Lethal Company
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Latest version
0.2.0
Last Updated
First Uploaded
Downloads
452
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0
Size
122KB
Dependants

Changelog

0.2.0

Multiplayer fixes, tested with a host and a client (2 players over LAN).

  • Fixed: host settings never reached clients. Sync relied on a per-frame update that does not run in Lethal Company, so clients silently used their own values. Sync is now event-driven: clients request the host's settings when they join, the host pushes changes as soon as a synced value is edited, and clients drop the host's values when they leave the lobby.
  • Fixed: items dropped by clients were never heard. The game only raises that noise on the client who dropped the item; clients now forward it to the host, like voice chat.
  • Fixed: targeting could bounce between players during a chase. The game hands the Coil-Head to the chased player's machine, and each machine forgot the target lock. A new owner now holds the current victim for TargetHoldTime before reconsidering.
  • Fixed: after a chase it went to where the player was, not where it last saw them. It now remembers the victim's position only while it can actually see them.
  • Fixed: a place to investigate could expire while it was resting (for example when CooldownDuration is longer than InvestigateTimeout).
  • With LogNoises on, noise lines show via=client or via=local, and target and patrol decisions are logged too.
  • The host log warns when a client runs a different version of the mod.

0.1.0 (first release)

  • Initial release: systematic patrol, noise and voice hearing, smarter victim selection, tunable stats, audio controls, host-synced config.
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