Changelog
1.2.0
- Reworked how scars sit on the Semibot. Each limb stacks layers as it worsens now instead of swapping one look for the next: a crack first, then a bandage, then dented plating, then a broken-mesh limb. Which limbs scar, and in what order, is reseeded every level, so the same HP wears differently from one level to the next.
- Toned the low-health red overlay right down. It's an edge vignette around the screen now instead of a flat red wash over everything, closer to the low-health look in CoD.
- The vignette tracks your HP on a continuous curve and eases in and out instead of stepping. It fades on smoothly even when you load straight into a run that's already hurt, and fades back off as you heal.
- Screen glitches hold off until you're badly hurt. The scars and the vignette still start from the first scratch; only the camera faults wait for real damage.
- Dropped the sparks. They never sold as electrical arcing next to the rest of the effects, just generic particles, so out they came.
- Fixed scars bleeding onto the cosmetic shop machine's preview Semibot. That one's for showing what you'd unlock, it shouldn't look beat up.
- Scoped the whole mod to an active run. Scars, the overlay and the glitches used to carry over into the main menu after you died and left. Now it runs across levels, the truck and the shop, and only strips the Semibot clean once the run ends.
- New ScarIntensity setting. Light holds scars off until you're badly hurt, Heavy piles them on after the first couple of hits, Normal is the tuned default.
- New VignetteIntensity slider, so you can dial the red vignette to taste or turn it off.
- The overlay and the screen glitches now respect REPO's photosensitivity setting: steady glow, no pulsing or flashing when it's on.
- Dropped the voice-distortion effect. It never worked reliably and a half-finished toggle wasn't worth keeping.
- Added a DebugLogging toggle that traces scar changes to the console, for bug reports.
1.1.0
Reworked how scars escalate. It used to be a hard pool swap at each HP threshold, so every scarred part looked the same at once. Now each part worsens on its own track (bandages, cracks, dented plating, broken-mesh) and the tracks are staggered, so the Semibot wears a mix instead of one uniform stage.
- Rust dropped from the pool. It read as wear, not battle damage.
- Broken-mesh limbs start showing around 30 HP instead of the whole set snapping in at 25.
- The broken head is now the last scar to land, held back until you're under 10 HP.
- Lots more overlap between stages. A bandaged arm and a broken-mesh leg at the same time is normal now.
- Removed Herobrine.
Nerfs, sparks and the save backup are untouched.
1.0.0
Initial release.
- Scars stack as your HP drops. Pool flips at 75 (rust), 60 (bandages), 50 (damaged), 25 (broken-mesh body parts on top). At 1 HP you're maxed out across body slots.
- Per-player. Scars broadcast through vanilla
SetupCosmeticsRPC, so unmodded teammates still see them. Sparks ride Photon RaiseEvent and only reach modded peers.
- Mode setting: Off / VisualOnly / Full. VisualOnly is the default and skips the speed and stamina nerfs.
MetaSave.es3 copied once per session to BepInEx/config/BattleScars/backups/<your name>/, 5 newest kept. The mod never writes to your save.
- Numpad 0-9 previews HP thresholds without taking damage (0 off, 1 jumps to HP 1, 2-9 to HP 20-90).