Fixed: live ragdolled enemies did not visibly turn orange in real levels. 1.1.0 shifted the enemy's own material
colour, which barely shows on ULTRAKILL's dark-red enemies, in red levels, and with the game's emissive and
colour-compression settings. Live launched, ragdolled and held enemies now get a pulsing orange glow drawn on top
of them, independent of the game's shader settings; it goes away when they get up or die.
1.1.0
Rebalanced: bosses and heavy enemies were far too easy. A full punch now deals 3.5 on contact (was 5), an air kick
7 (was 7.5). Bosses no longer lose a fixed share of their health per hit (was 10% per punch, 15% per kick); heavy
enemies lose at least 10% to a punch and 15% to a kick (was 30% / 45%).
New: air-kick chains. Each consecutive air-kick hit adds +1 damage (up to +5): a kick hit chains when John has
not landed since the previous kick hit, or within 1.5 s of it.
Fixed: bosses dying instantly. The finisher (below 20% health), the airborne uppercut kill, dive and piledriver
kills and throw kills no longer apply to bosses or to enemies with more than 10 health; they deal a full punch's
damage instead, and no single other hit (railing, dive, collision) deals more than two full punches to them.
New: enemies John launches or ragdolls glow orange while they are alive, like a knocked-down player in Fister; the
tint goes when they get up or die.
New settings: AirKickChainBonus, AirKickChainWindow, AirKickChainMax, BossDamageScale, KillProtectHealth,
LiveRagdollTint. Settings still at the old defaults move to the new ones.
1.0.9
Fixed: lag during air kicks. Every physics tick of the kick searched the whole scene for projectiles to redirect
(FindObjectsOfType), which costs more the bigger the level. Projectiles are now tracked as they spawn. The first
air kick of a session also stalled a frame (34 ms, 4 MB) building the speed-line texture; all of John's textures,
sounds, meshes and generated effect textures now load when he first appears. The per-tick target sweeps and the
ragdoll update no longer allocate memory, and big enemies' colliders are looked up once.
1.0.8
Air kicks hit harder than punches. A connecting air kick deals 7.5 on contact (1.5x a full punch, up to 1.5x more
for a fast kick), heavy enemies lose at least 45% of their health and bosses at least 15%. It launches survivors
at about 52 u/s (a full punch: 42), and has its own hit feel: ULTRAKILL's heavy hit, a longer hit-stop, a hard camera
kick and an "AIR KICK" style bonus. The instant charge on a hit is kept. New settings: AirKickDamage,
AirKickHeavyFraction, AirKickBossFraction, AirKickLaunch. Air kicks now also reach big bodies (Swordsmachine,
Hideous Mass, Mindflayer, Gutterman).
Fixed: a heavy blurry smear over the view in levels with heat haze (0-4, 0-5 and others). The heat-wave
particles were seen from much closer than V1 ever sees them; while John's view renders they now stay small, so
the shimmer remains and the smear is gone.
1.0.7
Fixed: on a brand-new ULTRAKILL save the game starts in its intro and tutorial, and John took over V1 there
(the boot-up calibration, then a tutorial that needs V1's jump, dash and slide). John now stays out of the
intro, the tutorial, menus and the credits, and comes back in the first level.
Safety: if John's body cannot be drawn, or switching modes fails, the mod switches back to V1, shows a short
message on screen and writes the error to BepInEx/LogOutput.log, instead of leaving the player invisible. F7
tries again.
Safety: a missing or moved assets folder is found anywhere under the plugin folder (logged), and every Harmony
patch is applied on its own, so one failing patch does not disable the rest. The log names the assets folder at
startup.
F7 back to V1 also gives V1 his weapons when Fister mode started before the game handed them out.
1.0.6
The post-parry brake is gone from every move (parry jump, surface parries, railing bounce, wall parry): speeds are
set by the launch multipliers alone. The "Parry brake" settings are removed from the settings file.
Wall and floor parries are easier to land. A parry pressed up to 0.3 s before hitting a wall or the floor still
rebounds (Fister: 0.16 s in flight, 0.25 s ragdolled), and the in-flight floor and wall parry also accepts a press
up to 0.1 s after the contact. New settings: Parry timing / SurfaceParryBuffer, SurfaceParryLate. The contact is
detected two physics ticks ahead.
Fixed: wall parries lost their momentum almost at once (1.0.4's parry brake). The ragdoll wall parry is no longer
braked; WallParryLaunch (0.5, about 85% of 1.0.3's carry) alone sets the rebound. Measured over 20 real-click
attempts each: 1.0.3 parried 18/20, 1.0.4 17/20, 1.0.5 20/20. Mid-air surface parries are
braked more gently (SurfaceParryLaunch 0.7, kept 0.1 s, decaying to 6 u/s).
Each movement parry has its own brake settings in a new "Parry brake" section: ParryJump, SurfaceParry, WallParry
and RailingBounce, each with Brake (on/off), BrakeHold, BrakeTime and BrakeDrift; ParryMaxSpeed is shared. 1.0.4's
ParryBrakeTime and ParryDriftSpeed entries are gone.
New: parry and grab cooldown arcs around the crosshair (left blue = parry, right yellow = grab; they fill as they
recharge and flash when ready).
New: camera collision. The third-person camera is pulled in front of walls and ceilings instead of clipping through
them, its anchor drops under low ceilings, it eases back out, and John fades to see-through when it gets close.
Fire 2 is no longer passed to the game while playing as John (only Fire 1 is, for the results screen, restarting
and in-world buttons), so nothing in the game reacts to the parry button.
1.0.4
Fixed: the results screen at the end of a level never continued, so the next level never loaded. Fister mode had
switched off Fire 1, which is also the game's continue button. Fire 1 and Fire 2 now stay on (V1's guns stay put
away), and the level's ending runs with V1; the next level starts as John. This also fixes clicking to restart
after death and clicking shop terminals and in-world buttons.
Punches are much stronger. They now deal ULTRAKILL-style damage on contact, on top of Fister's collision damage. A
full punch deals 5 (kills Filth, Strays, Soldiers and Schisms outright); a tap chips about 0.55 and shoves the enemy about 3 u.
Heavy enemies lose at least 30% of their health to a full punch, bosses at least 10%, and the critical fist deals 3x.
Survivors are launched about 40 u/s (EnemyLaunch 0.5 -> 0.9), and collision damage is up (DamageScale 0.1 -> 0.15).
Every connecting punch has ULTRAKILL's hit-stop and punch impact, and earns style points. New settings:
PunchDamage, JabDamageFraction, HeavyPunchFraction, BossPunchFraction, CriticalPunchMultiplier, HitStop, JabShove.
Ground, wall and floor parries, ragdoll wall parries and railing wall bounces no longer carry John across the room.
Their horizontal speed is capped at 50 u/s (V1's dash) and decays within about 0.15 s; the parry jump's rise is
unchanged. Railing reversed with a parry keeps its approach speed instead of doubling it. New settings:
ParryMaxSpeed, ParryBrakeTime, ParryDriftSpeed, RailingParryReverseLaunch. New defaults: WallParryLaunch 0.5,
SurfaceParryLaunch 0.6, RailingWallReverseLaunch 0.3.
An existing settings file that still has the old defaults is moved to the new ones; values you changed are kept.
Big enemies (Hideous Mass) can now be punched: their own body no longer blocks the punch's line check.
1.0.3
Parried projectiles fly back at whoever fired them, whatever way John faces (ULTRAKILL's own parry: double speed,
parried damage, heal, flash, style; then homing on the shooter). Shooter dead: the nearest enemy in front of John,
else straight along the aim.
An air kick through an enemy projectile counts as a parry: the projectile returns to its shooter, with the parry's
heal, flash, style and instant charge, and the kick ends in a recoil.
Enemies John launches, grabs or throws go limp (their own ragdoll), hang limp while held, fly limp when thrown,
then get back up where they land and fight on. Dying while limp hands the body to the game's death ragdoll.
Ragdolling: Filth, Stray, Schism, Soldier, Streetcleaner; Stalker, Mannequin, Drone, Virtue, Providence and rats
have no ragdoll joints and still fly rigid. New setting: Combat / RagdollOnHit (default on).
Readme: the throwable list no longer names Virtue and Puppet (the game marks Virtue as a big enemy and never
knocks Puppets back, so grabbing them has always landed as a stagger hit).
1.0.2
Instant charge (the next punch is a full charge at once; the stamina bar shows full) is now granted on every
Fister source: a full-strength punch that lands, a parry, a surface parry, an air-kick hit, a railing hit, a dive or
piledriver that connects, a ground-punch hop, and a thrown body that bowls into another enemy. New: any kill also
grants it (Combat / InstantChargeOnKill, default on).
Throws are violent again: Fister's full 27 F/s (about 32 u/s), with extra floor friction on the thrown body so it
does not skid out of the arena (Room scale / ThrowGroundFriction).
Only small and medium enemies can be grabbed and thrown; grabbing a heavy one, a boss or a stationary one lands as a
stand-in hit.
1.0.1
Fixed: level geometry popping out (skybox holes, missing rooms) in Fister mode. Occlusion culling ran from John's head
instead of the third-person camera; the camera now renders from its real viewpoint while gameplay still aims at his
head.
New: the grab key (Punch / F) picks up, places and throws level items (skulls, keys, soap, torches) through the
game's own item code; with nothing in reach it is still Fister's grab. The held item is shown in John's hand.
New: John's parry triggers parry targets (ParryReceiver) the way V1's punch parry does.
Changed: any punch, even a tap, breaks weak breakables (as V1's punch does).
First release: John Fister's body and outfit, third-person camera, movement and full bare-fists move set, Fister's
effects and sounds, launches and collision damage on ULTRAKILL's enemies, stand-in impacts for enemies that cannot
be launched, parry mapped onto ULTRAKILL's projectile parry, per-move room-scale settings, F7 toggle back to V1.
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