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Releases: rfsheffer/PoolRooms

V0.1.23

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@rfsheffer rfsheffer released this 03 Feb 20:40
  • Updated to latest LethalLevelLoader and other dependencies
  • The Sauna room always has a light now and improved lighting
  • Pool water added to the main pool and fixed the pool water in the bridges room
  • Water in the main pool room is sinkable / drownable and will hinder the players movement. Other knee high water areas will no longer hinder the players movement
  • Reduced dungeon generation path size which should improve loot distribution
  • Reduced the number of bathrooms spawned
  • Removed extra stalls in female bathroom for gameplay reasons
  • Reduced package size by enabling crunch and ensuring textures stay at max 512
  • Assigned surface tags to walkable surfaces for tiles, metal, and wood so proper footstep sounds play now
  • Bathroom toilets are now the same as the ship toilets and are also flushable like the ship toilets
  • The pool ball is now kickable

V0.1.22

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@rfsheffer rfsheffer released this 17 May 01:35
  • Update for LethalLevelLoader API updates

V0.1.21

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@rfsheffer rfsheffer released this 28 Apr 20:51
  • Size increase and details pass on the entrance
  • Updated to the latest versions of support libraries (LethalLevelLoader, LethalLib)
  • Fixed some misaligned vents
  • Fixed some nav mesh in the walls of the wave room...

V0.1.20

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@rfsheffer rfsheffer released this 06 Apr 02:25
  • Overall dungeon size reduction
  • Fire exits added to more tiles
  • Upped to Evaisa 0.15.0

V0.1.19

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@rfsheffer rfsheffer released this 19 Mar 23:18

V0.1.18

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@rfsheffer rfsheffer released this 02 Mar 21:16
  • Art improvement for the entrance
  • Long lockers will no longer always have an openable locker door
  • AI pathing improvements and fixes
  • Fire exits will now only show up in a couple "room" types, no tunnels
  • Loot distribution changes

V0.1.17

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@rfsheffer rfsheffer released this 24 Feb 02:24
  • Added collision to the props and trusses above the wave room, and it isn't so safe up there anymore...
  • Pool lights turn red when pulling the apparatus
  • Added some more extra/random details
  • New long room

V0.1.16

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@rfsheffer rfsheffer released this 22 Feb 02:10
  • Changed "all", "custom", "modded", and "vanilla" configMoons to use dynamicLevelTagsList which should fixing the interior spawning on Custom moons
  • More art details
  • Reduced the dungeon main path length and branching lengths a bit
  • Detecting teleports out of water and stopping the water splashing behavior when noticed
  • Added radar rendering blockers on hallway blockers and to mask out 4 way and labyrinth non-traversable areas

V0.1.15

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@rfsheffer rfsheffer released this 19 Feb 23:52
  • Truss details added to all large rooms
  • Details pass in locker rooms
  • Connections will now be generated between rooms more often
  • General generation tweaking based on feedback and testing

V0.1.14

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@rfsheffer rfsheffer released this 18 Feb 23:36
  • Updated LLL dependency to 1.1.6
  • Minimum value of MaxGenerationScale set to 1.0
  • Added a Nav mesh obstacle component with carve to all tile blockers just in case two rooms are close enough that nav mesh would be generated between them