The mod has been tested on the latest version of the game, only in single player mode.
[1.2.3]
Falling back to stable versions of the mod.*
[1.2.1] - Fixes - tested in single mode.
Fixes.
Added previews.
[1.2.0] - Fixes - new features - tested in single mode.
Many fixes and improvements.
Added dynamic sound when huntsman walking.(experimental)
[1.0.13] - Hotfix for testing, consider use older versions, check working versions and tell me what works and what doesn't.
Infinity huntsman shooting(fixed?)
[1.0.12] - GitHub Open Source.
Open Source on GitHub now!
[1.0.11] - Minigun animation hotfix.
Fixed Minigun Animation: The minigun animation was not playing correctly.(fixed...?)
[1.0.10] - Multiplayer Synchronization Overhaul
Fixed Major Multiplayer Desync Issues: Completely overhauled the network synchronization logic for all mod features. Hunter state (ammo count, reloading status, reload skill, out-of-ammo status, minigun active status, interrupts) should now be consistent between the host (MasterClient) and all connected clients.
Implemented MasterClient Authority: All decisions regarding ammo usage, starting/interrupting reloads, and running out of ammo are now authoritatively handled by the MasterClient.
Added Proper Network State Sync: Utilized Photon's IPunObservable (OnPhotonSerializeView) to regularly synchronize the Hunter's core modded state across the network.
Added RPCs for Key Events: Implemented Remote Procedure Calls (RPCs) to ensure reliable and timely communication of initial state (like assigned reload skill and ammo on spawn, including for late joiners) and important events (like reload start/interrupt notifications).
Synced Reload Skill: Hunters should now consistently have the same reload skill (Fast/Medium/Slow) assigned for all players in the lobby.
Reliable Damage Interrupts: The damage interrupt feature should now function correctly and consistently in multiplayer sessions.
Consistent Ammo Tracking: Total ammo limits and current ammo counts should now be accurately tracked and synced for all players.
Internal Code Refactoring: Significant changes to HunterAmmoTracker.cs, HunterPatches.cs, and Plugin.cs to support the new synchronization model.
Fixed Compiler Errors: Resolved various compiler errors related to reflection and missing return paths identified in previous debugging steps.
[1.0.9]
Again Multiplayer issues fixed(Final version).
[1.0.8]
Fixed
Fixed Hunter getting stuck in an endless 'Leave' state loop when permanently out of ammo (isOutOfAmmoPermanently was true). The Hunter will now correctly transition to the Despawn state after reaching its current Leave destination or timing out in the Leave state, instead of trying to find new retreat points indefinitely.
Optimized internal reflection helper (GetEnemyNavMeshAgent) to resolve potential log spam by removing unnecessary checks for the game's internal NavMeshAgent component.
Refined the logic in StateLeavePrefix to more clearly differentiate between running away while reloading (which uses the stuck counter) and being permanently out of ammo (which now leads directly to Despawn).
[1.0.7]
Added semi-compatibility to LastStand mod.
[1.0.6]
Photon Fixes(Multiplayer issues).
[1.0.5]
Added
Optional Total Ammo system.
Optional Ammo Renewal system with configurable timer range.