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Releases: Dudiebug/CrabMods
Release list
CrabMods 0.15.4
- Key totems in runs. Key totems now turn up on islands and in shops, as rarely as a Gold totem. One costs 3 keys, as in the lobby, and lets you choose one of 3 random Epic or Legendary items for your run (
[keyTotemSpawn] weight). - 12 new items:
- Thermal Shock (weapon mod, Epic): hitting a frozen enemy with fire, or a burning one with ice, shatters both for +250% damage. The same enemy can't be shocked again for 1.5 s; levels shorten that.
- Ricochet (weapon mod, Legendary): your shots ricochet on to the nearest other enemy, once per level (up to 4), for 50% of the shot's damage.
- Speed Loader (melee mod, Common): melee hits refill 25% of your magazine per level (at most every 1.5 s).
- Culling Blow (melee mod, Epic): a melee hit that leaves an enemy under 10% health per level (up to 30%) kills it. Elites: half that. Bosses: never.
- Follow Through (melee mod, Epic): after you use your ability, your next melee within 3 s deals +200% damage and carries the elements of your Ice, Fire, Lightning and Poison Explosion mods.
- Feedback Loop (ability mod, Common): each enemy your ability kills takes 0.1 s per level off its cooldown, up to half the cooldown per use.
- Shrapnel (ability mod, Legendary): your ability's explosion fires a ring of 12 of your weapon's projectiles (+6 per level, up to 36), with all your weapon mods.
- Scrapper (perk, Epic): skip your reward chest (take nothing from it) 3 islands in a row (2 at level 2) and your next reward chest goes up a tier. Taking from one starts the count over.
- Appraiser (perk, Epic): chest items are more likely to be Epic or Legendary the further into the run you are (+0.12 luck per island per level, up to island 50).
- Clean Sweep (perk, Epic): clear an island without taking damage and its reward chests get +5 luck per level.
- Connoisseur (relic, Epic): items in your chests that you already hold come with an extra level.
- Fixation (Greed relic): every chest you open offers only 1 choice, but rolls its rarity at 8x luck.
- Shellbreaker: no more slow motion while you swing. Right click no longer also aims (the zoom and slow motion) while you hold Shellbreaker; it's only the hook.
- Profiler (off by default): logs where the game's frame time goes, for tracking down slowdowns (
[profiler] enabled = true).
CrabMods 0.15.3
- Swings keep you level. Shellbreaker's swing holds you at the height you started it at (from the ground, a little above it) as you pass under the hook point, keeping your speed. At the end of the chain it swings you up, ready to let go.
swingKeepHeight = falsegives the plain pendulum back.
CrabMods 0.15.2
- Shellbreaker's swing, fixed properly. The chain's pull built up every frame, so a swing reached 5,000–13,000 cm/s and flung you. Now it holds you at its length and swings you in an arc, never faster than 40 m/s (
swingMaxSpeed). - From the ground, the chain shortens after it catches until the swing clears the floor, so it lifts you instead of dragging you, and every swing starts moving forward.
- No more catching thin air. The hook only catches something real; the point in the air is off (
skyAnchor = truebrings it back). It looks further (50 m), starting right where your crosshair points. - Hook enemies by aiming at them. An enemy close to your crosshair and in sight gets a red diamond, and right click hooks it (with a charge). The hook display says HOOK ENEMY.
CrabMods 0.15.1
- Shellbreaker's swing swings. The chain no longer snaps short when it catches, which threw you at the hook point and past it so the chain went slack. Now it catches at your distance and lifts you gently, and falling turns into a swing.
- The hook point follows your crosshair. It's the best spot to catch near where you're looking (or above it), not above your head. Over open ground the point in the air is ahead of you, so you swing forward.
- Easier to see: the diamond is bigger, with a dark outline. It's orange on something to catch, and pale for a point in the air. The hook display says what right click does now: SWING, SWING (air), SWINGING or NOTHING TO SWING ON. Its bar and pips are for hooking enemies.
CrabMods Manager 0.5.0
- A beta channel. Turn on Settings → Beta channel to get pre-releases too: new mod versions that are still being tried out. With it off (the default), the manager only offers normal releases. To go back to the stable version, turn it off and use Roll back on the mod's page.
- Remove all mods also deletes
CrabMods.defaults.iniandCrabMods.old.iniwhen you tick the box for the mods' settings.
CrabMods Manager 0.4.0
The manager asks first, and runs on Linux.
- Nothing changes until you say so. The first start shows the game folder, what it would install, every file it would add, and two questions about updates. Nothing is written until you press Install, or Just browse to look around first.
- Every change is shown before it's made. Installing, uninstalling, updating, rolling back, loading a setup code and resetting to defaults all open a Review changes window. It lists each file it adds, replaces or removes, what it backs up, and which settings change.
- Updates are your choice, for the mods and for the manager separately. You can install them automatically, or be told about them, with Update, Skip this version and What's new. After an update a note says what changed, for example CrabMods updated 0.14.1 → 0.14.2. An automatic manager update goes in when you close the manager; it never restarts while you're using it.
- Checks every 5 minutes (or every minute, 15 minutes, or only when you press Check now). An unchanged release list doesn't count against GitHub's limit. Offline turns off all network use except Check now.
- Every download is checked against the SHA-256 checksum GitHub publishes for it, and refused if it doesn't match. Releases also have a
SHA256SUMS.txt, and the new Help page compares your installed files with it. It also explains why antivirus programs may flag the mod loader. - It never runs a mod DLL. Each release now publishes its item list as a catalog file, and the manager reads that.
- Remove all mods takes out exactly the files the manager added and puts back any file it replaced, such as another
xinput1_3.dll. It can also delete the mods' settings and logs. - Roll back to the previous version of CrabMods or CrabSync from its page. The newer version is then skipped until you undo it in Settings.
- While the game is running, changes wait and go in when it closes. The bar at the top says what's waiting.
- Sort the Mods list by type, name, rarity, installed first or newest, or click a column header. Items from the latest CrabMods update have a NEW badge.
- A native Linux version,
CrabModsManager-x86_64.AppImage, for Linux and Steam Deck. It keeps its files in~/.config/CrabModsManagerand~/.cache/CrabModsManager, and updates itself like the Windows one. The Windows exe still runs under Proton or wine. - Coming from 0.3, it updates itself as before and keeps your mods, settings and game folder. It asks once how updates should work, and updates nothing on its own until you answer.
CrabSync 1.0.8
- Fixed continuing a saved run losing your whole inventory. Loading the save in the lobby restored your items, then CrabSync's next check wrote the lobby's empty team over them before the run started. A save restored in the lobby now starts the team from the saved items.
CrabMods 0.14.1
- Shellbreaker hits at range, without the white flash. The swings now deal their damage as a melee strike where the blade lands: a 4.5 m radius, 22 m in front of you (the circle hits everything within 24 m). Before, damage only landed when you stood on top of an enemy, and each swing's burst whited out the screen. The strike breaks shields and everything a claw breaks.
- Shellbreaker does 75 damage a second (was 100), since every swing now hits an area.
- Melee mods power Shellbreaker at a quarter of their worth: damage, Big Claws' range, the Claws' elements and Vampire. They drop 3x as often while you hold it.
- No more bullet weapon mods for Shellbreaker. Holders only get the game's weapon mods that work for a blade: Wind Up, Aerial Shot, Uppercut, Heavy Hitter, Rapid Fire, Escalating Shot, Damage Shot, Supercharged and Juiced.
- 7 new Shellbreaker weapon mods: Serrated Links (+50% damage), Venom Barbs (poison), Static Chain (lightning), Rime Edge (ice), Hex Links (arcane), Momentum (each swing in the string hits harder) and Backlash (sweeps also strike behind you).
- New settings in
[shellbreaker]:meleeModShare(0.25) andmeleeModWeight(3). An existingCrabMods.inikeeps its olddps,reach,hitRadiusandcircleRadiusvalues; set them to 75, 2200, 450 and 2400 for the new tuning.
CrabMods 0.14.0
-
New weapon: Shellbreaker. A barbed blade on a chain, on its own pedestal in the lobby (left of the Soul Whip) and in the weapon list. Left click swings a string of five (two sweeps, a chop, the rebound, a circle over the head) that hits as far as the Katana's melee; right click aims a hook that reaches 60 m, yanks small enemies to you, pulls you to big ones and lets you swing from walls and floors. It does 100 damage a second to start, and damage perks, weapon mods and fire rate grow it like any gun. It replaces your melee while you hold it. The crab plays the game's Katana, Hammer and grenade-throw animations with it, and the chain swings with real physics. Settings are in
[shellbreaker]. -
12 Shellbreaker items that only drop while you hold it: Long Chain, Wide Arc, Whirlwind, Executioner and Searing Edge (weapon mods), Riptide, Quick Draw, Undertow and Rhythm (perks), and Grappler, Kraken's Grasp and Frost Chain (relics).
-
Snap Decision (Greed perk): once each biome, a coin flip. Half your mods and perks double in level, or half of them are destroyed.
-
Wild Card (Greed relic): each island you clear, a 20% chance your whole inventory is randomized like a Randomize totem, keeping each slot's kind and level.
-
Greed Run: every perk is a big gamble with a real price. A Greed perk comes 2 levels higher, so it's 3x as strong. Every level you hold also makes the run harder, in a way that more items can't buy back. The curses are the game's own Greed perk rules (Juggernaut's extra enemies, Double Trouble's enemy health) or costs that only grow, never stats your other items would add back:
- Damage perks (Damage Combo, Eagle Eye, Tasty Orange, the auras' kill effects ...): +10% more enemies spawn per level, so a level 3 perk is +30% enemies.
- Health and Critical perks (Mango, Banana, Fortitude, Sharpshooter, Mega Crit ...): enemies get +15% health per level.
- Speed and close-range perks (Speed Demon, Danger Close, the auras, Silver Lining): enemies hit you 12% harder per level.
- Luck perks (Driller, Streamer Loot, Double Vision, Faulty Chests ...): better loot, but enemies get +15% health per level.
- Economy perks: you lose 3% of your crystals each time you're hit, per level. A few more cost healing or ability cooldown.
More enemies and tougher enemies add up over the whole team, like the game's Greed perks. Mods come 1 level higher with smaller curses of the same kinds. Every item's text shows its price before you pick it up. Settings:
perkExtraLevels(2),perkCurseScaleandmodCurseScale(100%). The old per-curse settings (maxHealthPerLevel...) are gone and do nothing if they're still in yourCrabMods.ini.
CrabMods 0.13.4
- Big Claws and Blender have caps. Big Claws gives +3% melee range a level, up to +35% (it was +40% a level with no cap). Blender takes 15% off the melee cooldown a level, up to 75% (it was 30% a level, so level 4 had no cooldown at all). The inventory shows what each one gives you now. The new settings are
bigClawsPerLevel,bigClawsMax,blenderPerLevelandblenderMax. An existingCrabMods.inikeeps its oldbigClawsPercentandblenderPercentlines, which now do nothing. - Fixed the raise panel's blank white squares. 0.13.2 and 0.13.3 shipped without the four enemy pictures, so the panel showed white squares with the tier names jammed into the key labels. The pictures are back, and each tier's name now sits in small letters under its key and cost.
- Every whip shot cracks. The crack plays when the simulated tip breaks the sound barrier. A stroke whose tip never got quite fast enough, or that the next shot cut off, used to stay silent. Now it cracks at its fastest point. The first 20 strokes of each session go to
CrabMods.logwith the tip's speed, to track down the rest.