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Releases: DooDesch-Mods/Mimesis-EnemyDropLoot
Releases · DooDesch-Mods/Mimesis-EnemyDropLoot
Release list
v1.0.10
Changes in 1.0.10
- Loot rules use the host's settings for each Steam lobby without overwriting saved client configuration.
- Extra drops remain server-side; clients use vanilla loot behavior if the host does not have EnemyDropLoot.
What's Changed
- fix(nexus): install MimicAPI separately by @DooDesch in #10
- feat(multiplayer): use host settings for the session by @DooDesch in #11
Full Changelog: v1.0.9...v1.0.10
v1.0.9
Changes in 1.0.9
- Built against MIMESIS 0.3.2 with the updated MimicAPI fork. Loot settings are unchanged.
What's Changed
Full Changelog: v1.0.8...v1.0.9
v1.0.8
Changes in 1.0.8
Fixed
- The mod reports its version. In 1.0.7 the release build got no version, thus MelonLoader and every mod manager showed
0.0.0-dev.
What's Changed
Full Changelog: v1.0.7...v1.0.8
v1.0.7
Changes in 1.0.7
Changed
- The mod is built against MIMESIS 0.3.1 and tested in a running game on that build. Loot behaviour does not change.
What's Changed
- ci: let GitHub generate the release notes under ours by @DooDesch in #2
- ci: post a real embed to the Discord feed on release by @DooDesch in #3
- ci: link Nexus in the Discord release embed by @DooDesch in #4
- chore: move onto the shared build layer, take the version from the tag by @DooDesch in #5
- ci: build on every push and pull request, in both configurations by @DooDesch in #6
- docs(changelog): add the section for the MIMESIS 0.3.1 release by @DooDesch in #7
Full Changelog: v1.0.6...v1.0.7
v1.0.6
Changes in 1.0.6
Fixed
- Slain enemies dropped roughly twice as much loot as configured. The mod's Harmony patches were applied twice (MelonLoader auto-applies them, and the mod also called PatchAll() itself), so the death handler ran twice per kill. Patches now apply exactly once, so a kill drops the configured amount.
- Loot is now dropped on the same event the game uses for its own monster drops, so it spawns exactly once per death and no longer double-drops on revives or force-kills.
- Dropped loot is now placed like the game's own loot (on the nearest navmesh point, no scatter), so it stays within the area the game cleans up on room transitions instead of lingering. This reduces the loot-object build-up that could lower frame rates in loot-heavy areas. (Addresses the "FPS drop" report.)
Changed
- Started maintaining a full changelog that is now published on GitHub, Thunderstore
and Nexus. No gameplay changes compared to 1.0.4.
v1.0.5
Changes in 1.0.5
Changed
- Started maintaining a full changelog that is now published on GitHub, Thunderstore
and Nexus. No gameplay changes compared to 1.0.4.
v1.0.4
v1.0.3
Changes in 1.0.3
- ci: build MimicAPI from the DooDesch fork (carries the 0.3.0 fix) until the upstream PR is merged (5241192)
- Fix for Mimesis 0.3.0 / MelonLoader 0.7.3 (7c93bb3)
- Update READMEs with badges and new title format (314a42e)
- Enhance README.md for EnemyDropLoot: reorganize content with a Table of Contents, improve feature descriptions, and clarify installation and configuration steps for better user guidance. (3fe3d46)
- Clarify README.md for EnemyDropLoot: update configuration options with examples for DropChance and MaxDropsPerKill, and correct the MimicAPI repository link. (f916c97)