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zealsprince-Locker-0.1.0 icon

Locker

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

Date uploaded 4 months ago
Version 0.1.0
Download link zealsprince-Locker-0.1.0.zip
Downloads 4395
Dependency string zealsprince-Locker-0.1.0

This mod requires the following mods to function

BepInEx-BepInExPack-5.4.2100 icon
BepInEx-BepInExPack

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

Preferred version: 5.4.2100
Evaisa-HookGenPatcher-0.0.5 icon
Evaisa-HookGenPatcher

Generates MonoMod.RuntimeDetour.HookGen's MMHOOK file during the BepInEx preloader phase.

Preferred version: 0.0.5
Evaisa-LethalLib-0.15.1 icon
Evaisa-LethalLib

Personal modding tools for Lethal Company

Preferred version: 0.15.1

README

This is a placeholder at the moment

No looking!

The Locker

In darkness it lurks, seeks light and sense and only responds with hunger.

A new and unique enemy that responds to player's vision much like a coilhead but with a few twists.

Behavior

The locker is a bit of a different enemy in that it represents more of an obstacle when encountered as an experienced player. At the same time it's purpose is to bring back fear and shock to the gameplay, similar to a coil head without impacting gameplay as much on its own.

While the coilhead is a foe that is constantly seeking out the player, the locker is much more of a hindrance that becomes a grave situational threat when combined with other enemies.

Suggestions

Want to suggest new features or tweaks for this mod? Feel free to open up a suggestion issue on the GitHub repository!

Furthermore there is an official mod release thread on the Lethal Company Modding Discord!

CHANGELOG

Changelog

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