Replaced Time Cell Moon Palace's womb centerpiece with a fully modeled lunar eye: sculpted lids, curved sclera, fine veins, 144 iris fibres, a gold inner ring and a recessed black pupil.
The pupil contracts when Projection Sorcery triggers. A 24-division brass halo rotates on the domain's frame grid, and film tethers emerge from the tear ducts.
Added metal floor rings and frame markers, cooled the palette and reduced grain and bloom so the eye stays readable.
Fixed jagged floor-film patterns caused by frame counts changing across each ring's width.
Includes the completed Moon Palace and Chimera Shadow Garden audio and effects from 1.23.0.
Local installation now includes sounds and textures, preserves existing sound replacements and backs up the installed DLL.
1.23.0
New Domain Expansion: Time Cell Moon Palace (Naoya Zen'in, key 6).
A closed domain: a black void over a giant film reel, with a translucent womb holding Naoya's cursed-spirit embryo in front of a full moon and a zoetrope ring of 24 film frames that animate as they turn.
Film strips pour from the womb across the floor, and everything steps on a 24 FPS grid.
Sure-hit: two lines of film reach into the neck of every player and enemy inside. Moving breaks the 24 FPS rule: the target freezes in a cel that shatters, and their cells tear (players take 10 damage, enemies are stunned and hit).
Standing still is safe, and the caster moves freely. Players inside get a film-gate HUD with a frame counter, film grain and a projector flicker.
New Domain Expansion: Chimera Shadow Garden (Megumi Fushiguro, key 7).
An incomplete domain without a barrier. The screen flashes to a negative and a spine descends and dissolves.
Megumi's shadow then floods up to 30 m of real ground around the caster as glossy liquid ink with a ragged edge, ripples, tendrils and shadow clones holding the seal.
Everyone else is slowed while wading through it. Divine Dogs leap and bite, the Great Serpent rises and slams down, Nue circles overhead with lightning, and Rabbit Escape scatters across the surface.
The host decides the strikes and synchronizes them to every player in the domain.
Both domains have an opening cinematic, a kanji title card (領域展開 · 時胞月宮殿 / 嵌合暗翳庭, with romaji where no Japanese font exists), an incantation, a theme scheduled to hit as the domain opens, and effect sounds. All of the audio is original synthesized audio.
Sounds are now found by name as .mp3, .ogg or .wav, so an .mp3 dropped into sounds replaces a shipped .ogg.
Arena navigation meshes now cover the larger arenas completely.
1.22.0
New cel-shaded 3D models built from procedural meshes with anime-style banded shading and ink outlines. They render the same regardless of scene lighting.
Malevolent Shrine (open and closed): a red-lacquered temple with a curved double roof, bone horns and hanging horned skulls, whose front is a fanged maw with a chomping lower jaw. It sits on a mound of skulls and bones with a stone stair, caged by giant tooth-lined bone ribs, with a torii gate in front and skull totems with glowing eyes around the domain. The shrine now stands behind the caster instead of on top of them.
Malevolent Shrine (open): the blood pool, cursed seal, boundary rings, totems, shrine and slashes now follow the real terrain instead of floating flat, and the opening seal under the caster drapes over the ground while it spins.
Idle Death Gamble: a white train platform ringed by train cars with sliding doors, green glass, neon stripes, call-button panels and LED dot-matrix destination signs, around a pachinko machine placed in front of the caster. Its reels brake onto the digits of every roll. It also gets a round chrome playfield, a lamp ring, a marquee, floating pachinko balls and chasing floor lamps. The opening shows a spinning reel window over a tiled stage.
Self-Embodiment of Perfection: rebuilt the hand shrine with jointed, stitched hands (Mahito's patchwork seams and cuffs) in varied poses, reaching for a faceted cel-shaded crystal on curving arms that run into the domain wall. Added arms clawing up out of the floor, and new stitched hands in the opening.
Infinite Void: removed the small information particles bursting out of the middle of the domain; the star field now sits on the dome instead of filling the centre.
1.21.0
Rebuilt the rendering layer for Lethal Company's HDRP pipeline. Most domain geometry, Hollow Purple's orbs and several glow layers used shaders the game does not ship (Unlit/Color, Standard) and silently fell back to one HDRP never draws; they now render.
All solid effects use HDRP/Unlit, and all translucent effects (glows, lines, particles, trails) use Sprites/Default with HDR brightness so they bloom.
Fixed Malevolent Shrine's textured slashes never appearing: their render queue was outside the range HDRP draws.
Effect lights now use HDRP light units, so domains and Hollow Purple actually light their surroundings.
Replaced the domain fog and ambient settings (ignored by HDRP) with per-domain post-processing: bloom, vignette, colour grading, chromatic aberration, lens warp and height fog.
Hollow Purple: new layered energy orbs with white-hot cores, Fresnel rims, rotating plasma coronas and halos. Lapse Blue now pulls particles in, Reversal Red throws sparks off, and the two strain against each other before a fusion flash.
Hollow Purple projectile: new erasure inflow, release flash and shockwave, world-space ember wake, beam trail, flying debris and a glowing trench burned into the ground along its path. The screen warps as it charges and when it passes close by.
Domain openings now build screen pressure around the caster and flash into the domain; the translucent veil sphere around the caster's own camera was removed.
Closed domain exteriors gain a burning rim in the domain's colour, a corona and base mist; the Infinite Void event horizon, Malevolent Shrine maw and Self-Embodiment crystal gain glow layers.
Restyled the F1/F2 menus with per-domain colours and a highlighted selection.
Added Visuals config options: Effect Light Brightness, Bloom Strength and Screen Effects (turn off if the screen effects cause discomfort).
Removed about 1,100 lines of unused visual code left over from earlier versions.
1.20.0
Removed every direct Domain and ability cast shortcut.
Added a dedicated Domain menu on F1; select a Domain with 1-5 and confirm with Enter.
Added a dedicated Ability menu on F2; select Hollow Purple with 1 and confirm with Enter.
Rebuilt Hollow Purple's charge into staged Lapse Blue formation, separate Reversal Red ignition, accelerating convergence, compact imaginary-mass fusion, and a final release shockwave based on the supplied anime reference.
Reworked the fired Hollow Purple into a brighter layered violet plasma sphere with a dark inner seed, rotating energy bands, repeating shock rings, physical debris, stronger particles, dynamic lighting, and a broad destructive wake.
Preserved the 20-second camera-aimed charge, charge i-frames, movement lock, synchronized multiplayer release, 20-second autonomous flight, supplied music timing, and host-authoritative instant-kill behavior.
1.19.0
Added multiplayer-ready Hollow Purple on F7 as a separate ability that does not consume or replace Domain Expansion state.
Added a 20-second cinematic charge where Reversal Red and Lapse Blue orbit, converge, and form a layered purple singularity that follows the caster's live camera aim.
Locked walking but retained camera control throughout charging, with damage and direct-kill i-frames plus health restoration as a compatibility fallback.
Added a large procedural 3D projectile with a dense black-violet core, layered plasma shells, rotating event rings, particle corona, backward streaks, dynamic lighting, release shockwave, and a long emissive trail.
Hollow Purple snapshots the final aim direction at release, flies autonomously for 20 seconds, and passes through world geometry without being redirected.
Added host-authoritative swept-path hit detection that instantly defeats contacted players and standard or modded enemies while excluding the caster and charging players.
Added synchronized charge, release, cancel, denial, and player-death network messages with caster-death cancellation and host timeout fallback.
Added the supplied Hollow Purple theme, playing only from 02:05 through 02:53, with release at 02:25 one second before the referenced drop.
1.18.2
Added a host-authoritative zero-Soul exile fallback for invulnerable entities such as bees: entities that ignore normal damage and kill methods are removed from arena restoration, teleported far below the map, marked dead, and network-despawned when possible.
1.18.1
Added a separate mahito-domain-expansion.mp3 cast cue that plays from 00:00 and stops after five seconds without replacing the existing Self-Embodiment soundtrack.
Added a smooth seven-second fade-in to the original Self-Embodiment soundtrack while keeping the five-second cast cue at normal volume.
1.18.0
Added Self-Embodiment of Perfection as a 30-second closed-barrier domain, selectable with 5 or directly with F6.
Added host-authoritative Soul values for every non-caster player and captured enemy inside the domain.
Soul drains continuously from 100 based only on distance to the caster, never regenerates while the domain is active, and causes instant death at zero.
Strengthened the distance-based drain to 20 Soul per second at point-blank range, killing a target that remains beside the caster for about five seconds, while retaining the 2.75 Soul per second long-range minimum.
Fixed Soul meters changing color without visibly shrinking by using bottom-anchored bar scaling that does not depend on a UI sprite.
Fixed zero-Soul enemies surviving, including modded entities with nonstandard HitEnemy overloads, by adding compatible method argument binding and a dedicated network-aware kill fallback.
Added synchronized vertical white/pink world-space Soul meters and a dedicated local Soul HUD inspired by the supplied reference.
Added opening particles, multiplayer state validation, and complete UI cleanup when the domain closes.
Replaced frame-accumulated close timers with absolute real-time deadlines so standard domains remain open for their full 30 active seconds after the opening animation.
Expanded Self-Embodiment of Perfection's isolated interior to exactly 1.5x the radius of its unchanged exterior sphere, including its floor, containment, spawning and recovery bounds.
Replaced the hand panorama with a plain black-violet void and a collider-free procedural 3D shrine made from interlocking hands and long radial forearms.
Tightened the 3D shrine into one connected structure with its outer hands aimed directly toward the center.
Cleared the hands away from the shrine center and replaced the triangular prism with a slowly floating, double-pointed pink crystal featuring outlined facets, particles and a pulsing pink light.
Kept the exterior barrier completely black and opaque.
Added Self-Embodiment of Perfection's soundtrack, triggered immediately when the domain is cast and starting at 01:15 in the supplied audio file.
1.17.3
Fixed domain durations being shortened when another mod or game state increases Unity's time scale.
Infinite Void and both Malevolent Shrine variants now remain active for their full 30 real-time seconds.
Idle Death Gamble now remains active for its full rolled duration of 45-70 real-time seconds.
Domain opening, effect ticks, spin timing, and jackpot regeneration now use real-time seconds.
1.17.2
Active domains now close for every participant as soon as their caster dies.
Closed-domain exterior spheres now appear only after participant teleportation, with their solid collider enabled on a later physics frame.
Added floor-safe arena spawn heights, deterministic player spacing, and continuous recovery before a participant can fall into the void.
Domain return teleports now search nearby clear ground instead of forcing players back into blocked or invalid positions.
1.17.1
Fixed clean profiles where the mod loaded and appeared in LethalConfig but its update loop never ran.
Added explicit Harmony hooks for StartOfRound, PlayerControllerB, and HUDManager updates instead of relying on annotation discovery.
Added Application.onBeforeRender and Camera.onPreCull main-thread callbacks as independent runtime fallbacks.
Added runtime logs that identify which driver actually starts ticking the mod.
Moved the fallback scheduler into a top-level public persistent MonoBehaviour with Update, FixedUpdate, OnGUI, LateUpdate, and coroutine execution paths.
Added plugin lifecycle diagnostics for Awake, OnEnable, Start, OnDisable, and OnDestroy.
Fixed the detached runtime being destroyed together with BepInEx Manager immediately after chainloading.
Kept the managed plugin controller alive after Unity destroys its host component and bypassed Unity's destroyed-object null comparison in every runtime driver path.
Moved audio-loading coroutines onto the persistent top-level runtime driver.
Moved barrier activation, teleport recovery, gamble roll, and jackpot shatter coroutines onto the persistent runtime driver as well.
Added an explicit log confirmation when the detached runtime continues ticking after BepInEx Manager teardown.
Deferred every Unity scene object until after chainloading so boot-scene cleanup cannot delete the menu, VFX, audio loaders, or runtime driver.
Kept static Harmony and render callbacks alive as the primary bridge across BepInEx Manager teardown.
Added automatic post-boot driver recreation and runtime resource reinitialization after scene cleanup.
Replaced frame-based hotkey edges with press-and-release latches so one F1 press cannot immediately open and close the menu.
Applied the same latch handling to menu selection, confirmation, and F2-F5 domain hotkeys to prevent duplicate requests.
Made both Unity update-driver callbacks public and added per-frame guards to prevent duplicate execution.
1.17.0
Fixed profiles where the plugin appeared in LethalConfig but none of its menu or domain hotkeys responded.
Added enabled Unity InputActions for the menu, selection, confirmation, and direct domain controls.
Kept the existing direct keyboard and legacy input fallbacks for compatibility.
Moved hotkey processing ahead of network, arena, and moon-state updates so an unrelated update failure cannot block input.
Updated the required LethalConfig version from 1.4.5 to 1.4.6.
Documented all required packages and the extra dependency step needed for local ZIP imports.
Rebuilt multiplayer domains around independent network session IDs.
Added support for multiple separate domains existing on the map simultaneously.
Players may open a domain whenever they are not currently inside another active domain.
Remote domains no longer overwrite the local player's domain visuals, state, or cleanup.
Non-participants now receive only the exterior barrier instead of being loaded into the remote arena state.
Assigned every closed domain a unique arena position so concurrent domains do not share an interior.
Routed Idle Death Gamble rolls, jackpots, and closure to the correct domain session only.
Explicitly restores and re-enables participant models when their specific domain closes.
Reworked exterior barriers with an opaque HDRP-compatible black material and a delayed solid collider.
Closing one domain now removes only its own arena state and exterior barrier.
This release changes the multiplayer message format; every player must use version 1.17.0.
1.16.14
Added a fully opaque black exterior sphere at the original casting location of every closed-barrier domain.
Added a solid sphere hitbox that prevents outside players and entities from walking through the exterior barrier.
Kept open Malevolent Shrine barrierless.
Ensured the exterior sphere is removed when the domain closes or Idle Death Gamble shatters after a jackpot.
1.16.13
Fixed non-host domain requests being lost after Netcode started or recreated a multiplayer session.
Re-registers all domain message handlers for each active multiplayer session.
Added automatic retries and a clear timeout message for unanswered domain requests.
Added network-session IDs and request-attempt details to the log for easier multiplayer diagnosis.
1.16.12
Added a LethalConfig setting for domain uses per player and moon (1-20).
Added an infinite-domain debug toggle for unlimited uses while landed.
Synchronized the host's domain-use settings to multiplayer clients.
Updated the domain menu to show remaining uses and the configured limit.
Kept domain uses at zero while the ship is in orbit.
1.16.11
Prevented active domains from being overwritten by another player.
Reduced Idle Death Gamble's forced jackpot chance from 8% to 6.5%.
Increased open Malevolent Shrine's radius from 42 to 55 meters.
Reduced open Malevolent Shrine's damage from 4 to 3 per damage tick.
Added layered perimeter lines and markers to the open domain's exact edge.
Removed the large floor-line seals from closed domains.
Added a small center point to closed domains.
Retained the multiplayer participant synchronization fixes from 1.16.10.
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