ClimbStamina
Per-hand climbing stamina: each hand drains, recovers, slips and fails on its own. Wrist gauges, staged haptic warnings, crumbling grip, panic catches, reach and climb-speed costs.Changelog
2.0.0
The per-hand rebuild. The shared-pool ("Legacy") mode and the floating bar HUD are removed; per-hand stamina with the wrist gauges is the mod now.
- Each hand owns its stamina: the supporting hand drains (8/s default), the free hand drips back slowly while you hang, and planting both hands is a real rest — recovery starts slow and accelerates, roughly 5 seconds from empty. An empty hand releases and locks out alone until it refills.
- Wrist gauge HUD: a holographic arc per wrist that fades in when that hand has something to report. One mirrored set of placement settings for both wrists (cfg).
- Haptic language rebuilt as one continuous curve: pulses build smoothly from 50% (only on a hand under load), a strong sustained rumble arrives about one second before that hand actually fails — computed from its live drain rate, reach and climb speed included — and the release lands as one hard thump.
- Crumbling grip: in the last seconds of a hold, real centimetre slips with a hard low thud, quicker and deeper as the hand empties. Slips never open the hand; release only happens at zero.
- Ascending drain now scales with real climb speed (the flat multiplier only ever charged one rate no matter how fast you went). Reaching far sideways still drains the supporting arm up to 2x.
- Panic catches are per hand: a one-hand catch pays the full price, a catch shared by both hands costs each much less — including when the second hand joins a beat after the first.
- Wall jumps (WallGrabJump) bill the hand(s) actually on the wall: a one-hand jump charges that hand in full, a two-hand push-off slightly less each, and the aiming hand pays nothing.
- Regeneration eases in everywhere: recovery starts slow and picks up pace instead of refilling at one flat speed. Airborne/ground refills land at about 6 and 5.4 seconds from empty.
- The HUD is pre-built while a level loads, removing the stutter on the first wall grab.
- BoneMenu trimmed to five switches: Enabled, Crumbling Grip, Ledge Rest (both-hands recovery on/off), Hand Gauges, and Show Percentage (hide the wrist numbers, keep the arcs). Everything else stays tunable in MelonPreferences.cfg.
- New icon, new showcase.
1.4.1
- Round poles and pipes — the kind you climb with all four limbs — now cost stamina like any other climb. They were free the whole time: the mod only counted a hold as climbing if the game called the surface static, and those poles are authored as grips mounted straight onto the scene, which failed that test. Anything the player cannot actually move now counts. Guns, crates and NPCs still do not, so holding a weapon still costs nothing.
1.4.0
- Ledge Rest: grab a real ledge with both hands and stamina drains way slower (0.575/s against 4/s on a wall). It is a rest, not a refill — the bar still goes down while you hang.
- Ledges are found from the geometry itself, so it works on any level and with ClimbAnything. Hanging off the face, sitting on the lip, or resting a hand over the top all count as the same ledge.
- One hand on a ledge still costs the normal one-hand rate. The rest is something you earn with both hands.
1.3.4
- Fixed the bar freezing on a small red sliver right before exhaustion — it now drains smoothly to completely empty, exactly when your grip gives out.
- Rebalanced the defaults so climbing, fall-catches and wall jumps all fit in one bar: drain 8/s one-handed and 4/s two-handed (was 10 and 5), panic grab costs 12% (was 20%), and airborne regen is a little faster.
1.3.3
- The stamina bar no longer shows a percent number by default — there's a Show Percentage toggle if you want it back. EXHAUSTED still shows.
- Trimmed the BoneMenu page down to the settings worth tweaking; the fine-tuning values moved to MelonPreferences.cfg.
1.3.2
- Store page update only — no changes to the mod itself.
1.3.1
- Optional compatibility with Waspothegreat's ClimbAnything (1.0.x): its climbing now drains stamina with the same one/two-hand rates, HUD, haptics, and panic grab, and exhaustion releases its holds and blocks climbing until recovery. ClimbAnything stays a separate mod and is not required — nothing changes without it.
- Removed the last two popup notifications ("Grip weakening…" and "Too exhausted to climb."). Feedback is now entirely the stamina bar and haptics.
1.3.0
- Panic grab: catching a climbable surface mid-fall (4+ m/s downward by default) costs an instant 20% stamina, briefly raises drain while your grip steadies, and fires a hard haptic thump on the catching hand. Three new BoneMenu settings: Panic Grab, Panic Fall Speed, Panic Stamina Cost %.
- New package icon.
1.2.1
- Removed the EXHAUSTED and Ready-to-climb popup notifications - the HUD label and haptics carry those moments.
1.2.0
- Controller haptics: a continuous danger curve below 35% stamina — pulses grow smoothly stronger and closer together as the bar empties, only on hands that are actually climbing, plus one strong release pulse when grip gives out.
- New BoneMenu settings: Haptic Feedback (on/off) and Haptic Strength (0–2).
1.1.6
- Initial public release.
- Climbing stamina system with a shared pool for both hands: one-hand and two-hand drain rates, ascending multiplier, optional avatar strength scaling.
- Exhaustion: forced release of both hands and a climbing block until the bar refills to a configurable percent (default 100%).
- World-space rounded stamina bar with outline, low-stamina glow, and wall-aware placement.
- BoneMenu settings page; all values adjustable live in-game.
