CHANGELOG

Agenda...

  • ?find a way to prevent infected players from drawing aggro when untransformed?
  • ?reconfigure LethalUtilities to handle map size/spawn scaling/keys locking doors
  • !test if increasing push force will make it a bit more obvious when someone has been shoved
  • !test if disabling panic drop all lets infected keep their stuff when transforming
  • ?try DarkMist
  • ?add Locker

v0.4.2

Forgot to update the manifest file lol

v0.4.1

Working on loot and gear. Added a few relatively passive monsters with interesting gameplay.

  • updated lethalutilities config for parity with basicmods where needed
  • added batteries - you can only find them as scrap
  • added abandonedcompanyassets - includes glowsticks available in the store and some interesting scraps
  • added strange_objects - valuable cursed loot with a reddish hue. is it worth it?
  • added hallucinoceps - this is a perfect scenario for these silly shrooms. spawn rate should be pretty low but i'll tweak if needed
  • added VileVendingMachine - a chance to trade for delicious company cola
  • reconfigured LethalThings - disabled flare gun and tweaked prices
  • reconfigured PiggyVarietyMod - adjusted revolver spawnrates and damage
  • reconfigured BalacncedItems - tweaked some shop prices

v0.4.0

  • added NameplateTweaks; to improve the infected name highlighting visibility
  • added TurretWhacker - more configurable than Kill_It_With_Shovel, you're now basically rolling a d20 when you hit a turret to determine the level of success (or failure). it's possible to permanently disable a turret with a crit.
  • added InverseOnly - you can only enter the dungeon via inverse teleporter, and you start with one
  • added LethalUtilities - to upgrade teleporters. inverse teleporter has a shorter cooldown and you won't drop any stuff. for the teleporter, you'll still drop most things except for vanilla "gear" and your currently held item.
  • removed Kill_It_With_Shovel - superseded by TurretWhacker
  • removed We_Need_To_Go_Deeper - superseded by InverseOnly
  • removed KeepScrap - as it turns out infected are teleported back to the ship when they're the only ones left. You should only really lose scrap if all survivors die and there are no infected left.
  • reconfigured ghostCodes - disabled a few code types with either little relevance or no counterplay. enabled GGE mode as it seems like it'll still work on moons without ghost girls.
  • reconfigured PiggyVarietyMod - reduced volume and spawnrate of tesla gates
  • reconfigured InfectedCompany - changed keybind for Panic to [backslash] (above enter) to reduce the risk of dropping all your stuff when typing "p" in the terminal

v0.3.2

  • reconfigured Generalimprovements - keep non-scrap items during teleport & show HP
  • reconfigured Malfunctions - adjusted event chances
  • added config for Coroner - DeathReplaceNotes to false. This should probably fix the issue with Infected status not displaying reliably on the Performance Report
  • added config for LethalFixes - inverse teleport without risk of instantly dying to spike traps
  • added config for Majority Vote - decision to leave must be unanimous
  • added KeepScrap - to prevent infected from penalizing themselves by killing everyone and then having an oopsie

v0.3.1

  • added NoPenaltyReimagined - no need to lose money from lost corpses IMO

v0.3.0

We did some playtesting and had a blast, and of course I have lots of tweaks to polish this gamemode.

  • added ReservedItemSlotCore
  • added ReservedWeaponSlot
  • added We_Need_To_Go_Deeper - forcing you to commit to delving deeply!
  • added Piggys_Variety_Mod - adds tesla gate hazards, and you can now find a functioning revolver and ammo randomly as scrap. You'll only use it for good, right?
  • added ConfigShovel - doubled the shovel's base damage
  • added DoorBreach - for busting down locked doors with a shovel
  • added Kill_It_With_Shovel - for disabling turrets temporarily
  • added LethalThings - adds teleportation traps, boombas, some useful but expensive equipment, and more importantly Maxwell. the rocket launcher is disabled (for now)
  • added Malfunctions - for more chaos
  • added ghostCodes - for more chaos
  • added crawlingmine - for more chaos
  • reconfigured InfectedCompany - mainly enabled high tier moons to be free to visit.
  • reconfigured GeneralImprovements - to optimize monitors for this gamemode, and increase starting credits per player
  • reconfigured BalancedItems - shop price adjustments
  • updated readme info. disabling MeleeFixes is now recommended!

v0.2.0

Major changes, notably moved from SusCompany to LethalInfection for more features, added LethalPhones for low-tech comms, and adjusted the prices of some shop items. Added a lot of info to the readme as a primer for players.

  • added LethalConfig
  • added InfectedCompany
  • added LethalPhones
  • added Balanced_Items
  • removed SusCompany
  • removed Malfunctions

I still need to do some more testing to confirm this setup works well enough with the basicmods pack.

v0.1.0

Initial release

  • added SusCompany
  • added PushCompany
  • added Lethal_Doors_Fixed
  • added Malfunctions
  • added KeysLockDoors
  • added Mirage
  • and various prerequisites
  • included configuration for openBodyCams to disable bodycams