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Tranquillity
v0.5.30 Tranquillity - Eternal sunlight and aggressive fauna. 16 hours before leaving. A+ moon crowded with enemies. Custom enemies and interiors (Manor+Facility). 2 'adapted' monsters. Turrets in, Mines out. Bring a shovel.
By NeatWolf
CHANGELOG
0.5.30
- Rebuilt turbines PFX and shader so they don't look borked on clients
- Made a few shadows static and only updated on enable
- Increased max number of spawnable fireplaces :P
- Tweaked the manor-Facility stair tile so traps can't spawn there
- Edited main room mesh - removed extra shadowcasters
- Actually rebuilt main navmesh
- Removed leftover trigger renderer from a custom enemy
- Rebalanced max powers
- Rebalanced max enemy count
- Added extra spawn points to a few custom tiles
- Added the first of a series of "door blockers". More to come.
- Custom enemies shouldn't be spawning on other moons/dungeons anymore
- Custom enemies should spawn with the proper weights now
- Manor to Facility connectors are forced to spawn at least once
- Applied light/shadows/volumetric fadeout to most lights in the custom tiles and custom enemies
- Mines pre-spawned outside should hopefully get replicated correctly
0.4.23
- Attempt to fix the server-only custom enemies (thanks Autumnis!)
Known Issues:
- Some paths are a bit too short
- One of the custom enemies is a bit borked (visually). It seems to be fast, but gameplay wise it works pretty much as its "original" version
- Potential server-only effects (under investigation)
0.4.20
- Un-buried spawn points of the dropship items
- Un-buried several mines
- Added more mines around
- Added ParticleFX to the turbines
Known Issues:
- Some paths are a bit too short
- One of the custom enemies is a bit borked (visually). It seems to be fast, but gameplay wise it works pretty much as its "original" version
0.4.15
- Improved terrain and PostFX
- Improved performance
- Fans now kill you
- Correctly replicated manually positioned mines/objects
- Added 2 (half-scuffed) monster variants
- Revised loot table
- Tweaked dungeon generation
- 3 new adapted tiles added to the dungeon
- Manor/Facility dungeon mix a bit better
- Now the map has 2 fire exits
- The old bird at the top can now animate at some point
Known Issues:
- Some paths are a bit too short
- One of the custom enemies is a bit borked (visually). It seems to be fast, but gameplay wise it works pretty much as its "original" version
0.3.7
- Custom interior generation hotfix
- Increased dungeon size
- More stairs
0.3.6
- Fixed dropship spawn locations
- Plenty of AI/pathfinding fixes
- Plenty of exterior changes+better skybox
- Increased difficulty in the Interior (more spawns)
- Draft of a custom interior
- NOTE: time is only apparently still - gameplay is untouched
0.2.5
- Finally the entrance has been fixed
- Added a few mines around because why not
0.1.4
- Hopefully the entrance trigger is fixed this time. Or, pick the Fire exit in the meanwhile :P
- Added some fixed loot in the exterior
0.0.3
- Hopefully fixed the entrance this time
- Severely reduced the enemy spawn count outside, reduced max power
- Severely reduced pathfinding memory footprint
- Reduced reflection probes quality
- Reduced file size by trimming out unused assets
0.0.2
- Fixed overlapping and buried spawn points
- Added Starlancer AI fix for spooders in the wild
- Fixed door entrance
- Tons of minor tag/layer fixes
- Rearranged spawn points
- Changed reverb zones
- Changed Fxs
- Toned down spawn rates for random objs
- Known issues: PostFX is wrong.
- Not-an-issue: the sun is fixed - you still have 24 hours, and difficulty scales accordingly. Interior has dimmed light and ambient sound.
0.0.1
- First internal testing release
- Known issues: enemies stack up in some points. PostFX is wrong.
- Not-an-issue: the sun is fixed - you still have 24 hours, and difficulty scales accordingly. Interior has dimmed light and ambient sound.