ScarletDevilMansion
Adds the Scarlet Devil Mansion from Touhou as a possible dungeon to the snow maps.
By Alice
Date uploaded | 9 months ago |
Version | 1.2.3 |
Download link | Alice-ScarletDevilMansion-1.2.3.zip |
Downloads | 25838 |
Dependency string | Alice-ScarletDevilMansion-1.2.3 |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2100Lordfirespeed-OdinSerializer
Fast, robust, powerful and extendible .NET serializer built for Unity
Preferred version: 2022.11.9Evaisa-FixPluginTypesSerialization
Fix custom Serializable structs and such not properly getting deserialized by Unity.
Preferred version: 1.1.1fumiko-CullFactory
Stops rendering faraway factory rooms - Helps with performance.
Preferred version: 0.9.2IAmBatby-LethalLevelLoader
A Custom API to support the manual and dynamic integration of all forms of custom content in Lethal Company. (v50 Compatible)
Preferred version: 1.2.3Alice-DungeonGenerationPlus
API to expand the compatibilities of Lethal Company's dungeon generation
Preferred version: 1.1.2README
Required by all clients
Added new dungeon event, improved compatibility with Advanced Company
The Scarlet Devil Mansion(紅魔館)
Adds the Scarlet Devil Mansion from Touhou as a possible dungeon for the snow moons (Dine, Rend, Tital). The chances are about 50% split between the regular mansion dungeon and this custom dungeon. You can edit the weight value in the config. If you'd like a cheap way to get there, we do happen to have a mod for just that.
The dungeon can also be enabled on any moon, vanilla or custom, in the config. I'm not responsible if the dungeon breaks on custom moons.
This is an alpha release. We are currently polishing up the rooms and adding unique dungeon mechanics, enemies, and items. We cannot guarantee stablity with other mods.
We highly recommend CullFactory if your computer has framerate difficulties with this dungeon.
このページはまだ日本語に翻訳されていない。すまない
Dungeon Layout
The map is a grayscale representation of what the Scarlet Devil Mansion could look like, with a mayor starting room, hallway corriders, and typical mansion rooms (bedrooms, libraries, kitchens, etc.). The fire exit always leads to a garden.
This dungeon uses modified dungeon generation code to create three long paths (as opposed to the base game's single path), then creates branching paths like normal. Furthermore, the dungeon will always be confined to a relatively small box. Please understand that this will increase dungeon generation times (sometimes by double or even triple). While it seems that the dungeon generation has no bugs currently, there is a possibility that it can still occur.
Enemies and Vents
Enemies will not spawn from vents but from summoning sigils on the ground. This is only a visual change.
Spoiler warning. Click here to see enemies
The Knight, a Coil-head variant
Acts like a regular coil-head, but is noticeably slower and prefers spawning from statue props, especially ones passed by scavengers.
Dungeon Events
The dungeon features events similiar to the base game's appartatus. For the lack of a better word, I will be calling them Dungeon Events. Engaging in these events can increase the amount of loot you and your scavengers buddies can bring back, if you can survive that is.
Spoiler warning. Click here to see the events
The Painting
A high value scrap item. However, the residents don't take too kindly to thieves.
Configuration
You can configure the following properties of this dungeon in the config. You must load up Lethal Company once with this mod enabled to create the config. All configs are synced by the host.
- The weight of the SDM dungeon appearing on the snow maps
- SDM dungeon appearing on any vanilla or custom moon, along with its weights
- Most of the dungeon generation values and scrap count
- The weights of light and light sources appearing in the dungeon
Roadmap for v1.2
v1.2 introduces the first dungeon event. The goal for the v1.2 series is to guarantee that this event has no issues while improving upon it. The secondary goals are to continue polishing the rest of the room tiles and to add breakable map objects.
Roadmap in General
The development process is generally split into 3 distinct parts:
- Create more rooms, room variants, and polish up the current ones with props, lighting, etc.
- Add touhou-themed enemies and scrap items
- Add dungeon mechanics/features (for example the factory's appartatus and jumping puzzles)
There is a possibility that I add a custom moon, but that's way down the line.
Credits
Touhou owned by Team Shanghai Alice (ZUN)
LadyEbony.itch.io - Code, Dungeon Design
MarkLi.itch.io - 3D Environment Assets (Rooms)
Vinyis.itch.io - 3D Environment Assets (Hallways)
@grandteki (Discord) - Various 3D Assets
Nitori.itch.io - For their sick advice
@Schmagons (Instagram) - 2D Art
peacock-roy.itch.io - SFX
If interested, the map assets were originally used in these two fan games. Utusuru and Gensokyo Komarunner.
Contact
Any complaints or questions can asked in this discord thread. You can also dm personally at this discord, LadyRaphtalia.
日本語がちょっとできるよ。コメントや質問やモンクがあったら、このdiscordのスレッドに書いてください。さらに、このdiscordでLadyRaphtaliaに直接メッセージを送ってください。
CHANGELOG
2.0.0
Updated for v65/66
Two new outside rooms with an open sunroof
Added visual effects to the dungeon if the moon has certain weather effects
Dungeon "sunlight" will decrease over time
The v62 enemies should destroy Scarlet doors now
Undefined enemies (future or modded) should open Scarlet doors by default now
Updated the red anger effect to be less red
Made the mayor pillars float higher in the air
1.3.0 - 1.3.27
Updates
Added many variant rooms
Added void rooms
Added new treasure rooms
Added clock prop to main entrance
Added destroyable doors
Added spike traps to dungeon
Added jukebox with Touhou beats to Servant's Quarter rooms
Redone dungeon brightness, item and map hazard spawn locations
Added ink/blood stains throughout the mansion floor
Expanded mayor entrance tile, removed basement
Shrunk all 1F libary rooms
Lights now have a chance of flickering and dying
Updated dungeon generation to prefer branch tiles that make multiple connections to encourage looping paths
Added new enemy variant for Butler and new weapon from said enemy
Added new scrap item, shattered decorative crystal (can combine with flashlights)
Added new scrap item, doll snowglobe
Added new scarlet key (it's just red) to help with visibility
Updated knight to match the coilhead's new v60 behaviour
Knight enters a brief cooldown after hitting a player
Added config to add unique enemy spawns during the bedroom dungeon event
Added configs for dungeon enemies and items spawn weights
Added config for demonic painting
Added config to use either SDM or vanilla fire exits
Moved some of the configs to LLL
Dungeon lights turn red during certain dungeon events
Added special colouring to enemies that spawn from the painting event
Portraits stare at you when you aren't looking
Added Mimics compatibility
Added FacilityMeltdown compatibility
Added ReservedFlashlightSlot compatibility
Added ReservedKeySlot compatibility
Added Coroner compatibility
CullFactory mod is now manatory
LethalConfig's entries will have a different shade of red if my preset settings auto-change its values
Updated mod for my new API
Added Sanguine (moon) to the interior's spawn list
Added Scarlet Devil Mansion (moon) to the interior's spawn list
1.2.0 - 1.2.12
Updates
Added new dungeon event
Added basement to mayor starting room
Added bedroom and servant quarter variant rooms
Many many internal code and design changes to reduce the load times by abouy 90% on average
Removed garden tile (temporarily). Added unpolished fire exits throughout the dungeon
Added rotateable frames to the hallways
Added new functionality to decorative crystal item
Added config presets. Automatically set to default. Contains two distinct presets for 4+ lobbies are 1-3 smaller lobbies
These config presets make the map much smaller
Fixed scrap spawn prefering to spawn on the upper floors
Added many new networked configs
Switch from BinaryFormatter to OdinSerializer
Fixed issues with unofficial Korean patch
1.1.0 - 1.1.12
Updates
Added support for LLL
Detailed the hallway rooms and added new ones
Added lethal company's lighting onto the dungeon (somehow?)
Added new enemy variant
Added new scrap item
Fixed enemy pathing issues
Spray cans now work, thanks SkullCrusher my beloved
Added wall lights to hallway rooms as a possible spawn
Added chandelier lights to most rooms as a possible spawn
Added networked config to modify the spawn chance of light sources
Added networked config to modify much of the dungeon generation values and scrap count
1.0.1 - 1.0.4
Updates
Detailed the mayor starting room
Added three detailed kitchen variants
Made more drastic changes to make the map much less spread out, AKA map is smaller