Lethal Company
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Latest version
0.3.0
Last Updated
First Uploaded
Downloads
551
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0
Size
5.4MB
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Changelog

0.3.0

  • Added three new fire exits across the aqueduct, freight quay and north cloister, for four fire exits in total, with matched dungeon exit IDs and a relay for multiplayer entry through the additional exterior doors.
  • Added distinct exit pavilions, a landing compass and directory, route signs and inlaid markers, facade tracery, service pipes, railings, furnished halls, promenade lanterns, salt gardens, mechanical wheels, votives and drifting sea phosphor.
  • Added the original 2:08 ambient soundtrack "Under the Inverted Sea," with indoor fades, tide-warning ducking and configurable volume.
  • Share repeated surface textures and release temporary construction meshes after batching to reduce memory overhead.
  • Refined the exterior sky and ambient lighting for readable stonework and cooler shadows; removed inherited exterior navigation so it cannot overlap the replacement district.
  • Keep deterministic exterior door placement local on clients while retaining the original scene doors' networking.
  • Retained early loading, plentiful scrap with normal values, tide protection and the interior spectating fix.

0.2.2

  • Spread loot across more pieces: request 104–128 scrap instead of 26–32 before game/mod spawn modifiers.
  • Removed the blanket 2.5× scrap-value multiplier; retain normal per-item value ranges and occasional valuable finds.
  • Removed the additional 3× rarity weighting for expensive items, restoring Titan's ordinary mix.
  • Begin exterior construction during level generation, spread geometry and mesh batches across frames, and bake outdoor navigation asynchronously instead of building everything at touchdown.
  • Preserve the tide's landing grace period and cancel pending navigation jobs when the exterior is destroyed.
  • Retained the 0.2.1 interior spectating fix.

0.2.1

  • Fixed black interiors when a dead player spectates someone inside the dungeon.
  • Update outdoor atmosphere and lights after the spectator target is resolved, using the watched player's interior state.
  • Restore exterior lighting when the target exits or spectating switches to someone outdoors; retain local-player tide damage and normal game-over camera behavior.

0.2.0

  • Rebuilt the exterior as the Drowned Observatory district.
  • Expanded the ground footprint from 230 m to 460 m across.
  • Added aqueducts, walk-in halls, freight quay, cloister, residential ruins and a seawall perimeter.
  • Added masonry and ground textures with normal maps, paving, drainage and architectural details.
  • Replaced custom door panels with the game's original main-entrance and fire-exit visuals.
  • Explicitly aligned each door's interaction collider and return point.
  • Added navmesh obstacles for substantial structures and connected outdoor routes.
  • Retained SS danger, outdoor tides, valuable loot and Random_Interiors selection.

0.1.0

  • Initial experimental procedural moon.
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