Performance for long runs plus intro skip, crit overstacking, bug fixes, item sharing, chest cleanup, auto sprint, a damage meter, and character stat points. In-game settings menu.
The menus are rebuilt on the game's own interface. They now use the
game's panel, font, and colors. Those come from the skin asset the
game uses for its own screens. They also scale with the screen by
themselves. The old fixed canvas is gone, and the pages stay the right
size at any resolution.
Every page moved across: the settings page, the damage meter, the
performance readout, and the stat point badge.
Stat points keep their own window, rebuilt on the game's interface.
You spend points as you play, so they are not a setting. They do not
sit inside the settings page. The badge and F3 open the window.
The badge hides while the window is up.
The performance readout starts closed. Press F6 to show it. The log
line still runs either way, so a long run leaves its record.
Settings show as proper controls: switches, sliders with a value, and
a key binder that waits for a key press.
Money sharing has a scale. At 1 every player receives the full amount
of every payment. That multiplies the group's buying power by the
player count. Set it to 1 divided by your player count to match the
split the base game uses.
Sharing is off by default now. It changes the balance of a run for
every player in the game, so the host turns it on.
Fixed: the game saved intro_skip and splash_skip as on. Both carry
the archive flag. The value went into the game's own config file. It
stayed there after the mod was removed. A vanilla start with those
switches on lands on the profile screen and loses character
materials. The mod now writes them back to off before every save. The
file always holds the vanilla value, and the game in play keeps the
skip.
Only the host can spend stat points. Every machine kept its own count,
and none of them reached the machine that runs the game. So a player
who joined paid a point and got nothing. That player now sees the
window, the level, and the points earned. The buttons stay off, and
the reason shows on screen. The badge stays hidden there.
Fixed: a closed page still caught mouse clicks. A hidden canvas still
answers the pointer. So the settings page and the stat point window
kept taking clicks after they closed.
1.4.0
New: a damage meter. A table on screen shows the damage each player
did on the stage you are on. It also gives the share of the total.
Two more columns show damage per second: one over the stage, one over
the last six seconds. A bar behind each row runs the full width for
the player at the top. Everybody else gets a part of it. Minion damage
counts toward the player who owns the minion. Press F5 to hide the
table.
New: a performance readout. Frame time, frames per second, and the
worst frame of the last ten seconds. Also the worst frame of the run,
live character counts, and garbage collection. It writes a line to the log
every thirty seconds as well, so a long run leaves a record. Press F6
to hide the panel.
New: cheaper character drawing. The camera walked over every
character twice per frame, and measured hurtbox distances even for
characters that draw nothing. Now it walks once and skips the
measurement for anything off screen. The overlay scan, which reads
about twenty-five buffs per character, runs on a frame stride instead
of every frame. The hit flash stays exact.
Sharing: Void Fields, Simulacrum waves, and Scavenger bags no longer
multiply. The base game drops one reward for each player, because
players compete for them. So with sharing on, a group of four received
four times what it should.
Sharing: equipment can now be shared as well. Off by default. The
equipment it replaces drops on the floor next to its owner.
Sharing: a switch for printer, cauldron, and scrapper output. Off by
default, because one player paid for it.
1.3.1
Fixed a boot failure caused by the intro skip. The game's own
intro_skip switch changes to the title scene before startup is
complete. That throw stopped the startup routine, which left the
player on the profile creation screen and every character without
materials. The skip now waits for the load to finish.
The logo screen is cut by default. It is safe now, and it no longer
holds the boot after the load is done.
1.3.0
Replaced skill mastery with character stat points. Earn a point every
few levels and spend it on health, regeneration, damage, attack speed,
crit, armor, or move speed. Points can be taken back.
A badge shows on screen while points are waiting. Click it, or press
F3, for a small window to spend them.
The sprint key reverses: you sprint by default and hold the key to
walk.
All gold is shared now, including the kill gold the game used to
split between players. This matches full item sharing.
The intro skip uses the game's own skip switches, so the ship
cutscene no longer plays. The engine logo is cut short as well. The
game's logo screen stays, because it covers save loading, and cutting
it drops you on the profile creation screen. There is a switch for
anyone who wants it anyway.
Settings live in the mod's own menu on F4. The Risk of Options
dependency is gone.
The menu lists gameplay features only. Fixes and performance stay on.
Menus scale with the screen, so they stay readable above 1080p.
1.2.0
New: a settings menu. Press F4 in game. Install Risk of Options and
the settings also appear in the game options screen.
Features switch on and off while the game runs. No restart.
Skill mastery levels now also raise that skill's damage and give
armor.
Money sharing is on by default.
1.1.0
New: SkipIntro. The game boots straight to the title screen.
New: CritOverstack. Crit chance above 100 percent converts into
extra crit damage.
New: BugFixes. Guards for seven vanilla exception sources.