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v1.3.0

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@karyol karyol released this 04 Sep 20:41
· 27 commits to master since this release
bae5adc
  • 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 LoreAccurateCoilheads setting
        • The range of the explosion damage is determined by the ExplosionDamageRadius setting, with the damage itself being set to the value of the ExplosionDamage setting
        • Likewise, the ExplosionKillRadius setting determines the range around the explosion where it simply kills the player instead of dealing damage to them
      • 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 MinExplosionTimer and MaxExplosionTimer settings, respectively
      • Coilhead's head item is destroyed if its body explodes while it's still attached to its neck
        • Can be disabled by toggling the ExplosionDestroysHead setting, but it adds some interesting risk/reward by making players stay close to try and pick up the head before it explodes
  • 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