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1.0.0
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Bleeding Changelog

0.2.1 — Configurable thresholds + real fall damage check

Community feedback: on Ascent 5 you don't take fall damage from a 10 m fall but bleeding still triggered. That's a real inconsistency. Fix:

  • Configurable trigger heights — Thresholds.LightFallHeight, MediumFallHeight, HeavyFallHeight in the config.
  • RequireRealFallDamage toggle — when enabled, bleeding only starts if the game actually dealt Injury damage from the fall (checked ~0.4 s after landing). Ascent 5 and similar setups where falls don't hurt no longer trigger bleed.
  • MinInjuryToBleed — how much Injury increase counts as "real" damage when the above toggle is on.

0.2.0 — Afflictions Pack Update

We took our time and built a big update instead of pushing small patches. Bleeding, Dizziness and Fatigue now work together as one Afflictions Pack.

Added

  • Three severity levels — Light (short fall), Medium (medium fall), Heavy (big fall). Duration and screen intensity scale with severity.
  • Blood trail — while bleeding and moving, you leave red drops on the ground behind you. Drops fade over ~25 seconds. Number of active drops is capped in config.
  • Synergy with DizzinessMod — when installed together, heavy bleeding slowly builds dizziness (no hard dependency).
  • Motion sickness safety — the red screen overlay can be scaled down or disabled entirely (Visuals.ScreenOverlayIntensity).

Fixed

  • Spider drag no longer triggers bleeding. Being grabbed by a spider produced sub-millisecond velocity spikes that classified as a giant fall and killed players instantly. Spider grabs are now recognised via the Web status and ignored.

Config

  • Trail.EnableBloodTrail, Trail.DropLifetimeSeconds, Trail.MaxActiveDrops
  • Visuals.ScreenOverlayIntensity

0.1.1

  • Fixed: BepInEx dependency was pointing to a non-existent package
  • Fixed: hurt screen flash on bleeding now actually triggers
  • Removed debug key that was accidentally left in

0.1.0

  • Initial release
  • Bleeding triggered by large falls
  • Stamina regeneration disabled while bleeding
  • Blood drop icon + red screen overlay
  • Cured by healing items or naturally over time
  • Severity scales with fall height
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