Terminus
Adds a supernatural moon with a haunted cemetary.
Date uploaded | 2 weeks ago |
Version | 1.0.3 |
Download link | Ssencipe-Terminus-1.0.3.zip |
Downloads | 1454 |
Dependency string | Ssencipe-Terminus-1.0.3 |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2100IAmBatby-LethalLevelLoader
A Custom API to support the manual and dynamic integration of all forms of custom content in Lethal Company. (v50 Compatible)
Preferred version: 1.3.10AudioKnight-StarlancerAIFix
Automatically assigns interior/exterior AI for enemies based on their spawn location. Also fixes a null reference exception regarding EnableEnemyMesh(). Part of my Starlancer Series!
Preferred version: 3.8.4Zaggy1024-PathfindingLagFix
Lethal Company mod to fix stutters caused by the AI of Brackens and Snare Fleas. Updated for v60+.
Preferred version: 1.4.0README
Terminus
Terminus is a moon mod part of the Overhaul Moons series.
Information
Bio: Terminus is a moon filled with paranormal activity. The dead wander freely on this planet, their spirits untethered from the world. However, their tombs have left behind numerous riches.
Fauna: Aside from the ghosts and ghouls, scavengers ranging from arachnids to canids to even large worms populate the moon. There are also other unknown man-eating entities about.
Climate: The moon may experience eclipses, storms, rain, and heavy fog.
Terminus is 150 (may be cheaper around Halloween) credits to route to and is intended to be close to Rend in difficulty and profit. The interior weights are: Manor 250, Mines 45, Factory 5.
Moon Images
Bug Reports and Feedback:
I can be contacted at the Lethal Company Modding Discord or this mod's GitHub page.
Sources:
- Terminus Drop Ship Music by HD Studio from Pixabay
- Terminus ambient sounds from UI & Menus Sound FX Pack Vol. 2 by Ovani Sounds
- Terminus primary level assets from This Package
- Terminus decorative props from This Package
- Terminus environment props from This Package
- Terminus Mausoleum for entrance from This Package
- Terminus petite poultergeist pals from This Package
- Terminus day ambient Music by Nicky ❤️🌿🐞🌿❤️ from Pixabay
- Terminus night ambience Music by GioeleFazzeri from Pixabay
- Terminus icon by BBAPepsiMan from the Lethal Company Modding Discord
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