Lethal Company
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1.0.8
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1.0.8 — Multiplayer playtest fixes

  • Lowered the Apollo player-ship landing container by 0.9 m, including its ship navigation proxy. Other moons and the Company keep their normal height; the persistent ship offset is restored after departure/disconnect/unload.
  • Hardened cursed-gold fuses against stale multiplayer held/pocket flags: the owning player reports inventory/equipped state, the host validates ownership and alone runs the fuse. Drop/death reset it, pocketing pauses both the fuse and its beeps, and explosions use the holder's position. All clients still receive the explosion RPC.
  • Doppel retreats from hits and nearby visible shovel wind-ups, cancels a pending sneak strike, runs toward reachable indoor cover away from all players, stays quiet/unlit while hiding, then returns. Host decides damage, navigation and timing. New [Doppel] settings: FleeWhenAttacked=true, FleeSpeed=8.5, FleeDistance=22, HideSecondsMin=20, HideSecondsMax=40, ThreatRange=5.
  • Removed the Wall Crack's own orange/gold emission and its built-in glow light. Materials are cloned per enemy; other materials/shader keywords are untouched.
  • DLL-only: all three bundles are unchanged from 1.0.7 (and 1.0.4). No vanilla files or editor stub DLL included.
  • Build/package/logic checks passed; in-game and multiplayer playtesting is still required, especially ship clearance and retreat paths on small interiors.

1.0.7

  • Fix: Moon Rocks stayed for the whole session. They showed up at the Company when selling and kept running after you went back to the menu. The cause: the Moon Rock is built in code from LethalLib's runtime prefab, which is flagged HideAndDontSave. Every spawned golem copied that flag, so Unity never removed it on a scene change, and the game's end-of-round enemy sweep never found it to despawn. Now:
    • golems clear that flag when they spawn;
    • every Moon Rock object (golems, pebbles, thrown rocks, impact sounds) is tracked and removed when the ship leaves, when the round's props are despawned, when the moon unloads and when you disconnect, on the host and on every client;
    • pebbles and thrown rocks live in the moon's scene;
    • a golem that finds itself anywhere other than an 11 Apollo round (in orbit, at the Company, on another moon) removes itself.
    • This also fixes the NullReferenceException spam from Moon Rocks in the main menu.
  • Fix: getting stuck in walls in Lunar Base corridors. Causes found and fixed (no bundle rebuild needed):
    • the corridor walls have 45-degree chamfers at floor level that you could walk up and get wedged in. Invisible flat guard walls now cover them;
    • an airlock door closed by a teammate or an enemy while you stood in the doorway trapped you inside the door. It now pushes you out of the doorway;
    • the Wall Crack held its victim 0.4 m from the wall, half inside it. It now holds you 0.6 m out, always steps you clear when you're released (also if it dies or despawns), and stops holding you the moment it dies;
    • a last-resort unstick moves you out if you are clearly stuck inside the geometry of 11 Apollo's facility for a moment.
    • New [Interior] CollisionFixes (true).
  • New item dropship model: a retro Apollo-style rocket lander with:
    • a cargo pod whose eight detailed doors still swing open;
    • a gold-foil descent stage, red fin-legs with footpads and braces, and an engine bell with actuators;
    • a white command cone with panel seams, a hatch, windows, RCS thruster quads, a docking ring, an antenna and a beacon;
    • green/red/white navigation lights and amber corner beacons.
  • New fire exit models:
    • inside the Lunar Base: a proper airlock hatch with a heavy collar, hazard stripes, a porthole, a locking wheel and dogs, hinges, a kick plate, a lit EMERGENCY sign with warning lamps and a control box;
    • on the surface: an emergency egress hatch with an octagonal coaming and deck stripes, a red open lid with a hand wheel, ribs, a gasket and hydraulic stays, yellow side rails, a sign post with a red beacon, and amber lamps.
    • New [Visuals] NewModels107 (true).
    • All new models are generated by the mod in code and reuse our own materials. No game files are shipped, and the asset bundles are unchanged from 1.0.6.

1.0.6

  • New mob: Moon Rock (11 Apollo only). A big boulder that sits on the 11 Apollo surface as harmless scenery. At 3 PM in-game it unfolds into a hunched, 5 m rock golem with glowing eyes under a heavy brow and a glowing crack in its chest, lumbers after the nearest player and throws rocks from its fist. Look closely at a boulder and you may spot a faint dark crack where the eyes will open.

    • Its throws are inaccurate on purpose: slow, high arcs aimed at where you are standing (never where you're going), landing up to 6 m off. Keep moving and they miss.
    • A direct hit does 30 damage; a near miss does less. Twelve shovel hits break it apart. Hitting a sleeping boulder wakes it early.
    • No round dust base: the boulder sits half-sunk in the ground, and its loose pebbles drop onto the terrain where it stood.
    • 1-3 boulders are placed on the surface at landing, with more possible from normal outdoor spawns. Boulders that appear after 3 PM stay asleep until someone walks close.
    • Spawns only on 11 Apollo. It is never added to other moons, and it has no OtherMoons setting.
    • New [MoonRock] config: Rarity 20, PlacedMin/PlacedMax 1/3, MaxCount 4, TransformTime 15:00, ThrowDamage 30, ThrowSpread 6, ThrowInterval 4.5, ThrowFlightTime 1.9, ImpactRadius 2.5, ThrowRange 45, HP 12, Speed 2.5, WakeRadius 25, Volume 1, TestForceSpawn false.
    • Its model, textures and sounds are generated by the mod in code. No game files are shipped, and the asset bundles are unchanged from 1.0.5.
  • 11 Apollo surface spawns: the only outdoor enemies on 11 Apollo are now the Moon Rock and the Earth Leviathan, and there are no daytime creatures (bees, locusts, Manticoils). Indoor spawns are unchanged. New [ApolloSpawns] OutsideAllowList (default Moon Rock, Earth Leviathan; empty = no filter). IncludeVanillaDaytime now defaults to false (existing configs keep their old value).

  • Fix: white square sun. The 1.0.2 remade sun drew as a white square on 11 Apollo; it is now a round disc ([Moon] RoundSun, default true).

  • Fix: Moon Rock invisible. The game's enemy code was moving its meshes to the hidden 'EnemiesNotRendered' layer; it now stays visible whenever you are outside the facility. Its materials also now copy a matching bundle material without changing shader keywords. The log reports the materials and, 4 s after each spawn, a visibility check.

1.0.5

  • Mobs on every moon: the Wall Crack, Deanie, Doppel and Zombie now spawn inside every moon, vanilla and modded (not the Company building). They are rarer there than on 11 Apollo. New per-mob config: OtherMoonsRarity (Wall Crack 15, Deanie 10, Doppel 10, Zombie 8; 0 = Apollo only) and OtherMoons (All, a list of planet names, or !Name to exclude).
  • Everything spawns on 11 Apollo: the Lunar Base and the surface now also get the other moons' enemies: indoor (Bracken, Thumper, Hoarding bug, Coil-head, Jester, Nutcracker, Butler, Masked, Snare flea, Spider, Hygrodere...), night-time outdoor (Eyeless dog, Forest Keeper, Baboon hawk, Old Bird, Earth Leviathan) and daytime (Manticoil, Roaming locusts, Circuit bees, Tulip snake). Enemies from other installed mods are added too. They are picked up from the installed game and mods at runtime, so no game files are shipped. New [ApolloSpawns] config: IncludeVanillaInside / IncludeVanillaOutside / IncludeVanillaDaytime / IncludeModdedEnemies (all true), WeightScale (0.5) and ExcludeEnemies (Bush Wolf / Kidnapper Fox, which needs Vain Shrouds).
  • Vanilla interiors: the Wall Crack now finds walls in the Facility, Mansion and Mineshaft (a relaxed second search), and removes itself if there is no wall nearby instead of hanging in mid-air. The Deanie nest snaps to the floor.
  • The Zombie's old VanillaRarity / VanillaMoons keys still work but are replaced by OtherMoonsRarity / OtherMoons.

1.0.4

  • Fix: 11 Apollo still missing from the moons list after 1.0.3. LLL registration needs a real AnimatorController on the planet prefab at main-menu load; GasGiant is not available yet and an empty AnimatorOverrideController is rejected by Unity. Ships a minimal original planet controller in the moon bundle, with a DLL fallback that reuses any already-loaded controller (e.g. Deanie / airlock).

1.0.3

  • Fix: 11 Apollo missing from the moons list — LLL rejected the level because the planet AnimatorController was stripped for the Thunderstore (no-vanilla) build and restored too late. It is now restored before LLL registers the ExtendedLevel.

Changelog

1.0.2 (Thunderstore clean release)

  • No game files shipped: the asset bundles no longer contain any Lethal Company assets (meshes, textures, animations, sounds, materials or fonts). Anything vanilla the mod needs is now loaded at runtime from your own installed copy of the game.
  • Replaced with original work:
    • the item dropship on 11 Apollo: new model, animations and sounds, including new delivery jingles;
    • the sun and day cycle animation;
    • the entrance door animator;
    • the lighting settings;
    • the four suit textures, repainted from scratch.
  • Lunar Base decor: the hydroponics plants and warehouse crates now use the mod's own models.
  • Privacy note: the README now states plainly that the Doppel voice mimic keeps mic audio in memory for the session only and never saves it.
  • Release defaults: all testing options are off, FreeRoute is off and the route costs 250.

1.0.1 (Deanie v2)

  • Deanie, cute form: new model (about 15k tris) closer to the original design. It has big wet, glossy eyes with highlights, teal skin with creases and specks, and the buck tooth. Its skin uses subsurface scattering and normal-mapped materials.
    • New animations: walk (slow follow), hop (fast follow), idle bob with eye blinks, a happy purr wiggle, and a squint when petted.
    • It now turns its head to look at the nearest player.
  • Deanie, monster form: new model (about 24k tris). It is a gaunt, hunched, veiny blue predator with a wet, glistening skin, teeth, clawed fingers and toes, and glowing red eyes.
    • New stalk walk and roar (the transformation ends in a roar).
    • Reworked run, grab, carry and petting animations.
  • Deanie nest: new nest. It is a woven mass of resin and flesh with bones, torn suit scraps, a helmet, scrap metal, sticky strands and glowing teal eggs and spores.
    • It has teal lights, a floor stain decal and simple low colliders.
    • It is large enough to hold a carried player.
  • Gameplay is unchanged: same behaviour, settings, red eyes, carry point, pet prompt, scan node and hitboxes.

1.0.0 (first public release)

  • Doors: every connected doorway in the Lunar Base now gets a sliding airlock door. Before this, most doorways used an open frame with no door. Storage dead-ends get the lockable door.
  • Doorway geometry:
    • removed the floating side panels and beams at doorways;
    • doorways are now sealed by invisible colliders inside the door frame;
    • fixed z-fighting (blotchy wall spots) where the corridor shells and wall corners overlapped.
  • Cursed gold:
    • reworked the fuse so it can no longer be silently reset by a one-frame glitch;
    • pocketing an item now pauses the fuse instead of resetting it;
    • beeps and the explosion now also fire for a solo host;
    • added [GoldFuse] log lines: armed, remaining time every 10 s, warning, explode.
  • Release defaults: all testing and debug options are off, and the route costs 250.

0.7.x

  • Surface v3: chasm, laser bridge and scenery.
  • Ship-monitor video reel.
  • Stairwell fix; gold scrap made rarer.

0.6.0

  • Normal spawn rates.
  • Zombie enemy.

0.5.0

  • Ship-screen planet.
  • Surface props v2.

0.4.0

  • Space suits.

0.3.0

  • Cursed gold scrap.

0.2.0

  • Doppel enemy with voice mimic.

0.1.x

  • 11 Apollo moon and Lunar Base interior.
  • Wall Crack enemy.
  • Deanie enemy.
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