coderCleric-Poltergeist icon

Poltergeist

Lets players freecam on death as a ghost and do various interactions.

CHANGELOG

1.1.0

  • Significant Additions
    • Gave dead players a "ghost head" as an avatar. This is visible to other dead players.
    • Added the ability to manifest when dead, allowing ghosts to be temporarily visible to living players.
    • Added the ability to interact with a few more things:
      • Loudhorn
      • Remotes
      • Radar Boosters
      • Whoopie Cushions (activated when ghosts fly through them)
  • Fixes/Improvements
    • Ghosts can now see nametags over living players.
    • Made the ghost light come in from more angles and no longer affect fog (This allows the light to be made more intense).
    • Fixed a formatting error on interact prompts.
    • Added an element to the death HUD to tell the player the controls.

1.0.2

  • Fixed an issue where looking straight up/down with the altitude locked would prevent movement forward.
  • Made it so duplicate camera controllers will destroy themselves (fixed a conflict with suitsTerminal).
  • Made the radar screen more consistent as a ghost.

1.0.1

  • Resolved an issue where CullFactory would cause the ghost light to not work inside.

1.0.0

  • Started using CSync to allow creation of many more options, such as:
    • Max power.
    • Power regen.
    • Alive for max power.
    • Pester aggro timespan.
    • Aggro hit requirement.
    • A bunch of cost settings.
  • Add a bunch more interactions, such as:
    • Stopping steam valves.
    • Opening/closing ship doors.
    • Ringing the company bell.
    • Opening/closing Artifice hangar doors.
    • Pestering enemies.
  • Made the ghost girl visible to dead players.
  • Made the interact key rebindable.

0.3.1

  • Added controls for vertical movement.
  • Added a button to stop regular camera movement from changing altitude.
  • Updated development environment, resulted in config name changing from "Poltergeist" to "coderCleric.Poltergeist". Sorry about that :(
  • Tested for v50 compatability, everything seems to work properly!

0.3.0

  • Started using InputUtils, allowing the remapping of the ghost light, accelerate, decelerate, and spectate mode switching actions.
  • Added a power system that aims to prevent spam and provide an interesting scaling as the game goes on.
    • Interacting with objects now costs a certain amount of power, a resource which will regenerate over time.
    • The maximum power available to ghosts scales with the percentage of players that are dead, making them more powerful as the day goes on.
  • Added support for additional interactables.
    • Generic support for noise maker props (thanks TheBlackEntity!).
    • Purchasable ship decorations.
    • Storage lockers in the facility.
    • Pneumatic doors.

0.2.0

  • Added the ability to switch between the modded and vanilla spectate modes using the "Item Secondary Use" key (default Q).
    • Also added a "DefaultToVanilla" config option to determine what spectate mode you start in on death.
  • Allow teleporting to player corpses and masked players.
  • Removed the "RunBarebones" option.

0.1.1

  • Added two config options to make things more customizeable.
    • RunBarebones: Tells the mod to not do most of the main functionality (good for people who like vanilla spectating, but want to play with others with the mod).
    • GhostLightIntensity: Determines the intensity of the global light for ghosts.

0.1.0

  • First release with basic functionality.