20 abilities by Sensew: possess, reflect, steal, create portals, glue terrain, throw slippery cake, roll new abilities and control gravity with two instant lasers. Includes bats, ice, Molotov, balloons, mines and directional fans.
Fixed unsafe black-hole force and growth calculations involving water ice, immovable objects and frozen players. Temporary water ice now has finite mass and can be pulled and consumed normally.
Black holes are immune to Ice Shot. Zero Gravity suppresses their attractive/repulsive field; Gravity Flip strengthens black-hole attraction and white-hole repulsion by 50% without changing hole mass or size.
Reduced both gravity-ray effects from five to three seconds; cooldowns remain unchanged.
Added animated purple/blue duration arcs with orbiting glints. They follow the target's visible form, fade with player invisibility and shrink as the effect expires.
1.5.5
Flying spikes stick to glue-covered terrain at the actual impact point instead of shattering. Glued spikes follow the platform and pause their flight timer until released.
Moved the Random Pool button to the bottom-left of local and online lobbies so it does not cover player avatars. Hide it outside the character-selection lobbies.
Includes the spike simulation-freeze and gravity-inversion fixes from 1.5.3 and 1.5.4.
1.5.4
Gravity Flip reverses existing gravity instead of creating upward gravity on floating terrain or gravity-free objects. Ignored terrain keeps its native motion and animation.
Gravity-driven targets, including thrown boulders and players, still reverse normally. Zero Gravity retains its separate temporary gravity-toggle behavior.
Includes the 1.5.3 spike simulation-freeze fix.
1.5.3
Fixed simulation freezes when launching a spike from cake frosting. The spike collider was manually registered during casting and then registered again by the queued native initialization; already registered flying spikes now skip the second registration.
Fresh duplicated flying spikes still initialize normally. Corner direction and cast-only frosting behavior are preserved.
1.5.2
Preserve the native spike's trajectory and orientation when launched from frosted corners. Collider clearance follows the same cast ray instead of changing direction to match the corner normal.
Launch only newly cast spikes on existing frosting. Cake no longer dislodges spikes already placed on terrain.
1.5.1
Fixed spikes launching back into frosting-covered terrain: the blade now points outward and its entire collider clears the surface before launch.
Apply the launch to already placed spikes when coated too. Recasting no longer removes a flying spike, and detached spikes use native projectile duplication rather than requiring a platform parent.
Includes the full 1.5.0 balance, frosting, portal and frost-visual update. Cake Toss remains 10 s.
1.5.0
Balance pass across all 20 custom powers using native cooldowns as reference. Awakening Shot 10 s; Cake Toss stays 10 s.
Fixed pressure-mine/fan frosting slides, frozen-slide handling and coil/engine alignment on curves. Cake collisions splat harmlessly and release cargo; status shots/glue retain their interactions.
Let high ballistic mod projectiles leave the camera and return while retaining cleanup limits and lifetimes.
Reworked portal rims and added an inner vortex, native smoke wisps and passage pulses.
Replaced generic ice cubes with cached translucent frost silhouettes that fit the actual visible sprites.
1.4.5
Fixed gravity laser reflection against water using explicit surface crossings and the correct native weapon collision mask.
Improved mirror collision boundary handling and outgoing-ray clearance. Corrected empty-hit state and rays starting inside non-shooter colliders.
Includes the larger roulette previews and0.2-second cycling from1.4.4.
1.4.4
Ability Roulette preview icons are about26% larger and stay above the palm.
Ability cycling now advances every0.2seconds.
1.4.3
Replaced the slot machine with the original animated Bopl idle and an added six-pose palm layer, preserving the native body and face.
Enlarged and moved cycling ability icons above the hand. Removed the machine frame, attention marks and lever return delay.
1.4.2
Reworked Ability Roulette into a single-slot machine transformation, with six lever animation frames, thinner contours and facial expressions based on native Bopl sprites.
Moved cycling ability icons into the display. Release locks the current choice while the lever springs back; quick taps complete the pull before returning.
1.4.1
Replaced the Ability Roulette transformation with the original animated Bopl idle and a small raised native hand. Preserved native eyes, mouth, player material and outline, with the cycling icon floating above the hand.
1.4.0
Added Cake Toss: charged throws carry loose objects, catch players briefly and spread slippery frosting over curved terrain. Coated surfaces release players underneath, limit jumping at speed and let hooks, engines and coils slide. Native spikes launch from frosting.
Added Ability Roulette: hold to cycle and release to replace the current slot for the round.
Added Gravity Flip and Zero Gravity: distinct animated ray transformations, instant magenta/cyan lasers, five-second gravity effects and terrain return after Zero Gravity.
Added native mirror, portal and water routing for the two new lasers, duplication inheritance and round cleanup.
1.3.2
Fixed Drill freezing on the ground or retaining airborne momentum after a null reference in glue contact handling. The check now uses Drill's native body, platform and player info rather than requiring PlayerPhysics on its transformation.
Molotov fire is slightly wider/taller, with matching contact area.
Ice, Swap and Awakening shots enlarged another 14% with matching hit areas. Glue Gun cooldown increased to 3.5 seconds.
1.3.1
Added charged, arcing glue shots with a strength indicator and new animated projectile artwork.
Replaced the flat glue splat with a larger continuous coating that follows terrain curvature and controls adhesive contact along that arc.
Glue slows walking and cancels Drill, with a safe return to the terrain. Molotov removes glue and its bonds.
Welded terrain closes small gaps, combines momentum by mass and damps residual motion.
Enlarged Ice, Swap and Awakening shots and their hit areas; added short Ice/Swap trails and a Growth ray streak.
1.3.0
Added Glue Gun with four transformation poses, a dedicated icon, projectile and surface patch.
Glue slows direct player hits for two seconds, hinders jumping/Drill, pins items, travels on thrown terrain and bonds platforms into heavier native rigid bodies until round end.
Preserved attachments, summed mass, far-side Spike emergence, and safe separation when terrain disappears or is destroyed.
Ice Shot now freezes pressure mines and fans, stopping their function, animation and fan sound until thaw.
Swap Shot follows its target with an anticipation echo and waits 0.5 seconds before exchanging positions.
1.2.1
Fixed division by zero in native collision resolution and positional correction for immovable frozen bodies.
Prepared portal palettes during asset loading, optimized their color conversion and shared the unchanged owner-marker sprite between gates.
Reduced unnecessary native component queries in fire, pressure mines and fans.
Added development-only performance scenarios for fire/fan/smoke, frozen duplication/Tesla, living devices, portals/projectiles and mixed effects.
1.2.0
Added the host-controlled Random ability pool, shared through lobby data and the native round start packet. Replays keep the recorded pool.
Built the pool selector with native rounded panels, large ability icons, page arrows and the game font.
Molotov thaws frozen targets at a duration cost and briefly protects rescued players; fan airflow bends flames and shifts heat without extra particles.
Snatch marks the target slot within reach without revealing invisible players.
Golf launches placed pressure mines with ownership transfer and physical flight.
Baseball launches players using Drill and pushes terrain, with larger terrain resisting more.
Possession shows a translucent preview of the safe exit location.
1.1.1
Increased icon size and button size, enlarged the arrows and replaced the small page label with a large 1 / 3 counter.
Removed extra wheel/page-key/shoulder shortcuts and the tiny instruction line. The native ability navigation remains available.
1.1.0
Replaced the cramped ability list with pages of up to 18 larger icons in three columns.
Added previous/next arrows, page count and keyboard/controller hints using native UI art and fonts.
Page controls support mouse clicks, wheel over the panel, Page Up/Page Down, and each panel's owning controller's LB/RB buttons.
Native directional navigation reveals the selected page, including automatic opening on the equipped ability. Original catalog order, selection indices, DLC locks and confirmation controls remain intact.
1.0.4
Fixed Molotov's invisible strength arrow caused by dividing by the grenade indicator prefab's zero scale. Reuses the native arrow sprite directly.
Holding increases throw strength; releasing locks charge and aim even during the entry animation.
Converted grenade impulse to velocity using native grenade mass. Removed extra upward velocity; matched native gravity and air drag for a comparable throw arc.
Pressure mines and fans have a minimum scale of 50%, preserved across repeated Shrink hits and duplication.
1.0.3
Molotov no longer creates floating horizontal fire when it breaks against a player, item, projectile or Smoke without terrain nearby.
Persistent fire requires an active, initialized terrain collider. Unsupported impacts retain the break sound and short burst; nearby terrain below can still catch fire. Smoke ignition is preserved.
Fire duplication safely skips invalid or disappearing terrain.
1.0.2
Portals now separate from straight, rounded and moving terrain while remaining passable to items and projectiles. A trapped portal searches for clear space or closes if no space is available.
Fixed Ice/Growth/Shrink mass restoration and scaling when duplicating frozen items.
Fixed native movement restoration when Awakening is applied before or after Ice; living terrain yields control during Possession.
Frozen Tesla copies no longer inherit a permanently disabled animation.
Chameleon can correctly end Snatch even after Snatch has replaced its equipped slot.
Reflecting Beam protects the actual mirror body rather than every clone owned by that player.
Swap Shot rejects unavailable bodies during Phase Step and attached composite items; whole terrain remains supported.
Fixed possession water checks on space levels and a duplicate scale multiplier in Molotov smoke ignition.
1.0.1
Fixed Molotov simulation errors against Platform and Drill transformations, and Tesla freezing affecting its supporting terrain.
Preserve terrain attachment when exiting mod transformations; frozen players detach from walls and ceilings.
Duplicates inherit remaining frozen/living effects, including working frozen grenade copies after thawing.
Removed pressure-mine placement limits and fixed detection after repeated shrinking.
Awakening now works on mines and fans; living faces keep a bounded world size on player-created terrain.
Buffed fan force with a size multiplier. Possession rotation becomes faster on small terrain and slower on large terrain.
Added the native throw-strength indicator and variable throw force to Molotov. Increased baseball hitbox reach and width.
1.0.0
First 1.0 release: fifteen abilities, animated transformations, gadgets and combinations in native Random.
Updates included from 0.11.0
Fans gently accelerate players and other movable terrain; their own mounting terrain is excluded. Projectile speed remains 95. Terrain uses native physics and respects solid obstacles.
Each fan can create exactly one child during its lifetime. A child starts with its own unused duplication allowance; repeatedly hitting a spent fan creates nothing.
Landing selects a different one of eight directions with native simulation RNG instead of rotating ninety degrees.
Fan loop gain reduced from 0.13 to 0.05. Audio fades with distance from living local players, including transformed bodies; silent beyond 24 world units.
Possessing an active player-created platform starts the creator's native animated ejection, stopping their resizing/aim control while possession retains the terrain.
Golf parries can return native falling ability pickups without changing their ability reward.
Retains colored fan blades, smoke ignition, round cleanup and the fifteen-ability Random catalog. All players need the same build.
0.10.3
Fan blades inherit the placing player's color across all eight head poses; the housing, rim, hub and pedestal keep their own colors. Carried previews and duplicates retain the original fan's color.
Added a simplified fan icon without a dark outline, using native ability icons as style references.
Fans push native Smoke clouds along their airflow at 14 units/s, updating the cloud's physics collider and preserving ownership and ignition. Terrain blocks the wind path; ignited clouds keep their native detonation behavior.
Reduced projectile stream speed from 110 to 95 units/s. Range and cooldown unchanged. All players need the same build.
0.10.2
Replaced five rigid Molotov flame pieces with one continuous, shared-vertex strip that bends along the surface. Per-column texture baselines remove the transparent gap below the fire; its base overlaps the terrain slightly.
Reworked Turbo Fan with a separate metal pedestal and eight directional head sprites. Clear ivory exhaust mouth, grey housing and teal rear motor distinguish the output direction. Head vibrates lightly during operation.
Kept the base aligned to terrain while the head follows the wind, including the small remaining angle between the eight poses. Carried Throw previews use the new two-part model too.
Preserved gameplay values, author-edited weapon art and 0.10.1 audio fixes. All players need the same build.
0.10.1
Fixed silent custom effects: audio voices now attach to the game's persistent AudioManager after bootstrap, instead of a discarded startup object.
Removed invalid Molotov particle velocity settings that repeatedly logged native errors and stalled rendering.
Added a dedicated four-frame low ground-fire sheet. Five surface-aligned sections bend around terrain, with matching damage checks and light smoke emitted along surface normals. Fire still expires after four simulation seconds.
Preserved author-edited weapon sheets and the existing native Smoke ignition path. All players need the same build.
0.10.0
Added a dedicated four-frame Chameleon transformation spiral that transitions between player/disguise colors. Reverse effect on restoration; respects invisibility, size and time stop, and removes itself when its parent is disabled.
Added 19 original procedural sound effects with action/impact cues across all fifteen mod abilities, including bat impacts, golf parry, swap/ice shots, freezing, life, balloon inflation/pop, glass, grabs, portals and Chameleon twist. Kept suitable native transformation, swap, throw, mine and Drill sounds.
Added quiet fan-wind and fire-crackle loops, removed with their gadgets and muted while hidden. Master/SFX settings and time stop/pause apply to custom audio. Bounded simultaneous voices and repeated-reflection sound rate.
Preserved the five author-edited weapon sheets and gameplay settings. New audio/spiral components do not register simulation updates or use gameplay RNG.
0.9.6
Trip Mine and Turbo Fan place immediately when pressed, without a held preparation/release stage. One placement per activation. Keeps a short placement exit animation.
Phase Step starts its terrain journey on press, preserving the visible Drill-style path and safe exit checks. Removed held preparation; no teleport change.
Trip Mine arming delay reduced from 2.5 to 1.5 simulation seconds. Slot cooldown unchanged.
Molotov uses native Engine start/loop/end flame sprites and smoke particle resources, replacing repeated flame sprites with a coherent fire patch, light smoke and sparse embers. Effects follow terrain/size/disappearance and pause with time stop.
Both the bottle and burning area ignite native Smoke through its Ignite method. Ignore already ignited/disabled smoke colliders so continuous fire does not reset the detonation timer.
0.9.5
Integrated Sensew's Photoshop-edited Grand Slam, Perfect Parry, Swap Shot, Ice Shot and Awakening Shot sheets. Preserved all twenty authored body frames pixel-for-pixel, including eye placement and transparency.
Removed automatic weapon-eye extraction, fitting and body cleanup, so authored expressions are not altered or duplicated.
Kept the existing pixels-per-unit with padded 576-pixel cells to preserve world size. Restored the original auxiliary icon/effect cells with matching padding, keeping Swap and Awakening projectiles/VFX visible.
0.9.4
Enlarged eyes on the five weapon transformations and placed them near the upper body contour toward the muzzle, using native ray-gun art as reference.
Fit expressions to each pose's body silhouette with their original proportions. Removed the small world-unit cap and center anchor; all eye pixels remain contained in the player-colored body.
0.9.3
Baked native weapon eyes into Grand Slam, Perfect Parry, Swap Shot, Ice Shot and Awakening Shot poses. Fit and clip every eye pixel inside the player-colored body; removed independent eye animation/rotation/flipping.
Reconstructed native sprite meshes using UV triangles to handle packed atlas orientation correctly. Aiming poses are static; entry, action and recovery remain animated. Weapon art is not mirrored.
Bat and golf shaft now use the player's color. Fixed Ice Shot firing-cell clipping and removed detached cell fragments.
Phase Step follows the entry surface's inward direction with Drill-based acceleration, native three-layer terrain trail and terrain-specific colors. No artificial half turn or portal-ring effects; retains platform-relative movement and safe endpoint checks.
0.9.2
Balloons follow player movement with stronger springs and damping. Removed the 0.4-second obstructed-cord pop; increased maximum stretch to 40 player scales. Projectile popping, terrain collision and the 10-second lifetime remain.
Phase Step now moves the actual body visibly through the platform over 0.35–1.5 seconds, following platform motion/rotation/scale. Temporarily disables solid collision and restores it at a rechecked safe endpoint. Interruptions restore physics and resolve a safe exit.
Chameleon activates on a single press with a 0.45-second twist of the native Bopl sprite and a color change halfway through. No held chameleon body; retains its icon, borrowed skills, duration and cooldown.
Reduced native weapon eyes to a maximum 1.25 by 0.85 world units and a fixed body anchor. Weapon art is not mirrored.
0.9.1
Phase Step uses native Push poses, locked to the supporting surface while preparing. Removed free aiming rotation and the fake platform body graphic.
Redrew Chameleon's body with compact proportions and aligned native animated eyes to each pose. Removed free aim rotation.
Balloons now use lightweight solid physics bodies, buoyancy, inertia and an elastic tether. Terrain collision includes a radius-aware sweep after shrinking. Spawn checks avoid terrain/other balloons; excessive stretch or an obstructed tether pops the balloon.
Balloon targeting uses the native Rope icon override mechanism with a gift icon for a reachable nearby Bopl, preserving primary slot identity.
Replaced all fifteen ability icons plus the target variant with flat color symbols without dark outlines; native blue rings remain separate.
New weapon faces are extracted from the installed game's ray-gun animations. No generated pupil highlights or native art is shipped.
Slightly increased cooldowns: Balloons 1.6 s, Possession 3.75 s and Golf 3 s.
0.9.0
Added Balloons: reusable attachments for yourself or a nearby Bopl, 10-second lifetime and 1.2-second cooldown. Lift scales with count and relative size; five or more cause strong drift. Native size, disappearance and duplication rays affect them. Projectile contact pops them. Copies keep the remaining lifetime; global cap of 64 balloons.
Added Phase Step: cross the supporting platform to its opposite surface with entry/exit effects and a 4-second cooldown. Checks clearance before moving; blocked exits leave the player in place.
Added Chameleon: deterministically choose a living player and borrow their color and ability slots for seven seconds, with ready copies. Restore original skills/color afterward and start an 18-second cooldown. Pickups remain temporary; borrowed Chameleon cannot refresh the effect. Cleans up on round reset, including active Possession.
Added three original six-cell sprite sheets and native animated eyes/throw poses. All fifteen mod powers join Random and preserve canonical online catalog names.
Grand Slam launches the native Rock body without killing it or forcing it to become a Bopl. The struck Rock cannot kill the batter during the remaining swing.
Reduced the refreshed icons, especially Ice Shot and Swap, to fit inside native rings.
Compiled plugin and optional probes, reviewed native code and package hashes. No gameplay or automated tests executed at the author's request; new multiplayer interactions still need in-game validation.
0.8.5
Trip Mines and Turbo Fans near Throw's pickup point now travel with the created boulder, in both normal and quick throws. Uses the native surface-distance pickup range; distant devices remain in place.
Preserves owner, color, size, fan direction and mine arming state. Canceling or dying before the stone is created restores pending gadgets to their original surface.
Trip Mines now take 2.5 simulation seconds to arm. The timer pauses during pickup and resumes on the stone without resetting.
Compiled and file-reviewed; no gameplay or automated tests run at the author's request. Everyone in an online lobby needs the same build.
0.8.4
Refreshed six ability icons using the native game's simple, readable symbol language: baseball bat, snowflake, smiling heart, two colored exchange arrows, golf club/ball and paired portal rings.
Icons are separate from transformation sprites. Native frames, cooldown display, gameplay, catalog order and online selection identifiers are preserved.
Compilation/file review only; no gameplay tests run at the author's request.
0.8.3
Fixed invalid ability indices when advancing an online round with directly selected mod abilities. The native HostNextLevel method resolves selections by prefab name; all twelve mod templates now match their catalog keys.
Also fixes the equivalent lobby-ready ability lookup. Random avoided the mismatch because its selected prefab retained its native name.
0.8.2
Placed gadgets and their particles disappear with their supporting platform and return with it. Destroyed surfaces remove their gadgets.
Corrected Ice Shot aiming pose and made its projectile visible. Frozen players retain momentum longer; projectile ice casings fit collider size. Existing terrain is no longer frozen; water platforms remain.
Rebalanced cooldowns against native values: Slam 3.5 s, Golf 2.5 s, Swap 7 s, Mine 4.5 s (native Mine), Fan 4.5 s, Ice 4 s, Molotov 3.5 s and Awakening 4 s.
Possession rotation reduced to 315 degrees/s. Awakening lasts eight seconds with stronger terrain/projectile movement.
Portals now keep an independent pair per ability slot: four gates with two Portal slots, six with three. Replacement affects only that slot's pair.
Compilation/file review only; no gameplay or automated tests run at the author's request.
0.8.1
Corrected transformation recoloring to the native body color instead of the mouth color. Mine buttons now identify their owner while retaining independent metal casings.
Replaced the weapon firing face sequence that exposed the tongue/ejection sprite; enforce a hidden inherited renderer and bounded sheet cells.
Clean ice casing without snowflake or detached chips. Ice Shot hitting water creates a small, slippery ice platform for five seconds, using native ice artwork loaded from the game installation.
Larger Molotov bottle and fire area, animated individual flames, embers, subtle smoke and liquid impact. Simplified fan wind sprite with lower emission density.
Placed mines, fans and fire areas accept native growth, shrink, Blink and duplication. Their reach scales with size; copies retain surface attachment and owner. Molotov bottles use native item components.
Bow-style aerial aiming: entry momentum reduced to ten percent and slow falling while preparing, applied to new transformations, Snatch and Mirror.
Compilation and file review only; gameplay/automated tests were not run for this patch at the author's request.
0.8.0
Added Grand Slam, Perfect Parry, Swap Shot, Trip Mine, Turbo Fan, Ice Shot, Molotov Cocktail and Awakening Shot. All join native Random.
Eight original sprite sheets with transformation poses, item animation, icons and VFX. Native animated eyes and throwing animations are loaded at runtime. Mine, Fan and Molotov are independent gadgets with their own materials.
Possession rotates five times faster, up to 450 degrees per second. Snatch has longer/wider reach and faster startup/grab.
Lower cooldowns: Possession 3 s, Mirror 0.6 s, Snatch 4 s on a miss, Portals 1.5 s.
Mirror loses more momentum in the air. Used mirror instances and their child visuals are removed on round transitions.
Additional icon frames and transformed sprites respect native invisibility, including when the normal body is inactive.
Previous multiplayer sessions were reported working by the author, except for the stale Mirror visual. The eight new abilities still require two-PC validation.
Preventive changes included from the unpublished 0.7.1 development build
Lobby compatibility now includes a SHA-256 fingerprint of the loaded mod DLL as well as the version and ability catalog. Different builds with the same version number no longer advertise the same compatibility signature.
Snatch identifies a slot by its primary ability icon, ignoring temporary HUD overrides. Added a runtime regression that failed before the fix.
These are preventive changes; two-PC online validation remains pending.
0.7.0
Added Linked Portals: place a floating gate, then another after a 4-second cooldown to connect them.
Each player keeps their newest two portals; a third closes the oldest and relinks the pair.
Native arrows, grenades, rocks, missiles, ability pickups, all five ray/Beam abilities can pass through with unchanged world direction and speed. Players do not teleport.
Native Magnet can grab, move and release a gate while preserving its connection.
Added original opening, idle, transit, closing and particle effects, a counter-rotating halo, expanding passage ripples, an owner-color marker and a framed selection icon.
Portals reset between rounds and join the native Random catalog. Two-PC online validation remains pending.
0.6.2
Ability pickups now fill slots emptied by Snatch before replacing occupied abilities.
Multiple empty slots fill one at a time, preserving other slots and next-round selections.
Full-slot pickup replacement keeps the native behavior.
0.6.1
Snatch affects the current round only.
Both players regain their original abilities and icons when the next round starts.
0.6.0
Added Snatch: an animated melee hand transformation that steals the matching ability slot.
Added animated eyes, hold-to-aim/release-to-grab controls and a 15-second miss cooldown.
Increased the hand size and adjusted its collision area for visibility.
0.5.0
Mirror reflects from the whole body and uses aim to choose the outgoing ray direction.
Beam contact slows steering using the native Beam parameters.
0.4.0–0.4.1
Added the animated Mirror transformation, timed breaking and repair.
Improved native ray/Beam interactions and restoration after temporary disappearance.
0.1.0–0.3.0
Added Possession with animated entry, eyes, timed exit and platform rotation.
Added possession transfer to the rock created by Throw.
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