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T4ylorItems

Configurable item balance changes, concise purple descriptions and optional LookingGlass stack-stat support. By T4ylor.

By T4ylor

CHANGELOG

1.0.0 - optional LookingGlass compatibility, November 7, 2026

  • Added automatic, optional compatibility for installed LookingGlass 1.16.4. Enabled item features supply configured stack formulas and next-stack previews; consumed Sale Star has a separate entry. Relevant holder-dependent values are sampled at tooltip refresh. Conditional, maximum and current values are labeled separately.
  • Preserve LookingGlass skill proc tooltips and their native luck/proc calculations. Seed skill healing uses the flat configured amount for positive-proc hits, zero for ineligible zero-proc hits, with purple changed numbers. Narrow validated UI hooks keep item-row callbacks separate from preserved skill callbacks.
  • Keep compact in-game descriptions and exact bold purple #C586FF for added stat rows. Prevent rounded high-stack Gesture previews from claiming an exact 50% chance.
  • Disabled/failed features retain prior LookingGlass definitions; cleanup restores only entries still owned by this mod. Missing or incompatible LookingGlass does not disable item gameplay. No mandatory LookingGlass reference or bundled DLL.
  • Set version 1.0.0 and author/namespace/assembly credits to T4ylor. Retain all previous gameplay, configuration, network behavior, dependencies and loot-chest icon. No balance changes.
  • Built and checked offline against installed assemblies; new tooltip rendering/refresh and host/client integration remain unperformed runtime checks. User previously reported all item mechanics working. Local package only; not published.

0.8.1 - compact descriptions and wiki guide, November 7, 2026

  • Shortened added item/pickup wording while retaining configured values, main effects and exact bold purple #C586FF styling. Names/lore and disabled/failed-module fallback are preserved.
  • Added WIKI.md with detailed explanations, stack formulas/tables, timer and ownership rules, source exceptions and examples for every modified item. Included it in the test package for copying to the mod-page wiki.
  • User reports all items working as intended. Gameplay, balance, configuration, network logic and existing item behavior are unchanged.
  • Inspected installed LookingGlass 1.16.4 read-only. Its item-stat definition/callback API can support a future optional integration; this version adds no compatibility implementation or dependency.
  • Existing offline checks and package verification retained; description assertions updated for the concise wording. Non-text compiled methods match 0.8.0 after normalizing only release-version strings. No new agent-run playtest or publication.

0.8.0 - Gesture hyperbolic stacking, November 6, 2026

  • User reports Gesture working. Change first-item misfire chance from 2% to 1%; additional items add 1% nominal weight with diminishing hyperbolic gains.
  • Default p(n)=0.5*n/(n+49), strictly below 50% for every finite count. Exact first-item chance is retained. Use double-precision probability and one 53-bit uniform draw so float quantization cannot turn high-stack risk into an effective 50% chance.
  • Update exact-purple descriptions, config constraints and one-time migration of an unchanged old 2% default. Custom values remain supported below 50%; the old 100% runtime test override is removed.
  • Add monotonicity, diminishing returns, extreme-count/configuration, RNG-bin and migration checks. Export the actual rule's curve to CSV and plot it for review. Other item balance, cooldown, auto-use, activation/slot/authority and misfire consequences remain unchanged.
  • The new probability has offline checks, not a post-change in-game probability study. Sale Star remains recorded as untested. Not published.

0.7.0 - playtest feedback, November 6, 2026

  • Transcendence extra recharge delay is now 1 second (+0.5 per additional item). Suppress its early native start cues and send the native shield/Shield Booster sound when actual delayed shield regeneration begins, once per episode. Nonholders and shared out-of-danger behavior remain native.
  • Ben's Raincoat prevention speed increased from 10% to 20%; duration, barrier and capacity/recharge unchanged.
  • Berzerker's Pauldron base Frenzy is 4 seconds (+3 per additional item). Kills still earn 1 second; each activation has a nonrefillable 6-second (+1 per additional item) bonus allowance, snapshotted at activation. No cooldown added.
  • Fixed Gesture's generated-method getter reference: ILHook copies have a generated owner, so bind the getter to native EquipmentSlot. Fix the related static-runtime-copy signature assumption in Sale Star's restoration guard. Preserve native all-set equipment activation while rejecting switches during an attempt. Added explicit Gesture startup diagnostics.
  • Added regression tests for the actual MonoMod runtime method shape, audio cue state, revised stacking, config migration and descriptions. Legacy unchanged defaults migrate once; custom values are preserved.
  • Updated DESIGN.md to v0.8 for the user's selected balance changes. Removed the newly requested item-by-item checklist. Existing technical acceptance coverage is retained with updated values.
  • User reports testing everything except Sale Star, with Gesture failing and the revisions above requested. No logs remain; exact historical failure and scenario/multiplayer coverage cannot be confirmed. These fixes have offline checks; no agent-run game tests or post-fix runtime passes are claimed. Not published.

0.6.0 - integration test, November 6, 2026

  • Replaced the placeholder lettering icon with a loot chest using the sibling mods' gold/ivory/navy palette and rounded gold border.

  • Audited all DESIGN.md features; added the missing approved Laser Scope 5% minimum crit and Networked Suffering 80% occluded payout. Scope enters before Railgunner conversion. Suffering checks world-only core-to-core visibility at each native payout, cloning only reduced recipients' damage packets so damage cannot leak between targets.

  • Fixed return-target branches skipping lifecycle callbacks and Aegis decay adjustment. Added regression coverage with normalized MonoMod branch labels.

  • Fixed Sale Star stage restoration mixing permanent, rented and temporary storage allowances. Preserve fractional temporary values and native eligibility, transformation notifications, stage order and source exceptions. Fresh stage-start rewards remain consumed.

  • Gesture now validates the complete equipment slot/set identity. Cleanup is registered before enabling lifecycle callbacks; teardown clears every module's readiness.

  • Preserved earlier balance values, shared band gates, Red Whip, Longstanding Solitude, installed profiles and both sibling projects.

  • Added full stat-patch composition, per-module inactive text/configuration fingerprint, native localization, installed asset, sibling-file integrity and exact package allowlist/hash checks. Validation failures exit cleanly instead of leaving a crash dialog holding the validator DLL.

  • Added installation/rollback instructions, complete audit findings and a solo/multiplayer checklist ordered by risk. No game playtests, multiplayer sessions or Unity measurements performed. This is ready for controlled playtesting only; not published or fully runtime validated.

Changelog

0.5.0 test - fifth batch

  • Preserve all previous items. Add pre-activation Gesture misfire at 2% (+1 percentage point/additional item), with exact attempted-slot replacement, no effect/reward execution on failure and consumed Tricorn/Bottled Chaos exemptions.
  • Inspect all native equipment dispatches and guard paths. Add a server-approved Crowdfunder firing transition for its separate client-authoritative path.
  • Generate consumed Sale Stars through native weighted/table/legacy choice outputs. Preserve cauldron/Rebirth active rewards and existing transfers, normal consumption and qualifying-stage restoration. Resolve the Clover-before-regeneration ordering conflict with a pre-existing-copy budget.
  • Add settings, exact purple descriptions, source/asset evidence, offline checks and a focused runtime checklist. No runtime playtest claimed.

0.4.0 test — fourth batch

  • Preserve all fourteen earlier items. Add Berzerker’s 4-second (+4/item) base Frenzy and nonrefillable six earned seconds per activation, with no added cooldown.
  • Add Harpoon’s six +14% temporary stacks and sequential 0.4-second (+0.2/additional item) expiry; each kill resets the schedule.
  • Installed Nectar stat/motor inspection confirms its late speed multiplier misses acceleration. Apply only that factor; no other Nectar stat/activation changes. Real movement measurements remain unperformed.
  • Add startup settings, exact bold-purple descriptions, installed-code/asset checks, analytic movement comparisons and lifecycle/multiplayer checklist. No Red Whip or Longstanding Solitude changes.

0.3.0 — November 6, 2026 — defensive-item test batch

  • Preserve the first nine features and add only Safer Spaces, Transcendence, Ben’s Raincoat, Aegis and Wake of Vultures.
  • Track actual native resource loss for Safer Spaces’ four-second cooldown pause; add holder-only shield delay at native recharge branches.
  • Add a synchronized, nonstacking Raincoat speed buff while preserving native prevention, barrier, recharge and capacity. Add R2API_ContentManagement 1.1.0.
  • Apply the selected Aegis barrier-dependent decay curve without extra-stack benefit.
  • Add Wake’s one matching-elite reduction with actual stolen-power provenance and active-slot aspect/buff/current-item ownership. Snapshot projectile and DOT sources and prevent duplicate reduction.
  • Extend offline checks, configuration, purple descriptions and defensive/multiplayer interaction checklist. No in-game playtest claimed.

0.2.0 — November 6, 2026 — second test batch

  • Preserve the previous five-item batch and add Lost Seer’s Lenses, Brilliant Behemoth, Leeching Seed and Singularity Band.
  • Lenses uses owned encounter squads plus verified final-boss identities, independent holder-stat damage, native void presentation and a noncritical zero-proc bonus after original damage processing.
  • Behemoth uses exact 60%-to-40% linear per-target falloff; correct its displayed radius stack amount to the installed +2.5 m without changing radius mechanics.
  • Seed removes only heal-amount proc scaling. Singularity changes detonation damage to 200% per item and cooldown to 15 seconds.
  • Extend configuration, purple token overrides, network settings fingerprint, installed-code/asset checks and focused runtime checklist. No gameplay or multiplayer playtest claimed.

0.1.0 — November 6, 2026 — test build

  • Create a separate T4ylorItems BepInEx plugin for the five-item batch.
  • Implement Polylute, Light Flux Pauldron, Kjaro’s Band, Runald’s Band and Faraday Spur changes from DESIGN.md v0.7.
  • Add independent item toggles/numeric settings, exact bold-purple changed descriptions, startup settings/readiness network fingerprint, validated narrow IL hooks, offline checks and versioned test packaging.
  • Document installed-build differences: Light Flux native attack divisor is n+1; Kjaro uses a square hitbox rather than the design’s assumed 5 m circle; Faraday native jump implementation scales velocity.
  • No gameplay, multiplayer, dedicated-server or visual UI playtest claimed. No other design items implemented. No changes to the sibling projects.