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T4ylorTweaks
Income, teleporters, Bazaar, Ambry, Simulacrum fog, damageable Moon pillars, Moon boarding/portal and Eclipse changes.
By T4ylor
CHANGELOG
Changelog
2.0.2
- Add dedicated pillar hit-feedback transport and explicit local damage-number/native hit-marker display. Send from authoritative damage reports, place numbers outside the moving hitbox, and suppress duplicate proxy feedback.
- Show an objective for each activated pillar: Damage the <type> pillar (progress%). Health loss drives the percentage; Soul regeneration lowers it and flashes with the native holdout warning cadence. Synchronize recharge state, including for late joins.
- Blood drain targets every living participating player across the map, without distance, line-of-sight or native target-count limits. Retain native damage scaling/tethers and stop at completion.
- Run holdout updates with real elapsed time so radius smoothing works. Block timed charge through charge-rate and accumulated-charge callbacks instead of freezing all updates.
- Keep living proxies through transient native full-charge values and refresh health progress before native completion checks, preventing unintended fallback to normal charging near Soul depletion.
- Give Design a fixed half-vanilla non-Eclipse radius (10 metres for the native 20-metre zone), without further Eclipse/Focused Convergence shrinkage. Display and damage eligibility share that boundary.
- All peers must use 2.0.2 for the new feedback/recharge serialization.
2.0.1
- Remove pillar health bars while keeping native hit markers and damage numbers. Extend hitboxes from six to nine metres and attach them to the native animated pillar bone.
- Drive native pillar sinking from health lost, including Soul regrowth, while preserving activation/completion sounds, particles and state transitions.
- Initialize hurtbox teams on every peer and permit equipment targeting through the pillar's own enclosing mesh. Terrain and other obstacles still block line of sight. Supports native Royal Capacitor and Disposable Missile Launcher targeting.
- Show Design's vanilla holdout ring and use its exact native radius/geometry for damage eligibility, replacing the separate six-metre range setting.
- Restore Blood's native nearby-player damage until completion; remove reflection and its obsolete setting. Health values remain unchanged.
- Correct automatic Deep Void portal orientation before network spawning. Keep it upright, face it toward the escape route, and temporarily disable floor alignment so sloped geometry beneath the frog cannot tilt it.
- Bump settings protocol to 9; all peers need 2.0.1. Old BloodReflectionFraction and DesignAttackRange config entries are no longer used.
2.0.0
- Replace Moon pillar holdout charging with damageable targets and health bars in ordinary and Eclipse runs. Activate each pillar normally, then deplete its health to lower it. Preserve the required-pillar count, animations and elevator progression.
- Mass has 2,000 + 500 × ambient enemy level health; other pillars default to 1,000 + 250 × ambient enemy level.
- Blood reflects 10% of actual health loss instead of passively draining players. Soul regenerates 10% maximum health per second after two seconds without damage. Design accepts nearby attackers within six metres of its hurtbox and retains native pushback pulses.
- Add a separate Moon Pillars switch and tuning values, frozen per run and synchronized from the host. Synchronize health targets for clients and late joins. Bump the settings protocol; all peers must use 2.0.0.
- Flatten the two-gear icon, remove metallic shine, and match T4ylorSurvivors' muted gold/cream/navy palette.
1.0.4
- Raise the default E6 enemy-gold growth exponent from 0.75 to 0.85 for a gentler penalty. Existing configured values are preserved.
- Remove E2's vanilla radius reduction from all holdout zones, including Moon pillars and Void Fields bubbles, in replacement mode or with E2 disabled. Preserve native radius changes and other modifiers.
- Replace the single-gear icon with a more detailed large-and-small gear design.
1.0.3
- E8 now reads “Permanent health loss from damage; Self-damaging abilities excluded”, with only the exemption highlighted purple.
- Keep the Bazaar reroll slab available after all stock is purchased until every connected player has used their reroll for that visit. Preserve the temporary lock during each refresh sweep.
- Release the teleporter's legacy purchase and Devotion egg locks alongside its newer interactable locks, both during stage-wide charging and when the event finishes.
1.0.2
- Added passive income on Gold Coast, including funding unlit beacons, without adding other stages.
- Any player's Focused Convergence prevents stage-wide teleporter charging, including when its owner is dead.
- Highlighted modified Eclipse descriptions, progression notes, the Focused Convergence interaction and ship-boarding objective in the survivor mod's bold purple style.
- Hide the Moon ship's entire charging-radius indicator, including its child ring. The escape objective explicitly instructs players to enter the ship's hangar.
1.0.1
- Corrected the mod name to T4ylorTweaks in the package, plugin display name, DLL, and README.
- Preserved the existing plugin ID and configuration filename for upgrades.
1.0.0
- First public release.
- Includes the tested stage-wide teleporter, capped passive income, and complete Bazaar refresh presentation fixes.
- Streamlined the mod description and packaged the release for mod-manager installation.
0.7.7
- Restored the actual LunarRecyclerFX sweep and activation sound. The previous build incorrectly used the separate per-item LunarRerollEffect at the recycler.
- Each of the five slot reveals now broadcasts LunarRerollEffect particles and its item-change sound at the terminal's native RerollEffectRoot, using the original 0.5–0.9 second sequence.
- Validate both effect assets, their distinct sounds and live catalog entries before payment; use the recycler's native UseEffectRoot.
- Added asset-binding checks covering both scene callbacks, all five slot effect callbacks, origins, replacement-bud markers and sound names.
0.7.6
- Stage-wide teleporters now unlock their interactables and satisfy the direct holdout-zone HUD query.
- Bazaar refresh explicitly broadcasts the native sweeping effect and sound, revealing each offer at its original scene delay.
- Passive income is capped at the current difficulty-scaled legendary chest price; the last payout is clamped to the remaining room.
0.7.5 — November 1, 2026
- Change the Lunar Bazaar reroll slab from one shared use to one successful use per player per visit. Solo gets one reroll; three players get one each. Each reroll still costs its user 3 Lunar Coins and refreshes all five offers.
- Keep stock transactions serialized, preserve failed-attempt retries, and synchronize each player's exhausted use to clients and late joiners. All multiplayer participants need this version. Live multiplayer validation remains pending.
0.7.4 — November 1, 2026
- Restore vanilla Corpsebloom delivery-cap stacking under E5: the smaller of the configured E5 rate and 10% / item count (10%, 5%, 3.33%, 2.5%, etc.). Supersedes the geometric halving introduced in 0.7.3.
- Keep vanilla additive healing bonuses and the existing single 25% E5 admission reduction with no second penalty during delivery. Update documentation and stacked-cap checks. 1.0.0 remains on hold.
0.7.3 — November 1, 2026
- E5: each owned Corpsebloom now halves the configured delivery cap: default 20% without the item, then 10%, 5%, 2.5%, 1.25% maximum HP per second. Replaces the previous native 10% / item-count cap.
- Retain vanilla additive Corpsebloom amplification (2×, 3×, 4×, etc.) after the single 25% E5 reduction. Existing release bypass prevents a second healing penalty or repeated item amplification.
- Expand stacked-item and configurable-rate checks; document controlled healing totals and live acceptance cases. 1.0.0 remains on hold.
0.7.2 — October 31, 2026
- Portraits now fill the roster's usable width with square cells and the native eight-column policy, giving the same row count as normal survivor selection. No fixed DLC/portrait count or three-row cap.
- Removed every mod-added per-portrait badge strip and its portrait transform changes. Other mods' portrait overlays/counters are left alone.
- Added one shared badge panel immediately below the roster, showing the selected survivor's name and gray/silver/gold E1–E8 badges at the native 64x64 size when space allows.
- The roster grows with content up to the available height, then scrolls; the shared badges remain outside the scrolling viewport. A scrollbar appears for overflow, and changing keyboard/controller focus brings the portrait into view without snapping ordinary wheel scrolling back.
- Added read-only native layout evidence and 240 roster/resolution checks for width usage, row counts, fixed badge space and large-roster scrolling. Build and offline checks pass; the updated layout still needs live visual acceptance. 1.0.0 remains on hold.
0.7.1 — October 31, 2026
- Difficulty picker/result icons now use native unearned gray, survivor-earned silver, and all-survivor gold medals instead of always showing silver.
- Gold is checked per level and per local profile using the game's own eligible-survivor filter. Icons refresh when switching survivor/profile and when the native UI rebuilds.
- Applied the same three-state colors to overview portrait badge rows for consistency. Kept difficulty voting, the progression notice and one-badge-per-win behavior unchanged.
- Native medal assets load asynchronously with an owned asset handle, supporting direct lobby joins. Default pending icon requests are replaced to prevent late loads from restoring silver.
- The user reports 0.7.0 difficulty selection and notice placement now function. Medal colors/refresh and saved progression still need live acceptance. No 1.0.0 release.
0.7.0 — October 31, 2026
- Replaced the unsuccessful -/+ controls with a new opening-screen layout: the native survivor roster, eight earned/missing badges underneath every portrait, the original Eclipse mode description and all eight current penalty descriptions. Both columns scroll.
- Preserved the original survivor selection, Back and Start Eclipse actions. Start Eclipse opens the normal character/loadout lobby.
- Enabled all E1–E8 choices in that lobby's native Difficulty picker, regardless of progress. Native voting and the networked rulebook carry the actual selection; the old PreferredLevel config no longer overrides it.
- Added a live survivor-specific note beneath Difficulty. E2 Huntress selecting E5 is told a win will only award her E3 badge. Changing the selected survivor updates the note.
- Retained the one-badge-per-win award guard, replay/loss rules and native profile saving. Kept the native hidden Karma rule aligned with the selected Eclipse difficulty without opening other Eclipse-restricted rules.
- Expanded offline checks for native picker/vote endpoints, availability scope, badge sprites/notices, real progression and the retired controls' absence. Full UI, input, networking and saved-badge acceptance remain pending. No 1.0.0 build.
0.6.5 — October 30, 2026
- Changed Eclipse -/+ to the native HGButton type and matched the working Eclipse menu's input policy: allow all menu event systems, native pointer-up submission, and enabled pointer/gamepad clicks. Correct locator initialization order is retained.
- Added pointer hover/click, callback, lobby resolution and actual run-difficulty diagnostics. The selected level and next-badge rules are unchanged.
- Added read-only extraction of the native menu's serialized input settings and checks that the compiled controls apply those settings. Prior 0.6.4 tests verified setup order but did not establish click response; the user reported the failure persisted.
- Actual click response, loadout difficulty and saved badges require live retesting. No 1.0.0 build or publication.
0.6.4 — October 30, 2026
- Fixed Eclipse -/+ input setup: MPEventSystemLocator is now added after the button is parented into the menu, so Awake discovers the menu's event-system provider. Level changes are logged for diagnosis.
- Replaced E1, E2, E5 and E6 penalty text with the requested wording. Other levels retain their current descriptions, and Vanilla modes retain their native descriptions.
- Preserved surrounding rich-text styles when replacing cumulative Eclipse description lines. Added checks against all eight native English descriptions and the compiled menu initialization order.
- Menu clicks and actual badge/save behavior still require in-game retesting. 1.0.0 remains on hold.
0.6.3 — October 30, 2026
- Added Eclipse menu -/+ controls to choose E1–E8 regardless of survivor progression. The level's name and penalty description follow the selection; PreferredLevel config remembers it, with 0 retaining automatic next-unbeaten selection.
- Winning at or above the next unbeaten level advances only that one badge for each survivor/profile. E1–E2 Huntress winning E5 earns E3. Lower-level replays and losses do not advance progress, and repeated callbacks cannot grant multiple badges for one run.
- Preserved real medal/completion queries, native run reports and native profile grant/save handling. Host selection uses the game's normal networked rulebook.
- Added exhaustive progression checks, duplicate-run/survivor isolation checks and production IL control-flow verification. Menu layout, actual saved badges and multiplayer require live testing. 1.0.0 remains on hold.
0.6.2 — October 30, 2026
- Rewrote the upload README with brief explanations grouped into income/teleporters, Bazaar, spawning, Eclipse, Simulacrum and Moon categories.
- Added the matching gold-and-navy gear icon, README and focused test guide to the manual test archive.
- Fixed E2's logged startup failure: reflection now includes private director income fields. Added a check of the compiled lookup flags against installed field visibility.
- Refreshed the test/release checklist to distinguish observed 0.6.0 issues from fixes awaiting retest. Version 1.0.0 remains on hold for in-game acceptance.
0.6.1 — October 29, 2026
- F01 stops for Longstanding Solitude owners, when no available gold loot purchases remain, and from teleporter activation through the rest of the stage. Interrupted income fractions are discarded.
- F03 keeps the normal teleporter objective and removes the custom stage-wide HUD message.
- F04 loads replacement lunar buds through the installed Addressables catalog instead of the unavailable legacy Resources path. This fixes the logged pre-payment rollback that left the slab reusable without rerolling or charging coins.
- Added income lifecycle and installed lunar prefab address regression checks. Live retesting is pending.
0.6.0 — October 29, 2026
- Add controller-owned Simulacrum fog scaling: 0.67 × 1.20 per five-wave block, global wave tracking, optional cap and finite numeric bounds. Preserve native exposure and enemy cleanup.
- Replace the verified Moon ship charge with simultaneous inner-bay boarding, human/revival reconciliation, configurable debounce, native completion and synchronized objective counts. Record actual ship/state/collision evidence.
- Reuse the native expansion-gated frog Deep Void spawner for free automatic activation, duplicate/reentry prevention and native paid fallback on unsupported/failing setup.
- Share transition ownership between ship completion and native portal exit progression, preserving the native escape deadline.
- Extend server settings/state to protocol 6; add rule, asset, native endpoint and codec validation. Live gameplay/network/animated-geometry tests remain pending; no profile installation or publication.
0.5.0 — October 29, 2026
- Add E8 curse-only exemptions at verified native REX/Void Fiend health-cost call sites, Seeker Sojourn passenger damage and Captain Diablo Strike projectile self-hits. Preserve damage, existing curse, native stage resets and environmental/interactable cases.
- Add selected E5 single-admission healing: 0.75 once, 20% current max HP/s, genuine item bonuses once, owned Corpsebloom cap, no overheal reserve, cleanup and E8-aware capacity.
- Add selected provisional E6 growth exponent 0.75 with native player baseline and spawn-time reward context; preserve other income/prices/XP, compose before E1, retain native fallback for unverified setup.
- Add independent server-frozen E5/E6/E8 settings, protocol 5, descriptions and cleanup/failure fallback.
- Audit healing admission/release, genuine Corpsebloom/Rack, regen/restoration and enemy reward scaling. Validate production IL control-flow stacks and both E1/E6 attachment orders; include an illustrative economy model.
- Add asset/source/IL/codec checks and pending interaction playtests. No runtime test or profile installation.
0.4.0 — October 29, 2026
- Increase only active Ambry mission-owned director income (configurable, default 1.5x), with cleanup and spawn-count logging. Correct the earlier trial-state/hierarchy map from current assembly and scene evidence.
- Replace E1 half starting health with a free, once-per-stage Champions-pool enemy on 27 verified rotation scenes; safe navigation placement and dedicated RNG.
- Add strict elite time/loop gates, native eligible elite pools and Tier 2 → regular → non-elite fallback. Preserve normal XP/intrinsic drops, prevent Swarms duplicates, and apply 20% gold after native E6. E6 replacement remains unselected.
- Extend immutable server settings and protocol 3; update E1 descriptions and offline asset/IL/rule/codec checks. Live gameplay remains untested.
0.3.0 — October 29, 2026
- Add one full, shared Bazaar refresh for exactly 3 Lunar Coins per visit, restoring consumed buds and recreating missing slots from the native prefab.
- Preserve native payment with prevalidated stock, an exactly-once gate, rollback and audited currency refund paths.
- Add the asset-mapped left bud's configurable 85% overall Heresy rule with eligible pools and independent deterministic streams.
- Extend run-settings synchronization to F04/F05 and add seeded probability/visit/layout/codec checks.
- Record layout evidence; the in-game screenshot and live multiplayer/payment tests remain pending.
0.2.0 — October 29, 2026
- Implement per-player enemy-free income using vanilla gold scaling and inspected ordinary-stage coverage.
- Add departure scanning, a configurable minimum reveal window, and a stage-owned exit guard.
- Add stage-wide teleporter occupancy after complete boss defeat, synchronized ring/objective presentation and server settings.
- Implement E2 normal-radius/1.20x event credits with precedence over F03, vanilla mode and a teleporter-rule disable switch.
- Add phase rule/codec/IL checks, asset inspection and the runtime test matrix. Builds pass; live gameplay remains untested.
0.1.0 — October 28, 2026
- Inspect the installed game and generated hook assemblies; record signatures, IL observations, and unresolved asset checks.
- Add the separate BepInEx plugin, configuration, server run snapshots and cleanup.
- Add repeatable builds and offline configuration, metadata and IL checks.
- Foundation only: no gameplay modules, profile installation, runtime playtest or release package.