CHANGELOG
v0.9.0
- Test Release
v0.9.5
- Test Changes:
- All sounds are now divided into short, medium-length, and long clips, and when picking random sounds the length of an audioclip will influence how likely it is to be picked
- This should prevent things like Toy Robots playing very short sound effects on repeat, which turned out more annoying than anticipated.
- There's no algorithm behind dividing clips by length, I just assign them myself based on some rules and gut feelings, so this will likely change in the future still.
- Other tweaks:
- The Jester's randomized music now loops but will go silent seconds before popping, to give an indication of how much time is left
- Bunker Spiders no longer play a random sound upon getting hit, but they do play a random sound when hanging a dead player's body
- Snare Fleas' shrieks will return to the original sounds upon dying
- Radar Boosters have been given randomized sounds
- Slightly tweaked some random chances of success
- Added additional feedback to the console log upon opening the game
- Implemented a hotfix for compatibility with YippeeMod by sunnobunno (https://thunderstore.io/c/lethal-company/p/sunnobunno/YippeeMod/)
- All sounds are now divided into short, medium-length, and long clips, and when picking random sounds the length of an audioclip will influence how likely it is to be picked
Release
v1.0.0
- Full Release
- Changes and Fixes:
- General:
- Applied randomization of sound effects to newly added content in v56
- Added new sounds added in v56, and more sounds overall from already-present content
- Two more already-present objects can now play randomized sounds
- Customization:
- Added config option [Randomize Enemy Footsteps]
- If this is set to true, enemies will pick a random set of other footstep sounds and play those while walking around
- By default set to true
- Tweaked config option [Completely Randomize Sounds]
- If set to its default false, sounds will now more often be picked based on a fitting length for the object playing the sound (but still not be guaranteed to, it is a randomizer, after all)
- If set to true, sounds will now be picked even more randomly
- Added config option [Randomize Enemy Footsteps]
- Optimization:
- Old Birds now only reroll for new sound effects once when loading into a level, instead of per enemy instance
- Baboon Hawks now reroll for new sound effects when spawning and every hour, instead of every time one of them spots you
- If config [Synchronize Sounds] is set to true, sound effects on certain objects and enemies will only get sent over the network if it would actually get a new sound, instead of receiving repeat netcode messages
- Rearranged order in which sound effects are loaded, instead of the jumbled-up mess it was before
- Miscellaneous:
- Slightly tweaked some random chances of success
- The Ghost Girl now plays a random sound while being stared at (oops that was supposed to always be the case)
- Very slightly reworked Snare Fleas, Maskeds, and Spore Lizards
- Earth Leviathans no longer play a random sound when hitting the ground (this one I was never sure about anyway), but are more likely to play enemy sounds/songs when emerging from the ground
- Butlers now play a random clip if you get reeeaaal close to them
- Tweaks to the Jester
- Its music will now pre-emptively stop if it randomly rolled its original music
- Implemented a hotfix for compatability with mods that replace the original sound file of the Jester's music
- The Hoarding Bug's compatibility with yippee mods is now slightly more flexible, by checking if any mod replaced the sound file
- (To be clear, mods that replace sounds using CustomSounds are not affected by these compatibility hotfixes, as CustomSounds replaces even the randomly rolled sounds. I will also not be implementing hotfixes for every single mod that replaces the original sound file of items or enemies, as I simply do not have the time for that.)
- Implemented additional custom classes to make a handful of the above changes work
- General:
v1.0.1
- Changed some functionality so that each Rubber Ducky will now play a different random sound when dropped
- Increased chance for Jester to still play random music when replacement music has been found
- Updated checks for replacement sounds on the Jester and Hoarding Bug to utilize STSharedAudioLib's v0.0.2
v1.1.0
- Added sounds from v60 and v64 to the pool of random sounds
- Also added more pre-v60 sounds
- Applied randomization to some sounds of the Maneater and to some items added in v60
- Tweaked some random chances:
- The chance for insanity sounds to be randomized now starts off lower but increases the longer the day has gone on
- Doors will now almost alwa- (CLANG) ...almost always play a random sound whe- (BAM) when- (BONK)(POW)
- Implemented some extra checks to reset sounds on certain enemies
- Mostly in preparation for a future update
- Also reworked the way sounds from level hazards are collected to be more spread apart, which should lead to them being added to the pool of random clips faster, but risks being desynced if players join at wildly different times; although I think that would still be a minor net positive.
- Other minor tweaks:
- Rubber Ducks now also make a random sound when grabbed
- Airhorns, Clownhorns, Hairdryers, Cash Registers, Remotes, and Whoopie Cushions can't play their sound multiple times simultaneously
- Nutcrackers now keep their replaced music if a non-CustomSounds mod overwrites it, with a 40% chance to still be random
- In theory, that is. I only later found out that... there are no such mods
- Fixed an issue that Barbers would not sync properly
- Fixed an issue that randomizers on doors in mineshafts would throw errors
- As well as doors in probably every non-vanilla interior
- Fixed an issue that the Kidnapper Fox's sounds were not in the pool of random sounds anymore in v64
- There was a typo in the Baboon Hawk patch that, when playing with Config [Synchronize Sounds] set to false, didn't randomize some of their sounds. This was, of course, too bearable. So Baboon Hawks' every sound will now locally be just as chaotic as in multiplayer.
This update turned out much, much more complex than anticipated, so my apologies if minor bugs have still slipped through.