Changelog
v1.0.4
Playtest-driven additions on top of the v1.0.3 stabilization release.
- New: HUD ring now fades in/out (≈0.5 s) when crossing the 0% threshold — replaces the abrupt toggle from v1.0.3.
- New:
UnderwaterRate config — sustained per-second insanity gain while the local player is underwater (default 0.4).
- New:
CompanyMoonDecayRate config — sustained per-second insanity reduction while on the Company building moon (71 Gordion). Default 0.5. The Company is treated as a thematic refuge.
- New:
MaskedTransformOnlyDuringParanoia config (default true) — restricts the 100% Masked transformation to Paranoia weather rounds. Set false to restore the old behavior.
- New:
EnableHud config (default true) — master switch for the insanity HUD ring. Set false to disable it entirely (no canvas is created).
v1.0.3
Stabilization & defensive sweep — no player-facing behavior changes.
- New:
SafePatch helper wraps every Harmony patch, Unity callback, and event listener with deduplicated exception logging. A single throw in any patch can no longer silently disable other patches or spam the log.
- Perf: Per-frame hot paths (
PlayerControllerB.Update, DressGirlAI.Update, OnAudioFilterRead) lift their early-exit guards above the wrapper to avoid closure allocation when nothing needs to run.
- Perf:
BloodNightManager.GetSun() fallback FindObjectsOfType<Light>() is throttled to once every 5 seconds when the cached reference is missing.
- Fix: End-of-round insanity stats no longer get appended twice if the game's
ApplyPenalty fires more than once per round.
- Fix:
VoiceHaunt haunt-clip GameObjects (which use DontDestroyOnLoad) are tracked and cleaned up on round end so they can't pile up across long sessions.
- Fix: Plugin teardown now clears the Paranoia weather level set and removes the
WeatherChanged listener.
- Fix: Network message handlers wrapped — a malformed packet can no longer break the handler registration.
- Chore: Dropped a per-level "InsanityHud overlay created" log line.
v1.0.2
Most of this release is driven by feedback from vDolo — thanks!
- New: Paranoia weather now has proper visual atmosphere — dark moody sky, dim red sun, light fog, and red color grading (HDRP volumes)
- New: Rain particles activate during Paranoia weather
- New: Custom terminal color for Paranoia weather (dark crimson)
- New:
TunnelVisionColor config — change overlay color via hex (default darker than before; less eye-strain)
- New:
HideHudAtZero config — option to hide the insanity HUD ring at 0%
- Fix: Paranoia visuals now apply at the correct moment (after level finishes loading) instead of leaking into the ship-departure transition
- Fix: Ship interior no longer pitch-black during Paranoia weather (fog/heavy darkening only applied outdoors)
- Fix: Smooth fade-out of Paranoia visuals when the ship departs, instead of an abrupt pop
- Fix: Voice haunt buffer is now cleared immediately on ship departure as well as round start
- Change: End-of-round insanity stats now appended to the existing penalty breakdown text for cleaner integration with the evaluation screen
v1.0.1
- Fix: Insanity HUD no longer visible on the main menu after exiting a save
- Fix: Tunnel vision and other VFX now properly clear when returning to the main menu mid-round
- New: Insanity rises outdoors at night instead of decaying (configurable, default 0.05/s after hour 19)
- New: Eclipse weather also raises insanity outdoors at a higher rate (default 0.1/s)
- Change: Renamed "Blood Night" weather to Paranoia to avoid confusion with the existing Blood Moon event
- Change: Apparatus removal reworked — now triggers an immediate insanity spike (+15) and disables all insanity-reduction buffs inside the facility for the rest of the round (replaced the ×2.0 rate multiplier)
v1.0.0