zealsprince-Locker icon

Locker

A new and unique enemy that acts as a situational threat, praying on player's perception

CHANGELOG

Changelog

1.6.0

  • Add config option to keep bodies after a player is killed
  • Add config option to allow line-of-sight triggered lunges called "proximity sense"
  • Remove HookGenPatcher dependencies since they are already present in downstream dependencies

1.5.0

  • Add destruction of turrets during chases
  • Add destruction of landmines during chases
  • Slightly adjust movement turning to be more snappy

1.4.0

  • Fix not being able to traverse slopes and stairs
  • Generally improve player path finding
  • Slightly adjust hitboxes and speed

1.3.1

  • Rebuild to fix netcode patcher issues

1.3.0

  • Fix incorrect asset bundle causing errors
  • Rework blood effects

1.2.8

  • Bump version number to indicate v66 compatibility

1.2.7

  • Bump version number to indicate v65 compatibility

1.2.6

  • Bump version number to indicate v64 compatibility

1.2.5

  • Patch for v61

1.2.4

  • Patch for v60

1.2.3

  • Fix player scan searching over all GameObjects instead of just Lockers possibly causing performance issues in large levels

1.2.2

  • Patch for v56
  • Improve performance by only getting doors on spawn not during chase

1.2.1

  • Patch for v55

1.2.0

  • Rewrote state management to be mounted on the game's EnemyAI system to improve stability and mod compatibility
    • Thanks Xu Xiaolan for the initial rewrite and motivation as well as good feedback!

1.1.2

  • Add reaction to hit events
  • Fix Locker pathfinding getting stuck
  • Fix path calculation if off navmesh

1.1.1

  • Patch for v50

1.1.0

  • Add corpse deletion behavior in line with the consume animation
  • Fix reactivating for another chase if not moved during last

1.0.0

  • Add spawn configuration options
  • Add volume adjustment configuration option
  • Adjust eye collider to make it trigger even if something is in direct line-of-sight
  • Adjust navigation checks to make movement more reliable
  • Add new post-chase mechanic to make chases more dynamic and dangerous
  • Fix doors on custom levels not destroying causing infinite explosions
  • Fix fear effect triggering on all players on death
  • Slightly adjust scanner linecast to avoid thin obstacles
  • Confirmed compatibility on the following custom interiors
    • Scoopy's Variety Mod: Dungeon
    • Scoopy's Variety Mod: Sewer
    • Dantors Mental Hospital
    • MoreInteriors: Bunker

0.13.1

  • Fix unkillable enemies getting stuck if hit by the locker

0.13.0

  • Add normal map to model
  • Add more detail to the side of the model
  • Add overshooting again but only on scan and touch interactions
  • Add rotating in the direction of movement when turning corners

0.12.0

  • Add killing other enemies mid chase
  • Add exploding if destroyed / killed
  • Add screen shake to close encounter with player
  • Add destruction of doors during chases
  • Fix lights line of sight
  • Fix chasing infinitely if stuck

0.11.2

0.11.1

  • Make kill trigger less forgiving by adding a distance check which should fix getting squished into walls but not being killed
  • Reduce the height of enemy agent to make light detection more likely

0.11.0

  • Fix non host players not being killed
  • Fix non host players holding lights not activating the enemy
  • Implement enemy re-targeting the previous target if it's activated again

0.10.0

  • Switched to using nav mesh for traversal to better avoid obstacles
  • Adjusted spawn curves to have highest probability at the start of a day

0.9.0

  • Held objects with lights will trigger while disregarding the viewing angle
    • Flashlights are still checked to have the 30 degree viewing angle
  • Activation by scanning now disregards viewing angle
  • Change chasing logic to overshoot initial target position

0.8.0

  • Fix map marker not being visible
  • Improve flashlight detection logic and make normally held flashlights work too
  • Implement player proximity detection and crouching to evade
  • Change player kill animation
  • Change colors and alignment of some textures
  • Add bestiary entry

0.7.0

  • Correctly patch networking methods to fix RPCs

0.6.0

  • Implement reverse ping delay
  • Implement map screen marker
  • Implement scan node
  • Improve reverse ping audio
  • Reduce texture brightness and tweak materials
  • Retopologize major parts of the Locker model
  • Add fear effect if Locker closes or consumes near a player

0.5.0

  • Finalize Locker behavior and connect to in-game spawns
  • Fix scan activation being relative to the Locker's forward transform

0.4.0

  • Add sound effects to individual states
  • Add LockerAI to handle various states of player interaction
  • Allow targeting of players holding flashlights in 45 degree field of view
  • Add blood effect and consume state

0.3.0

  • Add sparks animation
  • Rig and import model into Unity and set up basic animation controller

0.2.0

  • Create model in Blender

0.1.0

  • Initial project setup