Lethal Company
Install

Details

Last Updated
First Uploaded
Downloads
19
Likes
0
Size
20MB
Dependency string
TheLobotomyCompany-LethalCompanyMod-1.18.2
Dependants

Categories

1.18.2

  • Added a host-authoritative zero-Soul exile fallback for invulnerable entities such as bees: entities that ignore normal damage and kill methods are removed from arena restoration, teleported far below the map, marked dead, and network-despawned when possible.

1.18.1

  • Added a separate mahito-domain-expansion.mp3 cast cue that plays from 00:00 and stops after five seconds without replacing the existing Self-Embodiment soundtrack.
  • Added a smooth seven-second fade-in to the original Self-Embodiment soundtrack while keeping the five-second cast cue at normal volume.

1.18.0

  • Added Self-Embodiment of Perfection as a 30-second closed-barrier domain, selectable with 5 or directly with F6.
  • Added host-authoritative Soul values for every non-caster player and captured enemy inside the domain.
  • Soul drains continuously from 100 based only on distance to the caster, never regenerates while the domain is active, and causes instant death at zero.
  • Strengthened the distance-based drain to 20 Soul per second at point-blank range, killing a target that remains beside the caster for about five seconds, while retaining the 2.75 Soul per second long-range minimum.
  • Fixed Soul meters changing color without visibly shrinking by using bottom-anchored bar scaling that does not depend on a UI sprite.
  • Fixed zero-Soul enemies surviving, including modded entities with nonstandard HitEnemy overloads, by adding compatible method argument binding and a dedicated network-aware kill fallback.
  • Added synchronized vertical white/pink world-space Soul meters and a dedicated local Soul HUD inspired by the supplied reference.
  • Added opening particles, multiplayer state validation, and complete UI cleanup when the domain closes.
  • Replaced frame-accumulated close timers with absolute real-time deadlines so standard domains remain open for their full 30 active seconds after the opening animation.
  • Expanded Self-Embodiment of Perfection's isolated interior to exactly 1.5x the radius of its unchanged exterior sphere, including its floor, containment, spawning and recovery bounds.
  • Replaced the hand panorama with a plain black-violet void and a collider-free procedural 3D shrine made from interlocking hands and long radial forearms.
  • Tightened the 3D shrine into one connected structure with its outer hands aimed directly toward the center.
  • Cleared the hands away from the shrine center and replaced the triangular prism with a slowly floating, double-pointed pink crystal featuring outlined facets, particles and a pulsing pink light.
  • Kept the exterior barrier completely black and opaque.
  • Added Self-Embodiment of Perfection's soundtrack, triggered immediately when the domain is cast and starting at 01:15 in the supplied audio file.

1.17.3

  • Fixed domain durations being shortened when another mod or game state increases Unity's time scale.
  • Infinite Void and both Malevolent Shrine variants now remain active for their full 30 real-time seconds.
  • Idle Death Gamble now remains active for its full rolled duration of 45-70 real-time seconds.
  • Domain opening, effect ticks, spin timing, and jackpot regeneration now use real-time seconds.

1.17.2

  • Active domains now close for every participant as soon as their caster dies.
  • Closed-domain exterior spheres now appear only after participant teleportation, with their solid collider enabled on a later physics frame.
  • Added floor-safe arena spawn heights, deterministic player spacing, and continuous recovery before a participant can fall into the void.
  • Domain return teleports now search nearby clear ground instead of forcing players back into blocked or invalid positions.

1.17.1

  • Fixed clean profiles where the mod loaded and appeared in LethalConfig but its update loop never ran.
  • Added explicit Harmony hooks for StartOfRound, PlayerControllerB, and HUDManager updates instead of relying on annotation discovery.
  • Added Application.onBeforeRender and Camera.onPreCull main-thread callbacks as independent runtime fallbacks.
  • Added runtime logs that identify which driver actually starts ticking the mod.
  • Moved the fallback scheduler into a top-level public persistent MonoBehaviour with Update, FixedUpdate, OnGUI, LateUpdate, and coroutine execution paths.
  • Added plugin lifecycle diagnostics for Awake, OnEnable, Start, OnDisable, and OnDestroy.
  • Fixed the detached runtime being destroyed together with BepInEx Manager immediately after chainloading.
  • Kept the managed plugin controller alive after Unity destroys its host component and bypassed Unity's destroyed-object null comparison in every runtime driver path.
  • Moved audio-loading coroutines onto the persistent top-level runtime driver.
  • Moved barrier activation, teleport recovery, gamble roll, and jackpot shatter coroutines onto the persistent runtime driver as well.
  • Added an explicit log confirmation when the detached runtime continues ticking after BepInEx Manager teardown.
  • Deferred every Unity scene object until after chainloading so boot-scene cleanup cannot delete the menu, VFX, audio loaders, or runtime driver.
  • Kept static Harmony and render callbacks alive as the primary bridge across BepInEx Manager teardown.
  • Added automatic post-boot driver recreation and runtime resource reinitialization after scene cleanup.
  • Replaced frame-based hotkey edges with press-and-release latches so one F1 press cannot immediately open and close the menu.
  • Applied the same latch handling to menu selection, confirmation, and F2-F5 domain hotkeys to prevent duplicate requests.
  • Made both Unity update-driver callbacks public and added per-frame guards to prevent duplicate execution.

1.17.0

  • Fixed profiles where the plugin appeared in LethalConfig but none of its menu or domain hotkeys responded.
  • Added enabled Unity InputActions for the menu, selection, confirmation, and direct domain controls.
  • Kept the existing direct keyboard and legacy input fallbacks for compatibility.
  • Moved hotkey processing ahead of network, arena, and moon-state updates so an unrelated update failure cannot block input.
  • Updated the required LethalConfig version from 1.4.5 to 1.4.6.
  • Documented all required packages and the extra dependency step needed for local ZIP imports.
  • Rebuilt multiplayer domains around independent network session IDs.
  • Added support for multiple separate domains existing on the map simultaneously.
  • Players may open a domain whenever they are not currently inside another active domain.
  • Remote domains no longer overwrite the local player's domain visuals, state, or cleanup.
  • Non-participants now receive only the exterior barrier instead of being loaded into the remote arena state.
  • Assigned every closed domain a unique arena position so concurrent domains do not share an interior.
  • Routed Idle Death Gamble rolls, jackpots, and closure to the correct domain session only.
  • Explicitly restores and re-enables participant models when their specific domain closes.
  • Reworked exterior barriers with an opaque HDRP-compatible black material and a delayed solid collider.
  • Closing one domain now removes only its own arena state and exterior barrier.
  • This release changes the multiplayer message format; every player must use version 1.17.0.

1.16.14

  • Added a fully opaque black exterior sphere at the original casting location of every closed-barrier domain.
  • Added a solid sphere hitbox that prevents outside players and entities from walking through the exterior barrier.
  • Kept open Malevolent Shrine barrierless.
  • Ensured the exterior sphere is removed when the domain closes or Idle Death Gamble shatters after a jackpot.

1.16.13

  • Fixed non-host domain requests being lost after Netcode started or recreated a multiplayer session.
  • Re-registers all domain message handlers for each active multiplayer session.
  • Added automatic retries and a clear timeout message for unanswered domain requests.
  • Added network-session IDs and request-attempt details to the log for easier multiplayer diagnosis.

1.16.12

  • Added a LethalConfig setting for domain uses per player and moon (1-20).
  • Added an infinite-domain debug toggle for unlimited uses while landed.
  • Synchronized the host's domain-use settings to multiplayer clients.
  • Updated the domain menu to show remaining uses and the configured limit.
  • Kept domain uses at zero while the ship is in orbit.

1.16.11

  • Prevented active domains from being overwritten by another player.
  • Reduced Idle Death Gamble's forced jackpot chance from 8% to 6.5%.
  • Increased open Malevolent Shrine's radius from 42 to 55 meters.
  • Reduced open Malevolent Shrine's damage from 4 to 3 per damage tick.
  • Added layered perimeter lines and markers to the open domain's exact edge.
  • Removed the large floor-line seals from closed domains.
  • Added a small center point to closed domains.
  • Retained the multiplayer participant synchronization fixes from 1.16.10.
Thunderstore development is made possible with ads. Please consider making an exception to your adblock.