FateBound
One iron chain binds the whole team: shared damage and hunger, poison when you fall behind, and a chain that never snaps - stragglers get reeled back at 14 m/s. Aim at a chain and hold RMB to haul a teammate up. English UI, Chinese available.Changelog
0.5.2 — First public release
Pre-release hardening pass for the Thunderstore launch. No gameplay changes; everything here is fixes and polish.
Added
- English UI, Chinese available. On-screen text (notifications, self-check panel, F10 readout) is English by default. Set
Language = Chinesein the config for Chinese, orLanguage = Autoto follow your system language. Config file comments stay Chinese. - The language setting is watched on its own, so switching it works mid-session and even as a client in someone else's lobby — no restart.
Fixed
- Disabling the chain visual no longer disables the physics. Pairing used to be computed inside the render pass, so turning "draw chain" off left the pairing list empty: drag fell back to a single nearest player and the over-range reel-in stopped entirely. Pairing is now computed before rendering, once per frame.
- Host settings for pulling and reel-in were never broadcast. About twenty parameters added since 0.4.7 (reel speed, stamina cost, minimum height drop, force cap, brace resist, reel-in speeds, hard limit scale, rescue toggles…) were bound but never included in the host sync packet. They are now synchronised, so tuning on the host actually reaches the lobby.
- The self-check panel sized itself for Chinese text; English lines overflowed the box. Panel width now adapts to the language and to screen size.
Compatibility
- The sync packet layout changed. Everyone in the lobby must be on 0.5.2 — older clients detect the length mismatch and ignore the host's settings instead of applying them misaligned.
Earlier versions
| Version | Summary |
|---|---|
| 0.5.0 | Over-range reel-in: past the hard limit the player is moved back positionally at up to 14 m/s, so nobody can outrun the chain. Fixed lastCenter never updating, which made the "moving away" test meaningless at long range. |
| 0.4.9 | Stamina scale fix (0–1, not 0–100 — pulling had been silently impossible). Multi-puller force cap and discount, brace resistance, self-rescue while being pulled, flat drag option. |
| 0.4.8 | Performance pass: collision solving spread over frames, far-chain simplification, ring meshes rebuilt on a schedule, material property blocks. Roughly 4× fewer raycasts in a 4-player lobby. |
| 0.4.7 | Reel-based pull model ported from Rope Carabiner: rope length + tension spring, ledge assist, mantle assist, climb haul, belay after release. |
| 0.4.0–0.4.6 | Solid 3D chain links with memory, host-authoritative visibility, config hot reload, self-check panel, aim-based pulling. |
| 0.1–0.3 | Base chain simulation, shared statuses, distance poison, ring/nearest/all-pairs topologies, pull key. |
