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BaronDrakula-MoreCounterplay-1.3.0 icon

MoreCounterplay

More counterplay for some Lethal Company mobs

Date uploaded 2 weeks ago
Version 1.3.0
Download link BaronDrakula-MoreCounterplay-1.3.0.zip
Downloads 5615
Dependency string BaronDrakula-MoreCounterplay-1.3.0

This mod requires the following mods to function

BepInEx-BepInExPack-5.4.2100 icon
BepInEx-BepInExPack

BepInEx pack for Mono Unity games. Preconfigured and ready to use.

Preferred version: 5.4.2100
Evaisa-LethalLib-0.15.1 icon
Evaisa-LethalLib

Personal modding tools for Lethal Company

Preferred version: 0.15.1
Sigurd-CSync-5.0.1 icon
Sigurd-CSync

Configuration file syncing library for BepInEx.

Preferred version: 5.0.1

README

More Counterplay for Lethal Company enemies

Mod is fully configurable so you can disable or edit counterplays that you don't like.

Supported Enemies

Jester

Spoiler You can prevent Jester from opening by putting heavy items on top of it.

A Jester carrying a big bolt on its head.

Configs
  • EnableJesterCounterplay - Add counterplay for Jester.
  • WeightToPreventJester - Weight of items needed to prevent Jester pop out.

Turret

Spoiler

Turrets can be disabled by cutting their wires with a knife. When you hit Turret using knife it will enter berserker mode and after that it will disable permanently!

Configs
  • EnableTurretCounterplay - Toggle Turret counterplay.

Coilhead

Spoiler

You can cut off a Coilhead's head using a knife. Its head will become a scrap item and can be grabbed and sold, though you must detach it.

A decapitated Coilhead. A 'Coilless Coilhead' on the ground.

— [Warning] —

"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 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 the ExplosionDamage setting
    • Likewise, the ExplosionKillRadius setting determines the range around the explosion where it simply kills the player instead of dealing damage to them
  • 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 and MaxExplosionTimer settings, respectively
  • 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
Configs
  • EnableCoilheadCounterplay - Add counterplay for Coilheads.
  • SpringDurability - Set Coilhead health points.
  • CoilheadDefaultDamage - Amount of damage that Coilheads take from any source not specified below.
  • CoilheadKnifeDamage - Amount of damage that Coilheads take from Knife.
  • CoilheadShovelDamage - Amount of damage that Coilheads take from Shovel.
  • DropHeadAsScrap - Enable the Coilhead head scrap item ('Coilless Coilhead') spawning on death.
  • MinHeadValue - Minimum value of head item.
  • MaxHeadValue - Maximum value of head item.
  • LoreAccurateCoilheads - See above for more info.

Ghost Girl (planned)

Spoiler (WIP)

Implements the popular myth involving the Shower furniture item, where taking a shower is said to reduce insanity levels and repel the Ghost Girl, as an actual gameplay mechanic.

Configs (WIP)
  • EnableGhostGirlCounterplay - Add counterplay for the Ghost Girl.

Bug Reports / Suggestions

If you come across any issues or mod incompatibilities, or simply have an interesting idea you'd like to see implemented, feel free to drop a message in the relevant thread in the Lethal Company Modding Discord server, or open an issue on GitHub!

Credits

If you are enjoying my mods please consider supporting me here

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 the ExplosionDamage setting
        • Likewise, the ExplosionKillRadius setting determines the range around the explosion where it simply kills the player instead of dealing damage to them
      • 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 and MaxExplosionTimer settings, respectively
      • 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
  • 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