Adds configurable early white-tier item rewards for the first player team level-ups.
Changes the default red-tier level milestone from every 10 levels to every 25 levels.
Adds chat messages when Rewarding Vines successfully grants early white-item rewards or red-tier milestone rewards.
Changes artifact glyphs and Rewarding Vines chat emphasis to a green VinesTweaks palette.
Moves Rewarding Vines level milestone rewards out of monster death handling so boss deaths cannot dump delayed level rewards.
Adds Artifact of Recalibration.
Adds configurable direct-hit damage caps, passive proc-chain dampening, a short per-target damage budget window, and recalibration impact feedback.
Adds Artifact of Undying.
Adds configurable 1 HP immune last-stand durations for common monsters, elites, and bosses with repeated visual pulse feedback.
Adds a visible Undying status marker while monsters are held at 1 HP.
Adds Artifact of Survival Instinct.
Adds configurable monster anti-burst resistance that triggers after heavy nonlethal hits.
Adds Artifact of Scrappy Beginnings.
Adds configurable early-stage player damage reduction for rough starts.
Adds Artifact of Escalation.
Adds configurable late-game monster damage resistance with elite and boss bonuses.
Adds Sanguine Bargains as a direct Blood Shrine tweak, controlled by Risk of Options instead of an artifact.
Adds configurable Blood Tithe item rewards based on cumulative max-health percentage sacrificed at Blood Shrines.
Adds optional Blood Insurance barrier when a Blood Shrine leaves a player at low health.
Changes Sanguine Bargains to detect Blood Shrine purchases through PurchaseInteraction.OnInteractionBegin.
Makes Sanguine Bargains detect Blood Shrine behavior on the purchase object, parents, or children for better prefab compatibility.
Prevents Blood Tithe from showing a reward chat message if the item drop list is empty and no item was created.
Changes Blood Tithe and Blood Insurance defaults so a normal Blood Shrine use gives visible feedback.
Uses RoR2's built-in damage-rejected visual feedback while monsters are in the Undying immune period.
Adds a reliable fallback visual effect for Recalibration when capped damage is reduced.
Retries VinesTweaks visual effect prefab loading lazily so feedback effects do not permanently disappear if startup references are unavailable.
Restyles all in-game artifact icons as lower-resolution green glyphs with darker deselected icons.
Adds Risk of Options integration for all numeric values.
Adds safety limits for Rewarding Vines random kill drops, Blood Tithe reward bursts, and repeated visual feedback effects.
Requires a player-team attacker before Rewarding Vines random monster-kill drops can trigger, preventing environment cleanup deaths from creating loot.
Reduces debug-log spam from Rewarding Vines level milestone checks.
Updates the Thunderstore description to emphasize artifacts, challenging tweaks, and high configurability.