Date uploaded | a day ago |
Version | 1.3.4 |
Download link | DemonMae-Chizra_Temple_Interior-1.3.4.zip |
Downloads | 904 |
Dependency string | DemonMae-Chizra_Temple_Interior-1.3.4 |
This mod requires the following mods to function
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: 1.3.9BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2100Evaisa-HookGenPatcher
Generates MonoMod.RuntimeDetour.HookGen's MMHOOK file during the BepInEx preloader phase.
Preferred version: 0.0.5MaxWasUnavailable-LethalModDataLib
A library for Lethal Company, providing a standardised way to save and load modded data.
Preferred version: 1.2.2README
Based off the 6th and 7th levels in the Original Unreal Campaign (Chizra and Ceremony), The Nali god of Waters halls of worship lie empty, but plenty of scrap remains. Light filters in from the Ceilings and your path lit by torches, so you won't have to worry about finding the breaker box, just watch your step and don't drown.
This Dungeon has pre-configured Weights for the following moons,
Moon | Default Weight |
---|---|
Vow | 300 |
March | 300 |
Adamance | 200 |
Rend | 25 |
Artifice | 25 |
Acidir | 50 |
Atlantica | 75 |
Junic | 300 |
Gloom | 25 |
Fray | 300 |
Espira | 25 |
Rockwell | 25 |
Calypso | 100 |
Baykal | 300 |
Olympus | 200 |
Terminus | 25 |
Synthesis | 150 |
Arcadia | 25 |
You can change these settings in Lethal Level Loaders Configs by setting "Enable Content Configuration" to true, and manually changing the values to your liking.
Playing on moons with certain LLL Content tags affect the interior. These are mutually exclusive.
- 'Haunted' and 'Argon' changes the Torch flames Purple.
- 'Tundra' Freezes the water in the dungeon, and adds a blue tone to skylights.
- 'Wasteland' and 'Canyon' adds an Orange tone to skylights.
CHANGELOG
1.3.4
- Changed the tag and Layer on Doorframes.
- Fixed the longstanding issue of doors being ever so slightly misaligned in their frames.
- New Sounds for doors from Unreal.
- Interior ambience in some rooms.
1.3.3
- Darker regions of Chizras water texture are more transparent.
1.3.2
- Overhaul of default weights.
- Some floors with shallow water have been tagged with 'Puddle'.
1.3.1
- Materials are now GPU instanced, this should squeeze a bit more performance when used.
- In my feverish attempts to fix the lag, I axed the lighting quality even though it wasn't the cause, this has been rectified, as well as being made slightly prettier.
- The Trial of Combat was broken, It should be fixed now.
1.3.0
- 1 New tile, the chamber of combat.
- 2 new items, one unutilized.
- The ritual of combat can be attempted for a sizeable prize. This can be disabled in the config.
1.2.6
- Updated JLL version used and dependecies to 1.7.4.
- Lighting rework.
- Lag fixed for reals
- Fire exits will actually generate again.
1.2.5
- Removed the particle effects from torches, replaced them with meshes.
- Lighting changes.
- Some optimizing.
- Dynamic dungeon size restrictor change to 1.8, equivalent to Rends dungeon size.
1.2.4
- Potential fix for 1 way wall generation but for real this time.
- Toned down the Fire Particle effects on torches every so slightly for performance optimization.
- Added a dynamic dungeon size restrictor of 2.0.
1.2.3
- Potential fix for 1 way wall generation
1.2.2
- Tag based modifiers Have been split into individual options, you can toggle the ones you want and don't want.
- Increased the starting points Y coordinate, this is for Fray Compatibility.
1.2.1
- Tag based modifiers have a config option. this is enabled by default.
1.2.0
- Added JLL as a dependecy.
- If played on moons tagged with Haunted or Argon, the torch light turns a ghastly purple.
- If played on moons tagged with Tundra, the skylights take a lighter blue hue and freezes water.
- If played on moons tagged with Canyon or Wasteland, the skylights take an Ochre hue.
- Fixed a pool collider.
- Fixed certain rooms being see through under the right conditions.
1.1.6
- Cave Nodes for the Man Eater.
1.1.5
- Fixed a pool.
- Changed the way the generation generates slightly, and the branching properties.
- Potential fix for blocked off main dungeon paths.
1.1.4
- New Icon to better represent the dungeons contents.
1.1.3
- Disabled the Water triggers in some rooms to prevent inescapable situations you couldn't resolve through drowning.
1.1.2
- Updated the Readme and changed some moon weights.
1.1.1
- Added 2 new Asymetrical tiles to add Dungeon variety.
- Replaced scrap denial zones in water, They were removed unintentionally when I replaced kill zone with Water zones.
1.1.0
- Ported to V60
- Ported to LLL V.1.3.9
- Removed Kill Triggers from all Water Rooms, Replaced with Water Volumes. You will still need Assistance to Escape if trapped however.
- Someone Left a rope ladder in the Ceremony Hall.
- Water is slightly more transparent.
1.0.2
- Shuffled hazards.
- Skylights are brighter.
- Water doesn't cast shadows, this should make it easier to see the death pits.
- Added Fray and Cambrian to the list of Default moon assignments.
1.0.1
- Fixed an incorrectly configured room
- Added 2 scrap spawns to the 6 Fires Chamber.
- Expanded scrap and Hazard spawn ranges in some rooms.
- 1 shiny new Tile, A big ass bridge.
1.0.0
- Release Version.