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LethalAnomalies

A mod that aims to add the Pacific Drive anomalies into the game !

By Zeldahu
Date uploaded 3 weeks ago
Version 0.2.1
Download link Zeldahu-LethalAnomalies-0.2.1.zip
Downloads 4014
Dependency string Zeldahu-LethalAnomalies-0.2.1

This mod requires the following mods to function

Evaisa-LethalLib-0.16.1 icon
Evaisa-LethalLib

Personal modding tools for Lethal Company

Preferred version: 0.16.1
BepInEx-BepInExPack-5.4.2100 icon
BepInEx-BepInExPack

BepInEx pack for Mono Unity games. Preconfigured and ready to use.

Preferred version: 5.4.2100

README

Lethal Anomalies

"The Olympic Peninsula, the crown jewel of the Pacific Northwest! Its unmatched views and quiet solitude offer everything you need in the most beautiful place on Earth! Now coming directly onto your favorite moons!"

Lethal Anomalies is a mod that aims to bring the anomalies from Pacific Drive into the game! It currently adds 2 new outside enemies, but much more will come in the future.

Contents

"Despite the recent disruption of our zone of operations, your work must not stop. You are required to adapt if you want to keep the company happy."

- - - - BRIEF UPDATE - - - -

The Spark Tower

We believe those used to be plasma-powered radio transmitters, but rust and anomalous influences got to them and now they have a nasty habit of zapping everyone around them. At the very least it has the courtesy of charging up if you're entering the danger zone, so stay away if you hear it.

Preview

More info (SPOILERS)

When the tower senses players nearby, it will play an audio cue indicating that they are entering the danger zone. Staying within the detection radius for too long will trigger the tower to charge up, then release lightning that smites every player still within range, before entering a short cooldown phase. The more players are in the zone and the closer they are to the tower, the faster the attack will trigger!

As well as its spawn weight, you can configure the effective range of the tower (detection and attack combined), how fast it is to attack players when detecting them, and how long the cooldown lasts for.

- - - - - -

The Tourist

It is theorized the weird influences of the Zone have hit a crash test dummy production factory, allowing them to escape and roam around every single one of our operation sites. That wouldn't be so much of a problem if they didn't decide to mix in with highly volatile explosives making them explode whenever something touches it. To make matters worse, their curious nature makes them very interested in the scrap we're after, especially the shiny ones...

Preview

More info (SPOILERS)

The tourists are mildly dangerous entities that move when you do not look at them, and are attracted to both players and shiny scrap items (scrap mods compatibility will be added over time). As they make their way to their target, they can be distracted if you drop a shiny item on the ground. However, once they start stalking their target, which is indicated by a red light on their chests, they can no longer be distracted and will keep on following their target for ~30 seconds before getting bored and looking for a new target. Getting too close, shooting it, or making an enemy walk into a tourist will trigger it to explode, also triggering nearby tourists to create a chain reaction.

Tourists will never spontaneously explode behind a player's back, so avoiding to walk backwards will significantly reduce the odds of dying to them.

- - - - END BRIEF - - - -

Credits

Pacific Drive by Ironwood Studios on Steam

  • "Punch It" composed by Wilbert Roget II for Pacific Drive

  • Massive thanks to Zigzag for helping me with setting up the mod, actually figuring out how C# works and how not to break everything

  • Thanks to mrov for providing code to summon lightning

CHANGELOG

0.2.1 v70 Maintenance

  • Added config to toggle "Punch It" playing when taking the apparatus with FacilityMeltdown installed
  • Modified the track to not cut abruptly when the facility explodes, and made it an ogg
  • Spark Towers' collisions now disable on ship leaving
  • Tourists no longer explode when colliding with entities if they're not being looked at
  • Fixed the Spark Towers having bright white parasite pixels on their texture

0.2.0 Tourist Release (The "We're So Back" update)

  • Added Tourist
  • Updated Spark Tower texture
  • Unpowered Spark Towers now have collisions
  • The Spark Tower can no longer be moved or rotated by other entities
  • Spark Towers now require line of sight to smite players, but not to detect them
  • With Facility Meltdown and SoundAPI installed, taking the apparatus now plays the "Punch It" soundtrack. This is not toggleable for now, but a config will be added soon
  • Updated terminal nodes
  • The antennas on the Spark Towers now seem to be able to receive and transmit an odd signal

0.1.5 Improvements

  • Delayed the warning particle effect to match the SFX better
  • Added slight pitch randomness to the warning SFX
  • Lightning visual now emits from the tower, just a visual change

0.1.4 Balancing

  • Added per-moon spawn weight configuration
  • Added general power level configuration
  • Added general max count configuration
  • Increased the volume of the warning SFX, and modified its falloff curve to be louder at the edge of the detection range
  • Added a particle effect that plays alongside the warning SFX to highlight which tower has been triggered
  • Slightly increased the base attack threshold

0.1.3 Bugfix

  • Removed the scan node on the nest prefab to avoid the terminal breaking
  • Increased prefab width and added a spawnDenialPoint to prevent rocks from generating over the towers

0.1.2 Bugfix

  • Fixed the warning audio only playing for the host

0.1.1 Bugfix

  • Fixed the bug that'd spawn a truck when looking at the terminal node, thanks Xu Xiaolan

0.1.0 Spark Tower Release

  • Added Spark Tower