Fire exit spawning logic changed in a couple ways
Fixed a bug with the display text of the routing screen to Rend, Dine and Titan where a new line was placed awkwardly
I accidentally uploaded 0.6.4 as 0.7.0 oops!
The vanilla game has a luck system that makes it more likely to get lower quotas if you had furniture out when the previous quota as rolled (only for acquired furniture), but it doesn't do enough unless you have a lot of furniture and by the time you have money to buy said furniture in a high quota run high rolls would be more desirable than low rolls. So the whole system has been fliped and now positive luck gives high rolls and negative luck gives lowrolls
How it works Instead of giving each furniture a small luck bonus unique to it, each buyable furniture now contributes with one point of luck, except for Signal Translator which contributes with one point of negative luck. Luck points impact your quota increase much more directly using this formula:
NewQuota = PreviousQuota + 100*(timesFulfilled²/16)*Clamp(1 + quotaCurve(randomNumber) + luckFactor, 0.497, 1.503)
luckFactor = 13/7700 * luckPoints² + 64/7700 * luckPoints for positive luck points
luckFactor = -0.1 for negative luck points
This ensures you're never exceeding the boundaries of the quotaCurve() and also that each new furniture bought impacts the quota roll more than the last, with all furniture guaranteeing a max roll if all furniture is bought
scan command back to how it was in 0.6.0scan value works so that it shows ~2x value when the day starts and is gets more precise as the amount of items outside decreasesPaid moons
Now routing to Rend, Dine or Titan will promt the player with a different screen for the Cold Moon Pass that will make those 3 moons free for the duration of the quota, this allows the team to strategize what moon to go next day instead of locking them into what the decided at the start of the quota.
Difficulty Scaling
Lethal Company has a couple ways of ramping up the difficulty as the game progresses:
They have all been revamped:
Infestations
Infestations now can only target Nutcrackers and Butlers with a 50/50 split for them. Now when spawning new enemies the game will keep the moon's spawn distribution and have a 60% chance to spawn the infested enemy or 40% chance to pull from the moon's regular spawn distribution.
scan now only shows double value when object count is at least 5scan command works to be more accurate to the actual value (more accurately 2x the actual value)Previously Artifice was balanced around sids being very common and became very mediocre after they were disabled, so a second balance patch was needed, and a third is on the way for non-lootpool related balances
newValue = value*(3*value+330)/(4*value+120)