CHANGELOG
Changelog
2.4.2 (2025/9/12)
- Balance changes:
- Reduced amount of damage reduction per style rank:
- ANARCHIC: 15% -> 10%
 - SUPREME: 30% -> 20%
 - SSADISTIC: 45% -> 35%
 - SSSHITSTORM: 60% -> 50%
 - ULTRAKILL: 80% -> 65%
 
 - Blood Tank filling system:
- Fills 60% faster from blood (46.7% less than originally)
 
 - Open to reverts/changes based on feedback
 
 - Reduced amount of damage reduction per style rank:
 - Added dynamic tutorial messages based on if Blood Tank is enabled or disabled
 - Fixed Blood Tank tutorial message so that the keybind is dynamic
 - Hopefully a final mod description embed fix (I think?) because I'm stupid
 
2.4.1 (2025/9/3)
- Fixed mod description I hope because I forgot how markdown works (and the tool I was using to help lied to me about how it would be formatted)
 
2.4.0 (2025/9/3)
- Reformatted description, with some fun pictures/gifs included
 - Reviewed and tried to make code slightly better where I know how
 - Removed majority of customization options
- I've decided this base mod should be pretty rigid in its presentation. Large-scale configurability might be moved to a totally different, larger-scale customization mod
 - Change also partially due to the next listed change
 
 - Mod now runs in its own save slot
 - Knuckleblaster now properly replaces Feedbacker at the start of the game (and vice versa)
 - Various Blood Tank changes:
- Changed official name of Blood Pouch to Blood Tank
 - Blood Tank fills 66% slower from blood, and 33% slower from parries
 - Blood Tank drains 25 style per HP restored instead of 10 style
 - Further balance changes may occur in the future depending on feedback
 
 - Added Weaker Rocket Riding, which makes rocket riding a lot less viable
 - Changed V2's Revolver Mode so that the cooldowns carry between variations (switching variations no longer makes it a machine gun)
 - Changed Cybergrind to only refill HP every 10 waves instead of every 5
- I might want/need dedicated feedback on how to balance the Cybergrind in the future, since I personally don't play it very much
 
 - Reorganized the way Blood Tank HUDs come out (e.g. checking for enemies is more important than checking for needed repairs, is more important than checking for rapid movement)
 - Added extra healthbars (rings?) for the crosshair HUD
 - Changed some HUD tutorials throughout the game, including a tutorial in the Intro on Blood Tank stuff
 - Improvements to the V2 main menu images
 
2.3.7 (2025/3/28)
- Made mod not shit its pants in Patch 16d
- Caused by V2 code having two Enrage() functions, even though one literally just feeds into the other
 
 - Added Blood Pouch HUDs, adding displays signifying Blood Pouch starting or stopping -- for clarity and flavor. Toggleable via Configgy
 - Blood Pouch activation now slows down the player upon being activated. Rapid motion (dashing, sliding, jumping and falling) will also deactivate Blood Pouch. This effectively sacrifices time, alongside the already-implemented style drain, in order to heal
- I think it shouldn't be a huge deal since you already have to be out of combat? We'll see what the people think
 
 - Changed default color of Healthbar 2 (101-200 HP) to a brighter orange
 
2.3.6 (2025/3/19)
- Updated main menu GUIs to be V2 themed
 - Fixed V1 Texture Swaps for Spawner Arm, 5-S and 7-S
- I knew about 5-S and 7-S not having texture swaps anymore, but waited for the devs to fix the old arm models being used there
 
 - Fixed Blood Pouch Meter appearing in 5-S
 - Made 0-S and 5-S use the Knuckleblaster, if Start with Knuckleblaster is enabled in Configgy
 - Fixed "bug" in 0-E where running out of heat resistance could reduce health way too much
- It's not actually a bug but it is a pain in the grass to fix
 
 
2.3.5 (2025/2/28)
- Updated mod for the ULTRA_REVAMP update (Patch 16)
- No major changes, mostly just porting the base code for now
 - Things might be buggy, I didn't proofcheck things super duper thoroughly
 
 - Double-checked a lot of the code, fixed some mistakes
 
2.3.4 (2025/2/25)
- Added discretion that the mod does not work at this time
- Below changes were coded before the ULTRA_REVAMP update dropped
 
 - Coded V2 Texture Swaps and Feedbacker models in 1-4 via Start with Knuckleblaster, when toggled on or off in Configgy, to be "on demand" (instead of having to reload the level for the changes to take effect)
- Did anyone ask for these changes? Not really, but it is what it is. Maybe it's useful for someone
 
 - Improved the V1 Texture Swaps on-demandness
 - Moved some instances of patching Update in other scripts to the built-in Update
 - Attempted to maintain some texture compatibility with Jaket. Not fully tested; again, use at your own discretion
 
2.3.3 (2025/2/16)
- Coded V1 Texture Swaps, when toggled on or off in Configgy, to be "on demand" (instead of having to reload the level for the changes to take effect)
 - Fixed some texture swaps tweaking out when used in Jaket
- No idea how compatible the overall mod is with Jaket though. Use at your own discretion
 
 - Changed Knuckleblaster models in 1-4 to Feedbacker, if Start with Knuckleblaster is enabled in Configgy
 - Martini GameObject names in 7-S are renamed, if V2 Texture Swaps is enabled in Configgy
- Most important change in my opinion
 
 - Rewrote changelog
 
2.3.2 (2025/1/30)
- More bug fixes for V2's Revolver Mode and Johninator Rocket Mode, cause they're coded like spaghetti
 - Changed way that Blood Pouch's health refill and style drain mechanics are coded, so that both are more "fluid"
 - Punching V2/V1 with the Feedbacker in 4-4 will enrage him, if Start with Knuckleblaster is enabled in Configgy
 - Fixed some wordings here and there
 
2.3.1 (2025/1/28)
- Added GUI for Blood Pouch Meter to the Classic GUI
 - Added Overall Reduction Toggle and Overall Reduction for flat reduced damage at all times. Both toggleable/configurable via Configgy, but off by default
 - Set Blood Pouch to active by default
 - Color of health text in Classic GUI made more dynamic
 - Minor bug fixes for V2's Revolver Mode, Johninator Rocket Mode and GUI shenanigans
 - Applied no cooldown cheat to V2's Revolver Mode and Johninator Rocket Mode, because it's fun for a couple seconds
 
2.3.0 (2025/1/10)
- Added Blood Pouch, enabling healing during downtime at the expense of style points. Toggleable via Configgy, but off by default
- Added Blood Pouch Meter to indicate Blood Pouch level. Toggleable via Configgy
- These GUI creation scripts are definitely coded like ass. Don't laugh guys
 
 - Other Blood Pouch settings (meter color, keybind to activate/deactivate) also added to Configgy
 
 - Added Blood Pouch Meter to indicate Blood Pouch level. Toggleable via Configgy
 - Feedbacker pickup in 1-4 will display punch and parry animations, if Start with Knuckleblaster is enabled in Configgy
 - Respawn Health default value set to 400 HP
 - Minor bug fixes for Johninator Rocket Mode and other stuff
 - Reorganized/rewrote some configurations
 
2.2.1 (2024/12/22)
- Removed and rewrote some minor code/descriptions
 
2.2.0 (2024/12/22)
- Healthbars 5-10 (401-1000 HP) added, all configurable via Configgy
 - Johninator Rocket Mode added. Burst fires 3 rockets with a long cooldown afterwards. Toggleable via Configgy
- Emits smoke during long cooldown, similar to an overheated Jackhammer. Again mostly for aesthetic, but also for cooldown clarity
- Just for the record, I'm completely flabbergasted that I got the smoke working
 
 
 - Emits smoke during long cooldown, similar to an overheated Jackhammer. Again mostly for aesthetic, but also for cooldown clarity
 - Added Start with Knuckleblaster, replacing the Feedbacker with the Knuckleblaster when starting a new save. Toggleable via Configgy
- The Knuckleblaster pickup in 1-4 is replaced with a Feedbacker pickup, if this option is enabled in Configgy
- Having the Feedbacker completely unavailable from the start is impossible due to how the game is made, so it can be equipped via terminals as early as 0-2
 
 - This was also ghoulish to make work and I don't fully understand why
 
 - The Knuckleblaster pickup in 1-4 is replaced with a Feedbacker pickup, if this option is enabled in Configgy
 - Minor bug fixes for V2's Revolver Mode and boss renaming under V2 Texture Swaps
 - Changed way healthbars were instantiated. May work differently; not sure though
 
2.1.2 (2024/12/14)
- Cooldown on V2's Revolver Mode shortened
- Burst fire also changes Default Piercer to partially depleted. Partially for cooldown clarity, but mostly for aesthetic (cause I thought it'd be cool
 
 
2.1.1 (2024/12/14)
- Added changelog
 
2.1.0 (2024/12/14)
- Integrated mod with Configgy. List of configurable/toggleable stuff below
- Spawn Health
 - Respawn Health
 - V1 Texture Swaps (Texture Swapping for Player)
 - V2 Texture Swaps (Texture Swapping for V2 Boss)
 - V2's Revolver Mode
 - Damage Reduction (per Style Rank)
 - Healthbar Colors
 
 - Added V2's Revolver Mode. Default Revolver burst fires 3 shots with a longer cooldown afterwards. As aforementioned, toggleable via Configgy
 - Reformatted mod description
 
2.0.0 (2024/12/11)
- Release Version