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v1.3.0
- Added CSync v5 as a dependency to ensure config parity between host and clients.
- Added "lore accurate" Coilhead counterplay (configurable):
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"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...
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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
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- 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