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Fast Resonance 1.0.5
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
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_Gameplayworld while characters and cinematics report
_Root; comparing those raw pointers incorrectly rejected both animation and
camera acceleration. ResolvePersistentLevel.OwningWorldbefore 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
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.logbeside 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
Added
- Support for Zero Company Mod Command.
Fast Resonance 1.0.1
Fixed
- A potential crash caused by incorrect UE4SS object handling.
Fast Resonance 1.0.0
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
Changed
- Mark game builds 25898267 and 26445778 as tested in the mod manager
metadata, replacing the older builds.
Fast Resonance 1.1.0
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 globalDelayhook
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 inUE4SS.log.