CHANGELOG

Version 1.0.3:

  • Added new terrain textures
  • Forgot to add the lethalbundle updates to the standalone mod here for the last updated
  • Fixed errors from custom music
  • Fixed navmesh around gaint pumpkins
  • Fixed orbit object again

Version 1.0.2:

  • Returned price to 150 now that Halloween is over

Version 1.0.1:

  • Flattened area around item drop ship to prevent items clipping into grounds
  • Adjusted item drop ship far audio clip
  • Removed unused story log
  • Adjusted orbit object
  • Updated icon

Version 1.0.0:

Happy Overhaulloween to all!

  • For Overhaulloween, Terminus is 90% cheaper to fly to and has triple the candy spawn rate
  • Restructured various things to make Terminus a standalone mod
  • Removed CompanyCruiser dependency
  • Added JLL and LevelMusicLib as dependencies
  • Added more animations to the ghost NPCs
  • Skies now become cloudy when Rainy or Stormy
  • Made a new moon orbit object
  • New spirit particles all around and bats at the main entrancce
  • Properly implemented mines as interior (why is it ID 4???)
  • Made clouds darker, made lighting less red, and made things a bit darker
  • Added ambient music for day/night queues
  • Fixed dropship and its music and updated its visuals
  • Made terrain less flat (again)
  • Moved around some giant pumpkins and added a few more (long story)
  • Fixed a variety of reverb trigger issues
  • Fix ship nav links and removed some unused links
  • Scaled down a cart that I missed
  • Made environment fog a radius a bit smaller
  • Fixed a floating fence
  • Various minor prop adjustments here and there
  • Hazards should not spawn near the entrance
  • Probably some other minor stuff I forgot



BELOW THIS POINT ARE LEGACY CHANGELOGS FROM BEFORE TERMINUS WAS A STANDALONE MOD




Version 1.2.0:

WE ARE BACK BABY

General

  • Updated to V64
  • Added CompanyCruiserFix as a dependency and made other truck friendly changes
  • Updated dependencies, README, manifest, and added license
  • Swapped to modern LLL structure
  • All custom enemies and critters are gone (WanderingCreatures support dropped)
  • Changed the types of scrap that spawn on both moons; many are new scraps
  • Fixed various audio sources
  • Tweaked occlusion areas and terrain layer settings
  • Fixed flame textures for rockets and made the flame colors custom for each moon

Mycordytum

  • Added 2 hidden non-wandering myconids
  • Added mines interior chance (Factory: 150, Mines 45, Manor 5)
  • Tweak ship leave animation and lowered hill behind ship
  • Adjusted left path to main entrance to be more cruiser friendly
  • Various misc minor terrain and mushroom adjustments
  • Tweaked fire exit spawn blocker position
  • Removed Valley tag
  • Fixed issues with water

Terminus

  • Added 3 hidden non-wandering ghosts
  • Added mines interior chance (Factory 5, Mines 45, Manor 250)
  • Adjusted fog variables to generally be less dense
  • Added rain
  • Added the Barber and Cave Crawler to interior
  • Made terrain less flat
  • Reduced the sizes of various props to be more to scale to player (many parts still big for hiding and maintaing certain lines of sight)
  • Moved dropship position for easier cruiser use
  • Various misc minor terrain and prop adjustments

Version 1.1.0:

General

  • Updated project for Lethal Company V50 and LLL 1.2
  • Removed WIP moons from mod bundle
  • Added dll for wandering creatures

Mycordytum

  • Adjusted terrain textures
  • Added Tulip Snakes to enemy spawn list (without reducing hive spawns) and removed Snare Fleas
  • Reduced Baboon Hawk spawn rates to account for new v50 changes
  • Added passive mushroom critters
  • Added spike traps to interior
  • Tweaked scrap loot table
  • Temporarily removed Spore Dragon and Gnome - they will return in a hopefully improved way but they are currently broken
  • Added Argon, Valley, Marsh, and Free tags for parity with LLL and Celestial Tint tags

Terminus

  • Enabled accidentally disabled bound walls
  • Added Butlers to enemy spawn list
  • Added passive ghost critters
  • Removed turrets and added spike traps to interior
  • Adjusted lighting (more red and moody)
  • Made Drop Ship spookier
  • Reduced max enemy spawns outside and a tad
  • Tweaked scrap loot table
  • Added Paid and Wasteland tags for parity with LLL tags

Version 1.0.2:

General

  • Fixed issue with asset bundling in project set up
  • Updated StarlancerAIFix dependency

Mycordytum

  • Project fix in turn fixed some nav mesh issues
  • Fixed moon orbit prefab size
  • Lowered particle height

Terminus

  • Increased price to 150
  • Project fix in turn fixed some nav mesh issues
  • Tweaked fire exit bloom effect to be cleaner and less obstructive
  • Tweaked light beam above entrance to be shorter to avoid rare instances of it overlapping with dungeon generation
  • Added some level tags
  • Tweaked scrap balance (more potential max scrap, less overall scrap value)
  • Tweaked reverb triggers

Version 1.0.1:

  • Updated README file with important moon information and more sources

Version 1.0.0:

Mycordytum

  • Added tiny mushrooms all over as a sort of "foliage"
  • Added spore clouds ands falling spores and particle VFX
  • Further modified Drop Ship visuals
  • Made Spore Dragon stop slightly further away (Diversity based fixes)
  • Tweaked fog and sky colors a bit and added a mushroomy skybox
  • Reduced Drop Ship far music volume
  • Tweaked scrap types found in interior
  • Made custom orbit moon object
  • Minor tweaks to terrain
  • Upped indirect lighting
  • Did various backend tweaks to support multiple moons in one mod

Terminus

  • Initial release

Version 0.4.2:

  • Fixed issue with level technically not generating an explicit dungeon and instead defaulting to factory or any capable modded interior
  • Factory will now spawn as the primary interior with a weight of 200 (67% chance) and mansion will spawn with a weight of 100 (33% chance)
  • Baked occlusion culling onto all mushrooms aside from Chanteregallia (and the ones attached to it), Glowagaric, Bacillipads, and Mantleshelf
  • Tweaked Spore Dragon audio values to be more audible and mysterious
  • Increased stopping distance of Spore Dragon so that it doesn't just soft lock you with Diversity

Version 0.4.1:

  • Fixed issue with Navmesh not detecting level props after moving them in hierarchy
  • Made Spore Dragon stop a set distance away to help not break things with Diversity
  • Added glow post processing effect to Spore Dragon in set radius

Version 0.4.0:

  • Added PathfindingLagFix as a dependency for edge cases with outside enemies
  • Tweaked a couple of AI nodes that were slightly out of place
  • Added a few tactically placed mushrooms to break up linear pathways and line of sight
  • Added some ambient sounds that are weird but off-putting - should catch people off guard (the mushrooms are in your head get them out)
  • Made the Drop Ship into a giant mushroom and moved around some components to fit
  • Fixed minor issue with custom Drop Ship music
  • The Spore Dragon now roams the these lands (another experimental subspecies to test out)
  • Accidentally released under "v0.3.5" before quickly changing version number

Version 0.3.4:

  • Fixed entrance triggers having shifted out of place

Version 0.3.3:

  • Placed down a solid 200 enemy AI nodes around the moon to enhance enemy behavior
  • Tweaked enemy spawn rates a tiny bit
  • Made the Gnome a bit less loud
  • Increased local fog height so that it's more consistent throughout the map
  • Made the sky more space-like

Version 0.3.2:

  • Changed Drop Ship music (see README or mod page for source)
  • Tweaked Drop Ship visuals (will be overhauled more later)
  • Reduced dirtiness of Sungus, Moonshroom, Bloodamanita, Bacillipad, Glowagaric, and Mantleshelf
  • Moved Gnome to more remote reaches of the map and reverted the last volume change (I was wrong)
  • Further improved README format

Version 0.3.1:

  • Swapped from volumetric clouds to cloud layer for performance
  • Changed cloud and sky colors again so that the Chanteregallias can stick out
  • Increased Gnome volume radius by one (found the sweet spot)

Version 0.3.0:

  • Reworked sky, sun, fog, and lighting elements into a physics based lighting system with reworked settings
  • Fog should be more balanced now towards the intended tone
  • The sun takes a different path across the sky and no longer clips into terrain when setting
  • Changed sky, clouds, and sun color
  • Retextured and adjusted UVs for every fungi so that they all look dirtier and more in line with base game
  • Replaced the entrances with custom models
  • Minor terrain tweaks
  • Small visual tweaks to Nightcap, Bloodamanita, and Bacillipad
  • Minor tweaks to water visuals
  • Further reduced Gnome effect radius

Version 0.2.2:

  • Fixed ship area trigger being offset
  • Tweaked sun and fog colors
  • Reduced local fog a bit
  • Improved the grace period for spawns at the beginning of the day
  • Made minor tweaks to landscape
  • Tweaked AI spawn/navigation nodes a tiny bit
  • Made the Gnome volume more effective but smaller
  • Polished up the README

Version 0.2.1:

  • Reduced the local fog
  • Made entrance off mesh links one-way so that enemies can get down from entrances but cannot go up to them
  • Tweaked scale of effect volume attached to Gnome across the river

Version 0.2.0:

  • Added emissive textures to Glowagarics, Bacillipads, Chanteregallia, Stranglemolds, and Moonshrooms
  • Tweaked the light emitted by Glowagarics and added a bloom volume that applies to a short range around it
  • Increased variance in all mushroom sizes and added slight random skews to Sungi, Moonshrooms, Nightcaps, and Stranglemolds
  • Made lighting overall much darker and shifted it to a light cyan for a more gloomy, mysterious feel
  • Made the local fog thicker
  • Decreased the amount of enemy spawns during the first quarter of the day
  • Made Stranglemold footstep noises in line with other mushrooms
  • Tweaked terrain and added rock and dry grass textures that apply to steep and flat regions of the terrain respectively
  • Added off mesh links from the entrances so that enemies like Masked can roam the map
  • Slightly offset the teleporter point from the entrances to help with the above links
  • Tweaked main entrance scan node
  • Added a Gnome across the river to get initial testing and feedback on

Version 0.1.0:

Initial Release