v6.1.0
- Now Server Sided.
- Only works in Solo.
- Can now save data to your drive so that leaving and rejoining a session isn't temporary. I think I also broke the Challenge File data, but that's fine for now.
- If you're really successful for long enough, you can get buffed with a permanent point. These points can make or break FUTURE runs, like a roguelike- but keep in mind, they can also be negative, and if they are... well, let's say things won't be good.
- Found a way to stop the chat from being flooded with errors about my software and hardware to properly be able to debug the code.
- Added a cool way to stop the vanilla Unity logs that inform Zeekers about things like Spawn rates (because we, as mischevious players, could use that to tell when a coil head or something spawned).
- I've been working on this version for about two weeks, trying to figure out R.P.C.s, and unfortunately... they are the worst. I'm still working on them, but I felt like it was really cool to work on the uh... actual mod in the background. I think it was a good decision, since it led to the Permanent Point system, and a ton of other tweaks like how and when things are saved and applied.
- Please, as I mentioned earlier, keep in mind... Players joining WILL NOT BE BUFFED. Unfortunately R.P.C.s (Or, as they're also known as, Remote Proceedure Calls) are extremely complicated and also broken. Unity, for some reason, has fully functional ones in the actual engine, but I imagine, as a means of keeping Unity's sole functionality a secret, has discerned that RPCS should be obfuscated, as they call it in Java. This means the functionality is broken and / or the code is unreadable.
- I would love to figure out how to make my code also obfuscated so that the decompiler can't read it, but I'm aware the password will be made visible regardless, since Obfuscation only really changes the method name as opposed to the actual string contents.
- Since this feels like the last step, all that's left is to continue working on the RPCS until they start working, and then all that remains is figuring out some other small tweaks, like how else I could modify a player's stats and balancing mechanics until I'm happy with them.
- Thank you for your patience.
v6.0.0
- FIXED THE CODE TO ACTUALLY WORK!!!!
- Rigourously tested it, still some errors (Accolades and stuff) but for the most part...
- Changed the way some stats are applied (Since I realized the value of some stats were never changed and I didn't really need to reference a float when I could just apply it to the local player)
- Remember how I was thinking about saving the data to a file? Well that's functional now, I think, along with loading it, so if you leave a save and return to it, the data will persist.
- Data is saved when player notes are given (As to make the players who savescum not get rewarded (talking from experience here)) as incentive to make people want to get through each day!
- Data is loaded / updated when the lever is pulled to head to a new moon.
- I still have some plans and I'm sincerely deeply sorry that the mod was broken for like... a month? I've been trying my hardest (between breaks to prevent further sanity cracking) to fix the problems I've been met with.
- Uncertainties: Saving and loading (Not seen it actually work yet but I think it will), Full resetting, and Accolades.
- Certainties: Health (I think) is adaptive and definitely is functional, Stamina is adaptive, and application is applied once the lever gets pulled.
v5.4.2
- Optimized code
- Potentially made the code broken and discovered some further issues but hopefully optimized the code further
- Problems still exist (Not serialized, encrypted, or anything, so the data is temporary per run so long as you don't... yeah)
- Health is unnaffected, I think
- Stamina might not be affected still
- There is a lot of code here to optimize and fix but my computer can't help me debug since it's flooding the chat with messages about my horrible software
I've done my best to try to optimize this mod and make it functional but in the end it always needs more. This will be the last update from me for a while since the mod itself is basically broken and I don't feel comfortable putting
v5.4.1
- I missed another public static int so i patched it here and swapped things around to use cases to be (hopefully) a bit faster
v5.4.0
- Finally fixed the fact that actually completing a day didn't grant you the buff (I think)
- It was broken because I was using a public static int rather than a public static method so that the int could change whereas the method could not.
v5.3.2
- Even smaller patch, I made an error so I fixed it. These comparison statements are getting to me, but basically same thing that happened before but i didn't realize i added this bit you know.
v5.3.1
- Small patch, just fixed a few bugs (Now you only should get one number when recieving your report)
- Apparently I also made a mistake with the sprint time so not all players would be getting buffed, unfortunately, since I had set it to the amount of people joined instead of the full amount of people in game. Sorry!!
v5.3.0
- Attempted to patch the multiplayer accolades (since I've got only one unemployed friend, it's going to take a bit to test it)
What that means:
- The most profitable player was marked as laziest sometimes which shouldn't be happening in any circumstances.
- Some accolades were sometimes given to multiple people when the original four accolades (Laziest, Most Profitable, Most Injured, and Most Paranoid) shouldn't have anything to do with that.
- Players could sometimes get random numbers that weren't guaranteed to be five when getting buffed.
v5.2.0
- Shortened the Accolades to fit more text.
- Added a health modifier in addition to stamina, so now you get buffed in two catagories.
- Nerfed max health until you get enough scrap to increase it.
v5.1.0
- Very important patch, fixes the Most Profitable accolade to check if the player is actually the most profitable instead of the laziest. I had a Mathf.Min set instead of a Mathf.Max or the > was the wrong way I don't recall.
v5.0.0
Code Cleanup and Performance buffs
- Patched the way things work to rely on Mathf.Max() functions instead of a ton of if() statements and did some other general code cleaning along the way.
- Found that some of the code was unreachable (Particularly for the Most Paranoid and Most Damaged player accolades, but also the reader for if a player hasn't recieved buffs for being nerfed or buffed.)
- Renamed the words for "Most Paranoid" to be more fitting.
- Changes to how the player is detected to be the laziest or most profitable, using the same system but with Mathf.Max() instead (to make it more performant.)
- Some other minor changes.
v4.0.0
- Uploaded version control on Github
- Added the final fully functional version for a while
- The mod now properly checks to see if the days are proper before giving the player buffs.