3.2.0
3.1.0 AKA the one where I actually play the game for a moment (and used a mod to give me all the outfits) and realize I did a lot of things wong:
3.0.0: Now that we can dye collars and shoulder pads, and now that these can all be dyed separately, the sweater, socks, Guardian Outfit, and Soldier outfits are all dyable. I guess I can give up on the 1.6.2b meshes coming back, so I'll just have to put things together as best I can with what we've got. __routes.lua should now replace just medium Holy hits, seems 1h melee weapons don't need any other kind. 67 hue, 13 satruation, 24 brightness for soldier. 65 hue, 23 satruation, 41 brightness for guardian.
2.2.3: Out with the javascript, in with the Lua. Meshes and sounds effects are now #local#. Rearranged the SFX folder. Marioalexsan fixed the bug where vanilla hit sounds sometimes play instead of custom ones. If you experience this or other weirdness with weapon hit sounds, you probably ought to check and see if your other mods with custom hit sounds are up to date first.
2.2.2: Cleaned up the horns mesh so it's 86.3kB instead of 395.5kB. Removed ModAudio as a dependency that r2modman will automatically pull for you. To be clear, I don't think anyone did anything wrong, not even myself for once. But when people add this mod to modpacks, this causes ModAudio to be installed, and any other mods in the pack would suddenly have their ModAudio effects being applied whether you wanted that or not. This isn't a fight I really want.
2.2.1: Custom weapon hit sound no longer overwrites (or tries to overwrite) the hit sound for all holy element weapons. The downside is you're loading a whole javascript environment to make that giant tonfa sound unique when you smack something with it. And since CustomQuests aparrently has some issue with XP rewards in multiplayer, I'm removing that as a dependency that r2modman will automatically pull for you, and putting a link to download that in the readme. You still need it installed if you want to do the quest.
2.2.0: Adds a powered up, shinier Dream Breaker and a quest (courtesy of StrikerTheHedgefox) to get it. Obviously, that adds the CustomQuests dependency.
2.1.0: The Dream Breaker does usable levels of damage now. It also has custom, randomized sound effects, which depend on ModAudio to work right (thanks to StrikerTheHedgefox). Also pulls that Sybil Eyes mod as a dependency, since StrikerTheHedgefox wanted it.
2.0.1: Update the readme and dependency string. Technically, 2.0.0 depended on 3.13.80 anyway. Also screw it added some cuffs to that sweater, at these proprtions we're chasing a vibe anyway.
2.0.0: Redid everything to make sure it worked to some degree after the big fat update that removed a bunch of meshes I was using.
1.3.0: Added the dream breaker. No, I still don't know how to make a scriptablearmorrender mesh that moves with a character's legs. I'd have the Sol Sista done by now if I could.
1.2.1: Did you know I actually thought that brown spot was in an invisible location on that mesh?
1.2.0: Added Bleeding Heart and Soldier outfits, and that's basically everything that isn't asymmetrical or so barely different from the default that there's no point in making it. Also finally acknolwedged that nagging doubt that the Guardian outfit wasn't covering enough and fixed that, sorry.
1.1.0: Added sleepytime outfit, and applied some new tricks, so a cape item should no longer be required for the Real Sybil Experience, at least not if you're using a poon character.
1.0.4: Added Guardian, Classy, and Professional outfits, and tried to make the normal outfit textures look a bit better and less ripped off.
1.0.3: The problem was I named the Chestpiece folder Chestpeice, no wonder that didn't work.
1.0.2: Cleaned up said instructions.
1.0.1: Added additional instructions so the chestpeice will at least be acessible while I figure out what went wrong.