You are viewing a potentially older version of this package.
View all versions.
ExperimentalEnemyInteractions
*WIP* Experimental. Aims to make the game, especially the fauna feel more alive.
Date uploaded | 4 days ago |
Version | 0.1.24 |
Download link | Fandovec03-ExperimentalEnemyInteractions-0.1.24.zip |
Downloads | 3216 |
Dependency string | Fandovec03-ExperimentalEnemyInteractions-0.1.24 |
This mod requires the following mods to function
Fandovec03-SpiderPositionFix
Fixes for the spider getting stuck and desync between agent and mesh container
Preferred version: 1.0.5README
ExperimentalEnemyInteractions
Experimental mod for my future enemy interactions mod aimed to make the game and it's fauna feel more alive and immersive.
Ever felt like every living being is trying to kill you and everything is stacked agaisnt you? or do you just want to observe the world? This mod might be for you!
Currently supported entities:
- Red bees (Circuit bees)
- They defend their hive from anything that gets too close. They're now deadly to every living being!
- Small chance to set giants on fire
- Hygrodere (Blob)
- Damages creatures it has contact with it with an exception of Maneater. Non-organic and immortal entities are not affected.
- Earth Leviathan (Sandworm)
- Targets creatures that come near it. Ignores small creatures.
Modified enemies:
- Forest keeper:
- Stays on fire for a while after death
- Has a chance to extinguish itself
WIP:
- Nutcracker
- Bunker Spider
- Spore Lizard
- Hoarder bug
Report bugs on either github issues or the Lethal company modding discord.
Credits:
Unofficial LethalCompany Discord:
- Zesa, TKronix, Swaggies: helping me figure out collision detection
- Hamunii: Helped fixing the variables
CHANGELOG
- 0.1.24 -
- Added log option to include/exclude spammy logs
- Sandworms updated:
- Addressed a bug with Worms trying to move with disabled agent
- Added more arguments preventing skipping of vanilla code while emerging/emerged
- Worms no longer target dead enemies that were previously targetted before death
- Observed some weird behavior but works for now. Will fix later.
- Fixed ArgumentOutOfRangeException where enemyList tried to check LOS to previously removed enemy.
- 0.1.23 -
- Giants have a chance to extinguish themselves, though they will be severely weakened by the fire
- Few improvements to bees
- Bees no longer target dead enemies
- DoAIInterval is not skipped on behavior state 0
- fixed an exception regarding dictionary count
- Changed some logs
- 0.1.22 -
- Fixed bees pathfinding being broken in state 2
- The fire on forest giant no longer extinguishes itself the moment giant dies
- Added special interaction between Red bees and Forest giant
- 0.1.21 -
- Fixed bees throwing LOS exceptions when no enemy is in LOS
- Fixed typo disabling vanilla code to be disabled and bees (the particles) not change the state
- Temporarily disabled custom state 2 on bees due to bees breaking. Bees will revert to vanilla state 2
- 0.1.20 -
- Fixed typo causing Sandworms to throw keynotfoundExceptions
- Fixed changelog format
- 0.1.19 -
- Forgot to upload updated DLL. All changes bellow apply with this version
- 0.1.18 -
- Fixed an issue where the mob tries to add itself again into dictionary causing error (This fixes the error when paired with lethalmon)
- Fixed the script trying to apply patch via original Spider class instead of the patched one
- 0.1.17 -
- Fixed safe mode accidentally preventing load of The bee patch
- 0.1.16 -
- Potencially fixed same exception on blobAI
- 0.1.15 -
- Emergency fix: Fixed Key not foudn exception causing bees to not work
- 0.1.14 -
- Added many more config options
- Safe mode: On by default. Prevents unfinished and experimental scripts from loading.
- Bees added! Bees now target every enemy in their LOS.
- Several bugs and oversights fixed
- Added many more config options
- 0.1.13 -
- Removed code breaking spider with the position fix
- 0.1.12 -
- Fixed sandworms affecting eachother for good! [Credit to Hamunii]
- Some QOL changes for development
- 0.1.11 -
- Hygrodere now does not anger Hoarding Bugs
- Hygrodere should anger Bracken less
- Added a dependency to fix spider getting stuck and other position issues
- Converted most debug logs to DebugLog
- Fixed Hygrodere hitting enemies with custom hit trigger stupidly fast
- 0.1.10 -
- Rewritten Earth leviathan patch code. Now sandworms behave as intended.
- known bugs: Audio not playing when chasing targets. Audio cutting off when chasign player.
- 0.1.9 -
- Fixed critical error causing hard crash on load caused by leftover Lobby Compatibility code
- 0.1.8 -
- Regenerated DLL - forgot to regenerate after changing versions
- 0.1.7 -
- Moved functions and methods of enemyList to EnemyAI. This makes development much faster and gives a potencial for a memory as a side effect, though that has to be implemented first in each enemyAI type.
- Resolved NullException error messages in the Collision patch
- Earth leviathan is now implemented. Leviathan now targets and consumes other surface creatures.
- 0.1.6 -
- fixed typos and formatting in CHANGELOG and README
- 0.1.5 -
- Fixed collisions not working
- Much less logs spam
- Hygrodere now eats almost everything alive!
- Spider deals 1 damage when Enemy has 2 or less health
- Added config file
Spider is now hunting Hoarding bugsDisabled due to sync issues. Available as a toggle in config
- 0.1.4 -
- Fixed NullReferences, Functioning LOS check, added enemy list and base of assigning target (WIP)
- 0.1.3 -
- Attempt at custom behavior, fixed README/CHANGELOG, renamed namespaces ect.
- 0.1.2 -
- Reupload cause I forgot to edit CHANGELOG
- 0.1.1 -
- Updated description and added credits.
- 0.0.1 -
- Test upload.