From 652d1980c5ffbbbbf2429623782c48dbec2a7513 Mon Sep 17 00:00:00 2001 From: Gurge44 Date: Fri, 26 Jun 2026 13:16:49 +0200 Subject: [PATCH] changelog --- CHANGELOG.md | 50 +++++++++++++++++++++++++++----------- Gamemodes/LoopWanted.cs | 2 +- Main.cs | 6 ++--- Patches/HudPatch.cs | 1 + Resources/Lang/en_US.jsonc | 2 +- 5 files changed, 42 insertions(+), 19 deletions(-) diff --git a/CHANGELOG.md b/CHANGELOG.md index 0ee5a9cf8..876178319 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -1,20 +1,42 @@ # Thank you so much for finding and using EHR! -> [!NOTE] -> Regardless of the measures I've coded to obey InnerSloth's new anti-cheat, **I still recommend playing on modded regions** (MEU/MAS/MNA/Niko-EU/Niko-AS/Niko-NA). +> [!CAUTION] +> The latest Among Us update introduced a lot (and I mean a LOT) of issues with the base game itself, which also affects all mods. Expect some bugs! We did our best to fix the ones we could, but there are still some that we haven't figured out. Sorry for the inconvenience.... -- Fixed drafting not listing non-crew roles (and thus fewer than before) -- Fixed Snitch not seeing killers after task completion -- Fixed Sheriff being able to kill anyone when `Recruited Sheriff Can Go Nuts` is enabled -- Fixed Exorcist not killing anyone -- Fixed Time Master not rewinding player positions -- Fixed Lovers win condition triggering when Lovers are disabled -- Fixed Bloodlust not keeping the game going -- Fixed Lovers seeing double ejection screen when chatting during the game is enabled both globally and for Lovers -- Fixed HUD not updating on role change for non-host modded clients -- Fixed name notifies not disappearing for non-host modded clients -- Fixed meeting HUD issues for non-host modded clients -- Fixed Magistrate role data not syncing for non-host modded clients +> [!NOTE] +> While at the time of releasing this, the mod should more-less work on InnerSloth's regions, **I still recommend playing on modded regions** (MEU/MAS/MNA/Niko-EU/Niko-AS/Niko-NA). + +## Bug Fixes +- **Fixed most of the memory leaks introduced by the latest Among Us update** +- CTA data is now synced with non-host modded clients +- Fixed Generator not seeing its charge +- Fixed forged roles having incorrect colors +- Exorcist ability no longer kills ghosts +- + Mostly internal code-wise fixes + +## Changes +- **The HTML log file now contains all data from the other log file (LogOutput.log)** +- More compatibility with [BAU](https://github.com/D1GQ/BetterAmongUs) - by Limeau +- Ghost roles use manual cooldown tracking instead of the protect button cooldown (fixes inconsistencies) +- Renaming commands now check the DenyName list +- Ventilation and Decontamination rooms are now available in room-based game modes +- Ventriloquist works again on InnerSloth's regions +- Improved how the lobby settings UI works overall (no more close & reopens required) +- Quick Chat messages are now handled by the mod just like normal text messages +- Improved the detection of 'start' spam +- Impostors don't see each other's progress texts when there is a Double Agent +- Pestilence is now immune to after-meeting deaths + +## Additions +- New setting under `Apply DenyName List`: `Ban instead of kick on trigger` + +### New game mode: Loop Wanted - by HayashiUme +- Every player has an assigned assassination target marked with an arrow. +- You can ONLY kill your designated target. +- Killing the wrong target results in a punishment (suicide / lower vision). +- When you kill your target, you inherit their target. +- When only a few players remain, Carnival Mode activates: everyone gets a speed boost and reduced kill cooldown. +- Last player alive wins! > [!WARNING] > If you're joining a lobby hosted on vanilla regions (NA/EU/AS), please make sure you have a vanilla region selected in the Create Game menu, otherwise authentication will fail. ("Sabotage! The Among Us servers could not authenticate you!") diff --git a/Gamemodes/LoopWanted.cs b/Gamemodes/LoopWanted.cs index 0e965eda0..38f41bcdb 100644 --- a/Gamemodes/LoopWanted.cs +++ b/Gamemodes/LoopWanted.cs @@ -301,7 +301,7 @@ internal static class LoopWanted public static string GetSuffix(PlayerControl seer, PlayerControl target, bool hud = false) { - if (seer.PlayerId != target.PlayerId || GameStates.IsMeeting) return string.Empty; + if (seer.PlayerId != target.PlayerId || GameStates.IsMeeting || (seer.IsModdedClient() && !hud)) return string.Empty; byte targetId = GetTarget(seer.PlayerId); if (targetId == byte.MaxValue) return string.Empty; diff --git a/Main.cs b/Main.cs index 064ad3817..84d101ea5 100644 --- a/Main.cs +++ b/Main.cs @@ -41,9 +41,9 @@ public class Main : BasePlugin private const string DebugKeyHash = "c0fd562955ba56af3ae20d7ec9e64c664f0facecef4b3e366e109306adeae29d"; private const string DebugKeySalt = "59687b"; public const string PluginGuid = "com.gurge44.endlesshostroles"; - public const string PluginVersion = "7.5.2"; - public const string PluginDisplayVersion = "7.5.2"; - public const bool TestBuild = true; + public const string PluginVersion = "7.6.0"; + public const string PluginDisplayVersion = "7.6.0"; + public const bool TestBuild = false; public const string NeutralColor = "#ffab1b"; public const string ImpostorColor = "#ff1919"; diff --git a/Patches/HudPatch.cs b/Patches/HudPatch.cs index 22d52e4ed..7b8d89207 100644 --- a/Patches/HudPatch.cs +++ b/Patches/HudPatch.cs @@ -705,6 +705,7 @@ internal static class SetHudActivePatch case CustomGameMode.RoomRush: __instance.ImpostorVentButton?.ToggleVisible(false); goto case CustomGameMode.HideAndSeek; + case CustomGameMode.LoopWanted: case CustomGameMode.KingOfTheZones: __instance.ReportButton?.ToggleVisible(false); __instance.SabotageButton?.ToggleVisible(false); diff --git a/Resources/Lang/en_US.jsonc b/Resources/Lang/en_US.jsonc index 0e73f4c95..2cc2f515d 100644 --- a/Resources/Lang/en_US.jsonc +++ b/Resources/Lang/en_US.jsonc @@ -8194,7 +8194,7 @@ // LoopWanted - Cycle Hunt Order "LoopWanted": "LOOP WANTED", "ModeLoopWanted": "Gamemode: Loop Wanted", - "ModeDescribe.LoopWanted": "In the Loop Wanted gamemode, every player has an assigned assassination target marked with an arrow. You can ONLY kill your designated target. Killing the wrong target results in a punishment (suicide / lower vision). When you kill your target, you inherit their target. When only a few players remain, Carnival Mode activates — everyone gets a speed boost and reduced kill cooldown. Last player alive wins!", + "ModeDescribe.LoopWanted": "In the Loop Wanted gamemode, every player has an assigned assassination target marked with an arrow. You can ONLY kill your designated target. Killing the wrong target results in a punishment (suicide / lower vision). When you kill your target, you inherit their target. When only a few players remain, Carnival Mode activates: everyone gets a speed boost and reduced kill cooldown. Last player alive wins!", "GameModeTutorial.LoopWanted": "The current game mode is <#D9BAA5>Loop Wanted.\\nEach player has a target marked with an arrow.\\nYou can ONLY kill your target.\\nKilling the wrong target will punish you.\\nYour target transfers when you kill correctly.\\nCarnival mode activates when few remain!", "LoopWanted.BaseKillCooldown": "Base Kill Cooldown", "LoopWanted.PunishmentMode": "Wrong Kill Punishment",