Added an original embedded corpse-burst WAV (mono, 48 kHz, 16-bit, 420 ms); custom-audio load/play failure falls back to the game's local ENEMYEXPLODE event.
Fixed corpse-sound coalescing at the cooldown boundary: a pending cue is retained and flushed on the main-thread tick instead of being dropped by a boundary request.
Gameplay test on 2026-10-18 confirmed nine completed bursts on the custom-audio path and a coalesced burst with its pending cue.
1.1.3
Gib activation now scans every allowed setup sharing the returned destruction ID, skips empty GibData arrays instead of stopping at the first match, and aggregates entries under the 24-call per-corpse cap; the matching setup count is logged.
Every destroyed body region now also applies the game's own local CD_CharacterDestruction.ApplyDestruction visual on this client, so corpse damage no longer depends on the host; each region logs destruction=local with limb index, destruction ID, mesh result and allowed-setup count.
Kill cards now measure each visible text group and center its actual card width, rather than centering an invisible fixed-width region.
Ragdoll lookup now retries until the configured corpse burst deadline; it no longer abandons late/partially initialized ragdolls after 0.35 seconds.
Ragdoll rigidbodies receive outward radial launch vectors; captured gibs launch at 5.5–12 m/s along outward directions.
Every corpse attempts 3–7 separated native burst FX and posts the local ENEMYEXPLODE sound; fragment attempts are 2–6 destructible regions.
Added per-enemy schedule/skip reasons, size, ragdoll body count, limb/gib counts, actual FX count and sound-result logs.
No enemy-ID allowlist was added; only local credited kills are eligible, with explicit active/hidden queue caps.
Candidate gameplay visuals await author verification; the existing listing capture represents the published 1.1.2 baseline.
1.1.2
Launch distance is now driven by two configurable metre values: Corpse/MinLaunchDistance (default 3.8 m) and Corpse/MaxLaunchDistance (default 8.5 m), interpolated by the 0.65 s burst damage and then scaled 0.925-1.35x by body size and by Corpse/TravelScale.
Shortest launch raised to about 3.5 m (was about 2.0 m); farthest raised to about 11.5 m for a large enemy at full damage (was about 5.4 m).
Launch speed raised from 3.4-7.2 m/s to 4.2-8.6 m/s, so corpses actually reach the configured budget instead of falling short of it.
The old per-corpse ceiling is gone: it no longer overrides the distances you configure. Only a 40 m absolute safety bound remains.
Configured values are clamped to sane ranges (minimum 0.5-20 m; maximum at least the minimum, up to 30 m).
The listing now shows a real in-game capture from the author's session (weakspot kill card, weakspot damage number, corpse gore).
1.1.1
Kill cards are fully see-through by default: Layout/BackgroundOpacity defaults to 0 (icon and text only, with their dark shadow for contrast). Raise it up to 0.9 for a tinted panel.
Restored the original first-release (1.0.0) normal and weakspot skull artwork, byte-for-byte, instead of the re-derived pair.
Cards sit lower on screen: the default vertical anchor moved from 0.69 to 0.78 of screen height, keeping them clear of the centre of view.
Corpse feedback, damage numbers and enemy names are unchanged from 1.1.0.
1.1.0
Compact two-line kill cards: enemy name replaces the health tier; no extra name row.
Translucent kill-card panel that keeps gameplay visible: Layout/BackgroundOpacity defaults to 0.42 (0-0.9), accent rule dimmed, and both text lines carry a 1 px shadow for contrast.
Matched normal/weakspot icons derived from a single master silhouette.
Armor, normal and weakspot floating damage numbers with decimals and short outlined pop/arc/fade motion.
Bounded short-window damage-scaled corpse launch with a deliberately raised minimum distance (2.2-4.0 m before size scaling), native dismemberment, blood burst and cleanup.
Corpse launch distance, giblet scale, fragment scatter and native burst count all scale proportionally with the enemy's measured body size (0.7-2.4x); the per-corpse launch ceiling scales with it too.
Include Hikaria DamageAnalyzer name defaults and hot-reloaded custom name overrides for MOD rundowns.
Keep cosmetic effects local, queues bounded and pooled renderers/rigidbodies restorable.
Keep the plugin load log warning-free; the HUD error helper no longer exposes an Il2CppInterop-unsupported signature.
Gameplay remains unverified; only an isolated headless load check was performed for this candidate, no gameplay session.
1.0.0
Initial GTFO kill-card plugin.
Separate normal and weakpoint lethal-hit icons using the game's limb type.
Add enemy name, distance, max health, health tier, configurable layout, and preview key.
Monster names display the exact GTFO EnemyDataBlock.name; no aliases or custom translation.
Local-player only; no audio.
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