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Vermilion 1.1.0

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@github-actions github-actions released this 12 Sep 16:21
· 71 commits to develop since this release

Fixed

  • Damage you deal to yourself (Infinite Archive verses like Frigid Waters, set drawbacks) no longer counts as outgoing damage, so it stops showing as a grey contribution and as a lane with your own name in PRESSURE.
  • Damage absorbed by an enemy's shield was credited to that shield's ability, so enemy wards showed up in SKILL and CONTRIB as if they were the player's skills. Each shield event is now paired with the attack that caused it and credited to that attack; a shield that finds no attack lands in a single "Shields cracked" bucket instead.
  • TYPE now includes damage absorbed by shields, typed by the attack, so every view sums to the same EOS as the header.
  • The category flyout in Unknown Contributions opened with no backdrop, so its rows drew over whatever sat behind the window; it now has an opaque fill with the crimson edge.
  • Light and heavy attacks of most weapons (Inferno and Dual Wield first, bow and others by the same rule) landed in Unknown Contributions. Basic attacks are now recognised by name, with the names learned from the game client so the rule holds in every language, then by the weapon death-recap icons, with the fixed id list as the last resort.

Added

  • Light mode draws four corner brackets on hover, so the resize corners of the dimmed window are easy to find.
  • CONTRIB rows show the share of each ability that was absorbed by shields as an orchid tail on the bar, with the amount on hover.
  • SKILL and TYPE hang a faint orchid layer from the top of the plot: its depth at every column is the damage a shield absorbed at that moment, on the same scale as the bars. Hover it for the absorbed rate and share.
  • PRESSURE replaces OUTCOME: damage pressure per enemy over time, a heat lane per target, hotter where you hit harder. Lanes are ordered by damage taken; a bar chart on the right, aligned row by row, shows the accumulated pressure per enemy with an orchid tail for the part a shield absorbed; the mouse wheel scrolls; hover shows the rate at that moment, the enemy's totals, its share of your output and the shields involved. Saved sessions keep it.
  • The damage report names the enemy you focused most and the shield that absorbed the most over the recording, plus the share of the fight spent on your main target and how many times the pressure moved to another enemy.
  • Killing blows (the engine reports them as "died, experience" for NPCs and as a killing blow for players; both are read): a skull marks the moment of every kill you land, at the top of SKILL, TYPE and CRIT and on the victim's lane in PRESSURE. Hover it for the victim and the ability. The damage report counts them. Saved sessions keep them. A "Kill markers" toggle in Settings hides the skulls, for content where everything dies all the time; the report keeps counting.
  • PRESSURE folds enemies of the same name into one lane with a count, so a pull of twelve skeletons is one lane, while enemy players (by unit type, never by name) always keep their own.
  • Ultimate band above every plot view, as in Verdant: a row per bar showing the charge over time, bright when ready, a tick at every cast, the ultimate's icon at the left. Hover for the charge at that moment. The damage report adds the time the ultimate sat ready and the casts. Saved sessions keep it.