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Fast Resonance 1.0.5

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@chatterchats chatterchats released this 12 Nov 02:02

Fixed

  • Reduce the hitch before Resonance animations by caching animation instances
    per mission instead of repeatedly searching all game objects during playback.
  • Apply animation speed directly to the known character and queue readiness
    retries one at a time, reducing work that can accumulate in a stalled frame.

Added

  • Speed up the Captain's resonance animation and the non-surge recipient
    reaction, including camera choreography, with the Resonance Transfer settings.
  • Speed up Unnatural Resilience's body animation and camera choreography, with
    its own enable switch and multiplier in MXM (4x by default).

Changed

  • Remove temporary hitch profiling, timing reports, and scheduler probes from
    the release build. Keep normal playback, lifecycle, and error logging.

Fast Resonance 1.0.4

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@chatterchats chatterchats released this 12 Nov 02:02

Fixed

  • Address the suspected initialization race behind #2 by handing setup to the
    game thread once, instead of submitting immediately runnable montage retries from the
    loader while it is still initializing the mod.
  • Gate combat work on the mission actor's readiness and active status. Cancel
    session work on mission ending, actor EndPlay, map travel, and save reload.
  • Recover an existing mission after mod reload without scanning resident
    montages, and retry incomplete choreography hook discovery after relevant
    mission or class events.
  • Refresh reused montage rates from presentation events so subsequent uses
    respect changed settings, including restoring vanilla timing when disabled.
  • Resolve choreography functions by their exact asset paths. The previous
    FindObject("Class", ...) lookup excludes the game's generated state-machine
    class and leaves preloaded choreography unhooked after mission activation.
  • Log completion of all three choreography hooks and identify missing functions
    when bounded discovery expires.
  • Compare level owning worlds when filtering mission playback. The mission actor
    can report a streamed _Gameplay world while characters and cinematics report
    _Root; comparing those raw pointers incorrectly rejected both animation and
    camera acceleration. Resolve PersistentLevel.OwningWorld before comparison.

Both abilities' playback acceleration was verified in-game, including Shared
Suffering's confirmation sequence and final delay. The intermittent startup
crash still requires confirmation on the affected user's Wine/Proton setup;
automated coverage models lifecycle and scheduling boundaries rather than
UE4SS's native thread race.

Fast Resonance 1.0.3

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@chatterchats chatterchats released this 12 Nov 02:02

Added

  • A manual GitHub Actions workflow for packaging releases and uploading them to
    Nexus Mods.
  • Owned UE4SS delayed-action handles and cancellable retry groups for montage
    and choreography readiness work.
  • A central runtime registry that retains both hook IDs, unregisters hooks,
    cancels pending actions, and guards persistent callbacks across hot reloads.
  • A dedicated fast_resonance.log beside the installed mod with UTC timestamps,
    runtime generations, and explicit runtime/hook lifecycle transitions.

Changed

  • Cancel superseded retry groups immediately and cancel their remaining work as
    soon as the matching montage or camera rate has been applied.
  • Reuse one live dispatcher for montage discovery and MXM settings changes
    across same-state reloads.
  • Retire the broad choreography-class construction observer after one match and
    defer function discovery until its construction callback has unwound.

Fast Resonance 1.0.2

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@chatterchats chatterchats released this 12 Nov 02:02

Added

  • Support for Zero Company Mod Command.

Fast Resonance 1.0.1

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@chatterchats chatterchats released this 12 Nov 02:02

Fixed

  • A potential crash caused by incorrect UE4SS object handling.

Fast Resonance 1.0.0

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@chatterchats chatterchats released this 12 Nov 02:01

Added

  • Initial release.
  • Faster Resonance Transfer sequences.
  • Faster Shared Suffering sequences.
  • Adjustable speed multipliers for both abilities.
  • Optional MXM Config Manager support.
  • ZCOM Mod Manager-compatible packaging.

Fast Resonance 1.1.1

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@chatterchats chatterchats released this 12 Nov 02:02

Changed

  • Mark game builds 25898267 and 26445778 as tested in the mod manager
    metadata, replacing the older builds.

Fast Resonance 1.1.0

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@chatterchats chatterchats released this 12 Nov 02:02

Added

  • Cover every Coil ability presentation: Resonate, Miasma, Tenacity Heal,
    Plague Surge, Scream, Devour, Bind, Cloak, Death Explosion, Life Beyond Death
    and Melee Strike, each with its own MXM toggle.
  • Speed up Shared Suffering's damage redirect (the hit effect's travel and its
    end hold), Unnatural Resilience's opening hold, and the plague transfer
    bridge's build and travel times.

Changed

  • Rewrite as a single script. Body animations play inside each ability's
    sequence, so the sequence play rate now speeds the camera and body together;
    the montage tracking, mission tracking, retry queues and global Delay hook
    are gone.
  • Set holds and effect timings once on each ability's state-machine node
    templates instead of intercepting them on every cast.
  • Replace the three per-ability multipliers with one Speed setting that
    applies to every enabled ability.
  • Format release notes as single-line, category-prefixed plain-text entries when
    publishing to Nexus Mods, while retaining the readable Keep a Changelog source.

Removed

  • The dedicated fast_resonance.log; diagnostics are in UE4SS.log.