Lethal Company
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Dependency string
Reiko88-Vecna-2.0.1
Dependants

## 1.0.0/1.0.1

- Initial release

## 1.0.2

- Improved README

## 1.0.3

Balance:

- Reduced Vecna's spawn weight from 64 to 30 to prevent him from appearing too frequently.

Bug Fixes:

- Added a safety check to clocks so they don't spawn inside of walls

- Added a safety check to ensure Vecna doesn't kill players outside of chase.

- Added a potential fix to cosmetics clipping into first person view after chase.

- Added a safety override to make sure Vecna's visibility game layer wasn't overwritten by other mods to prevent him being invisible in chase.

Misc

- Fixed grammar and spelling mistakes in README

## 1.0.4

- Updated mod to be compatible with v81

Bug Fixes:

- Fixed a bug that caused the company cruiser to sink into the floor when vecna spawned. More features and QoL improvements to come in future updates around the cruiser!

- Thank you to Starpinguin25 for reporting this issue to me!

## 1.1.0

Features:

- Added spawn weight per moon that is customisable in config

- Added new functionality around the company cruiser involving clocks and the chase

- Added a new cinematic when cursed player is in company cruiser when Vecna tries to trigger chase

- Added new voiceline for new cinematic

- Fixed an issue where others could see items in the new utility item slot, introduced in v81, when in chase

Balance:

- Vecna now has a lower chance to spawn on easier moons, with a much higher chance to spawn on more diffcult moons. This is to give players an opportunity to buy a boombox to counteract Vecna when he is more common.

## 1.1.1

Bug Fixes:

- Fixed a bug that made enemy meshes disappear to victim if they escaped chase

- Fixed a bug that resulted in player voice chat not being muted in chase

- Continuing to monitor issues caused by v81. Please report any bugs you find!

## 1.1.2

- Fixed a bug where you couldn't hear other players in spectate mode after dying to Vecna.

# 2.0.0

## NEW GAMEPLAY MECHANICS

### Vecna's Lair

- Added a new pocket dimension that contains Vecna's Lair (creel house attic)

- Added a new upside down portal system to traverse to Vecna's Lair. The entrance portal spawns at a random position in the interior. (thanks to jon4rez for portal effects)

- Added an ability to break Vecna's curse permanently by disrupting Vecna in his lair (clocks no longer spawn)

### Vecna's Wrath

- Added a new behavioural phase, once Vecna has been disturbed, where he becomes visible and is a threat to everyone.

- Added a new chase mode in 'hunt everyone' where Vecna will know where everybody is at ALL times, gaining the ability to traverse outside

- Added new 'hunt everyone' ability that allows Vecna to telekinetically push and damage players inside of facility

- Added new 'hunt everyone' ability that allows Vecna to telekinetically throw players when outside of the facility

- Added a new 'hunt everyone' ability that allows Vecna to telekinetically blast a player(s) away from him dealing damage

### A chance to fight back

- In 'hunt everyone' mode ONLY, Vecna is able to be stunned by players

- In 'hunt everyone' mode ONLY, Vecna is able to be killed by players

- In 'hunt everyone' mode ONLY, Vecna is able to break into the ship

## GAMEPLAY IMPROVEMENTS

- Improved logic of hiding player renderers to be less impactful on performance

- Improved light interference during clock haunts to use the base games method, which is more performant and less resource intensive.

- Added compatibility support with ModelReplacementAPI and MoreCompany so cosmetics are now fully hidden when a player is taken into a trance.

- Added compatibility with MelaniesVoice, meaning TTS is muted when player is in trance

- Added voice muting compatibility with MoreCompany so players are correctly muted in trance

- Changed the behaviour of Vecna's clock slightly. It now only disappears when the player is not looking at it, to avoid jarring clock disappearances that break immersion.

- Now VR Compatible.

## AUDIO IMPROVEMENTS

- Improved the clock haunting chimes to progressively become more aggressive as Vecna's curse grows stronger

- Improved Vecna's breathing audio to not phase in and out

- Added new footsteps audio for Vecna

- Added new Vecna voice lines for when he is stunned by a player and dies.

- Added new telekinesis sound effects for when Vecna uses his abilities

- Added new portal sound effects for portal usage

## VISUAL IMPROVEMENTS

- Completely reworked the appearance of Vecna's clock to look more realistic and similar to the showw

- Added a new aura effect to Vecna (thanks to jon4rez)

- Added a telekinesis distortion effect when Vecna uses his abilities (thanks to jon4rez)

- Improved the clone limb snap animation

- Added better blood effects to the limb snap

## ANIMATION IMPROVEMENTS

- Added new walking animation for Vecna

- Added a new execution animation for Vecna

- Added telekinesis casting animations for Vecna

- Added an animation when Vecna exit's his lair

- Added an animation where Vecna meditates in his lair

- Added an animation where Vecna detaches from his Tentacles in his lair

- Added upside down tentacles that animation with Vecna when he meditates and detaches

- Added new player animation for when they are pulled in by Vecna

- Added new stunned and death animation for Vecna

- Added a new animation for Vecna's blast ability

## BUG FIXES

- Fixed a bug where not all renderers would be hidden

- Fixed a bug where victim voices would not be muted

- Fixed a bug where Vecna would sometimes not kill players

## REMOVED

- Removed the cruiser cutscene for functionality reasons, and to reduce code bloat. Instead, the clock will just spawn on bonnet and chase will start upon vehicle exit

- Removed VFX when Clocks disappear to accommodate new clock logic

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