Reworked the Thunderstore description and README with complete English and Chinese introductions.
Updated the feature overview to cover current Pantheon variants and selectable drone loadouts.
0.25.32
Added selectable white, green, and red drones to Pantheon encounter loadouts.
Added same-tier escalating drone costs: 3 + 1 per white drone, 7 + 2 per green drone, and 14 + 3 per red drone.
Rebuild each player's selected drone squad at encounter start and clear it before the next rest.
0.25.31
Added Elite and Elite Radiance variants around Radiance in the Pantheon mode carousel.
Added encounter-specific elite affixes with fixed 1.25x health and damage instead of director elite stat boosts.
Increased the Elite-variant Halcyonite encounter to five bosses while preserving its native Gilded stats.
Limited the final encounter's Gilded affix to Aurelionite and Stone Golems.
0.25.30
Removed Lesser Wisps entirely from the Wandering Vagrant Pantheon encounter.
0.25.29
Disabled inherited localization controllers on Pantheon carousel rows so their headings remain Pantheon and Game Mode instead of Shadow Type.
Reduced the solo Wandering Vagrant encounter's Lesser Wisp escort count from four to three.
0.25.28
Replaced the Pantheon choice button with the same vanilla left/right carousel used by game variants.
Kept Pantheon context active when returning from the pre-game survivor lobby to eclipseworld.
Removed automatic survivor-lobby confirmation so Pantheon launches now retain the normal survivor selection screen.
0.25.27
Opened Pantheon through the same eclipseworld scene transition used by vanilla Eclipse.
Rebuilt the Pantheon game variant selector from the vanilla left/right carousel prefab.
Preserved the Eclipse scene's native Back behavior while keeping its alternate-submit launch disabled.
0.25.26
Replaced the Pantheon selectors with fresh buttons that cannot inherit alternate-mode launch events.
Restricted Pantheon launching to the single vanilla green Start button and disabled hidden Eclipse launch entries.
Force-replaced the lingering Eclipse title and permanently hid Eclipse difficulty medals.
0.25.25
Removed the framed Pantheon selector panel and oversized three-button variant row from the Eclipse-style screen.
Replaced the Eclipse title and descriptions with Pantheon text whenever the screen opens.
Added compact lower-left main-menu-style selectors for Pantheon of Gold and Attunement / Radiance.
Cleared every inherited nested click listener from cloned menu buttons so selectors can no longer launch a run.
0.25.24
Clarified Pantheon menu interaction: Pantheon of Gold is a selectable challenge and never launches by itself.
Renamed the shared launch command to the generic "Start" label so it launches whichever Pantheon, variant, and survivor are currently selected.
0.25.23
Fixed the Pantheon Eclipse prefab being mistaken for a complete BaseMainMenuScreen.
Added a dedicated vanilla main-menu screen container around the Eclipse content.
Removed the failed-menu fallback that immediately launched Pantheon when its selection screen could not be built.
0.25.22
Fixed the Pantheon button opening an inert Eclipse clone with no main-menu input context.
Registered the Pantheon screen as a sibling of the vanilla menu screens and switched to it through MainMenuController.
Routed both the back button and Escape key through the vanilla transition back to Alternate Game Modes.
0.25.21
Fixed Resonator-created ghosts not being visible to other multiplayer clients.
Moved inherited inventory, ghost lifetime, and Resonator ghost metadata into the vanilla MasterSummon pre-spawn callback so every client receives the final ghost state in its initial network snapshot.
0.25.20
Added an Attunement / Radiance game-variant selector to the Pantheon menu.
Made Radiance force-enable the Artifact of Radiance while Attunement keeps all artifacts disabled.
Tracked Pantheon of Gold completion separately for each survivor and game variant while preserving existing Attunement records.
Restocked each skill to its intrinsic maximum stock before battle without counting item-granted bonus stocks.
Restocked each equipment set to exactly one ready charge, regardless of Fuel Cell stacks.
0.25.19
Rebuilt the Pantheon front-end from the vanilla Eclipse menu prefab instead of a custom two-column layout.
Preserved the vanilla survivor picker, navigation, record medal, and start-button placement while adding a Pantheon selector on the left.
Made Pantheon selection independent from launch; choosing Pantheon of Gold now only selects it, and the separate start button begins the run.
0.25.18
Replaced the temporary Pantheon selector in character select with a dedicated two-column front-end opened from Alternate Game Modes.
Added Pantheon challenge selection on the left, survivor selection and per-profile completion records on the right, and direct launch without exposing the normal character lobby.
Recorded Pantheon of Gold completion separately for each survivor in the active local profile.
0.25.17
Reduced the solo Clay Dunestrider encounter escorts to one Clay Templar and one Clay Apothecary.
Retained one additional escort of each type per extra participating player.
0.25.16
Fixed the Pantheon encounter coroutine aborting while rotating a directionally spawned boss, which prevented the encounter from starting.
Removed premature language-component resolution from the Pantheon challenge selector.
0.25.15
Added a Pantheon challenge-selection overlay to the character-select lobby, currently offering Pantheon of Gold.
Reduced the fixed player level to 5 and loadout budgets to 14 points for the first three fights and 18 for the final three.
Increased the fifth encounter to three Gilded Halcyonites, placed them around the arena in separate directions, and required all three to be defeated.
0.25.14
Renamed the alternate game mode from Pantheon of Gold to Pantheon while retaining Pantheon of Gold as its first complete challenge.
Set monster levels to 9 for the first three encounters and 13 for the final three encounters.
0.25.13
Replaced temporary Infinite Tower safe-ward instantiation with its original DirectorCore node validation.
Increased the Wandering Vagrant encounter to five Jellyfish and four Lesser Wisps for one player.
Counted actual participating network users when scaling escorts and logged each encounter composition.
Kept the Beetle Queen composition unchanged and fixed the Stone Titan baseline at three Stone Golems for one player.
0.25.12
Read Infinite Tower's private safe-ward spawn settings through runtime reflection.
Removed the direct private-field access that interrupted Pantheon game-mode registration.
0.25.11
Added the Infinite Tower run prefab's DirectorCore, including its serialized empty occupied-node state.
Mirrored Infinite Tower's initial safe-ward placement and nearby ground-node player spawns.
Prevented ClassicRun spawn generation from replacing the verified Infinite Tower spawn cluster.
Fixed the interrupted scene setup that caused void spawning and repeated loadout reopening.
0.25.10
Restored vanilla's grounded node-graph spawn generation for podless Pantheon arenas.
Added a verified fallback spawn cluster and moved arena preparation to the player-spawn completion callback.
Automatically starts each encounter when every participating player confirms their loadout.
Retried Pantheon teleporter placement with clearer runtime diagnostics.
0.25.9
Recreated Simulacrum's safe-center spawn flow around the Pantheon teleporter.
Rebuilt player spawn points from valid ground nodes and verified each point against world collision.
Removed another runtime-private health setter that interrupted Pantheon stage setup.
0.25.8
Matched Simulacrum's official spawn behavior by disabling pods and automatic spawn-point generation in Pantheon.
Preserved each Simulacrum arena's authored player spawn points to prevent underground spawning.
Cleared scene population credits before generation without directly accessing runtime-private fields.
0.25.7
Forced Pantheon of Gold to open in its first configured arena and locked stage order to Normal.
Fixed the loadout overlay initialization so it no longer stops after drawing only its dark background.
Replaced the inaccessible Void Artifact scene RNG field with the active run's stage RNG.
0.25.6
Adapted Pantheon ambient-level writes to the runtime property's actual numeric type.
Fixed the remaining startup exception caused by the game's Int32 ambient-level setter.
0.25.5
Replaced inaccessible Pantheon run-level and stopwatch setters with cached reflection access.
Prevented the exception flood that interrupted Pantheon startup immediately after pressing Ready.
0.25.4
Corrected Pantheon of Gold from Monsoon to Rainstorm (Difficulty.Normal).
Forced every installed expansion rule on while Pantheon is selected, matching the locked trial-mode behavior.
Removed the inaccessible PreGameController.SetRuleBook call that prevented the Ready action from starting the run.
0.25.3
Stopped the Pantheon rule override from reading the runtime-private ArtifactCatalog.artifactDefs field, restoring every lobby rule panel and the Ready action.
Switched all Pantheon artifact enforcement paths to the public artifact catalog API.
0.25.2
Fixed a runtime FieldAccessException while building the Pantheon starting-scene collection by assigning SceneEntry internals through reflection.
0.25.1
Fixed the Pantheon scene, boss, escort, and teleporter Addressables paths so initialization completes and the mode can register in the alternate-game-mode menu.
0.25.0
Added the Pantheon of Gold alternate game mode with six scripted boss encounters and themed compact stages.
Fixed players at level 10 and encounter monsters at levels 5, 7, 9, 11, 13, and 15, independent of run time.
Forced Monsoon difficulty and disabled every Artifact using the same forced-choice mechanism as Eclipse.
Added a synchronized pre-fight loadout builder with 18 points for the first three fights and 22 points for the final three; Void reds cost 11 points.
Added encounter escorts, boss-death stage progression, and a dedicated Pantheon victory ending.
Kept Halcyonite's original Gilded affix while spawning the final Gold Shores Aurelionite without an added elite affix.
0.24.11
Removed inherited Seeker keyword tooltips from every Resonator skill and loadout variant.
0.24.10
Reduced Resonance gained when an owned ghost hits an enemy from 0.5 to 0.2.
0.24.9
Increased Resonant Impact's on-hit Resonance gain from 0.4 to 0.8.
Reduced Resonance gained from owned kills from 4 to 3.
Restored Resonator skill-summoned ghosts to 240% base damage.
0.24.8
Made Soul Roam leave the Resonator's hurtboxes active, allowing normal incoming damage during flight.
Reduced all Resonator skill-summoned ghosts from 240% to 200% base damage.
0.24.7
Reduced all Resonator skill-summoned ghosts from 300% to 240% base damage.
Reduced Soul Domain ghost lifetime from 40 to 30 seconds.
Increased Soul Roam drain from 1.5 to 2 Resonance per second.
0.24.6
Matched the official expansion-icon border treatment with a broad white glow around the central symbol, including its negative-space edges, while leaving peripheral fragments unoutlined.
Reduced Resonant Impact's on-hit Resonance gain from 2 to 0.4.
Added 4 Resonance for enemy kills credited to Resonator, owned ghosts, drones, or other nested minions.
0.24.5
Rebuilt the package icon against the official Void, Colossus, and Hardware expansion textures: one flat deep-blue mass, transparent negative-space cuts, clipped outer fragments, and faint echo silhouettes.
0.24.4
Renamed the mod, assembly, project, and r2modman package to Resonators of the Soul / 魂灵回响者 / ResonatorsOfTheSoul, while retaining the stable plugin GUID for upgrade compatibility.
Replaced the old red calamity emblem with a deep-blue soul orb, lotus, and resonance-ring icon.
0.24.3
Applied Void artifact infestation after enemy bodies finish initialization, so it reliably appears from the first stage onward.
Corrected the Void Seed address and added stage-level logs for infestation and Void Seed placement.
0.24.2
Fixed Soul Roam repeatedly throwing a field-access exception, restoring normal flight steering and linear Resonance drain.
Restored the persistent Resonance meter by preserving its body-bound HUD prefab reference across character instantiation.
0.24.1
Gave Resonator's large permanent lotus the same pale-blue translucent Fresnel rendering as owned ghosts, with matching subdued particles and lighting.
0.24.0
Added Artifact of the Void / 虚空神器: infectable enemies become Voidtouched and normal stages always contain a Void Seed.
Added Artifact of Deficiency / 缺憾神器: players cannot pick up equipment of any category.
Rewrote every custom artifact description as a short, direct effect summary.
Added matching selected and deselected artifact icons for both new artifacts.
0.23.4
Moved the Resonance meter from the default crosshair prefab to a body-bound HUD overlay so it remains visible outside combat and during Soul Roam.
0.23.3
Standardized every Resonator skill-summoned ghost at 300% base damage.
Fixed Soul Roam spending Resonance against the cumulative tenth-second threshold instead of the fixed 0.1-second interval, and set its linear drain to 1.5 Resonance per second.
0.23.2
Replaced Empathic Lock's enlarged persistent target marker with a half-scale attack crosshair.
Fixed Soul-Brewing Beam failing to summon a ghost when its 2000% hit killed the target before the post-hit validity check.
0.23.1
Raised both Resonator special loadout variants to PrioritySkill activation priority so Soul Domain and Soul-Brewing Beam can interrupt a held Seeker-derived primary attack.
0.23.0
Added Empathic Lock as a 10-second-cooldown alternate secondary while retaining Echo Soulbind as the default option.
Added Soul-Brewing Beam as a 20-second-cooldown alternate special while retaining Soul Domain as the default option.
Soul-Brewing Beam is a non-piercing 2000% hit based on Void Fiend's beam effects.
Soul-Brewing Beam consumes 10 Resonance on a monster hit, when available, to summon an equipment-inheriting, elite-preserving ghost with 300% base damage and a 60-second expected lifetime.
Hitting any ghost owned by the Resonator with Soul-Brewing Beam permanently removes its natural health decay, including Happiest Mask and every custom ghost source.
Registered two variants in both the secondary and special loadout families, with separate three-color icons for all four choices.
0.22.0
Replaced Echo Soulbind with a 6-second-cooldown mark lasting 60 seconds, limited to one target per Resonator.
All ghosts owned by the Resonator now prioritize the marked target and deal 100% increased damage to it.
A marked monster that dies becomes an equipment-inheriting, elite-preserving ghost with 350% base damage for 60 seconds.
Added a persistent pale-blue attack reticle for the active mark while retaining the crosshair-driven target selector.
0.21.0
Increased both Echo Soulbind and Soul Domain ghosts to 350% base damage.
0.20.1
Reimplemented Resonator's innate Happiest Mask using a server-side body Start controller matching Captain's Defensive Microbots grant lifecycle.
Restored Resonance to a display-only SkillDef; item delivery no longer depends on Seeker's inherited extra skill slot running PassiveItemSkillDef updates.
0.20.0
Increased Echo Soulbind ghosts from 50% to 100% base damage.
Increased Soul Domain ghosts from 100% to 200% base damage.
0.19.2
Fixed Resonator registration failing because RoR2's legacy shader detour rejects runtime lookup of Sprites/Default.
Restored Soul Domain's boundary using Warbanner's native range indicator, recolored pale blue while keeping the center banner hidden.
0.19.1
Rebuilt Soul Domain's boundary with a dedicated sprite-line material and three stacked outer rings so the 20-meter radius remains visible independently of projectile materials.
Increased Soul Domain's center orb radius to four times its previous size.
0.19.0
Increased Resonant Impact's on-hit gain from 1 to 2 Resonance.
Increased Soul Roam's detonation gain from 2 to 4 Resonance per enemy hit and its flight drain from 0.4 to 0.8 Resonance per second.
Increased Resonance gained from owned ghost attacks from 0.3 to 0.5 per hit.
Removed inherited trail renderers and trail particle systems from Resonant Impact's projectile visual.
0.18.1
Fixed the innate Happiest Mask not being granted by moving it to the base game's PassiveItemSkillDef assignment path.
Fixed repeated SeekerController.FixedUpdate null-reference errors while keeping Seeker's Chakra HUD and mechanics suppressed for Resonator.
0.18.0
Replaced Soul Domain's inherited Warbanner model with a floating pale-blue Resonator face orb at three times the head-orb scale and custom concentric range rings.
Suppressed Seeker's Chakra initialization and HUD overlay on Resonator while retaining the compatibility component required by Soul Roam.
Replaced the survivor portrait with a close face-and-shoulders composition on a fixed base-game-style dark blue-gray background.
Replaced the loadout skin portrait with a generated four-triangle color swatch matching the base game's skin icon format.
Recolored Resonant Impact's hit, explosion, and blast impact effects pale blue.
Added the innate Happiest Mask to Resonance's English and Chinese passive descriptions.
Changed the face-orb particles to local-space simulation and removed their inherited trails so the head stays attached continuously while moving.
0.17.1
Added a unified set of custom Resonator icons for Resonance, Resonant Impact, Echo Soulbind, Soul Roam, and Soul Domain.
Replaced the initial detailed illustration direction with large three-color screen-printed shapes closer to the readability and visual weight of the base game's skill icons.
Replaced the inherited Seeker and Operator placeholder icons in both the in-run skill HUD and loadout screen.
0.17.0
Soul Roam now consumes 0.4 Resonance per second during flight and forcibly ejects the Resonator, triggering the normal 800% detonation, as soon as Resonance is depleted.
Increased Echo Soulbind ghosts from 25% to 50% base damage.
Added Soul Domain as Resonator's special with a 20-second cooldown. It creates a pale-blue 20-meter ward for 12 seconds; each enemy monster that dies inside consumes 10 Resonance to summon a 100%-base-damage ghost for 40 seconds.
Soul Domain remains active when there is not enough Resonance for a death and refunds the cost if that monster has no valid ghost master prefab.
Echo Soulbind and Soul Domain ghosts now preserve the slain monster's elite aspect while continuing to copy the Resonator's items and equipment where possible.
0.16.1
Resonator now starts each run with one Happiest Mask, granted once by its server-side master rather than again on respawn or stage transition.
Confirmed Happiest Mask ghosts and their inherited ghost chains use the same Resonator ownership path: their hits grant 0.3 Resonance, Resonant Impact can heal them once per projectile for 0.5 Resonance, and Soul Roam can pause their natural decay for 8 seconds.
0.16.0
Reduced Echo Soulbind's linear ghost lifetime range from 6-60 seconds to 1-60 seconds.
Resonant Impact now heals each owned ghost it passes through for 10% maximum health at a cost of 0.5 Resonance. Each projectile can heal each ghost only once while still piercing and healing other ghosts independently.
Added Soul Roam, a pale-blue spectral version of Seeker's default utility. It does not drain the Resonator's health and always detonates for 800% damage, granting 2 Resonance per enemy hit.
Soul Roam contact pauses an owned ghost's natural health decay for 8 seconds, restoring the same decay rate when the pause expires.
Applied the mod's translucent blue ghost rendering treatment to Soul Roam's vehicle and recolored its particles, lights, and explosion effect.
Added a body-level tracker that continuously displays Operator's native tracking indicator on the currently selected enemy, even while Echo Soulbind is not being held.
Matched Operator's 30-degree target search with pure crosshair-angle priority, increased the selection range to 1000 meters, added a brief lost-target grace period, and included hostile non-player teams such as Void enemies.
Echo Soulbind now reads the persistent tracker's selected target when released.
0.15.2
Fixed Echo Soulbind aborting before damage, Resonance consumption, and ghost creation because the runtime-internal DamageTypeCombo.GenericSecondary field was accessed directly; the hit now uses the public secondary damage source conversion.
Added Operator's native paint crosshair override while Echo Soulbind is held.
Fixed the target indicator only being created when a target existed on the exact activation frame. It now appears whenever the ongoing lock search acquires a monster.
Switched hold and release detection to the active skill state's authority input API.
0.15.1
Fixed Resonator registration failing because Operator's secondary skill icon was requested through the base SkillDef type instead of its cataloged DroneTechTrackingSkillDef type.
Added a fallback to Resonator's inherited secondary icon so an optional icon lookup can no longer prevent the survivor from loading.
0.15.0
Increased Resonant Impact's accelerating travel range to exactly 2.5 times its previous maximum distance.
Added Echo Soulbind as Resonator's secondary: hold to lock onto an enemy monster, release to consume all Resonance, deal 15% damage per Resonance, and summon a matching Happiest Mask-style ghost at the target.
Echo Soulbind has a 10-second cooldown. Its ghost copies the owner's items and equipment where supported, has 25% base damage, and loses maximum-health percentage over 6 to 60 seconds based on the Resonance consumed.
Changed Resonance to tenths precision. Resonant Impact still grants 1 Resonance per hit, while attacks from owned ghosts, including inherited Happiest Mask chains, grant their Resonator owner 0.3 Resonance per hit.
0.14.4
Removed the duplicate passive summary entry so Resonance appears only once through its loadout skill family.
Moved Resonance gain from a projectile collision callback to the server's confirmed damage report event. Each enemy damaged directly by Resonant Impact now grants exactly one Resonance and updates the synchronized meter.
0.14.3
Replaced Seeker's passive loadout skill family with a dedicated Resonance skill family instead of deleting the extra slot, so Resonance now appears correctly in the loadout screen without showing Inner Strength.
0.14.2
Removed Seeker's leftover Inner Strength passive skill slot from Resonator's loadout display, leaving only the custom Resonance passive entry.
0.14.1
Fixed Resonant Impact failing before Seeker's state initialization because the hook accessed a protected runtime property, which left the muzzle transform null and prevented firing.
Replaced the provisional generic crosshair fill with Drifter's actual Junk UI prefab, preserving its segmented slot, outline, separators, and fill behavior while recoloring it blue for Resonance.
0.14.0
Added Resonator's first custom primary, Resonant Impact: alternating Seeker casting animations, uniform 200% damage, 1.0 proc coefficient, and no third-shot finisher.
Added a pale-blue translucent Spirit Punch projectile with emphasized spectral wire rings; it retains Seeker's launch speed and continuously accelerates in flight.
Added the Resonance passive with a server-authoritative, network-synchronized 0-100 resource. Resonant Impact grants one Resonance for each valid enemy hit.
Replaced Resonator's crosshair with a blue Drifter-style center meter that displays current Resonance.
0.13.7
Replaced the blue-tinted Seeker portrait with a dedicated Resonator portrait featuring its floating orb head, bone crown, asymmetric armor, and lotus ring.
Moved Resonator directly after Drifter in the survivor selection order, with an end-of-list fallback when Drifter is unavailable.
0.13.6
Repositioned the face orb slightly closer to the original head anchor and increased its scale from 0.24 to 0.28.
Hid Seeker's original head and neck with the character model's native head-limb material mask while preserving the separate bone crown.
Added a subtle independent vertical hover to the face orb so it reads as the Resonator's floating head.
0.13.5
Moved the face orb farther forward from Seeker's original mask anchor.
Restored each source material's original emission keywords and scalar properties instead of forcing emission and a minimum Boost value, fixing the overbright glass and flattened body lighting.
Lifted blue-texture midtones while retaining normal maps, highlights, Fresnel, and flow detail, and reduced the added soul light's intensity and range.
0.13.4
Matched Void Fiend's display animation behavior exactly: the orb root now starts its own particles without forced replay, looping, core, or explosion-layer changes.
Recolored the orb by hue-shifting each original color and remap texture while preserving the source material's gradients, alpha, blend mode, boost, and particle timing.
Reparented the three-lotus waist ring from the animated Hips bone to the stable model root so running no longer makes the whole ring swing rapidly.
0.13.3
Fixed the Void Fiend display orb's square particles by keeping its explosion billboard and core disabled, preserving particle main textures, and respecting the original loop settings.
Shifted the face orb to a paler, brighter blue with a dedicated remap, stronger emission, and brighter lights.
Enlarged Seeker's animated lotus from 0.60 to 0.78 scale, made it semi-transparent, and added it permanently to both the character-select display and the playable model.
0.13.2
Replaced the skill-charge orb with the complete orb hierarchy used by Void Fiend's character-select display, preserving its rim, animated lights, flicker, and layered particles.
Reduced the face orb from 0.42 to 0.24 scale and kept its ambient particle systems looping.
Fixed the standing display pose by using the animation's real runtime name, SeekerArmature|Idle.
0.13.1
Replaced the Resonator's eye geometry with Void Fiend's ready mega-blaster orb, recolored pale blue and mounted at Seeker's original mask position.
Reapplied blue materials after the final skin event so both the playable model and character-select display keep their Resonator palette.
Reapplied the standing idle override after the display animator is assigned so Seeker's seated character-select pose no longer returns.
0.13.0
Reworked Resonator's model materials with runtime-generated blue main textures so the body itself no longer retains Seeker's warm palette.
Replaced the Happiest Mask display with two vertically elongated emissive blue eyes and a focused blue face light.
Moved the three-lotus soul ring to the waist and increased its orbit radius.
Removed Seeker's original seated lotus from the character-select display and replaced the seated lobby animation with a standing idle override.
0.12.2
Fixed Resonator registration against the retail game's private CharacterModel.childLocator field by retrieving the public ChildLocator component from the model root.
0.12.1
Fixed every Resonator Addressables key for the current Risk of Rain 2 1.4.1#912 catalog, allowing the survivor prototype to register and appear in character select.
0.12.0
Added Resonator / 回响者 as an independent visual survivor prototype based on Seeker's skeleton and animations, with a blue skin, permanent mask and bone crown, a Lunar Wisp soul core, and three orbiting Seeker lotus pieces. Seeker's skills remain temporary placeholders.
0.11.0
Added a Calamity Challenges logbook category immediately after the vanilla Challenges category.
Added five Calamity Challenges: Fist of Binding Chains / 缚锁之拳, Withering Dance / 凋零之舞, Ultimate Strike / 终极打击, Arms Race / 军备竞赛, and Radiance / 辐辉.
Added the requested survivor portraits for Loader, Huntress, Captain, and Engineer challenge icons, plus a vanilla artifact-achievement-style icon for Radiance.
Kept Artifact of Command optional for every Calamity Challenge while rejecting all other non-required artifacts.
Added persistent per-profile tracking and display of the highest difficulty used to complete each Calamity Challenge.
Renamed the public mod, Thunderstore package, assembly, project directory, and r2modman package to Resonators of the Calamity / ResonatorsOfTheCalamity.
Integrated Command Tooltips into the unified DLL and added native localized hover descriptions to item and equipment pickup-picker choices.
Added a client-local Command Tooltips switch to the Risk of Options page; unlike gameplay modules, it is never controlled or synchronized by the host.
Added legacy standalone-plugin detection to avoid installing the tooltip hook twice during migration.
Preserved the existing BepInEx GUID, configuration keys, content identifiers, network tokens, and internal resource namespace so saved settings and multiplayer catalogs remain stable.
0.10.1
Removed all custom-difficulty elite eligibility and quantity bonuses.
Removed all custom-difficulty normal spawn-budget and spawn-frequency bonuses.
Kept high-tier normal monsters arriving at 50% of their original credit threshold, but now charge their full cost so the rule does not increase elite frequency or the long-term monster count.
Removed the +400% Boss health bonus from Ruin Dustwind and Butian.
Confirmed that custom-difficulty interactable-price multipliers remain absent; vanilla difficulty-scaled prices are unchanged.
Preserved each difficulty's adjustment, player regeneration penalties, and Solar Storm-or-higher monster skill cooldown reduction.
0.10.0
Added Risk of Options as the correctly named Thunderstore dependency and exposed the three persistent module switches in its in-game Mod Options page.
Added Artifact of Mountain Ranges / 群峦神器, which additively applies two Mountain Shrine challenges on every stage that contains a teleporter, including stage one.
Added Artifact of Behemoth / 巨兽神器, which gives teleporter-event bosses ten times maximum and current health.
Fixed Atrophy's exact-lethal case: post-mitigation damage equal to the player's remaining health now kills immediately instead of being delayed by vanilla one-shot protection.
Kept Atrophy maximum-loss tracking beyond the engine's one-point display floor, while revival still restores the original health and shield maxima.
Recognized Saving Grace/SoulSurge and Buddha's inline zero-to-one recovery as revivals, preventing Atrophy from immediately killing the restored player and resetting both lost maxima as intended.
Applied Atrophy's final maxima before vanilla health/shield reconciliation, eliminating free healing during stat recalculation and the apparent immortality near the one-point engine floor.
Preserved vanilla OSP behavior for hits absorbed entirely by barrier; OSP is bypassed only when the post-mitigation hit reaches shield or health.
Applied Behemoth's x10 maximum before the same vanilla reconciliation step, preventing later stat recalculations from collapsing a full boss to 10% current health.
0.9.0
Renamed the unified package to 灾变共鸣者 / CataclysmResonator.
Merged Enhanced Difficulties, the artifact collection, and PvP Mode into one DLL and one BepInEx plugin lifecycle.
Added a native-styled lobby settings entry with a host-authoritative Modules page for Difficulties, Artifacts, and PvP.
Added synchronized module state messages and froze the selected module snapshot for the duration of each run while keeping all network content catalogs deterministic.
Kept the PvP game mode, team rules, loadouts, respawning, routes, radar names, and scoreboard privacy as an independently gated module.
Fixed Atrophy becoming effectively immortal after maximum health reached its required 1-point engine floor; the next real post-mitigation health loss now consumes that final point and bypasses OSP.
Added the exact Thunderstore dependency identifiers for Prefab and Teams to the merged package.
0.8.0
Added ten selectable artifacts to Enhanced Difficulties: Apex, Bounty, Revival, Destiny, Atrophy, Mirrors, Warp, Infinity, Radiance, and Desolation.
Added matching Simplified Chinese names and descriptions: 顶点、得宝、复苏、命运、凋亡、镜像、折跃、无极、辐辉、荒芜。
Added selected and deselected artifact icons with a deterministic local icon-processing tool.
Matched their footprint, selected halo, and disabled brown-grey/black palette to the vanilla Command artifact textures.
Made Apex remove only monster-card stage requirements, preserving Dissonance-generated pools and all remaining map, expansion, unlock, cost, placement, and availability rules.
Made Atrophy capture post-mitigation health and shield loss separately, exclude barrier damage, render lost maximum as a hollow health-bar region, and reset both losses on revival.
Made vanilla revival sources take priority over Revival's once-per-player, once-per-stage charge.
Made Bounty cover ordinary money purchases, their UI, Remote Operation drones, and the DLC2 Halcyonite Shrine's direct gold siphon while preserving every non-gold cost.
Added strict same-version multiplayer compatibility metadata and the R2API ContentManagement dependency.
0.7.2
Removed every additional difficulty-specific multiplier from difficulty-scaled interactable prices.
Cataclysm and all higher custom difficulties now use the game's normal difficulty-scaled prices; all other difficulty effects are unchanged.
Removed the obsolete price modifiers from the in-game difficulty descriptions and current README.
0.7.1
Changed normal combat-director elites on enhanced-elite difficulties to consume only their underlying non-elite monster-card budget.
Preserved elite health, damage, experience, and gold scaling while preventing increased elite eligibility from reducing the total monster count.
Matched each discounted elite's death-refund value to its base monster cost, preventing refunded elite surcharges from creating extra director budget.
Kept forced elites, Honor, bosses, scripted waves, and early high-tier monsters on their existing cost rules.
0.7.0
Renamed the mod to Enhanced Difficulties / EnhancedDifficulties for r2modman and Thunderstore.
Added Cyclone / 气旋 between Monsoon and Hurricane.
Set Cyclone to +85% difficulty adjustment (185% total) and -55% player health regeneration (45% remains).
Added the pink, non-circular Cyclone icon.
0.6.0
Added Butian / 步天 as the final difficulty above Ruin Dustwind with +666% difficulty adjustment (766% total).
Changed elite eligibility, normal spawn budget, difficulty-scaled interactable prices, and normal spawn frequency to x6.66 on Butian.
Inherited Ruin Dustwind's -90% player regeneration, +400% non-player Boss health, 50% high-tier-monster threshold, and -50% monster skill cooldowns.
Added the pale light-blue, non-circular Neptune-symbol icon.
0.5.0
Added Ruin Dustwind / 破灭尘风 above Solar Storm with +500% difficulty adjustment (600% total).
Added -90% player health regeneration and +400% health for non-player Boss enemies.
Inherited Solar Storm's elite, high-tier-monster, normal spawn-budget, difficulty-scaled price, normal spawn-frequency, and monster-cooldown rules.
Added the vivid scarlet-red, non-circular Ruin Dustwind icon.
0.4.0
Added Solar Storm / 太阳风暴 above Cataclysm with +320% difficulty adjustment (420% total).
Added -85% player health regeneration, x3 elite eligibility, x3 normal spawn budget, x3 difficulty-scaled interactable prices, x2 normal spawn frequency, and -50% monster skill cooldowns.
Preserved Cataclysm's inherited 50% high-tier-monster credit threshold on Solar Storm.
Corrected the director-budget hook so Cataclysm and Solar Storm multipliers are applied before money waves are initialized.
Added the gold, non-circular Solar Storm icon.
0.3.0
Renamed Reality to Tempest / 荒风 while preserving its existing effects.