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Pikmoons

[v69] A set of moons based on the Pikmin series, with new shortcuts and features.

CHANGELOG

Changelog

Version 1.0.0

  • No changes, as this is the first release!

Version 1.0.1

  • Fixed cattails being bent over.
  • Fixed AudioReverbTriggers throwing errors in the console.
  • Fixed very minor z-fighting near the landing site on Repose.

Version 1.0.2

  • Added textures near the onion spots on Repose to be more accurate to the game.
  • Covered a texture poking through where it was not supposed to be near the Bulbear Den fire exit on Repose.
  • Added even more new inside ambience sounds.
  • Changes weights of interiors to make facility and mansion more common.

Version 2.0.0 <u>Major Changes</u>

  • Added five new moons based on Pikmin 1! --Impact is free, so you can do a full pikmin-one-and-two-map playthrough, if you're dedicated!
  • The new moons do not have cave-type entrances, as caves are not in Pikmin 1.
  • Pikmin 1 moons have bomb rocks, which can be thrown like a stun grenade. They do not stun. Be careful!
  • Pikmin 1 and 2 moons now have functional Pellet Posies with harvestable pellets, placed similarly to their games.
  • One Pellets are scrap that can be brought back to the ship, but five, ten, and twenty pellets are too large and heavy.
  • There are also functional Pearly Clamclamps, in Impact and Spring.
  • Water Geysers and Fire Geysers appear in Pikmin 1 moons, along with many new original shortcuts. Have fun!
  • The Eggs found throughout Pikmin 2 moons are now functional, and can be broken with a shovel or knife.
  • Each moon now has a custom moon prefab (moon model outside da ship), with prominent cameos.
  • There is now a config for the mod, although it only has one option. --You can now turn on and off pikmin music/ambience through the config.

<u>Minor Changes</u>

  • Removed a few meshes on Pikmin 2 moons that unnecessarily covered another mesh.
  • Fixed the texture on the tree in Awakening to look better when tiled. (no longer has black stripes)
  • Tweaked lighting on all maps to reduce light intensity.
  • Fixed the stretched texture around the manhole on Repose.
  • Moved the dropship closer to the ship, and extended its jingle's audio range.
  • Turned off mesh compression on all terrain meshes to combat z-fighting and gaps where there shouldn't be.
  • Added mesh compression on almost every model that is not a map terrain model.
  • Made all materials and models read/write, removing warnings from console.
  • Made cave entrance collision consistent.
  • Fixed the darkened textures on Wistful.
  • Manually raised every enemy AI node, hopefully eliminating any lingering pathing issues that spam console.
  • Made off-mesh links for navmesh areas enemies could get stuck in.
  • Snowmen now spawn on Repose. :)
  • Restructured project to better separately load moons with the new Lethal Level Loader update.
  • Re-recorded new video clips for the monitor, due to map changes.
  • Tweaked enemy weights, including adding roaming locusts and manticoils, and more frequent circuit bees.
  • Funny Bozoros dependency has been removed, because the scripts I had planned to use from it are now inside the project in a plugin instead.
  • Tweaked spawnable outside objects.