Keeps long runs playable: slow motion instead of a slideshow, fewer effects when there are too many of them, fewer missiles, bombs and orbs for the same damage
"Limit banners" also cleans up the banners from before it was turned on
the slow motion stops at 30% speed (new setting "Min game speed"), below that it was a slideshow either way and didn't bring any benefits
the tick time budget is 50 ms by default now (was 33), the game keeps its full speed for longer
the overlay measures the time of a tick from the very first script of it on, before scripts of the game that ran before the mod were missing
Plasma Shrimp, Sentient Meat Hook and Ukulele orbs that one character sends at the same enemy in the same tick become one orb with all their damage (new setting "Merge orbs"). Late in a run they set each other off thousands of times per tick
damage numbers are put on screen together at the end of a frame (vanilla does a copy of all of them for every single one), and at most 50 per frame (new settings "Limit damage numbers" and "Max damage numbers per frame")
the overlay shows which orbs get added the most (Ukulele, Polylute and so on) and where the hits come from (sticky bombs, missiles, bleed, ...)
1.0.0
initial release
slow motion instead of 1-2 FPS when the game can't keep up
limits for effects and XP orbs
Pocket I.C.B.M. missiles, Sticky Bombs, Electric Boomerangs and Ceremonial Daggers are merged, with the same damage numbers and the same rolls for procs
boomerangs give up when they can't get back to you
a new Warbanner takes the place of the older ones close to it
kill chains (Gasoline) don't crash the game in a big crowd anymore
overlay that shows what is going on (F11)
debug keys that turn a fresh run into a late one (F6 to F9) and spawn enemies (F10), off by default
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