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MoreCounterplay
More counterplay for some Lethal Company mobs
Date uploaded | 5 months ago |
Version | 1.2.0 |
Download link | BaronDrakula-MoreCounterplay-1.2.0.zip |
Downloads | 2884 |
Dependency string | BaronDrakula-MoreCounterplay-1.2.0 |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2100README
More counterplay for some Lethal Company mobs
Mod is fully configurable so you can disable or edit counterplays that you don't like.
Jester
Spoiler
You can prevent Jester from opening by putting heavy items on top of it.Configs
EnableJesterCounterplay - Toggle Jester counterplay.WeightToPreventJester - Set weight of items needed to prevent Jester's pop out.
Turret
Spoiler
You can permamently disable Turret by cutting it's cables with a knife.When you hit Turret using knife it will start berserker mode and after that it will disable permanently.
Configs
EnableTurretCounterplay - Toggle Turret counterplay.Coilhead
Spoiler
You can cut off Coilhead's head using knife.Configs
EnableCoilheadCounterplay - Toggle Coilhead counterplay.CoilheadHP - Set Coilhead's health points.
CoilheadDefaultDamage - Amount of damage that Coilhead take from any source not specified below.
CoilheadKnifeDamage - Amount of damage that Coilhead take from Knife.
CoilheadShovelDamage - Amount of damage that Coilhead take from Shovel.
CHANGELOG
Changelog
1.3.1
- Added several client-sided configuration settings for "lore accurate" Coilheads
- Fixed "lore accurate" Coilhead particle effects not showing up after reloading a lobby once
- Split configuration file entries into categories based on their respective entities
1.3.0
- Added CSync v5 as a dependency to ensure config parity between host and clients.
- Added "lore accurate" Coilhead counterplay (configurable):
-
"They have been known to combust into flames when being dissected or even deactivated, and they carry dangerously high levels of radioactive particles." - Sigurd's notes
- Hint: You may find a Coilhead to be less volatile the more kinetic energy it releases when coming to a halt...
-
Spoiler (specific mechanics and configuration):
- Coilhead bodies now combust upon being decapitated, as their Bestiary entry suggests
- Can be disabled by toggling the
LoreAccurateCoilheads
setting - The range of the explosion damage is determined by the
ExplosionDamageRadius
setting, with the damage itself being set to the value of theExplosionDamage
setting - Likewise, the
ExplosionKillRadius
setting determines the range around the explosion where it simply kills the player instead of dealing damage to them
- Can be disabled by toggling the
- Explosion timer is set to how long the Coilhead has moved since it last stopped, within configurable limits
- Minimum and maximum time until exploding can be configured via the
MinExplosionTimer
andMaxExplosionTimer
settings, respectively
- Minimum and maximum time until exploding can be configured via the
- Coilhead's head item is destroyed if its body explodes while it's still attached to its neck
- Can be disabled by toggling the
ExplosionDestroysHead
setting, but it adds some interesting risk/reward by making players stay close to try and pick up the head before it explodes
- Can be disabled by toggling the
- Coilhead bodies now combust upon being decapitated, as their Bestiary entry suggests
-
- Coilheads can no longer be decapitated while in their cooldown state (they protect their necks!)
- Coilhead damage should now apply properly for all clients, whereas previously Coilheads would take damage separately even with the same settings
- Renamed Coilhead head item to "Coilless Coilhead"
- Changed "Coilless Coilhead" item sound effects a bit
- Fixed "Coilless Coilhead" item not being properly rotated when held
- You may discover it to not be as inanimate as it initially lets on...
- Fixed several networking issues with the "Coilless Coilhead" item
- New stuff should also be working reliably in multiplayer
- Reduced AssetBundle size significantly by adding large textures to prefabs at runtime instead of bundling them
1.2.3
- Coilhead's head item should no longer vanish from the ship after reloading the save file
- Coilhead's head item now spawns properly attached and facing the right way
- Coilhead's head item no longer floats above the ground when dropped/placed, and is upright
- This also made it able to be properly placed inside the storage cabinet
- Coilhead's head item scale further reduced to 0.1763
- Matches the size of the actual head
- Coilhead should no longer get stuck in its moving animation if killed while moving
- Could happen previously while walking backwards into it while swinging the knife
- Coilhead's neck now wobbles one final time when killed, to indicate its death
1.2.2
- Dropped items on Jester should now attach properly (v56 compatibility)
- Items can no longer be placed on Jester while inside the ship
- Should prevent Jester sneaking under the ship and stealing items in some custom moons
- Fixed error when removing items from the Jester through iteration
- Coilhead's head scale reduced to 0.2
1.2.1
- Added Head scrap item
- Coilheads now drop their head on death
- Fixed Coilhead's head disappear only for host bug
1.2.0
- Added Coilhead counterplay
1.1.0
- Added Turret counterplay
1.0.1
- Better README
1.0.0
- Added Jester counterplay