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
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 will eventually 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 66.7% slower from blood, and 33.3% slower from parries
Blood Tank drains 25 style points 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 how to operate the Blood Tank
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 reduced HP to below 100 immediately
It's not actually a bug, but it was a pain in the ass 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 function
Attempted to maintain some texture compatibility with Jaket. Not fully tested; again, use at your own discretion
2.3.3 (2025/2/16)
Changed Knuckleblaster models in 1-4 to Feedbacker, if Start with Knuckleblaster is enabled in Configgy
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
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 it, if Start with Knuckleblaster is enabled in Configgy
Fixed some in-game explanations 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 outside of combat encounters 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
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. Rocket launcher 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
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
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