SilkSuture
Bind healing re-timed: gain 1 mask the moment a bind starts, the rest on completion. Vanilla totals preserved across every crest, tool and status edge case - each individually configurable.Silk Suture — Changelog
0.5.1 (2026-07-26)
Packaging fix — no gameplay changes.
- The plugin ID changed to
com.fabulator_k.silksuture. Your settings will reset to defaults: a freshBepInEx/config/com.fabulator_k.silksuture.cfgis generated on launch, and the config file from 0.5.0 is left unused and can be deleted. Sorry for the churn — worth doing now rather than later. - Documentation updated to reference the new config path.
0.5.0 (2026-07-26) — first public release
Bind healing re-timed: 1 mask the instant a healing bind starts, the
remainder at completion. Totals match vanilla everywhere, so this
changes when you heal, not how much. This aims to mitigate some of
the frustrations with an interrupted bind.
Every crest, tool and status combination is handled and individually
configurable. See HEALING.md for the full behavior table.
Highlights since the private tester builds:
- Advance amount fixed at 1 mask (a configurable amount could exceed vanilla totals on the Witch/Beast heal-cap paths).
- Per-case toggles:
WitchAdvance,BeastAdvance,ShamanAdvance,MaggotAdvance,MaggotMultibindAdvance,LifebloodAdvance, plus the Multibinder split pattern. Every toggle's off-state is vanilla. - Maggoted binds heal 1 instead of vanilla's 0 (the one deliberate bonus, and it is optional); the Maggoted + Multibinder combination stays at the vanilla total instead of stacking.
- Witch HUD fix: the glowing "potential heal" masks could show one too few on the second and later witch binds of a session (visual only).
- Reload insurance: the mod re-verifies its changes after every scene load and re-applies them if the game rebuilt the bind state machine.
- Icon by Fabulator_K;
HEALING.mdbehavior guide bundled.
Known gaps: two of the rarer combinations — Maggoted + Multibinder
totals, and the Witch HUD indicator count — are correct by design and
by code review, but have had limited in-game verification. Reports
welcome (include BepInEx/LogOutput.log).
0.4.6 (2026-07-19, tester build)
- Fixed the witch HUD showing one glowing mask too few on the second and later witch binds of a session (visual only — healing was correct).
0.4.5 (2026-07-19, tester build)
- Advance amount fixed at 1 mask;
ImmediateHealconfig removed. - New
ShamanAdvancetoggle (default on), incl. the mid-air held bind. - Maggoted + Beast: instant mask granted, no rage activation (vanilla).
- Reload insurance after every scene load.
HEALING.mdbundled.
0.4.2 – 0.4.4 (2026-07-19, internal)
- Maggoted + Multibinder conserved advance;
MaggotAdvanceadded, then its balance corrected: the +1 on a maggoted bind is intended, only the Multibinder combination stacking to 3 was too strong. LifebloodAdvanceadded (default off — lifeblood stays vanilla).
0.4.1 (2026-07-19, tester build)
- The advance model: instant mask deducted from the bind's own healing budget, with Witch and Beast handled through their C# heal caps. Fixed from the earliest prototypes: Multibinder totals, lifeblood and witch over-heals, the Architect heal-bind shortfall, a free heal while maggoted, and a Beast rage-cap nerf that gave nothing back.
