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AlvorianKnights-Thormina-1.0.7 icon

Thormina

A magical world that died off way too soon.

Date uploaded 3 months ago
Version 1.0.7
Download link AlvorianKnights-Thormina-1.0.7.zip
Downloads 2320
Dependency string AlvorianKnights-Thormina-1.0.7

This mod requires the following mods to function

IAmBatby-LethalLevelLoader-1.2.4 icon
IAmBatby-LethalLevelLoader

A Custom API to support the manual and dynamic integration of all forms of custom content in Lethal Company. (v50 Compatible)

Preferred version: 1.2.4

README

Thormina

The planet Thormina used to contain many kingdoms and races, but after a war that broke out between Lumaria and the other 4 kingdoms, Alvoria, Valroh, Verdantia, and Thalassia, it was the Lumarians that won. Using their machines and balistic weapons, they wiped out all other nations and settled into their own peace. It wasn't lived long though as they failed to see the problem that loomed. With continual and unchecked use of magic for devistating weapons and tech, it drained the planet of its energy leaving the world in a terrible state. Many centuries has passed since the Lumarians have died and the world is slowly healing. We're sending you in to a kingdom called Alvoria to collect anything of interest and value. Good luck.

Info

Moon Rank: A-
Moon Scale: Large
Weather: Can't Flood
Scrap Value: 450 - 1750
Scrap Amount: 10 - 18
Fire Exits: 1
Interior Type: Mansion (Factory very low chance)
Interior Size: 1.15
Interior Dangers: Turret, Mine

Map

Map

Locations

Entrance: Entrance

Fire Exit: Fire Exit

About

This is my first moon I designed. I plan to update this with more things but for now, I hope it's fun or brings a sense of wonder. The moon was also designed around the Truck, so should be interesting to use.. I hope! As a note: You are not supposed to enter the Fire Exit building from the ground floor doors. You need a ladder. I designed this on purpose. You can contact me on Twitter via @kitoballard if there's any issues, complaints, or complements you have.

ToDo

  • Detailing outside the city boarders
  • Special 5% chance trigger
  • A few more simple animations
  • Custom Data Chip (Computer Log)

CHANGELOG

Changelog

1.0.8

  • Added more clutter around the map. (I'm still figuring out a good "outside the map" clutter idea)
  • Added colliders to prevent players from leaving the main map area.
  • Changed a few settings (Updated for v60+)
    • Due to the new updates, there could be new console errors. I'll keep an eye out, though I might of gotten most of them. Please contact me if you find any I miss.
  • Due to v60+, the moon has upgraded to S-
  • Mineshaft 5% chance
  • Changed spawn rates, removed Blob, added Barber (1% chance), Added ManEater (5% Chance).
  • Removed an unintended way to enter the Fire Escape building.

Planned

  • Still need to figure out how Triggers work to change the Building Fall Animation from "On Load" to "On Trigger"

1.0.7 (Hot Fix)

  • Fixed Console Spam again, this time was due to me placing a few OutDoor Nodes in bad spots. Oops. Sorry about that all.

1.0.6

  • Added small ramp for the destroid road segments to prevent going too fast and somehow take damage/vehicle cause of the speed.
  • Added a ton more nodes on the map for outside enemies/things to spawn on. Should help the AI to path find easier.
  • Mostly fixed the console spam for standing in the colliders around the ship. It should only happen once now.
  • Added a bit more terrain detailing.

Planned

  • More detailing outside the map
  • Prevent players from leaving the main map
  • A better animation for the Falling Building

1.0.5

  • Moved a Node Point near the ship further from it. Mostly so it doesn't generate a Bee Hive and get some free stings in haha

1.0.4

  • Changed all buildings to a Mesh Collider. Shouldn't have many issues with invisible walls again.
  • Added a Box Colliders to prevent entry into some buildings that now has a Mesh Collider
  • Flipped the Normals on some of the building Faces. Prevents some issues with the Mesh Collider.
  • Removed the NavMesh Blocker from buldings you can enter in. Meaning the Ai can try and find you now if you hide.
  • Fixed the ReadMe's Info section
  • Added a Map to the ReadMe
  • Added a few Pictures to the Readme
  • Added a Red Light for the Fire Exit (just felt fitting)
  • Fixed some floating debris

Known Bugs

  • Steping around the ship causes console spam due it the colliders. Trying to figure out what's missing in those colliders.

1.0.3

I wanted to fix the Double Audio bug and decided to do a lot more also. So here's more bug fixes and tweaks.

  • Shortened the Moon Descriptor (Again. Didn't beta test the last one)
  • Updated Occlusion Zone (seemed fine but still should update it)
  • Raised up the Item Spawn points for the Store Drop Ship so they shouldn't clip into the ground as bad.
  • Fixed the Moon's surface not showing up on the radar
  • Raised the minimum scrap value from 80 -> 450
  • Fixed Audio Doubling from the building fall event (Start of round). Seems if you don't turn off the Audio it'll repeat it for some reason.
  • Raised max day "enemy" count 6 -> 8 (trying to get more bugs and stuff spawned)
  • Updated ReadMe

1.0.2

  • Added the animation of a building falling
  • Added more outdoor points for things to spawn and patrol around
  • Added 2 box colliders to the debris in front of the ship's exit to make it easier to jump back into the ship
  • Readjusted some spawn values of items
  • Made the Moon Description shorter, since the scroll doesn't seem to always happen. Also gets the Moon's weather faster.
  • Moved some of the debris around to make it easier to drive
  • Added a light shining on the front door of the Main Entrance.

1.0.1

  • Updated Thumbnail
  • Lowered the broken-up street asset so the collider isn't as jarring.
  • Extended the Main Entrance Scan Range to 1000 (might pull it back later)
  • Made the Fire Exit's building slightly bigger to fit the Employee (You could before, just had to duck)
  • Pushed the Fire Exit door against the wall
  • Readjusted some of the debris to better "block" the Fire Exit building's floor 1 doors.

1.0.0

  • Innitial Launch