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How To ROUNDS

A competitive ROUNDS-inspired multiplayer mode with stacking upgrades, Steam room codes, and randomized custom arenas.

CHANGELOG

Changelog

0.17.6

  • Reissued the current release with a unique Thunderstore version number.

0.17.5

  • Improved main-menu compatibility across different menu layouts and localized installations.
  • Added a standalone HOW TO ROUNDS button when the vanilla Create Game button cannot be found or cloned.
  • A single incompatible gameplay patch no longer prevents the menu and diagnostic logging from loading.
  • Added installation troubleshooting instructions for r2modman users.

0.17.4

  • Replaced the old HTR package icon with the new square How To Rounds duel artwork.
  • The new listing image includes both fish characters, contrasting projectiles, and the How To Rounds title.

0.17.3

  • Changed the remaining Spanish mode button to HOW TO ROUNDS.
  • Improved the English card names and descriptions for Explosive Bullets, More Health, and Poison Bullet.
  • Rewrote the package page in English with complete rules, upgrade details, stacking behavior, multiplayer requirements, and the community Discord link.
  • Added new promotional cover art for the mod page.

0.17.2

  • Added the newly exported Arena05 to the synchronized random arena pool.
  • The distributed map pool now contains Arena03, Arena04, and Arena05 only.

0.17.1

  • Removed Arena01 and Arena02 from the distributed and selectable arena pool; Arena03 is now the fallback map.
  • Kept automatic discovery enabled for Arena03, Arena04, and future numbered arena exports.
  • Remote projectiles now render from the firing player's actual pistol muzzle before smoothly catching up to their authoritative network position.
  • Projectile collision, damage, trajectory, and ownership remain authoritative and unchanged by the visual synchronization.

0.17.0

  • Removed the temporary 400 base-damage override; pistol projectiles use their normal vanilla base damage again.
  • Removed the vanilla projectile mesh reveal delay in How to ROUNDS so bullets visibly emerge from the muzzle instead of appearing farther ahead.
  • Kept projectile physics, crosshair alignment, spread, damage scaling, and multiplayer trajectory unchanged.

0.16.9

  • Added Quick Reload: +35% reload speed per stack.
  • Added Heavy Hitter: +30% projectile damage and +40% weapon spread per stack.
  • Added Tight Spread: -50% weapon spread per stack.
  • Added Double Shot: +1 projectile and +1 ammo consumed per shot; insufficient ammo now triggers reload instead of granting a free projectile.
  • Added Bullet Storm: +12 magazine capacity, rapid full-auto fire, and -30% projectile damage per stack.
  • Expanded synchronized per-player upgrade storage and the random four-card draft pool to 23 cards.
  • The temporary 400 base-damage test remains enabled for this test build.

0.16.8

  • Hip-fired pistol projectiles now launch through the center crosshair, matching aimed fire.
  • Damage size thresholds changed to 50=2.5x, 100=5x, 200=12x, 400=25x, and 800=60x.
  • Giant projectiles now apply progressively stronger knockback, with Impulse stacking on top.
  • The temporary 400 base-damage test remains enabled for this test build.

0.16.7

  • Temporary projectile-scaling test build: base pistol projectile damage is forced to 400, producing 16x visual size and hit radius.

0.16.6

  • Projectile visual size and collision radius now double at every damage doubling from the 25-damage baseline.
  • Grow now recalculates the complete projectile size after every damage-growth tick while retaining its +25% size per second.
  • Big Bullets, Grow, and damage-based scaling now combine through one synchronized visual and hit-radius multiplier.

0.16.5

  • Restored a centered crosshair while preserving the vanilla first-person camera.
  • The crosshair automatically hides during card selection, elimination, and menus.

0.16.4

  • Fixed Miniature preventing jumping by no longer scaling the entire player root.
  • Miniature now scales the character model and physical colliders independently, keeping ground detection aligned.
  • First-person camera height and overhead health-bar height now follow each Miniature stack.

0.16.3

  • Removed the experimental third-person camera system completely.
  • Restored vanilla first-person camera, aiming, hand rendering, and projectile direction.
  • Removed local-avatar preservation and all camera-render pipeline hooks.

0.16.2

  • Fixed third-person camera application under URP by moving the active GameInfo.CurCamera during beginCameraRendering.
  • Redirected local hand/tool positioning to the preserved third-person camera proxy.
  • Explicitly hidden both sets of first-person hand renderers while the mode is active.

0.16.1

  • Preserved the local player's third-person avatar, which vanilla normally destroys during local-player initialization.
  • Applied the camera position during the final pre-render callback so later vanilla updates cannot restore first person.
  • Disabled the first-person hand meshes while keeping the full character visible.

0.16.0

  • Fixed third-person mode by applying the camera offset after the vanilla camera controller.
  • Added a centered aiming reticle and corrected local projectile trajectories toward its world-space target.
  • Hidden first-person camera view-model renderers while third-person mode is active.
  • Disabled passive food-based health regeneration in How to ROUNDS without affecting card-based healing.

0.15.2

  • Added the newly exported Arena04 to the automatic random map pool.
  • The package now contains the preserved Arena02 plus the authentic Arena03 and Arena04 exports.

0.15.1

  • Replaced the provisional Arena03 bundle with the correctly named Arena03 export.
  • Preserved the previous Arena02 bundle and included both distinct maps in the automatic arena pool.
  • Fixed the Unity exporter compilation ambiguity between System.Math and ProBuilder's Math type.

0.15.0

  • Added a generic Build Current Arena for Windows editor command driven by scene names such as Arena03 and Arena04.
  • Added Create Next Arena From Current Scene, which automatically chooses the next unused number, renames the map root, and saves a separate scene.
  • Existing arena exports now require confirmation before replacement.
  • The mod now discovers every valid howtorounds_arenaNN bundle automatically and synchronizes random map selection each round.
  • Restored the previous Arena02 and added the newly exported map as Arena03, producing a two-map pool.

0.14.0

  • Changed active How to ROUNDS combat to an over-the-shoulder third-person camera.
  • Added camera collision so nearby walls pull the camera toward the player instead of blocking the view.
  • Explosive Bullet now applies radial knockback to every affected player, including the shooter.
  • Explosion knockback is strongest near the center and increases with every Explosive Bullet stack.

0.13.3

  • Removed Arena01 from the mod and made Arena02 the only combat arena.
  • Reduced the vanilla Explosive Bullet visual by 70%, to 30% of its original scale.
  • Expanded Explosive Bullet's full-damage area to a 2.5-unit radius, including self-damage for the shooter.

0.13.2

  • Increased the How to ROUNDS pistol projectile speed from 60 to 100 units per second.
  • Explosive Bullet now uses a compact 1-unit damage radius and a 45% scale vanilla explosion effect.
  • Explosive Bullet area damage now affects every player inside its radius, including the shooter.
  • Projectiles now receive a deterministic 60 units/s² downward acceleration so upward shots reliably fall back down.

0.13.1

  • Fixed the PlayerVitals.LocalHit Harmony signature that prevented version 0.13.0 from loading.

0.13.0

  • Added synchronized multi-map support for Arena01 and Arena02.
  • The first arena is random and every following round changes to another installed arena.
  • Arena changes are published as part of the synchronized round identifier so every player loads the same map before drafting.
  • Added a dedicated Arena02 exporter that preserves Arena01 and its generated meshes.

0.12.1

  • Replaced Arena01 with the new custom forest village map.
  • The new map includes sculpted terrain, painted paths, houses, trees, rocks, cover, and four player spawns.

0.12.0

  • Added Miniature: -20% player size, +20% movement speed, and -20 maximum health per stack.
  • Added Impulse: ranged hits gain 3 additional knockback per stack.
  • Added More Heal: +50 maximum health per stack.
  • All three upgrades are included in each player's independent four-card random draft.
  • Health bars and full-health round resets now use the new modified maximum health.

0.11.0

  • Added Homing: bullets seek the closest living opponent within 18 metres.
  • Every Homing stack adds 35 degrees per second of steering and 8 metres of acquisition range.
  • Added Grow: bullets start 20% slower per stack.
  • Every second in flight, Grow adds 20% damage and 25% visual and collision size per stack.
  • Grow combines dynamically with Big Bullets, Quick Shot, poison, gravity, and ricochets.

0.10.0

  • Added synchronized win counters and a race-to-10 match objective.
  • At 10 wins, combat pauses for a vanilla-styled host decision screen.
  • Continue resets the scores for another race to 10 while preserving every upgrade.
  • Restart resets both scores and upgrades for every player before another race to 10.
  • Matches can be continued or restarted indefinitely without closing the Steam room.

0.9.0

  • Added Tank: +50 maximum health and -20% movement speed per stack.
  • Added Lifesteal: heals 30% of actual damage dealt per stack.
  • Added Healing Reload: heals 20 health whenever a reload completes per stack.
  • Added purple Poison Bullets: deals 30% of bullet damage per second for 3 seconds per stack.
  • Projectiles now have a visible ballistic drop instead of always travelling perfectly straight.
  • Bullet visuals and hit radius now grow with final bullet damage.

0.8.0

  • Added Big Bullets: +50% projectile size and hit radius, +25% damage, and -20% projectile speed per stack.
  • Added Quick Shot: +35% fire rate and -15% bullet damage per stack.
  • Added Glass Cannon: +40% movement speed and -50% maximum health per stack.
  • Health bars now display each player's Glass Cannon-adjusted maximum health.

0.7.5

  • Replaced the vanilla bottom-left vitals display in How to ROUNDS with a compact numbered health bar.
  • Added synchronized numbered health bars above every other player.
  • Health fill now shrinks smoothly and changes from green to red as health is lost.

0.7.4

  • Added a compact vanilla-style ammo HUD in the bottom-right corner.
  • The HUD shows the pistol's current and maximum ammo.
  • Added a smooth native-animation-driven reload progress bar and percentage.

0.7.3

  • Reduced the How to ROUNDS pistol projectile speed from the vanilla 350 to 60 units per second so shots are visible and dodgeable.
  • More More continues to add 10% projectile speed per stack on top of the new ROUNDS base speed.

0.7.2

  • Bullet Explosive now uses the game's native dynamite explosion particles, audio, and screen shake.
  • Reduces Bullet Explosive's damage radius by 50%, from 4 units to 2 units.

0.7.1

  • Keys every upgrade stack to the player's SteamID instead of FishNet connection order.
  • Fixes players 2, 3, and 4 receiving another player's upgrades in larger lobbies.

0.7.0

  • Adds Ricochet, with one additional surface bounce per stack.
  • Adds Bullet Explosive, dealing 50% weapon damage as splash damage per stack.
  • Uses a 3-round base Pistol magazine; More More remains the way to expand it.
  • Each player now receives their own random four-card draft from the complete upgrade pool.
  • Adds a free-flying third-person spectator camera for eliminated players.
  • Refills the Pistol when a new combat round begins.

0.6.1

  • Card clicks are now read directly by the draft HUD, so pressing Escape is no longer required.

0.6.0

  • Keeps the mouse visible and unlocked while upgrade cards are on screen.
  • Disables hunger and restores full health at the start of every combat round.
  • Adds last-player-alive round victories and synchronized winner announcements.
  • Only losing players draft another upgrade before the next round; upgrade effects stack.
  • Prevents resurrection and giving up during active rounds.
  • Prevents the starting Pistol and Knife from dropping on death and restores players with their loadout.

0.4.0

  • Every player now starts Arena01 with the vanilla Pistol equipped and the vanilla Knife in their inventory.
  • Starting weapons are granted through the game's networked item system and cost no money.

0.3.5

  • Marks every solid custom-arena collider with the game's runtime Level layer and tag.
  • Custom floors now pass the vanilla grounded check, restoring jumping and safe grounded positions.
  • Applies the correction automatically to future exported arenas.

0.3.4

  • Fixed fall detection reading the stationary network-holder transform instead of the player's physical Rigidbody.
  • Stops false respawns every 1.5 seconds and restores normal jumping and movement.

0.3.3

  • Removed the repeated unconditional spawn teleports that caused rubber-banding after entering Arena01.
  • Fall recovery now activates only when the player moves below the kill volume's upper plane.
  • Retains one delayed distance check to recover from a late native-world teleport without interrupting normal movement.

0.3.2

  • Rebuilt Arena01 using ordinary baked Unity meshes and colliders.
  • Removed all runtime dependencies on ProBuilder, eliminating missing-script console spam.
  • Fixed players falling through the custom arena floor.
  • Added an independent height-based respawn fallback.

0.3.1

  • Fixed START getting stuck when the host was the only player in the staging lobby.
  • Explicitly connects the host's local client after starting the Steam server, allowing its Player object and Arena01 to load.

0.3.0

  • Added the first custom Arena01 AssetBundle.
  • Loads the arena locally for every lobby member when the host starts the match.
  • Assigns players consistently to the four authored spawn markers.
  • Added fall detection through the authored HTR_KillVolume.

0.2.1

  • Renamed the cloned vanilla menu button to Crear round and locked it against localization overwrites.
  • Replaced long Steam-ID codes with searchable five-character room codes such as A6D5S.

0.2.0

  • Restyled the menu using the vanilla button, font, colors, and borders.
  • Moved How to ROUNDS above Create Game.
  • Added a Steam pre-match waiting room with live player slots.
  • Added host-only Start and shared Leave controls.
  • Prevented the world from loading before the host presses Start.

0.1.0

  • Added the How to ROUNDS main-menu entry.
  • Added Steam room creation.
  • Added short room-code generation and clipboard copy.
  • Added joining a Steam room by code.

0.5.1

  • Fixed room-code searches failing to discover the host's lobby.
  • Room-code lobbies are now explicitly public and searchable worldwide.
  • Search retries while Steam propagates new lobby metadata.
  • Version mismatches now report both versions instead of appearing as a missing room.

0.5.0

  • Added a synchronized, turn-based four-card upgrade draft before combat.
  • Added visible remote hover/pick feedback and a 3-second synchronized countdown.
  • Added More More, Double Jump, Faster Than Me, and Faster Charge with real gameplay effects.
  • Disabled movement, shooting, and melee attacks until the draft finishes.