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Releases: karyol/More-Counterplay-Mod
Releases · karyol/More-Counterplay-Mod
Release list
v1.5.1
v1.5.0
v1.4.1
- Fixed clients not being able to place items on a Jester if it spawned inside while they were outside (or vice versa)
- Added several planned future counterplays to the README, based on a lot of ideas and suggestions by the community!
What's Changed
- Hotfix for Jester, also added more planned features to the README. by @pacoito123 in #13
Full Changelog: 1.4.0...1.4.1
v.1.4.0
- Reworked Jester counterplay:
- Items are now placed on top of a Jester by holding an item and interacting with its lid.
- After its pop is prevented, the Jester now drops all items on its head, forcing players to keep an eye out and make sure there's always items on top of it before it finishes cranking.
- Added some consequences for putting an excessive amount of weight on top of a Jester (configurable).
- Hitting a Jester with a shovel now causes it to drop all items placed on top of it.
- Scanning a Jester now shows its total weight as its scan node's subtext.
- Fixed Jester getting stuck on its cranking animation after its pop is prevented.
- All animations should now be properly synced between all clients.
- #5
- "Coilless Coilhead" material texture is now obtained from the Coilhead right as it spawns.
- Should make it compatible with some EnemySkinKit skins that don't modify the Coilhead model too much (e.g. ColorfulEnemyVariety).
- Material texture persists until reloading the save file, at which point it'll return to the vanilla Coilhead texture.
- Fixed "Coilless Coilhead" item sound effects being heard globally by changing it from a 2D sound to a 3D one.
- Updated AssetBundle once more to include the "Coilless Coilhead" audio fix and the new Jester surface prefab:
- Added more information to the mod description, as well as short gifs showcasing some features.
What's Changed
- Reworked Jester counterplay, also a couple minor fixes. by @pacoito123 in #12
Full Changelog: 1.3.1...1.4.0
v1.3.1
- Added several client-sided configuration settings for "lore accurate" Coilheads
- Fixed "lore accurate" Coilhead particle effects not showing up after reloading a lobby once
- Split configuration file entries into categories based on their respective entities
What's Changed
- Further configuration added to Coilheads, minor visual fix. by @pacoito123 in #11
Full Changelog: 1.3.0...1.3.1
v1.3.0
- Added CSync v5 as a dependency to ensure config parity between host and clients.
- Added "lore accurate" Coilhead counterplay (configurable):
-
"They have been known to combust into flames when being dissected or even deactivated, and they carry dangerously high levels of radioactive particles." - Sigurd's notes
- Hint: You may find a Coilhead to be less volatile the more kinetic energy it releases when coming to a halt...
-
Spoiler (specific mechanics and configuration):
- Coilhead bodies now combust upon being decapitated, as their Bestiary entry suggests
- Can be disabled by toggling the
LoreAccurateCoilheadssetting - The range of the explosion damage is determined by the
ExplosionDamageRadiussetting, with the damage itself being set to the value of theExplosionDamagesetting - Likewise, the
ExplosionKillRadiussetting determines the range around the explosion where it simply kills the player instead of dealing damage to them
- Can be disabled by toggling the
- Explosion timer is set to how long the Coilhead has moved since it last stopped, within configurable limits
- Minimum and maximum time until exploding can be configured via the
MinExplosionTimerandMaxExplosionTimersettings, respectively
- Minimum and maximum time until exploding can be configured via the
- Coilhead's head item is destroyed if its body explodes while it's still attached to its neck
- Can be disabled by toggling the
ExplosionDestroysHeadsetting, but it adds some interesting risk/reward by making players stay close to try and pick up the head before it explodes
- Can be disabled by toggling the
- Coilhead bodies now combust upon being decapitated, as their Bestiary entry suggests
-
- Coilheads can no longer be decapitated while in their cooldown state (they protect their necks!)
- Coilhead damage should now apply properly for all clients, whereas previously Coilheads would take damage separately even with the same settings
- Renamed Coilhead head item to "Coilless Coilhead"
- Changed "Coilless Coilhead" item sound effects a bit
- Fixed "Coilless Coilhead" item not being properly rotated when held
- You may discover it to not be as inanimate as it initially lets on...
- Fixed several networking issues with the "Coilless Coilhead" item
- New stuff should also be working reliably in multiplayer
- Reduced AssetBundle size significantly by adding large textures to prefabs at runtime instead of bundling them
What's Changed
- Reworked Coilhead counterplay, among other tweaks and fixes. by @pacoito123 in #10
Full Changelog: 1.2.1...1.3.0
v1.2.3
- Coilhead's head item should no longer vanish from the ship after reloading the save file
- Coilhead's head item now spawns properly attached and facing the right way
- Coilhead's head item no longer floats above the ground when dropped/placed, and is upright
- This also made it able to be properly placed inside the storage cabinet
- Coilhead's head item scale further reduced to 0.1763
- Matches the size of the actual head
- Coilhead should no longer get stuck in its moving animation if killed while moving
- Could happen previously while walking backwards into it while swinging the knife
- Coilhead's neck now wobbles one final time when killed, to indicate its death
What's Changed
- Minor fixes for Coilhead features. by @pacoito123 in #8
Full Changelog: 1.2.1...1.2.3
v1.2.2
- Dropped items on Jester should now attach properly (v56 compatibility)
- Items can no longer be placed on Jester while inside the ship
- Should prevent Jester sneaking under the ship and stealing items in some custom moons
- Fixed error when removing items from the Jester through iteration
- Coilhead's head scale reduced to 0.2
What's Changed
- Various bug fixes/tweaks. by @pacoito123 in #7
New Contributors
- @pacoito123 made their first contribution in #7
Full Changelog: 1.2.1...1.2.2
v1.2.1
- Added Head scrap item
- Colheads now drops it's head on death
- Fixed Coilhead's head disappear only for host bug
Full Changelog: 1.2.0...1.2.1
v1.2.0
- Added Coilhead counterplay
Full Changelog: 1.1.0...1.2.0