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NeatWolf-Tranquillity-0.5.30 icon

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.

Date uploaded 5 months ago
Version 0.5.30
Download link NeatWolf-Tranquillity-0.5.30.zip
Downloads 115284
Dependency string NeatWolf-Tranquillity-0.5.30

This mod requires the following mods to function

BepInEx-BepInExPack-5.4.2100 icon
BepInEx-BepInExPack

BepInEx pack for Mono Unity games. Preconfigured and ready to use.

Preferred version: 5.4.2100
AudioKnight-StarlancerAIFix-3.6.0 icon
AudioKnight-StarlancerAIFix

Automatically assigns interior/exterior AI for enemies based on their spawn location. Also fixes a null reference exception regarding EnableEnemyMesh(). Part of my Starlancer Series!

Preferred version: 3.6.0
IAmBatby-LethalLevelLoader-1.2.4 icon
IAmBatby-LethalLevelLoader

A Custom API to support the manual and dynamic integration of all forms of custom content in Lethal Company. (v50 Compatible)

Preferred version: 1.2.4

README

42 Tranquillity (A+ Moon)

ko-fi

42 Tranquillity

A free but quite hard moon (A+). Custom Manor/Facility interior, 2 monster variants. Turbines, turrets and mines. Decent loot. Bring a shovel. And some bandages.

FAQ:

  • May I stay on the moon forever? -> no, it's a visual effect only

NOTE:

Known Issues:

  • Some paths are a bit too short
  • One of the custom enemies is a bit borked (visually). One of them seems to be fast, but gameplay wise it works pretty much as its "original" version

CREDITS:

  • IAmBatsby - LLL and support
  • Xu Xiaolan - Support and advice
  • NomNom - Project Patcher
  • Starlancer - "The" tutorial. AI fix for exteriors
  • Autumnis
  • BBAPepsiMan
  • bio-monty
  • Purple
  • Zaggy1024
  • WildWu
  • The whole LC modding community (especially those I might have forgot to thank - I'm terrible with names^^)

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.