Change-Log 1.2.7 (Update) - Fear / Morale System (early version) This is the first version of the system. It will be expanded and integrated into more situations in future updates. [Mechanics] • State of Mind: A single bar at the bottom of the screen, from FEAR on the left to CONFIDENCE on the right. • Dangerous Enemies: Standing near dangerous enemies slowly fills Fear (scarier & closer = faster). Only the two most frightening nearby enemies count. • Exhaustion: At 30% stamina or lower, fear builds twice as fast. • Gaining Confidence: Landing hits, blocking, counterattacking, dodging, perfect parries, kills (bosses give more), activating Rage, landing VengeanceStrike, winning struggle QTEs. • What Scares Her: Heavy hits, knockdowns, being grabbed, H-scenes and their climaxes, passive blocking without striking back. • Pride Before a Fall: The more confident Aradia is, the harder fear hits her. • H-Scene Terror: Key moments of specific enemies cause sharp fear spikes; some fatalities push her straight to 100% fear. [Effects] • Panic (50%+ Fear): Dashing costs up to 40% more stamina. • Confidence (50%+ Confidence): Stamina recovers up to 25% faster. • Struggle QTEs: Fear weakens every press (down to −25%), confidence strengthens it (up to +25%). • Heartbeat: Audio cue at every 10% fear, turning into constant pounding at 100%. [Trauma & Persistence] • Death Trauma: A lethal trap or fatality causes trauma — fear surges to 100%, then settles at 30%. An ordinary death leaves 10% fear. Resting at an altar calms her down completely. • Saved per save slot. • Fully configurable in NoREroMod_HellGate.cfg → [FearSystem], or disable entirely with Enable = false. • Per-enemy fear values live in HellGateJson/Fear/FearEnemies.json and can be edited while the game is running. - Spawn Editor (F11): Gimmicks • New Gimmicks Tab: Gates, folding ladders, and levers are placed on the map as easily as enemies and traps. • Ready-Made Objects: Iron gate (two variants), wooden ladder up + lever, stone ladder down + lever, mossy ladder (no lever), and a standalone lever. • Starting State: Every gimmick can spawn open or closed, ladders lowered or raised. Flip works. • Built-in Lever: A ladder's own lever drives only its own ladder and nothing else. • Standalone Lever: Drives gates and ladders within a set radius (measured to object edge). Visualized in the editor as a circle. • Guard Zone: Gates or ladders tied to enemies stay open while the zone is clear and close as soon as an enemy enters. Zone length, height, and side (left, right, or both) are adjustable. • Live Editing: Change state, lever, radius, and guard zone of placed gimmicks with instant preview. • Vanilla Note: Vanilla map gimmicks are untouched. Gimmick state is not written to game saves. - Test Enemies • Four undead skeletons (BigMermanUndead, BigoniUndead, PilgrimUndead, VagrantUndead) without H-scenes. • Demon Gorotuki: New combat skeleton only; available in Spawn Editor (F11) for now. - Locations • Spawn setups updated across multiple zones. • Dungeon (Prison): Spawn fully reworked. - Fatality / Vengeance • Added shock effects after respawn (Take Vengeance) following lethal traps or fatalities, tied into the Fear System. • Fatality death clips without offset now drop slightly toward the ground by default (FallDistance) so Aradia no longer hangs in the air. - Title Music • New Main Menu Music: Plays random tracks from sources/HellGate_sources/Audio/Main without repeating back-to-back. • Custom Tracks: Supports any .wav or .ogg files. Leaving the folder empty restores the vanilla theme. • Toggle via [TitleMusic] Enable. - Hide Cursor in Gameplay • New Toggle ([General] HideCursorInGameplay, ON by default): Auto-hides mouse cursor during combat and H-scenes. • UI Visibility: Stays visible on title screen, pause menu, shops, altars, chests, dialogs, defeat menu, and F11 Spawn Editor. • Applies live without restart; preference persists across difficulty presets. - Performance • Loading and gameplay optimization: Game starts and runs noticeably faster. - Language • Default/fallback language is now English (EventCore and fatality taunts fall back to English first). - Major Bug Fixes • Fixed endless fights and exploding barrels in story cutscenes and Nightmare scenes. • Fixed invisible H-scene with DifferentBigMerman (removed from HellGate spawns). • Fixed Crow Inquisition breaking Slow-Mo anywhere on the map. • Fixed several Spawn Editor (F11) issues. - Minor Bug Fixes • Assorted small UI, audio, and stability fixes. Change-Log 1.2.6 (Update) • Simple QTE (Free Struggle) New splash Options toggle for an easier Struggle mode ([QTEFreeStruggle]). WASD windows stay open for the whole session; each WASD press grants the same SP as a mouse/E click. Yellow/red W/S bonuses and cooldown wrong-key penalties are disabled. Hint buttons use a compact 36px d-pad cross (default QTE keeps the normal horizontal row). Applies live (no restart). Preference is preserved when switching Easy/Medium/Hard. • EnemyFatality (Combat) Qualifying hits can trigger a dedicated combat fatality (PNG death clip, SFX, FatalityDeathIcon, localized killer taunts). Requires Gore Content. Shared profile system with clips lost_leg / lost_head / StillAlive / HeavyCritical (White Inquisitor, CrawlingCreatures, Goblin line, Bigoni family, and more). • Spawn System Editor V2.0 (F11) Full in-game pack authoring: catalogs for Enemies, Hostage, Trap, Lethal, Decor, Gold, EventTrap, EventCore (C), and Favorites; precise world pick; box clipboard; undo; overview camera; gameplay pause while editing; F1 Help in all 10 HellGate languages. • Illusive / Rodenia Event Scripted church SlaveBigAxe encounters skip HellGate MeatArmor, H dialogue overlays, DeadArmor, Fatality, FIN black-bg, and Church auto-faction (world axes unchanged). Fixed the vanilla lose path: after the black fade, the game now loads EvuChurchSP instead of staying soft-locked under a black screen. • Costumes With [Costumes] Enable, unlocks the gunner and Vendetta illusory outfits in the costume-change menu without a Trade purchase. • Remappable combat hotkeys Rage, Time Slow-Mo, and Combat Camera keys can be changed in NoREroMod_HellGate.cfg: [RageMode] ActivationHotkey (default G) — also used for QTE grab-escape; [RageMode] TimeSlowMoHotkey (default T); [CombatCamera] ToggleHotkey (default V). Custom binds are preserved when switching Easy/Medium/Hard. Spawn Editor (F11) keeps its own G/T/V shortcuts. • Factions / Splash Enemy faction icons reduced 35px → 20px. Boosty button added on the splash support row beside Ko-fi / Patreon. • Difficulty Presets Easy retuned (more forgiving enemy/elite HP and QTE SP). HP potion escape (allowPotionEasyEscape) enabled on all shipped presets. Language / Gore / Simple QTE / remappable hotkey prefs stay preserved when switching difficulty. • Combat / H / Audio Fixes Sisterknight / CrawlingSisterKnight GrabViaAttack no longer does grab→release→walk before H. During lethal HellTrap / EnemyFatality death clips, nearby enemies no longer keep fighting or grabbing. Spawn-cache hydrate no longer permanently mutes world H-scene SFX (plap/cum). Boot tips: minor fix so [Key] highlights no longer break bold titles. • Minor bug fixes Options / Language labels no longer get eaten by AutoTranslator (_XUAIGNORE). Death soul (IdeaFall) rise height tweaked for clearer visibility. Assorted small UI and stability polish. Change-Log 1.2.5 (Update) • DeepForest Mod Added the latest version of DeepForest Mod. • Splash Options New Options menu on the HellGate splash: Gore Content, Easy/Medium/Hard difficulty presets, Language, Done/Exit. Difficulty copies both NoREroMod.cfg and NoREroMod_HellGate.cfg from BepInEx/config/{EASY|MEDIUM|HARD}/ (restart required). Language can be changed later from Options (saves and quits; relaunch to apply). Language/Gore preferences are preserved when switching difficulty. • Boot Tips & Tutorial Guide Localized loading tips during startup hydrate, then an illustrated mute video guide (Back/Pause/Forward, Done → splash) in all 10 HellGate languages. • DeadArmor (SlaveBigAxe / OtherSlavebigAxe) Breaking girl armor (NikuArmor) plays a PNG death clip + sound. While armored, SlaveBigAxe grab-via-attack becomes a short hold + knockdown throw instead of an H-snap; after the armor breaks, normal grab/H return. Gated by splash Gore Content (throw remains separately configurable). • MeatArmor / SlaveBigAxe H Localized H-scene dialogue for SlaveBigAxe. After the fade/game-over path, Aradia can swap into the armored MeatArmor walk patrol (camera follow, proper escape back to combat/H). • HellTraps New lethal lightning button trap (lightningTrap_button): warning → strike VFX → lethal hit + CustomDeath clip if you stay on the button. Same Gore gate as other lethal traps. • Gore Content Splash toggle (General.EnableGoreContent) turns DeadArmor death clips and CustomDeath lethal traps on/off. • Difficulty Presets Easy is much more forgiving (lower enemy/elite HP, generous QTE/struggle SP). Medium/Hard remain the standard/hard HellGate pressure. HP potion escape (allowPotionEasyEscape) enabled on all presets. Shelter Attack trigger chance default set to 5%. • DeepForest Compatibility Fixed Take Vengeance / respawn falling into the void after saving at DeepForest altars (Woods House and related maps no longer reuse the Underground Church altar id). • MindBroken Bad End Minimizing / Alt+Tab during the 100% countdown no longer dumps the whole pause into one frame (no instant Bad End on restore). • Factions / Spawn Bandits ↔ mafia friendly; inquisition ≡ church alias; rescued hostages inherit |faction=. Spawn lines X,Y,Key default count to 1; spawn/cache hardenings (trap_mokubaenemy from Prison, typo alias InchchurchSlave → InchurchSlave). • Combat / H Fixes Struggle/QTE lockouts respect vanilla easy-escape and struggle level 10 (no forced 15s unlock). Faction AI no longer void-punches during WallHip/trap H. blackoozetypeb can re-arm after struggle escape. Credits list refreshed. Change-Log 1.2.4 Hotfix Fixed a bug where using Take Vengeance after dying in the underground church could drop you into the void if you had saved at the local altar. Fixed a bug with goblins where Aradia’s body could disappear until the grab animation started. Change-Log 1.2.4 (Update) • Pregnancy & Offspring: Added separate HellGate pregnancy logic via Pregnancy.Enable (separate from vanilla NoREroMod pregnancy). Womb meter fills during H/creampies; full meter triggers conception, then three trimesters with rising debuffs. After birth, the slime becomes a child (archetype from the father’s faction). Children live in the ParishChurch hideout and grant permanent bonuses while there (they do not fight yet). Growth stages (0→3) advance after successful Shelter Attack defense. Taking Vengeance or dying clears active pregnancy and semen, but hideout children remain. Optional pregnancy/womb reset at the Altar (cfg). • Shelter Attack: Having living children in the hideout triggers a raid chance when leaving ParishChurch (default chance 20%). A countdown timer forces a return to fight enemy waves; winning grants +1 growth stage, while losing means children may be taken. Raid UI and texts are fully localized into all 10 HellGate languages. • Combat / Grab Adjustments: Grab-via-attack can no longer trigger during dash, parry, or post-hit i-frames. Blocking now grants full grab immunity by default via GrabBlockImmunity (old "through-block grab" mechanic can still be enabled in the config). If base grab chances are set to 0, MindBroken/HP/Pleasure scaling bonuses will no longer artificially force a grab. • H-Scene Camera: Toned down the initial Start Zoom intensity; Spacebar zoom cycle is now standardized to 1.5 → 3 → 5. Fatality camera skip now applies strictly to the RequiemKnight family (void camera). Butcher, BossScapegoat, and other Fatality grabs retain their unique Start Zoom and panning effects. • Struggle: Fixed an issue where players could prematurely escape grab animations (like WallHip) at ~50% SP; the struggle bar must now be fully filled. • Kinoko: Fixed H-scene softlocks when transitioning from START6 → ERO; climax (FIN) now correctly fills the womb meter. • TouzokuAxe: Fixed womb fill trigger to occur exactly on climax rather than at the start of the FIN animation. • MummyMan: Anal H-scenes no longer incorrectly fill the womb meter. Fixed handoff logic on JIGO; the next scene now starts mid-chain, and previous elements remain hidden until standing up. • Localization Fix: Replaced three accidental Chinese dialogue files for Aradia in the Korean (KR) localization with proper Korean text. Change-Log 1.2.3 QTE: Button position X/Y now read from config. Factions: Magic provocation fixed. Tighter activation radius. Combat commit keeps inter-faction fights going after you leave. Crawling enemy roster moved to demons. Retaliation added when hit by another faction. Spawn: Wolf "left" spawn suffix no longer breaks AI facing. ScapegoatEntrance → InundergroundChurch enemies now spawn without needing an F11 reload. HellGate witchslaveslime rescues now award 30–60 gold instead of a ring. Combat recovery: Knockdown stand-up jump restored. Pregnancy/birth scenes no longer interrupt gameplay or show double sprites. HUD: Rage, MindBroken, Factions, and Gold now hide during the NPC diary reader (not just the inventory menu). H-scenes: Dialogue bubbles clear immediately on escape. EventCore: Added Broker toll + bandit sex_paid encounters (consent grab, ambush branches, session hostility). 10-language broker text fixes. Splash language selection now reloads EventCore modals. Defaults: Threat sounds turned off for new installs. Decor catalog renamed to DECOR_CATALOG.txt. Change-Log 1.2.2 (Hotfix Update) Cutscenes: Fixed phantom attacks/dashes when clicking text to skip dialogues (VanillaStoryEventInputGuard blocks attack, magic, step, and dash input during story events). BossTouzokuCustom: Fixed a softlock during H-scenes where struggle and QTE wouldn't trigger due to player control flags being locked. Map & Respawn: Fixed infinite falling through the map after selecting "Vengeance" in the Nightless City bar (Ragdoom scene mismatch forced spawn at a floorless altar position). White Cathedral Rooftop: Fixed mid-air respawn bug where the character would float above the ground after dying on the roof. H-Scenes (Handoff): Fixed a bug where the character would visually stand up early instead of staying down during group handoffs (affects Touzoku, Goblins, Inquisition, Vagrant, Dorei, Mutude, CrowInquisition, Kakasi, Bigoni, Mafia). Kakasi Pass Logic: Fully fixed the bug chain after Kakasi handoffs, including mesh invisibility, immediate instant re-grabs, and broken AI walk behaviors. ScapegoatEntrance: Vanilla TALK-dialogue triggers and Rage TimeSlowMo (T key) now function properly and are no longer overwritten/reset every frame while the field boss is alive. Combat Distance: Fixed enemies landing hits from an extreme distance (9+ units) due to oversized boss weapon colliders; added a specific cap for Wolf lunge attacks. Gold Drops: Fixed the gold pile not spawning immediately upon death; rebalanced gold nodes on FirstMap to 1–3 gold per point. HUD Auto-Hide: Modded widgets (Rage, MindBroken, Factions) now properly hide when opening the vanilla fullscreen inventory or status menu. Minor UI & Optimization: Fixed French text clipping ("éservé" instead of "réservé") on the splash screen, and added a 5-second throttle to prevent log spam when the decor catalog file is missing. 2026-06-10: Change-Log 1.2.1 (Hotfix) Struggle: allowPotionEasyEscape — HP potion escape in QTE works again (Q / item; requires a restart after editing the cfg). QTE HUD: ButtonPositionX / ButtonPositionY — adjusts the position of the button row from NoREroMod_HellGate.cfg (ButtonSpacing now controls only the distance between keys). Field of View: Disabled by default — enemies are always visible; configured in HellGate.cfg, not in NoREroMod.cfg. Factions: Magic provocation works when PlayerProvocationFromMagic = true (applies to projectiles after casting). Manifesto: Updated (v1.2.1, 10 languages). Fixes: Editing BepInEx/config/NoREroMod_HellGate.cfg requires a full game restart.