Guardia Fortress Interior
An Unreal Tournament Interior modeled after AS-Guardia, CTF-Command, and DM-Cybrosis.
By DemonMae
Date uploaded | a month ago |
Version | 1.0.11 |
Download link | DemonMae-Guardia_Fortress_Interior-1.0.11.zip |
Downloads | 4808 |
Dependency string | DemonMae-Guardia_Fortress_Interior-1.0.11 |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2100Evaisa-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: 1.2.2IAmBatby-LethalLevelLoader
A Custom API to support the manual and dynamic integration of all forms of custom content in Lethal Company. (v50 Compatible)
Preferred version: 1.3.9README
Modeled after AS-Guardia, CTF-Command, and DM-Cybrosis. A solitary fortress buried underground beneath the eyes of the public, has been evidently abandoned, but it seems people were attempting to breach the Metal walls before. Within these towering halls lays plenty of loot to find.
This Dungeon has pre-configured Weights for the following moons,
- Assurance (Vanilla) 125
- Offense (Vanilla) 150
- Titan (Vanilla) 150
- Embrion (Vanilla) 300
- Etern (Wesleys Moons) 300
- Asteroid-13 (Wesleys Moons) 200
- Gratar (Wesleys Moons) 100
- Sierra (Harvest moons) 150
- Mazon (M.O.O.ns) 300
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.
CHANGELOG
1.1.2
- The old bird event is fixed but for real now, Thank you Jacob
1.1.1
- Guardias Apparatus pull event didn't have a network object, leading to desynced old birds. this should be fixed.
1.1.0
- Missile Launcher props are scattered throughout the warehouse region. These are non functional. (for now)
- Pathing fixes for the Main Entrance. Masked and other entities should get stuck less often.
- Turrets are banned entirely from spawning in the Warehouse region, Landmine spawns are reduced in the Power station region.
- Spike traps can spawn in the basic hallways in the Power station region.
- The Hangar door will open under the right conditions.
1.0.12
- Materials are GPU instanced, and should run smoother.
- Overhaul of default weights.
1.0.11
- Fixed some incorrectly configured spawn zones.
1.0.10
- Removed the CIDOM Metro teaser but for real this time.
1.0.9
- Removed the CIDOM Metro teaser.
- Added some Scrap spawn points in the Hangar.
1.0.8
- Fixed a box with a Null reference.
- Added LOD groups to more objects.
- Replaced the Mesh Colliders on computer panels with box colliders.
1.0.7
- Walls in the Warehouse region have LOD groups, and the range of multiple lights have been reduced. This should improve performance on larger dungeon multipliers.
1.0.6
- Added details to doors that cover up gaps in certain doorways.
1.0.5
- New Icon to better represent what the dungeons look like.
- 1 new tile, A T-Shaped room with a shelf items can spawn on, in the Command Center region of the dungeon.
1.0.4
- Fixed the Boom door in the entryway, the invisible wall is gone and the C4 blows you up. Stand back.
- Removed a lot of Backfaces in walls.
1.0.3
- Various changes to the first half of the dungeon to make it slightly less unbearable if you're playing on a moon with a high Nutcracker or Turret count.
- 1 new tile, the Pillar.
- Enemies can climb up the Ladder in the Hangar.
1.0.2
- Updated the Readme slightly.
- Crunched File sizes into a singularity
1.0.1
- Fixed an incorrectly assigned empty socket in the entry room.
1.0.0
- Release Version