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Survivors

Pick a Risk of Rain 2 survivor in the lobby: Commando, Mercenary, MUL-T, Bandit, Huntress or Engineer, each with stats, their own weapon, abilities and effects. Everyone should install it.

By muckers
Date uploaded 13 hours ago
Version 0.6.5
Download link muckers-Survivors-0.6.5.zip
Downloads 5
Dependency string muckers-Survivors-0.6.5

This mod requires the following mods to function

BepInEx-BepInExPack_Muck-5.4.1101 icon
BepInEx-BepInExPack_Muck

BepInEx pack for Muck. Preconfigured and ready to use.

Preferred version: 5.4.1101

README

Survivors

Pick a Risk of Rain 2 survivor in the Muck lobby. Your survivor changes your max HP, damage, armor and jumps, gives you the survivor's own weapon in hotbar slot 1, and adds ability keys. Every ability has its own visual effect, and players who all run the mod see each other's.

Survivors

Survivor Max HP Damage Armor Weapon (left click) Abilities
Commando 100 x1.00 0 Commando's Pistols: Double Tap, 100% shots five times a second Q Tactical Dive (4 s): a quick dash. F Phase Round (3 s): a piercing shot for 300%, +40% per enemy pierced, stopped by terrain.
Mercenary 100 x1.00 20 Mercenary's Katana: cleaves for 180%. Later targets in the same swing take half Double jump. Q Blinding Assault (5 s): a dash for 400%, longer with move speed. If it hits, you have 1.5 s to dash again, up to 3 times. F Parry (5 s): blocks damage for 1 s. Both cooldowns shorten with attack speed, and the parry lasts longer. Also starts with a Wood Axe.
MUL-T 182 x0.92 12 MUL-T's Drill: swings for 150% every 0.4 s and mines Wood Pickaxe tiers about 3x as fast Q Transport Mode (6 s): 1.5 s of 220% speed and +200 armor, ramming enemies for 250%. F Blast Canister (6 s): a shot that bursts for 220% where it lands, then drops 5 bomblets around it for 44% each.
Bandit 100 x1.00 0 Bandit's Revolver: Burst, a shotgun, 5x100%, 4 shells Attacks from behind crit for 2x. F Serrated Dagger: a lunge for 360%; a backstab bleeds for 2000% over 15 s. Q Smoke Bomb: 200%, a 3 s cloak that hides you from modded players, then 200% again. C Lights Out: a 600% revolver; a kill resets your cooldowns. Also starts with a Wood Axe.
Huntress 82 x1.00 0 Huntress's Bow: Strafe, 150% at the nearest mob in view every 0.5 s, no arrows needed F Laser Glaive: 250%, bouncing up to 6 times and growing 10% per bounce. Q Blink: teleport 10 m along the camera. C Arrow Rain: 110% ticks in a 7.5 m zone, 19 times over 6 s.
Engineer 118 x1.17 0 Engineer's Grenade Launcher: Bouncing Grenades, hold to charge up to 8, release to fire, 100% each F Pressure Mines (8 s): up to 4 mines, 300%, armed after 1 s, set off by an enemy nearby. Q Bubble Shield (25 s): a 10 m dome for 10 s that destroys enemy projectiles entering it. C TR12 Gauss Auto-Turret (30 s): up to 2 turrets that shoot the nearest enemy for 100%. Also starts with a Wood Axe.
No survivor 100 x1.00 0 none none (vanilla)

Stats are RoR2's base stats scaled to Muck: RoR2's 110 HP is Muck's 100, and RoR2's 12 damage is Muck's x1.0. Armor works like RoR2: damage x 100 / (100 + armor).

Ability and weapon damage is based on the best weapon you carry, not the one in your hand: a weapon's damage, a bow's damage times the arrows in your arrow slot, or 10 if you have nothing better (a Wood Axe is 15). So holding your survivor weapon never weakens your skills. Your strength powerups apply.

Your survivor's weapon

Your survivor's weapon is a real item. It starts in hotbar slot 1, so it is in your hand when you spawn, and you can move it around your inventory and hotbar like any item. It is bound to you: it can't be dropped, put in a chest, furnace or cauldron, sold or crafted, and if you die it comes back to slot 1 when you respawn.

Left click with the pistols, revolver, bow or grenade launcher fires your survivor's primary instead of swinging. The katana and drill swing like vanilla weapons, so on-hit items work with them. Your other skills (Q, F, C) work with anything in your hand, so you can gather with an axe and still dash away.

Players without the mod see an empty hand while you hold it. Players with the mod see your survivor's own pistol, katana, revolver or bow.

Effects

Every ability has a short low-poly effect: tracers and muzzle flashes for the guns, a flying cyan bolt for Phase Round, slash arcs for the katana, drill and Serrated Dagger, trails for every dash, a ring around MUL-T while he charges, a burst and bomblet pops for Blast Canister, a cloud of light grey smoke for Smoke Bomb with dark screen edges while you are cloaked, dark screen edges and a wider view while Mercenary's parry is up, a spinning blade for the Serrated Shiv, a spinning disc for Laser Glaive, dark drops falling off a bleeding mob, and sparks where your hits land.

When everyone in the lobby runs Survivors 0.5 or later, you see each other's effects. They travel as hidden chat lines that never show in chat. If anyone in the lobby doesn't have the mod, effects stay on your own screen, so they never see a line. ShowSkillFx turns effects off on your screen, and ShareSkillFx stops sending and receiving them. Neither changes damage.

How to pick

Open or join a lobby. A panel on the left lists the survivors and every player's pick. Click one. Your pick is saved in BepInEx/config/evan.muck.survivors.cfg (SelectedSurvivor), so it also works in solo worlds and non-Steam lobbies.

The panel shows [config XXXXXXXX] next to players whose ability settings differ from the host's, [version ...] for a different mod version, and "no Survivors mod" for players without it. It never blocks the Start button.

Multiplayer

  • Everyone should install the mod. Each player's survivor runs on their own machine, and ability damage goes through Muck's normal hit packets, so the host doesn't need special code.
  • A player without the mod plays vanilla. This is expected to work but hasn't been tested.
  • Survivor weapons never travel to other players as items, so a player without the mod can't be broken by them.

Bandit

Bandit is the RoR2 kit adapted to Muck. Hold left click with Bandit's Revolver for Burst or, in the config, Blast. When the revolver is empty it reloads every shell before it can fire again, and letting go of left click does not cut that reload short. F is Serrated Dagger or Serrated Shiv. Q is Smoke Bomb. C is Lights Out or Desperado. Standing behind a mob makes the hit a crit.

Config can switch Burst/Blast, Dagger/Shiv and Lights Out/Desperado. The defaults are Burst, Serrated Dagger and Lights Out. Changing them changes the config code, so the lobby shows [config …] until everyone matches.

A Lights Out or Desperado kill counts when the mob your revolver hit dies to your ability hits within 1 s, as Muck reports it. Smoke Bomb does not make mobs forget you. Other players who have the mod stop seeing your survivor model while you are cloaked. The guns, the shiv and Smoke Bomb's blasts trigger on-hit items. The bleed's ticks do not. Vanilla crits, such as Horseshoe, are not doubled a second time by Backstab, even when Sniper Scope also procs. A weakness hit that also procs Sniper Scope is the one exception.

Huntress

Huntress uses the same keys, and only while you are playing her. Hold left click with Huntress's Bow for Strafe. F is Laser Glaive. Q is Blink. C is Arrow Rain.

Strafe does not fire unless a mob is in view, and it stops at walls. The glaive's later bounces do not. Blink follows the camera, including up and down. It moves your whole body along that path, stops short of terrain, rocks and trees, and lands you on your feet. Arrow Rain lands on the ground you are looking at, as a ring with arrows falling inside it. The zone ends if you die. It does not slow enemies. Strafe and the glaive trigger on-hit items. Arrow Rain's ticks do not. None of them crit.

Engineer

The Engineer uses the same keys, and only while you are playing him. Hold left click with the Engineer's Grenade Launcher to charge Bouncing Grenades, one more every 0.375 s up to 8, and let go to fire them. A grenade bounces once and blows on its next bounce, on an enemy, or after 1.5 s. F lays a Pressure Mine 2 m ahead. It arms after 1 s and blows when an enemy comes within 4 m. A fifth mine removes the oldest. Q raises the Bubble Shield where you stand. For 10 s, enemy projectiles that enter the dome are destroyed. It does not stop melee mobs, and projectiles fired from inside it fly on. C places a TR12 turret 2.5 m ahead. It shoots the nearest enemy it can see within 45 m, for 100% of your damage every 0.5 s, faster with your attack speed. A third turret removes the oldest. Turrets last until enemy projectiles that reach them take their 150 hit points, or until a new world or Wave Run island. Melee mobs ignore them.

Turrets use your current weapon damage, strength and attack speed. Their shots count as your hits, like the grenades and mines, so they trigger your on-hit items the way the other survivors' skills do. None of them crit. Players who run the mod see your mines, turrets and dome, and their own copies of enemy projectiles are stopped by your dome too. Players without the mod still take hits from projectiles your dome stops on your screen.

Keys

The cooldown HUD on the right side of the screen shows the key for each skill, and tells you which weapon to hold for your primary. It hides while a menu, chat or the map is open.

The primary is your weapon's left click, so 0.4's PrimaryKey setting is gone. The special key's config entry is SpecialSkillKey (default C). Before 0.4.1 it was SpecialKey, and some older configs saved F there, the same key as the secondary skill. On first load the mod copies an old SpecialKey into SpecialSkillKey, unless it is another skill's key (an old F stays C) or you already changed SpecialSkillKey. Then it removes the old line and logs what it did.

If two skill keys are the same, or a skill key is one of Muck's own keys (movement, jump, sprint, interact, inventory, map, left or right click, R, Escape, Enter or 1 to 7), the mod moves the later skill to a free key and logs a warning that names both. The order is utility, secondary, special, and Muck's keys always win. A rebind in Muck's settings is checked right away.

Not in this version

  • Commando has his weapon, Tactical Dive and Phase Round. Mercenary has his weapon, Blinding Assault and Parry. MUL-T has his weapon, Transport Mode and Blast Canister.
  • Ability hits don't crit (no Horseshoe, no lifesteal). Bandit's backstab crits are the exception for his own attacks, and only from behind.
  • Starting tools are given again if a save mod reloads a world. Set GrantStartingTools = false to avoid that.
  • No sound effects for the new weapons and effects. Parry uses Muck's armor clink.
  • There's no Artificer yet.

Risk of Rain 2 and its survivors are Hopoo Games'. Muck is Dani's. This mod contains no assets from either.

CHANGELOG

Changelog

0.6.6

  • Turret auras need Bustling Fungus 0.1.3 on every player in the lobby. A Bustling Fungus 0.1.1 peer does not understand the turret beacons and can throw on them.
  • With Bustling Fungus 0.1.3 or newer installed, each of the Engineer's TR12 turrets projects that Engineer's Bustling Fungus aura. Survivors hands the turret positions to Bustling Fungus by reflection, every frame while turrets stand and once more, empty, after the last one goes. Bustling Fungus does the healing, the cylinder and the network beacons.
  • Survivors has no reference to Bustling Fungus and works the same without it. If its hook throws, Survivors logs it once and stops calling it for the session.
  • The Engineer's kit and numbers are unchanged. The config code stays 79B04E7C.
  • Tests: 774 unit tests. New ones cover the reflection bridge with Bustling Fungus absent, present (an in-memory stand-in assembly) and throwing, and which turret positions are sent as turrets are placed, destroyed, replaced and cleared.

0.6.5

  • New survivor: Engineer (118 HP, x1.17 damage), with the Engineer's Grenade Launcher as the sixth survivor weapon item, after Huntress's Bow.
    • Left click: Bouncing Grenades. Hold to charge up to 8 grenades, release to fire, 100% each. A grenade bounces once and blows on its next bounce, on an enemy or after 1.5 s.
    • F Pressure Mines: up to 4, 300%, armed after 1 s, set off by an enemy within 4 m.
    • Q Bubble Shield: a 10 m dome for 10 s that destroys enemy projectiles entering it.
    • C TR12 Gauss Auto-Turret: up to 2 turrets that shoot the nearest visible enemy within 45 m for 100% every 0.5 s, scaled by your attack speed. They last until enemy projectiles take their 150 hit points, or until the next world or Wave Run island.
    • Turrets use your weapon damage, strength and attack speed. The grenades, mines and turret shots go through the same hit path as every other survivor skill, so each hit procs on-hit items the way a bow arrow does. None of them crit.
  • A low-poly Engineer body, launcher, grenade, mine, turret and dome, built in Blender like the others.
  • Other modded players see your blasts, mines, turrets, dome and turret shots. Their own copies of enemy projectiles stop at your dome.
  • Survivor id 7 is the Engineer. Id 6 stays reserved for the Miner (PR #80).
  • New [Engineer] config section. The config code moves to v7, and the defaults give 79B04E7C, so a 0.6.4 player shows as a mismatch.
  • Tests: 762 unit tests and 65 API tests (one runs only against the real game DLL). A new test fails if any plugin source other than SurvivorHits calls HitableMob.Hit directly.

0.6.4

  • Mercenary's Blinding Assault covers more ground as move speed rises. The dash stays at 30 m/s and the duration multiplies by your move-speed multiplier, read before the dash starts, so the hits along the path stay the same distance apart. At 1x that is 0.2 s and about 6 m. At 2x it is 0.4 s and about 12 m.
  • Blinding Assault's cooldown, started when the chain ends, now divides by attack speed, the same multiplier as the primaries (Orange Juice, adrenaline). It never drops under 1 s. Three Orange Juice takes 5 s to about 3.8 s.
  • Mercenary's Katana already cleaves. Muck's swing hits every mob in a fat forward cast, each once, and each later mob takes half the previous one's damage. The first takes 180% before strength, and on-hit items still proc. The cyan arc marks the swing and is smaller than that hit. The tooltip now says it cleaves.
  • New, Mercenary: Parry on F. It blocks all incoming damage for 1 s, longer with attack speed, including mob hits, bombs, drowning and zones. The cooldown is 5 s, divided by the attack speed from the cast and never under 1 s, and it starts when the block ends. Death ends the block and starts the cooldown. For you, the screen edges darken with no colour of their own and the view widens, then eases back to your FOV setting. The darkening hides under menus and on the death screen, the same screens as a frost vignette, and stays up in chat. The cast plays the armor clink, and a blocked hit plays it again. Other players running the mod see a thin ring on the Mercenary. Muck trusts the victim's client, so a parry never sends the hit: a host that does not have the mod still does not apply it.
  • The lobby hint lists Parry. With VerboseLogging, a dash logs its speed and duration, and a parry logs how long it is up and each hit it blocked. C still logs that Mercenary has no special.
  • New settings: ParryDuration (1 s) and ParryCooldown (5 s) under [Mercenary]. The config code moves to v6. The defaults give C94FA731, so a 0.6.3 player shows as a mismatch.
  • Tests: 690 unit tests and 64 API tests (one runs only against the real game DLL). The API test for the parry's field of view now reads MoveCamera.Instance as the static property the game declares, not a field.

0.6.3

  • Fix: gun primaries and skills did not proc on-hit items. Survivors sent every gun and skill hit as weapon type -1, which Ukulele, AtG Missile, Sticky Bomb, Tri-Tip Dagger, Crowbar and Pen Nib all ignore. Skill hits are now sent as ranged hits, the way a bow arrow is, so Double Tap, Phase Round, Blinding Assault, Transport Mode, Bandit's and Huntress's skills all proc. Damage ticks (Bandit's Hemorrhage, Huntress's Arrow Rain) still don't, after RoR2's proc coefficients, so a bleed or a rain zone can't fire Ukulele every tick. Bandit's backstab still doubles a skill hit only once.
  • Buff, Mercenary: Katana 130% to 180% per swing. Blinding Assault cooldown 8 s to 5 s, damage 300% to 400%, and 1.5 s instead of 1 s to dash again after a hit.
  • Buff, MUL-T: Drill 100% to 150% per swing. With a swing every 0.4 s that is 3.75x base damage a second, before MUL-T's x0.92 damage factor.
  • New, MUL-T: Blast Canister on F (the secondary key). A shot that bursts for 220% on every enemy within 3 m of where it lands, then drops 5 bomblets in a ring around it for 44% each, 6 s cooldown, as in RoR2. Every blast procs on-hit items. No stun: Muck has none to apply. Config keys CanisterEnabled (default true), CanisterCooldown, CanisterDamage, CanisterBomblets, CanisterBombletDamage, CanisterRange, CanisterRadius, CanisterBombletRadius and CanisterBombletSpread under [MUL-T]. Other players don't see its effects yet.
  • A Mercenary or MUL-T cfg value still at its 0.6.1 default moves to the new default. A value you changed stays.
  • Mercenary has no skill on F yet. Pressing it logs that he has no secondary skill, as in 0.6.2.
  • The config code for the defaults is now C23F7E1E, so a 0.6.2 player shows as a mismatch.
  • Tests: 653 unit tests and 60 API tests (one runs only against the real game DLL).

0.6.2

  • Fix: emptying Bandit's revolver starts a full reload, but letting go of left click after a shell had come back cancelled it. The gun switched to reloading one shell at a time and could fire the shell already in. A full reload now always runs to the end. Holding fire, releasing it, or tapping during the reload does not cancel it or turn it into a per-shell reload. The HUD stays at 0/4: reload and counts down to a full gun, and firing stays blocked until that timer ends and every shell is back. A magazine that was not emptied still reloads one shell at a time, and the shells still in it can be fired.
  • The config code is unchanged (07AF5457).
  • Tests: 637 unit tests and 60 API tests (one runs only against the real game DLL).

0.6.1

  • Fix: MUL-T's drill landed a hit only about every 1.4 s, even when you clicked every 0.45 s. It copied the Wood Pickaxe's slow swing, and Muck ignores clicks until a swing ends. The drill now swings every 0.4 s, held or tapped, and attack speed shortens that the way it does for Double Tap, Burst and Strafe. Damage per hit is unchanged, so the drill does about three times the damage per second it did, and it mines about three times as fast as a Wood Pickaxe.
  • The cooldown bar under the crosshair now fills when the drill's next swing is due, not when the swing animation ends. The drill's clock starts fresh in each new game.
  • With [Debug] VerboseLogging on, each drill swing logs Drill: N hits or Drill: missed, followed by the time since the last swing, such as (0.40 s after the last swing).
  • The config code is unchanged (07AF5457): the drill's interval is fixed, not a config key.
  • Tests: 634 unit tests and 60 API tests (one runs only against the real game DLL).

0.6.0

  • Fix: holding left click with Bandit's Revolver never emptied the gun. After four shots it chambered and fired one shell every 0.3 s forever. Now it stops at 0 and reloads shell by shell while you hold, and fires again when it is full, or as soon as you release with a shell in.
  • Fix: survivor weapons sat wrong in the hand. The figure in the inventory, your ragdoll and other players draw the item's mesh straight into Muck's hand slot, which drew it at about 57% of its size with the hand at its middle, so the katana was mostly hilt. First person used the template item's offsets, so the revolver's barrel pointed up the screen. Each weapon now keeps its grip at the hand and is as long as the survivor body's own copy, and has its own first-person hold: the pistols, revolver and drill aim at the crosshair, the katana stands up like a vanilla sword, and the bow stands upright. Measured from Muck's prefabs and set from renders of its first-person view; the playtest confirms the numbers.
  • Fix: the figure in the inventory held every survivor weapon sticking out sideways, and the bow lying flat, because its idle pose turns the hand. On the figure the pistols, revolver, drill and katana now point toward you and down, and the bow stands upright at the side. First person and the ragdoll are unchanged.
  • Fix: Phase Round was a few pixels in first person. It now has a 0.45 m flash for 0.12 s and a cyan trail to where the shot stopped, 0.45 m wide at the muzzle and 0.25 m at the bolt. After the bolt lands the whole trail stays and fades out over 0.25 s. A trail that swept up to the target looked gone 0.1 s after impact, since it runs straight away from your eye. Holding the pistols, it starts at the pistol's muzzle on your screen instead of under the crosshair. Other players see it leave your body. New [Debug] LogPhaseRound logs each shot's sizes, start point and times.
  • Fix: Huntress signing a Devil Deal contract was left overhealed (80 / 62), and regen stopped until she took damage. A lower survivor max HP now clamps HP.
  • Fix: Orange Juice and adrenaline did nothing for Double Tap, Burst, Blast or Strafe. Each shot's interval, and Bandit's time per shell, now divides by your attack speed, as vanilla swings do, down to 0.05 s. Held fire keeps the exact rate: each interval runs from when the last shot came due, not from the frame it fired, which had stretched every interval by part of a frame. Three Orange Juice is 1.30x, vanilla's own curve.
  • Fix: while Bandit's gun reloaded from empty, the HUD counted 1/4, 2/4, 3/4. It now reads 0/4: reload with the time until the gun is full, and shows the shells as soon as you release with one in.
  • An old [General] GrantStartingItems line, replaced by GrantStartingTools, is now removed from your cfg once.
  • Fix: in solo and as host, Lights Out and Desperado now count only the revolver's own kill. A Burst pellet or bleed tick that finishes the mob a moment later no longer resets your cooldowns. Clients keep the 1 s window.
  • Weapon tooltips give the numbers from your config, for example "Left click: Burst, 5 pellets of 100%, 4 shells. Hits from behind crit for 2x." Bandit's lobby hint adds "Hits from behind crit; a dagger or shiv backstab bleeds."
  • Balance: the damage floor drops from 20 to 10, below a Wood Axe's 15, so early skills grow with the weapons you find. The key moves to [Abilities] BaseDamageFloor. An old DamageFloor other than its default 20 is copied over once; an old 20 becomes 10.
  • The config code moves to v5: the defaults give 07AF5457, so a 0.5.x player shows as a mismatch.
  • [Debug] VerboseLogging now logs how every skill use went, for all five survivors: <skill>: N hits or <skill>: missed after the start line, and a line for each press a skill refused (ready in N s, no enemy in sight, or a key your survivor has no skill on, such as F or C as Mercenary or MUL-T, who have only Q). A playtest can now tell a skill that missed from one that never fired.
  • Tests: 621 unit tests and 57 API tests (one runs only against the real game DLL).

0.5.1

  • Fix: Phase Round's bolt added its cyan to the ground behind it, so over sunlit yellow grass it could wash out to white. It is now painted on, so it should read as a cyan bolt with a white core on any ground. The playtest never caught the bolt itself, only the mob's dropped coin (the yellow disc seen after a Phase Round kill), so the wash-out is inferred, not seen.
  • Fix: Smoke Bomb's puffs were charcoal. They are now light grey, at noon and at dusk. The ground ring keeps its old dim grey.
  • Fix: Laser Glaive's spinning disc flew each hop in 0.05 s, flat and edge-on to you, so only its bolts showed. It now flies 0.12 s a hop (0.6 s at most), about 1.3 m across, with its face turned toward you. Close to your camera it shrinks so it never spans more than 15° of your view, so it no longer covers the crosshair as it leaves your hand.
  • Fix: the figure in the inventory held nothing. It now holds whatever is in your hand, your survivor weapon or any vanilla item, from the first time you open the inventory.
  • Tests: 543 unit tests and 54 API tests (one runs only against the real game DLL).
  • The config code is unchanged: v4, defaults 27D8A94D.

0.5.0

  • Each survivor's weapon is now a real item that starts in hotbar slot 1 and is in your hand at spawn: Commando's Pistols, Mercenary's Katana, MUL-T's Drill, Bandit's Revolver and Huntress's Bow, each with its own low-poly model and icon, made in Blender in the same colours as the survivor's body. The pistols, katana, revolver and bow on the survivor's body, which other players see, are the same models. It is bound to you: it can't be dropped or stored, and it comes back to slot 1 when you respawn.
  • Left click with the pistols, revolver or bow fires the survivor's primary. Commando gets a new primary, Double Tap: 100% shots five times a second. Bandit's Burst or Blast and Huntress's Strafe move from Mouse1 to left click, so they no longer share Muck's build key, and Strafe needs no arrows. The katana (130%) and drill (100%, mines like a Wood Pickaxe) swing like vanilla weapons.
  • Ability damage now comes from the best weapon you carry, not the one in your hand, so holding your survivor weapon never weakens your skills.
  • Every ability has a visual. New: Double Tap's tracers, Tactical Dive's dust and trail, Phase Round's flying bolt, katana and drill slashes, Blinding Assault's trails and slash, MUL-T's charge ring, Burst's five pellets, the Serrated Dagger's slash and trail, the Serrated Shiv's spinning knife, Smoke Bomb's smoke cloud and dark screen edges while cloaked, Lights Out's gold shot and kill pop, Hemorrhage's dripping blood, Laser Glaive's spinning glaive, Strafe's and Arrow Rain's arrows, and sparks on every hit. Speed lines show while you dash.
  • Other modded players see your effects, and Smoke Bomb hides you from them at once instead of after a second. They see you again when the cloak ends, even if that line is lost or you die while cloaked. This only happens when everyone in the lobby runs 0.5 or later: the effects travel as hidden chat lines, and a player without the mod never gets one.
  • New settings: ShowSkillFx, ShareSkillFx, DoubleTapInterval, DoubleTapDamage, DoubleTapRange, KatanaDamage, DrillDamage, and GrantStartingTools, which replaces GrantStartingItems (Mercenary and Bandit get a Wood Axe; Commando and Huntress no longer get the bow and arrows their weapons replace). PrimaryKey is removed.
  • If another mod's items clash with the weapons' ids, the weapons stay off with one log line, and the 0.4 kit and Mouse1 primaries come back.
  • Tests: 521 unit tests and 52 API tests (one runs only against the real game DLL).
  • The config code is now v4, defaults 27D8A94D. A 0.4 code will not match.

0.4.2

  • Fix: Blink checked for walls along the camera ray but moved your body, which is lower and wider. An uphill or downward blink could end with you inside the ground. Blink now sweeps your whole body along the path, stops 0.4 m short of terrain, rocks and trees, and puts your feet back on the ground where you land.
  • Fix: Lights Out and Desperado could trigger on a mob that survived. The kill check counted recent damage that the mob's health bar already showed. They now use Muck's own kill report: a kill counts when the mob your revolver hit dies to your ability hits within 1 s. This works for the host and in solo too, where Muck reports the kill during the shot itself.
  • Fix: a Horseshoe crit that also procs Sniper Scope shows as a big hit, and Bandit's backstab doubled it again, for 4x. The mod now reads Horseshoe's roll, so that hit stays at 2x.
  • Fix: long lobby roster rows were cut off, and with 8 players plus the key hint and the mismatch warning the bottom rows fell off the panel. Rows now wrap to the height they need, and the panel moves up to fit, staying in the middle 90% of the screen. Past that it scrolls.
  • A SpecialKey you set before 0.4.1 is copied into SpecialSkillKey once, unless it is another skill's key (an old F stays C) or you already changed SpecialSkillKey. The old line is then removed from the config, and the log says what happened.
  • Rebinding a key in Muck's settings now re-checks the skill keys at once, in the menu or mid-game, not at the next world. Moving a settings slider does not. Before a game starts, the check reads your saved Muck bindings instead of Muck's defaults.
  • The cooldown HUD no longer rebuilds its text every frame, and its plate keeps its width instead of shifting between "ready" and "12.3s". Cooldowns round up to the next tenth, so a running cooldown never reads 0.0s.
  • Strafe and Laser Glaive only check walls for mobs in range and in view. A camera brushing a tree or roof no longer blocks every target.
  • Arrow Rain deals every tick at the shortest legal setting (0.25 s, 40 ticks). Before, about half were dropped at 60 fps. The zone ends if Huntress dies, and its ring and falling arrows follow the slope of the ground.
  • Tests: 352 unit tests and 30 API tests.
  • The config code is unchanged: v3, defaults 9292E1A4.

0.4.1

  • Fix: a config written by an older build could keep SpecialKey = F, and BepInEx keeps a saved value over a new default, so F fired both the secondary skill and the special skill. The special key is now SpecialSkillKey, default C, and SpecialKey is no longer read.
  • Skill keys that clash with each other or with Muck's own keys (movement, jump, sprint, interact, inventory, map, clicks, R, Escape, Enter, 1 to 7) move to a free key at load, with a warning in the log. Muck's current bindings are read again on every scene change.
  • Fix: the cooldown HUD showed only its first line. Every skill now has its own row on a dark plate, sized to the screen height. The HUD sits on the right side, clear of Muck's hotbar, and hides while a menu, chat or the map is open.
  • Fix: the lobby panel cut off the second half of Bandit's and Huntress's key hints. Each hint now takes two rows.
  • Arrow Rain shows a ring at its radius with arrows falling inside it. Blink shows a puff where you leave and where you land. Both are local.
  • Strafe and Laser Glaive tracers are thicker, have a white core, last 0.15 s, and start below the camera, so you see them along their length instead of end-on.
  • VerboseLogging logs the lobby roster only when it changes, not every 0.5 s.
  • The config code is unchanged: v3, defaults 9292E1A4.

0.4.0

  • Huntress. 82 HP, a Wood Bow and 20 Flint Arrows, and her RoR2 kit on the shared survivor keys: Mouse1 Strafe, F Laser Glaive, Q Blink, C Arrow Rain. The model is an original low-poly lookalike (hood, cape, bow, quiver) built in Blender.
  • The config code is now v3. Defaults hash to 9292E1A4. A 0.3.x config code will show as a mismatch.

0.3.0

  • Bandit. 100 HP, a Wood Axe, and his RoR2 kit: Backstab, Burst or Blast, Serrated Dagger or Serrated Shiv (Hemorrhage on a backstab), Smoke Bomb, and Lights Out or Desperado. The model is an original low-poly lookalike (hat, bandana, revolver, dagger, shotgun, smoke bomb) built in Blender.
  • The config code is now v2. Defaults hash to DA68E187. A 0.2.x config code will show as a mismatch.
  • Smoke Bomb publishes a cloak flag on the Steam lobby member data so other modded clients hide the model. Mobs are not blinded.

0.2.1

  • Fix: death ragdolls now show the survivor model. The ragdoll's first child is its Armature, not the body that holds it, and the game unparents that Armature before the model was attached, so the mod found no rig and kept the vanilla body.
  • Fix: your survivor now applies in every world, not just the first after launch. Each time you return to the menu, Muck loads a second copy of its persistent game object, which points the game's item manager at the copy and then destroys it. The game keeps using that destroyed item manager, but the mod's "is the game ready" check treated it as missing, so after leaving a world (after dying or through Leave Game) the kit never applied again. The check now accepts it. The kit also applies once per world, keyed on the local player, and each world logs Survivors: new world when it schedules the kit.

0.2.0

  • Survivor models: modded players see each other as low-poly Commando, Mercenary and MUL-T lookalikes (inspired by RoR2, built from primitives) on other players, the lobby figures and death ragdolls. Cosmetic and local only, with no new packets. Players without the mod keep vanilla bodies. Turn it off with ShowSurvivorModels.

0.1.1

  • Fix: Mercenary's extra jump, MUL-T's damage multiplier and the skill speed boosts now apply. The stat patches were checking the powerup argument after the game had already filled it in, so they never ran.

0.1.0

  • First release: a lobby survivor picker synced through Steam lobby member data, and Commando, Mercenary and MUL-T with their stats, starting items and utility skills (plus Commando's Phase Round).