## Changelog
## 2.6.3
## 2.6.2
Released for V81
## 2.6.0
- Upgraded to v50
- Fixed names of ai types in README.md
Known issues:
- The Rolling Giant can't get on the ship
- The Rolling Giant stutters when getting on top of something
## 2.5.2
- Fixed LLL spawning
- Fixed daytime variant's shader being missing (somehow)
- Fixed daytime variant, when disabled, not disabling audio
## 2.5.1
- Fixed timers that didn't reset when ai types changed hourly
- Fixed some ai types slowing down dramatically due to timers not resetting
## 2.5.0
- Added AiTypeChangeOnHourInterval to the config so the ai type can change every X amount of hours
- The InverseCoilhead ai type will now move towards a player if it can't see any of them, until it gets back into line of sight
## 2.4.4
- Added@Headcraps to the acknowledgments for making the original Rolling Giant model
- I was given this by a friend so I wasn't aware that Headcraps initially made it, sorry about that!
## 2.4.3
- Fixes outside ai!
## 2.4.2
- Clients properly get targetted during the roaming phase
## 2.4.1
- Fixed an ownership issue that caused the Rolling Giant to spam errors
- Fixed an ownership issue that caused the Rolling Giant to not untarget from someone
- Fixed an ownership issue that caused the Rolling Giant to target people outside of the factory
- Removed capsule collider and added a box collider as it was causing issues with the Rolling Giant's attack
- Rolling Giants outside still don't work properly, but is getting worked on 🫡
## 2.4.0
- Fixed the Rolling Giant's bestiary entry breaking when scanning the outside versions of it
- Fixed the Rolling Giant not being able to get on the ship
- Fixed the latency teleportation of the Rolling Giant on clients; now moves smoothly across all clients
- Fixed ai path issues if the player jumped or got onto a high place. Now the Rolling Giant paths to the closest point to the player if they are inaccessable
- Fixed the Rolling Giant damaging the player when clipping into the ship and the player is in the ship. Now it won't damage the player in this case
- Fixed ai type syncing between clients
- Fixed various ai types by syncing shared variables between clients
- Fixed LookingTooLongKeepsAgro where the Rolling Giant wouldn't move while the timer is partially completed
- Fixed LookingTooLongKeepsAgro where the time would restart when it switched players, or lost the player
- Fixed OnceSeenAgroAfterTimer where the time would restart when it switched players, or lost the player
- Fixed ai type timers resetting when the player jumped or went out of range
- Fixed the Rolling Giant's audio stuttering if it makes quick small movements to reach a location
- Improved the wandering speed so it will speed up to their max speed like their chasing state
- Rolling Giants past 1.2 size can no longer get onto the ship
- Rolling Giant scale now slightly affects their rolling audio pitch
## 2.3.0
- Added a config option to change the max amount of Rolling Giant's that can spawn in a level
- Changed the config option for AiType to accept multiple values
- This allows for a random AI type to be picked at the start of each moon
- AI type is now synced across clients with a NetworkVariable instead of with the config sync
- Added a new Rolling Giant model that is more optimized than the previous one
- Thanks to Krampus for the help on that!
- The Rolling Giant now properly checks line of sight to start chasing the player
- Fixed a client bug that would complain about an invalid navmesh agent
## 2.2.1
- Fixed dead body shader being applied to all dead bodies and not only to the Rolling Giant player death type
## 2.2.0
- Added a config option to spawn the Rolling Giant on any level and a weight for that option
## 2.1.4
- Fixed client audio not playing due to agent speed mismatch
## 2.1.3
- Slightly increases the now too low default poster spawn weight
## 2.1.2
- Removed a multipler that was applied to the poster rarity for some reason
## 2.1.1
- Removed the soft dependency to LethalSettings, as it somehow broke through a try catch which broke the mod loading.
- Increased the default spawn weights slightly.
- Added a slight probability curve to the giant's spawning inside, outside, and outside during the day.
- Inside will slightly more common at the start
- Outside will be slightly more common at the start and a bit more common near the end
- Outside during the day will be slightly more common at the start
## 2.1.0
- Renamed SpawnInside to CanSpawnInside, and is now just a toggle
- Renamed SpawnOutside to CanSpawnOutside, and is now just a toggle
- Renamed SpawnDaytime to DisableOutsideAtNight as it was too confusing for many people, and is now just a toggle
- Added extra notes to various config options to make them more clear
- Added the Rolling Giant to the in-game dev enemy spawn list
- Fixed the Rolling Giant's outside AI
- Gave the Rolling Giant, when it is a daytime type, a disabled state
## 2.0.1
- Removed logs from ai modes that spammed the console :(
## 2.0.0
- Removed Terminal API dependency
- Converted the Rolling Giant into a completely custom enemy that can be added to the spawn pools
- Overhauled all AI behaviors
- Fixed many audio and networking sync issues
- All AI types will wander by default if all players get out of range
- Added a new player death type for when the Rolling Giant kills the player
- Removed wander settings
- Added config options:
- GotoPreviousAiTypeKey - The key to go to the previous AI type.
- This uses Unity's New Input System's key-bind names
- GotoNextAiTypeKey - The key to go to the next AI type.
- This uses Unity's New Input System's key-bind names
- ReloadConfigKey - The key to reload the config. Does not update spawn conditions.
- This uses Unity's New Input System's key-bind names
- SpawnIn - Levels that the Rolling Giant can spawn in, separated by their chances of spawning
- SpawnInside - If the Rolling Giant should spawn inside the dungeon
- SpawnDaytime - If the Rolling Giant should spawn during the day
- SpawnOutside - If the Rolling Giant should spawn outside
- MoveDeceleration - How long it takes the Rolling Giant to stop moving in seconds
- SpawnPosterIn - Where the Rolling Giant poster scrap can spawn, separated by their chances of spawning
## 1.2.0
- Removed unused LC_API dependency
- Added a config option to tell the Rolling Giant to wander again if the player goes past a certain distance
- Added a config option to change that distance between the player and the Rolling Giant
- Added a config option to change how long it takes the Rolling Giant to get to its movement speed
- Added a config option to change the Rolling Giant's visual scale between two values
- Added a config option to change the duration the player has to look at the Rolling Giant before agro for the LookingTooLongKeepsAgro AI
- Audio volume scales based on the Rolling Giant's speed up to a cap of 1.0
- Added new AI types for the Rolling Giant:
- FollowOnceAgro = Once provoked, the Rolling Giant will follow the player constantly
- OnceSeenAgroAfterTimer = Once the player sees the Rolling Giant, it will agro after a timer
- Fixed RandomlyMoveWhileLooking AI not taking into account player viewing for timers
- Fixed movement speed not applying to AI tick loop
- Overhauled all settings to allow for per-AI type settings
- AI types are now grouped with the data they need
- Previous settings are removed automatically
## 1.1.1
- Made the Rolling Giant rng utilize the map seed to make results less samey
## 1.1.0
- Multiple AI types for the Rolling Giant:
- Coilhead = Coilhead AI
- MoveWhenLooking = Move when player is looking at it
- RandomlyMoveWhileLooking = Randomly move while the player is looking at it
- LookingTooLongKeepsAgro = If the player looks at it for too long it doesn't stop chasing
- Can change the scale of the Rolling Giant's model
- Can change the Rolling Giant's movement speed and wait/move random durations
- Rolling Giants have the option to rotate to face the player if they have been still for some time
- Rolling Giant variant is now synced visually across clients
## 1.0.0
- Initial release