
Date uploaded | 2 days ago |
Version | 1.0.3 |
Download link | InstanceWorld-MysteriousHarbingers-1.0.3.zip |
Downloads | 981 |
Dependency string | InstanceWorld-MysteriousHarbingers-1.0.3 |
This mod requires the following mods to function


BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2100README
Mysterious Harbingers
Void like creatures roam the facilities, searching, but for what?
Heavily inspired by the Harbingers from Path of Exile.
Overview
Adds A new Monster to the facilities that tends to wonder aimlessly. It doesn't seem hostile, but the same cannot be said about his friends.
Harbinger [spoiler]
Log entry:
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"What strange creatures, if they even can be considered as such. They don't appear to be home to the planets they visit but seem to know where all lifeforms on it are at all times. Whether out of curiosity or something else, they tend to stay close to humans while otherwise wondering aimlessly. Their ability to teleport may have been what brought them here. They seem to pop out of nowhere but are themselves harmless. What isn't so harmless is their ability to teleport others. Let's just hope they can't teleport anything worse. As an additional note, they can teleport us too. "
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Addendum recording 1:
Employee 1: "Ah, there we are."
Employee 2: "Maybe we should wait with that, we still have time to find more stuff."
Employee 1: "Yeah, just make sure to mark the path on the way back"
[Warping sound]
Employee 1: "What is that! It's making a run for the device"
[Radiation warning]
Employee 2: "Where did it go! Get over here you stupid space..."
[Metallic impact sound]
Employee 1: "[Employee 2] where did you go! What happened! [Employee 2]?"
End of recording
Exact Info:
- The harbingers will spawn like any other creature in the facility. They wander aimlessly around the area while waiting for their teleport to come off cooldown (20 seconds).
- Once ready it will either teleport themselves to a random player in the facility or find a random monster to teleport to the player depending on how close they are to the players and if the cooldown has expired (10 seconds).
- Players can also step into the teleportation circle and be teleported to the previous location of the monster that was just teleported. Would you rather stay and face whatever is about to arrive or be sent somewhere unknown to find your way back.
- Hitting the harbinger will teleport you to a random enemy or the furthest point from the entrence if no enemy is found.
- They also interfere with the vision of the monitor making it hard to see enemies and loot near them.
- When a harbinger gets close to the Apparatus it will run to it and teleport it to a random location in the facility.
- It spawns Space Fracture on teleport that can be zapped and stunned to destroy.
- Destroying Fractures does damage to the harbinger.
Configurations:
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Cooldowns and attack animation speed
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Max spawn count
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Harbinger spawn weights by location.
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Teleportation Blacklist (and whitelist) for custom monster not to teleport
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Teleport items toggle
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Can Harbinger Die (on/off)
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Harbinger Hitpoints
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Can TP Self (on/off)
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Can Create Space Fractures on/off)
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Max Simultaneous Fractures
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Fracture stun Duration
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Fracture stun Difficulty
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Reality Fracture Drop Chance
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Min Reality Fracture Value
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Reality Fracture Can Item Be Used (to teleport the player)
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Reality Fracture Cooldown
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Reality Fracture Self Damage
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Reality Fracture weight
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Change retaliate to TP random (requested by Narpy)
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TP On Touch (requested by Narpy)
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shared over networking (Clients don't need to have the same settings to join)
Credit: Base 3D Model: https://sketchfab.com/3d-models/human-body-f022e4a3641943328b2fbfdf0f7c3e1e
CHANGELOG
1.0.2
- added config for if the Reality Fragment can be used
- Added sound effects for teleporting from harbinger retaliation.
- fixed a bug that would allow harbingers that are stunned while being killed to continue to teleport players on touch.
- fixed the humming sound not being turned of while stunned.
1.0.1
- spelling fix
- added config for weight
- fixed weight being negative
1.0.0
- Harbingers can now create a "Harbinger Space Fracture" on teleport.
- Space fractures teleport the player to the harbingers teleport location when touched
- Space fractures can we zapped with a zap-gun to do damage to them (5 seconds by default)
- Space Fractures can be damaged with grenades (non-killing blows do damage overtime)
- Destroying a space fracture can do damage to the harbinger.
- harbingers show damage in the form of cracks
- Added a new item: "Reality Fracture"
- They can drop from "Harbinger Space Fractures" when destroyed. (default chance 1/3)
- using a Reality Fracture inside the facility does damage (default 20/100) to the player and teleports them to a random location.
- Reality Fractures have a cooldown (60 seconds)
- harbingers radar blocking is now disabled when stunned
- New Configs
- Can Harbinger Die (on/off)
- Harbinger Hitpoints
- Can TP Self (on/off)
- Can Create Space Fractures on/off)
- Max Simultaneous Fractures
- Fracture stun Duration
- Fracture stun Difficulty
- Reality Fracture Drop Chance
- Min Reality Fracture Value
- Reality Fracture Cooldown
- Reality Fracture Self Damage
- Change retaliate to TP random (requested by Sharktemplar) +changes the behavior of attacking a harbinger (and running into it) from "teleport to a monster" to "teleport to a random spot".
- TP On Touch (requested by Sharktemplar)
- Added Monsters without a agent to the blacklist (this removes enemies that can't move)
- fixed a bug that prevented non-host clients from getting teleported by the ring
- fixed a bug where the harbinger mesh could get stuck after getting stunned
- Fixed a bug where the harbinger would not resume activities after seeing an apparatus without a path to reach it.
- fixed config network transfers (I guess it was always a bit broken).
- Swapped to JsonUtility for sending
0.7.1
- Major bug fix
0.7.0
- Harbingers can now be stunned turning them into stone statues for 25 seconds.
- This interrupts all actions it is currently taking
- small particle changes
0.6.0
- Reduced the default maximum number of harbingers that can spawn to 1 (may not update if configs are not refreshed).
- Reduced chance of harbingers spawning early in the day (it now starts at 30% of the spawn weight to 100% over the day) since they can't do much without other creatures at that time.
- Improved the Harbingers particle effects slightly.
- Fixed a bug that allowed harbingers to teleport into walls.
- Fixed a bug that allowed the apparatus to be teleported behind a wall.
- Fixed a bug that allowed enemies to be teleported behind walls.
- Fixed a bug that resulted in players getting the drop apparatus tool tips and drop dialog to appear when a Harbinger disconnects it from the wall.
- Fixed a bug that resulted in the teleport decal not appearing on the floor.
- Fixed a bug that could cause Harbingers to spawn in pairs.
0.5.1
- Added a whitelist to the configurations
- This allows you to specify monsters to teleport directly and disables the blacklist and default blacklist items.
- This means you can teleport the spider, ghost girl, and snare flea but I would not recommend it.
- Harbingers now only play the teleportation sound for players inside the facility
- Harbingers now teleport to random locations when no one is inside the facility. This avoids them camping the entrance and always being off cooldown when someone enters.
0.5.0
- Added a new Game Mechanic: The harbinger can now teleport the Apparatus.
- Yes, this works with FacilityMeltdown (if it works in v61)
- Added a blacklist for enemies that the Harbinger should not teleport
- Improved the harbinger visual effects.
- Harbingers now have a minimum cooldown of 2 seconds after teleporting themselves
- fixed a bug that resulted in an infinite teleport loop if the player is standing on a railing.
- fixed the teleport ring and last teleport location objects not being deleted with the harbinger.
- fixed A bug that resulted in the harbinger not being able to go up and down stairs.
0.4.2
- fixed max count configuration not being applied
0.4.1
- fixed configuration errors that I didn't catch during testing. Discovered by Purple, Thanks for the help
0.4.0
- Fixed a crash that would occur if a client who did not own the teleported enemy stepped into the teleportation circle.
- Added More configuration Options for Spawning preferences
- maximum amount of harbingers that can spawn
- By level spawn weights.
- configuration syncing between clients has been improved
- improved the player teleport
- (extra) Updated the c# version to .net standard 2.1
0.3.0
- Fixed a few bugs
- Improved the slime teleport (they are not perfect but they auto correct after around 30 seconds)
- Reduced the base cooldowns even further
- Teleport self 35-> 20 sec
- Teleport other 15 -> 10
- Provided configurations for cooldowns and the animation speed multiplier of the teleport
- Hitting harbingers now sends you to a random enemy or the furthest place in the facility if no enemies are present.
0.2.0
- Fixed visual bug
- fixed the log not being accessible
- Mostly fixed the slime teleport (needs some polish still)
- reduced self teleport cooldown (60->35 sec)
- reduced teleport enemy cooldown (60 -> 15 sec)
- made the teleport self and teleport other cooldown separate
- Harbingers now teleport closer to the player when teleporting themselves
- fixed various bugs (and probably added new ones)
0.1.0
- Added to game