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Latest version
0.2.0
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Changelog

0.2.0

  • Embers are see-through orange. They used Unity's legacy additive particle shader, which ignores the colour the mod set, so each ember most likely drew as a white sphere and a trail summed to a white streak. They now use Sprites/Default with TintColor at 0.25 alpha. A recoloured TintColor recolours the embers too.
  • The burn zone shrinks with the ember. An ember shrinks to half size over its life, but it used to burn at full radius for all of it, so you could be burned up to 0.75 m outside the visible fire.
  • RoR2 Enemies' tagged enemies are never Blazing, the same rule Glacial Elite uses: bossMultiplier must sit on the 1/16 grid. A custom Artifact of the Night Swarms HealthFactor off that grid (0.6, for example) also stops Blazing on Swarms nights, as it does Glacial. A Blazing Jellyfish doubled its burst, to 101 at day 2 on Normal, which one-shot an unarmoured player. Artifact of the Night's Swarms nights still roll Blazing.

0.1.1

  • A killed Blazing mob's ragdoll keeps its tint. The tinted material copies now belong to each renderer, so they live as long as the 10 s ragdoll. In 0.1.0 the mob root destroyed them while the corpse was still drawing them.
  • Removed the ScaleMelee option. It rescaled HitboxDamage, which no eligible mob has. Melee was already 2× through the mob's damage multiplier, and still is. A ScaleMelee line left in an existing config file is ignored.
  • The docs now give the real trail damage. The host multiplies each tick by the day's mob damage multiplier, so the default tick goes from about 9 at day 0 to about 58 at day 10 on Normal. TrailTickCap is described as a cap before that multiplier. Its behaviour did not change.
  • The docs mention the 1.25× buffed-mob loot and the BuffKills stat, and how Blazing stacks with Swarms.

0.1.0

  • First release. Some hostile mobs spawn as Blazing elites with more health, more damage, an orange tint, and a local fire trail.
  • A mob is scaled only after it is found, and a second spawn does not scale it again.
  • Trail ticks use a flat base and a cap. They do not stack on the elite damage multiplier.
  • A failed world-seed read promotes nobody. The log prints a config hash at world start.
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