight's clones the same red outline as the real Hecate, so the outline identifies nothing there. The clones' outline is removed so she is the only outlined one. No effect outside Dream runs.
  • Eleven settings, all also on a panel in the modding overlay.
  • Modifies no game files. Edits EnemyData in memory, attaches art that ships with the game, and wraps one function (UnitSplit).