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ResonatorsOfTheSoul

大型《Risk of Rain 2》内容模组:强化难度、神器、挑战、回响者、万神殿与 PvP。 A large content mod featuring new difficulties, artifacts, challenges, Resonator, Pantheon, and PvP.

By EndXiom

CHANGELOG

Changelog

0.25.33

  • Reworked the Thunderstore description and README with complete English and Chinese introductions.
  • Updated the feature overview to cover current Pantheon variants and selectable drone loadouts.

0.25.32

  • Added selectable white, green, and red drones to Pantheon encounter loadouts.
  • Added same-tier escalating drone costs: 3 + 1 per white drone, 7 + 2 per green drone, and 14 + 3 per red drone.
  • Rebuild each player's selected drone squad at encounter start and clear it before the next rest.

0.25.31

  • Added Elite and Elite Radiance variants around Radiance in the Pantheon mode carousel.
  • Added encounter-specific elite affixes with fixed 1.25x health and damage instead of director elite stat boosts.
  • Increased the Elite-variant Halcyonite encounter to five bosses while preserving its native Gilded stats.
  • Limited the final encounter's Gilded affix to Aurelionite and Stone Golems.

0.25.30

  • Removed Lesser Wisps entirely from the Wandering Vagrant Pantheon encounter.

0.25.29

  • Disabled inherited localization controllers on Pantheon carousel rows so their headings remain Pantheon and Game Mode instead of Shadow Type.
  • Reduced the solo Wandering Vagrant encounter's Lesser Wisp escort count from four to three.

0.25.28

  • Replaced the Pantheon choice button with the same vanilla left/right carousel used by game variants.
  • Kept Pantheon context active when returning from the pre-game survivor lobby to eclipseworld.
  • Removed automatic survivor-lobby confirmation so Pantheon launches now retain the normal survivor selection screen.

0.25.27

  • Opened Pantheon through the same eclipseworld scene transition used by vanilla Eclipse.
  • Rebuilt the Pantheon game variant selector from the vanilla left/right carousel prefab.
  • Preserved the Eclipse scene's native Back behavior while keeping its alternate-submit launch disabled.

0.25.26

  • Replaced the Pantheon selectors with fresh buttons that cannot inherit alternate-mode launch events.
  • Restricted Pantheon launching to the single vanilla green Start button and disabled hidden Eclipse launch entries.
  • Force-replaced the lingering Eclipse title and permanently hid Eclipse difficulty medals.

0.25.25

  • Removed the framed Pantheon selector panel and oversized three-button variant row from the Eclipse-style screen.
  • Replaced the Eclipse title and descriptions with Pantheon text whenever the screen opens.
  • Added compact lower-left main-menu-style selectors for Pantheon of Gold and Attunement / Radiance.
  • Cleared every inherited nested click listener from cloned menu buttons so selectors can no longer launch a run.

0.25.24

  • Clarified Pantheon menu interaction: Pantheon of Gold is a selectable challenge and never launches by itself.
  • Renamed the shared launch command to the generic "Start" label so it launches whichever Pantheon, variant, and survivor are currently selected.

0.25.23

  • Fixed the Pantheon Eclipse prefab being mistaken for a complete BaseMainMenuScreen.
  • Added a dedicated vanilla main-menu screen container around the Eclipse content.
  • Removed the failed-menu fallback that immediately launched Pantheon when its selection screen could not be built.

0.25.22

  • Fixed the Pantheon button opening an inert Eclipse clone with no main-menu input context.
  • Registered the Pantheon screen as a sibling of the vanilla menu screens and switched to it through MainMenuController.
  • Routed both the back button and Escape key through the vanilla transition back to Alternate Game Modes.

0.25.21

  • Fixed Resonator-created ghosts not being visible to other multiplayer clients.
  • Moved inherited inventory, ghost lifetime, and Resonator ghost metadata into the vanilla MasterSummon pre-spawn callback so every client receives the final ghost state in its initial network snapshot.

0.25.20

  • Added an Attunement / Radiance game-variant selector to the Pantheon menu.
  • Made Radiance force-enable the Artifact of Radiance while Attunement keeps all artifacts disabled.
  • Tracked Pantheon of Gold completion separately for each survivor and game variant while preserving existing Attunement records.
  • Restocked each skill to its intrinsic maximum stock before battle without counting item-granted bonus stocks.
  • Restocked each equipment set to exactly one ready charge, regardless of Fuel Cell stacks.

0.25.19

  • Rebuilt the Pantheon front-end from the vanilla Eclipse menu prefab instead of a custom two-column layout.
  • Preserved the vanilla survivor picker, navigation, record medal, and start-button placement while adding a Pantheon selector on the left.
  • Made Pantheon selection independent from launch; choosing Pantheon of Gold now only selects it, and the separate start button begins the run.

0.25.18

  • Replaced the temporary Pantheon selector in character select with a dedicated two-column front-end opened from Alternate Game Modes.
  • Added Pantheon challenge selection on the left, survivor selection and per-profile completion records on the right, and direct launch without exposing the normal character lobby.
  • Recorded Pantheon of Gold completion separately for each survivor in the active local profile.

0.25.17

  • Reduced the solo Clay Dunestrider encounter escorts to one Clay Templar and one Clay Apothecary.
  • Retained one additional escort of each type per extra participating player.

0.25.16

  • Fixed the Pantheon encounter coroutine aborting while rotating a directionally spawned boss, which prevented the encounter from starting.
  • Removed premature language-component resolution from the Pantheon challenge selector.

0.25.15

  • Added a Pantheon challenge-selection overlay to the character-select lobby, currently offering Pantheon of Gold.
  • Reduced the fixed player level to 5 and loadout budgets to 14 points for the first three fights and 18 for the final three.
  • Increased the fifth encounter to three Gilded Halcyonites, placed them around the arena in separate directions, and required all three to be defeated.

0.25.14

  • Renamed the alternate game mode from Pantheon of Gold to Pantheon while retaining Pantheon of Gold as its first complete challenge.
  • Set monster levels to 9 for the first three encounters and 13 for the final three encounters.

0.25.13

  • Replaced temporary Infinite Tower safe-ward instantiation with its original DirectorCore node validation.
  • Increased the Wandering Vagrant encounter to five Jellyfish and four Lesser Wisps for one player.
  • Counted actual participating network users when scaling escorts and logged each encounter composition.
  • Kept the Beetle Queen composition unchanged and fixed the Stone Titan baseline at three Stone Golems for one player.

0.25.12

  • Read Infinite Tower's private safe-ward spawn settings through runtime reflection.
  • Removed the direct private-field access that interrupted Pantheon game-mode registration.

0.25.11

  • Added the Infinite Tower run prefab's DirectorCore, including its serialized empty occupied-node state.
  • Mirrored Infinite Tower's initial safe-ward placement and nearby ground-node player spawns.
  • Prevented ClassicRun spawn generation from replacing the verified Infinite Tower spawn cluster.
  • Fixed the interrupted scene setup that caused void spawning and repeated loadout reopening.

0.25.10

  • Restored vanilla's grounded node-graph spawn generation for podless Pantheon arenas.
  • Added a verified fallback spawn cluster and moved arena preparation to the player-spawn completion callback.
  • Automatically starts each encounter when every participating player confirms their loadout.
  • Retried Pantheon teleporter placement with clearer runtime diagnostics.

0.25.9

  • Recreated Simulacrum's safe-center spawn flow around the Pantheon teleporter.
  • Rebuilt player spawn points from valid ground nodes and verified each point against world collision.
  • Removed another runtime-private health setter that interrupted Pantheon stage setup.

0.25.8

  • Matched Simulacrum's official spawn behavior by disabling pods and automatic spawn-point generation in Pantheon.
  • Preserved each Simulacrum arena's authored player spawn points to prevent underground spawning.
  • Cleared scene population credits before generation without directly accessing runtime-private fields.

0.25.7

  • Forced Pantheon of Gold to open in its first configured arena and locked stage order to Normal.
  • Fixed the loadout overlay initialization so it no longer stops after drawing only its dark background.
  • Replaced the inaccessible Void Artifact scene RNG field with the active run's stage RNG.

0.25.6

  • Adapted Pantheon ambient-level writes to the runtime property's actual numeric type.
  • Fixed the remaining startup exception caused by the game's Int32 ambient-level setter.

0.25.5

  • Replaced inaccessible Pantheon run-level and stopwatch setters with cached reflection access.
  • Prevented the exception flood that interrupted Pantheon startup immediately after pressing Ready.

0.25.4

  • Corrected Pantheon of Gold from Monsoon to Rainstorm (Difficulty.Normal).
  • Forced every installed expansion rule on while Pantheon is selected, matching the locked trial-mode behavior.
  • Removed the inaccessible PreGameController.SetRuleBook call that prevented the Ready action from starting the run.

0.25.3

  • Stopped the Pantheon rule override from reading the runtime-private ArtifactCatalog.artifactDefs field, restoring every lobby rule panel and the Ready action.
  • Switched all Pantheon artifact enforcement paths to the public artifact catalog API.

0.25.2

  • Fixed a runtime FieldAccessException while building the Pantheon starting-scene collection by assigning SceneEntry internals through reflection.

0.25.1

  • Fixed the Pantheon scene, boss, escort, and teleporter Addressables paths so initialization completes and the mode can register in the alternate-game-mode menu.

0.25.0

  • Added the Pantheon of Gold alternate game mode with six scripted boss encounters and themed compact stages.
  • Fixed players at level 10 and encounter monsters at levels 5, 7, 9, 11, 13, and 15, independent of run time.
  • Forced Monsoon difficulty and disabled every Artifact using the same forced-choice mechanism as Eclipse.
  • Added a synchronized pre-fight loadout builder with 18 points for the first three fights and 22 points for the final three; Void reds cost 11 points.
  • Added encounter escorts, boss-death stage progression, and a dedicated Pantheon victory ending.
  • Kept Halcyonite's original Gilded affix while spawning the final Gold Shores Aurelionite without an added elite affix.

0.24.11

  • Removed inherited Seeker keyword tooltips from every Resonator skill and loadout variant.

0.24.10

  • Reduced Resonance gained when an owned ghost hits an enemy from 0.5 to 0.2.

0.24.9

  • Increased Resonant Impact's on-hit Resonance gain from 0.4 to 0.8.
  • Reduced Resonance gained from owned kills from 4 to 3.
  • Restored Resonator skill-summoned ghosts to 240% base damage.

0.24.8

  • Made Soul Roam leave the Resonator's hurtboxes active, allowing normal incoming damage during flight.
  • Reduced all Resonator skill-summoned ghosts from 240% to 200% base damage.

0.24.7

  • Reduced all Resonator skill-summoned ghosts from 300% to 240% base damage.
  • Reduced Soul Domain ghost lifetime from 40 to 30 seconds.
  • Increased Soul Roam drain from 1.5 to 2 Resonance per second.

0.24.6

  • Matched the official expansion-icon border treatment with a broad white glow around the central symbol, including its negative-space edges, while leaving peripheral fragments unoutlined.
  • Reduced Resonant Impact's on-hit Resonance gain from 2 to 0.4.
  • Added 4 Resonance for enemy kills credited to Resonator, owned ghosts, drones, or other nested minions.

0.24.5

  • Rebuilt the package icon against the official Void, Colossus, and Hardware expansion textures: one flat deep-blue mass, transparent negative-space cuts, clipped outer fragments, and faint echo silhouettes.

0.24.4

  • Renamed the mod, assembly, project, and r2modman package to Resonators of the Soul / 魂灵回响者 / ResonatorsOfTheSoul, while retaining the stable plugin GUID for upgrade compatibility.
  • Replaced the old red calamity emblem with a deep-blue soul orb, lotus, and resonance-ring icon.

0.24.3

  • Applied Void artifact infestation after enemy bodies finish initialization, so it reliably appears from the first stage onward.
  • Corrected the Void Seed address and added stage-level logs for infestation and Void Seed placement.

0.24.2

  • Fixed Soul Roam repeatedly throwing a field-access exception, restoring normal flight steering and linear Resonance drain.
  • Restored the persistent Resonance meter by preserving its body-bound HUD prefab reference across character instantiation.

0.24.1

  • Gave Resonator's large permanent lotus the same pale-blue translucent Fresnel rendering as owned ghosts, with matching subdued particles and lighting.

0.24.0

  • Added Artifact of the Void / 虚空神器: infectable enemies become Voidtouched and normal stages always contain a Void Seed.
  • Added Artifact of Deficiency / 缺憾神器: players cannot pick up equipment of any category.
  • Rewrote every custom artifact description as a short, direct effect summary.
  • Added matching selected and deselected artifact icons for both new artifacts.

0.23.4

  • Moved the Resonance meter from the default crosshair prefab to a body-bound HUD overlay so it remains visible outside combat and during Soul Roam.

0.23.3

  • Standardized every Resonator skill-summoned ghost at 300% base damage.
  • Fixed Soul Roam spending Resonance against the cumulative tenth-second threshold instead of the fixed 0.1-second interval, and set its linear drain to 1.5 Resonance per second.

0.23.2

  • Replaced Empathic Lock's enlarged persistent target marker with a half-scale attack crosshair.
  • Fixed Soul-Brewing Beam failing to summon a ghost when its 2000% hit killed the target before the post-hit validity check.

0.23.1

  • Raised both Resonator special loadout variants to PrioritySkill activation priority so Soul Domain and Soul-Brewing Beam can interrupt a held Seeker-derived primary attack.

0.23.0

  • Added Empathic Lock as a 10-second-cooldown alternate secondary while retaining Echo Soulbind as the default option.
  • Added Soul-Brewing Beam as a 20-second-cooldown alternate special while retaining Soul Domain as the default option.
  • Soul-Brewing Beam is a non-piercing 2000% hit based on Void Fiend's beam effects.
  • Soul-Brewing Beam consumes 10 Resonance on a monster hit, when available, to summon an equipment-inheriting, elite-preserving ghost with 300% base damage and a 60-second expected lifetime.
  • Hitting any ghost owned by the Resonator with Soul-Brewing Beam permanently removes its natural health decay, including Happiest Mask and every custom ghost source.
  • Registered two variants in both the secondary and special loadout families, with separate three-color icons for all four choices.

0.22.0

  • Replaced Echo Soulbind with a 6-second-cooldown mark lasting 60 seconds, limited to one target per Resonator.
  • All ghosts owned by the Resonator now prioritize the marked target and deal 100% increased damage to it.
  • A marked monster that dies becomes an equipment-inheriting, elite-preserving ghost with 350% base damage for 60 seconds.
  • Added a persistent pale-blue attack reticle for the active mark while retaining the crosshair-driven target selector.

0.21.0

  • Increased both Echo Soulbind and Soul Domain ghosts to 350% base damage.

0.20.1

  • Reimplemented Resonator's innate Happiest Mask using a server-side body Start controller matching Captain's Defensive Microbots grant lifecycle.
  • Restored Resonance to a display-only SkillDef; item delivery no longer depends on Seeker's inherited extra skill slot running PassiveItemSkillDef updates.

0.20.0

  • Increased Echo Soulbind ghosts from 50% to 100% base damage.
  • Increased Soul Domain ghosts from 100% to 200% base damage.

0.19.2

  • Fixed Resonator registration failing because RoR2's legacy shader detour rejects runtime lookup of Sprites/Default.
  • Restored Soul Domain's boundary using Warbanner's native range indicator, recolored pale blue while keeping the center banner hidden.

0.19.1

  • Rebuilt Soul Domain's boundary with a dedicated sprite-line material and three stacked outer rings so the 20-meter radius remains visible independently of projectile materials.
  • Increased Soul Domain's center orb radius to four times its previous size.

0.19.0

  • Increased Resonant Impact's on-hit gain from 1 to 2 Resonance.
  • Increased Soul Roam's detonation gain from 2 to 4 Resonance per enemy hit and its flight drain from 0.4 to 0.8 Resonance per second.
  • Increased Resonance gained from owned ghost attacks from 0.3 to 0.5 per hit.
  • Removed inherited trail renderers and trail particle systems from Resonant Impact's projectile visual.

0.18.1

  • Fixed the innate Happiest Mask not being granted by moving it to the base game's PassiveItemSkillDef assignment path.
  • Fixed repeated SeekerController.FixedUpdate null-reference errors while keeping Seeker's Chakra HUD and mechanics suppressed for Resonator.

0.18.0

  • Replaced Soul Domain's inherited Warbanner model with a floating pale-blue Resonator face orb at three times the head-orb scale and custom concentric range rings.
  • Suppressed Seeker's Chakra initialization and HUD overlay on Resonator while retaining the compatibility component required by Soul Roam.
  • Replaced the survivor portrait with a close face-and-shoulders composition on a fixed base-game-style dark blue-gray background.
  • Replaced the loadout skin portrait with a generated four-triangle color swatch matching the base game's skin icon format.
  • Recolored Resonant Impact's hit, explosion, and blast impact effects pale blue.
  • Added the innate Happiest Mask to Resonance's English and Chinese passive descriptions.
  • Changed the face-orb particles to local-space simulation and removed their inherited trails so the head stays attached continuously while moving.

0.17.1

  • Added a unified set of custom Resonator icons for Resonance, Resonant Impact, Echo Soulbind, Soul Roam, and Soul Domain.
  • Replaced the initial detailed illustration direction with large three-color screen-printed shapes closer to the readability and visual weight of the base game's skill icons.
  • Replaced the inherited Seeker and Operator placeholder icons in both the in-run skill HUD and loadout screen.

0.17.0

  • Soul Roam now consumes 0.4 Resonance per second during flight and forcibly ejects the Resonator, triggering the normal 800% detonation, as soon as Resonance is depleted.
  • Increased Echo Soulbind ghosts from 25% to 50% base damage.
  • Added Soul Domain as Resonator's special with a 20-second cooldown. It creates a pale-blue 20-meter ward for 12 seconds; each enemy monster that dies inside consumes 10 Resonance to summon a 100%-base-damage ghost for 40 seconds.
  • Soul Domain remains active when there is not enough Resonance for a death and refunds the cost if that monster has no valid ghost master prefab.
  • Echo Soulbind and Soul Domain ghosts now preserve the slain monster's elite aspect while continuing to copy the Resonator's items and equipment where possible.

0.16.1

  • Resonator now starts each run with one Happiest Mask, granted once by its server-side master rather than again on respawn or stage transition.
  • Confirmed Happiest Mask ghosts and their inherited ghost chains use the same Resonator ownership path: their hits grant 0.3 Resonance, Resonant Impact can heal them once per projectile for 0.5 Resonance, and Soul Roam can pause their natural decay for 8 seconds.

0.16.0

  • Reduced Echo Soulbind's linear ghost lifetime range from 6-60 seconds to 1-60 seconds.
  • Resonant Impact now heals each owned ghost it passes through for 10% maximum health at a cost of 0.5 Resonance. Each projectile can heal each ghost only once while still piercing and healing other ghosts independently.
  • Added Soul Roam, a pale-blue spectral version of Seeker's default utility. It does not drain the Resonator's health and always detonates for 800% damage, granting 2 Resonance per enemy hit.
  • Soul Roam contact pauses an owned ghost's natural health decay for 8 seconds, restoring the same decay rate when the pause expires.
  • Applied the mod's translucent blue ghost rendering treatment to Soul Roam's vehicle and recolored its particles, lights, and explosion effect.

0.15.3

  • Replaced Echo Soulbind's alternate-M2 paint crosshair with Operator's default persistent selected-target behavior.
  • Added a body-level tracker that continuously displays Operator's native tracking indicator on the currently selected enemy, even while Echo Soulbind is not being held.
  • Matched Operator's 30-degree target search with pure crosshair-angle priority, increased the selection range to 1000 meters, added a brief lost-target grace period, and included hostile non-player teams such as Void enemies.
  • Echo Soulbind now reads the persistent tracker's selected target when released.

0.15.2

  • Fixed Echo Soulbind aborting before damage, Resonance consumption, and ghost creation because the runtime-internal DamageTypeCombo.GenericSecondary field was accessed directly; the hit now uses the public secondary damage source conversion.
  • Added Operator's native paint crosshair override while Echo Soulbind is held.
  • Fixed the target indicator only being created when a target existed on the exact activation frame. It now appears whenever the ongoing lock search acquires a monster.
  • Switched hold and release detection to the active skill state's authority input API.

0.15.1

  • Fixed Resonator registration failing because Operator's secondary skill icon was requested through the base SkillDef type instead of its cataloged DroneTechTrackingSkillDef type.
  • Added a fallback to Resonator's inherited secondary icon so an optional icon lookup can no longer prevent the survivor from loading.

0.15.0

  • Increased Resonant Impact's accelerating travel range to exactly 2.5 times its previous maximum distance.
  • Added Echo Soulbind as Resonator's secondary: hold to lock onto an enemy monster, release to consume all Resonance, deal 15% damage per Resonance, and summon a matching Happiest Mask-style ghost at the target.
  • Echo Soulbind has a 10-second cooldown. Its ghost copies the owner's items and equipment where supported, has 25% base damage, and loses maximum-health percentage over 6 to 60 seconds based on the Resonance consumed.
  • Changed Resonance to tenths precision. Resonant Impact still grants 1 Resonance per hit, while attacks from owned ghosts, including inherited Happiest Mask chains, grant their Resonator owner 0.3 Resonance per hit.

0.14.4

  • Removed the duplicate passive summary entry so Resonance appears only once through its loadout skill family.
  • Moved Resonance gain from a projectile collision callback to the server's confirmed damage report event. Each enemy damaged directly by Resonant Impact now grants exactly one Resonance and updates the synchronized meter.

0.14.3

  • Replaced Seeker's passive loadout skill family with a dedicated Resonance skill family instead of deleting the extra slot, so Resonance now appears correctly in the loadout screen without showing Inner Strength.

0.14.2

  • Removed Seeker's leftover Inner Strength passive skill slot from Resonator's loadout display, leaving only the custom Resonance passive entry.

0.14.1

  • Fixed Resonant Impact failing before Seeker's state initialization because the hook accessed a protected runtime property, which left the muzzle transform null and prevented firing.
  • Replaced the provisional generic crosshair fill with Drifter's actual Junk UI prefab, preserving its segmented slot, outline, separators, and fill behavior while recoloring it blue for Resonance.

0.14.0

  • Added Resonator's first custom primary, Resonant Impact: alternating Seeker casting animations, uniform 200% damage, 1.0 proc coefficient, and no third-shot finisher.
  • Added a pale-blue translucent Spirit Punch projectile with emphasized spectral wire rings; it retains Seeker's launch speed and continuously accelerates in flight.
  • Added the Resonance passive with a server-authoritative, network-synchronized 0-100 resource. Resonant Impact grants one Resonance for each valid enemy hit.
  • Replaced Resonator's crosshair with a blue Drifter-style center meter that displays current Resonance.

0.13.7

  • Replaced the blue-tinted Seeker portrait with a dedicated Resonator portrait featuring its floating orb head, bone crown, asymmetric armor, and lotus ring.
  • Moved Resonator directly after Drifter in the survivor selection order, with an end-of-list fallback when Drifter is unavailable.

0.13.6

  • Repositioned the face orb slightly closer to the original head anchor and increased its scale from 0.24 to 0.28.
  • Hid Seeker's original head and neck with the character model's native head-limb material mask while preserving the separate bone crown.
  • Added a subtle independent vertical hover to the face orb so it reads as the Resonator's floating head.

0.13.5

  • Moved the face orb farther forward from Seeker's original mask anchor.
  • Restored each source material's original emission keywords and scalar properties instead of forcing emission and a minimum Boost value, fixing the overbright glass and flattened body lighting.
  • Lifted blue-texture midtones while retaining normal maps, highlights, Fresnel, and flow detail, and reduced the added soul light's intensity and range.

0.13.4

  • Matched Void Fiend's display animation behavior exactly: the orb root now starts its own particles without forced replay, looping, core, or explosion-layer changes.
  • Recolored the orb by hue-shifting each original color and remap texture while preserving the source material's gradients, alpha, blend mode, boost, and particle timing.
  • Reparented the three-lotus waist ring from the animated Hips bone to the stable model root so running no longer makes the whole ring swing rapidly.

0.13.3

  • Fixed the Void Fiend display orb's square particles by keeping its explosion billboard and core disabled, preserving particle main textures, and respecting the original loop settings.
  • Shifted the face orb to a paler, brighter blue with a dedicated remap, stronger emission, and brighter lights.
  • Enlarged Seeker's animated lotus from 0.60 to 0.78 scale, made it semi-transparent, and added it permanently to both the character-select display and the playable model.

0.13.2

  • Replaced the skill-charge orb with the complete orb hierarchy used by Void Fiend's character-select display, preserving its rim, animated lights, flicker, and layered particles.
  • Reduced the face orb from 0.42 to 0.24 scale and kept its ambient particle systems looping.
  • Fixed the standing display pose by using the animation's real runtime name, SeekerArmature|Idle.

0.13.1

  • Replaced the Resonator's eye geometry with Void Fiend's ready mega-blaster orb, recolored pale blue and mounted at Seeker's original mask position.
  • Reapplied blue materials after the final skin event so both the playable model and character-select display keep their Resonator palette.
  • Reapplied the standing idle override after the display animator is assigned so Seeker's seated character-select pose no longer returns.

0.13.0

  • Reworked Resonator's model materials with runtime-generated blue main textures so the body itself no longer retains Seeker's warm palette.
  • Replaced the Happiest Mask display with two vertically elongated emissive blue eyes and a focused blue face light.
  • Moved the three-lotus soul ring to the waist and increased its orbit radius.
  • Removed Seeker's original seated lotus from the character-select display and replaced the seated lobby animation with a standing idle override.

0.12.2

  • Fixed Resonator registration against the retail game's private CharacterModel.childLocator field by retrieving the public ChildLocator component from the model root.

0.12.1

  • Fixed every Resonator Addressables key for the current Risk of Rain 2 1.4.1#912 catalog, allowing the survivor prototype to register and appear in character select.

0.12.0

  • Added Resonator / 回响者 as an independent visual survivor prototype based on Seeker's skeleton and animations, with a blue skin, permanent mask and bone crown, a Lunar Wisp soul core, and three orbiting Seeker lotus pieces. Seeker's skills remain temporary placeholders.

0.11.0

  • Added a Calamity Challenges logbook category immediately after the vanilla Challenges category.
  • Added five Calamity Challenges: Fist of Binding Chains / 缚锁之拳, Withering Dance / 凋零之舞, Ultimate Strike / 终极打击, Arms Race / 军备竞赛, and Radiance / 辐辉.
  • Added the requested survivor portraits for Loader, Huntress, Captain, and Engineer challenge icons, plus a vanilla artifact-achievement-style icon for Radiance.
  • Kept Artifact of Command optional for every Calamity Challenge while rejecting all other non-required artifacts.
  • Added persistent per-profile tracking and display of the highest difficulty used to complete each Calamity Challenge.
  • Renamed the public mod, Thunderstore package, assembly, project directory, and r2modman package to Resonators of the Calamity / ResonatorsOfTheCalamity.
  • Integrated Command Tooltips into the unified DLL and added native localized hover descriptions to item and equipment pickup-picker choices.
  • Added a client-local Command Tooltips switch to the Risk of Options page; unlike gameplay modules, it is never controlled or synchronized by the host.
  • Added legacy standalone-plugin detection to avoid installing the tooltip hook twice during migration.
  • Preserved the existing BepInEx GUID, configuration keys, content identifiers, network tokens, and internal resource namespace so saved settings and multiplayer catalogs remain stable.

0.10.1

  • Removed all custom-difficulty elite eligibility and quantity bonuses.
  • Removed all custom-difficulty normal spawn-budget and spawn-frequency bonuses.
  • Kept high-tier normal monsters arriving at 50% of their original credit threshold, but now charge their full cost so the rule does not increase elite frequency or the long-term monster count.
  • Removed the +400% Boss health bonus from Ruin Dustwind and Butian.
  • Confirmed that custom-difficulty interactable-price multipliers remain absent; vanilla difficulty-scaled prices are unchanged.
  • Preserved each difficulty's adjustment, player regeneration penalties, and Solar Storm-or-higher monster skill cooldown reduction.

0.10.0

  • Added Risk of Options as the correctly named Thunderstore dependency and exposed the three persistent module switches in its in-game Mod Options page.
  • Added Artifact of Mountain Ranges / 群峦神器, which additively applies two Mountain Shrine challenges on every stage that contains a teleporter, including stage one.
  • Added Artifact of Behemoth / 巨兽神器, which gives teleporter-event bosses ten times maximum and current health.
  • Fixed Atrophy's exact-lethal case: post-mitigation damage equal to the player's remaining health now kills immediately instead of being delayed by vanilla one-shot protection.
  • Kept Atrophy maximum-loss tracking beyond the engine's one-point display floor, while revival still restores the original health and shield maxima.
  • Recognized Saving Grace/SoulSurge and Buddha's inline zero-to-one recovery as revivals, preventing Atrophy from immediately killing the restored player and resetting both lost maxima as intended.
  • Applied Atrophy's final maxima before vanilla health/shield reconciliation, eliminating free healing during stat recalculation and the apparent immortality near the one-point engine floor.
  • Preserved vanilla OSP behavior for hits absorbed entirely by barrier; OSP is bypassed only when the post-mitigation hit reaches shield or health.
  • Applied Behemoth's x10 maximum before the same vanilla reconciliation step, preventing later stat recalculations from collapsing a full boss to 10% current health.

0.9.0

  • Renamed the unified package to 灾变共鸣者 / CataclysmResonator.
  • Merged Enhanced Difficulties, the artifact collection, and PvP Mode into one DLL and one BepInEx plugin lifecycle.
  • Added a native-styled lobby settings entry with a host-authoritative Modules page for Difficulties, Artifacts, and PvP.
  • Added synchronized module state messages and froze the selected module snapshot for the duration of each run while keeping all network content catalogs deterministic.
  • Kept the PvP game mode, team rules, loadouts, respawning, routes, radar names, and scoreboard privacy as an independently gated module.
  • Fixed Atrophy becoming effectively immortal after maximum health reached its required 1-point engine floor; the next real post-mitigation health loss now consumes that final point and bypasses OSP.
  • Added the exact Thunderstore dependency identifiers for Prefab and Teams to the merged package.

0.8.0

  • Added ten selectable artifacts to Enhanced Difficulties: Apex, Bounty, Revival, Destiny, Atrophy, Mirrors, Warp, Infinity, Radiance, and Desolation.
  • Added matching Simplified Chinese names and descriptions: 顶点、得宝、复苏、命运、凋亡、镜像、折跃、无极、辐辉、荒芜。
  • Added selected and deselected artifact icons with a deterministic local icon-processing tool.
  • Matched their footprint, selected halo, and disabled brown-grey/black palette to the vanilla Command artifact textures.
  • Made Apex remove only monster-card stage requirements, preserving Dissonance-generated pools and all remaining map, expansion, unlock, cost, placement, and availability rules.
  • Made Atrophy capture post-mitigation health and shield loss separately, exclude barrier damage, render lost maximum as a hollow health-bar region, and reset both losses on revival.
  • Made vanilla revival sources take priority over Revival's once-per-player, once-per-stage charge.
  • Made Bounty cover ordinary money purchases, their UI, Remote Operation drones, and the DLC2 Halcyonite Shrine's direct gold siphon while preserving every non-gold cost.
  • Added strict same-version multiplayer compatibility metadata and the R2API ContentManagement dependency.

0.7.2

  • Removed every additional difficulty-specific multiplier from difficulty-scaled interactable prices.
  • Cataclysm and all higher custom difficulties now use the game's normal difficulty-scaled prices; all other difficulty effects are unchanged.
  • Removed the obsolete price modifiers from the in-game difficulty descriptions and current README.

0.7.1

  • Changed normal combat-director elites on enhanced-elite difficulties to consume only their underlying non-elite monster-card budget.
  • Preserved elite health, damage, experience, and gold scaling while preventing increased elite eligibility from reducing the total monster count.
  • Matched each discounted elite's death-refund value to its base monster cost, preventing refunded elite surcharges from creating extra director budget.
  • Kept forced elites, Honor, bosses, scripted waves, and early high-tier monsters on their existing cost rules.

0.7.0

  • Renamed the mod to Enhanced Difficulties / EnhancedDifficulties for r2modman and Thunderstore.
  • Added Cyclone / 气旋 between Monsoon and Hurricane.
  • Set Cyclone to +85% difficulty adjustment (185% total) and -55% player health regeneration (45% remains).
  • Added the pink, non-circular Cyclone icon.

0.6.0

  • Added Butian / 步天 as the final difficulty above Ruin Dustwind with +666% difficulty adjustment (766% total).
  • Changed elite eligibility, normal spawn budget, difficulty-scaled interactable prices, and normal spawn frequency to x6.66 on Butian.
  • Inherited Ruin Dustwind's -90% player regeneration, +400% non-player Boss health, 50% high-tier-monster threshold, and -50% monster skill cooldowns.
  • Added the pale light-blue, non-circular Neptune-symbol icon.

0.5.0

  • Added Ruin Dustwind / 破灭尘风 above Solar Storm with +500% difficulty adjustment (600% total).
  • Added -90% player health regeneration and +400% health for non-player Boss enemies.
  • Inherited Solar Storm's elite, high-tier-monster, normal spawn-budget, difficulty-scaled price, normal spawn-frequency, and monster-cooldown rules.
  • Added the vivid scarlet-red, non-circular Ruin Dustwind icon.

0.4.0

  • Added Solar Storm / 太阳风暴 above Cataclysm with +320% difficulty adjustment (420% total).
  • Added -85% player health regeneration, x3 elite eligibility, x3 normal spawn budget, x3 difficulty-scaled interactable prices, x2 normal spawn frequency, and -50% monster skill cooldowns.
  • Preserved Cataclysm's inherited 50% high-tier-monster credit threshold on Solar Storm.
  • Corrected the director-budget hook so Cataclysm and Solar Storm multipliers are applied before money waves are initialized.
  • Added the gold, non-circular Solar Storm icon.

0.3.0

  • Renamed Reality to Tempest / 荒风 while preserving its existing effects.
  • Added Cataclysm / 灾变 above Tempest with +250% difficulty adjustment (350% total).
  • Added double normal combat-director spawn budget to Cataclysm.
  • Added double difficulty-scaled interactable prices to Cataclysm.
  • Added the orange, non-circular Cataclysm icon.

0.2.0

  • Changed the Simplified Chinese difficulty wording from “难度缩放” to “难度调整”.
  • Added the Reality difficulty above Hurricane.
  • Added +180% difficulty adjustment (280% total) to Reality.
  • Added Reality's -70% player health regeneration modifier.
  • Added double elite eligibility and 50% high-tier monster credit thresholds to Reality.
  • Added the sea-blue Reality difficulty icon.

0.1.0

  • Added the Hurricane difficulty above Monsoon.
  • Added +120% difficulty scaling (220% total).
  • Reduced player health regeneration by 70% (30% remains).
  • Added English and Simplified Chinese localization.
  • Added the purple cyclone difficulty icon.