Details

Last Updated
2 weeks ago
First Uploaded
2 weeks ago
Downloads
22K
Likes
4
Size
116KB
Dependency string
Dinorush-EnemyAnimationFix-1.3.6
Dependants

Categories

Features

Client or Host

  • Foamed enemies visually fade to normal over time.
  • Enemies no longer try to use animations that don't exist.
    • Includes giant screams, a shooter attack, and a hybrid stagger.
    • Fixes some enemies continuing to move while attacking/screaming as a result.
  • Enemies not on screen play footstep audio.

Client

  • Enemies don't snap out of their tongue/shooting animations early.
  • Enemies don't occasionally fail to play animations (most of the time).

Host (applies for all players)

  • Enemies not on screen correctly perform attack and stagger movement.
    • Toggleable via Config file (tied to footstep audio).
  • Enemies stop shooting or using their tongues when they perform another action.
  • Enemies that attempt to tongue when the game cannot allocate more no longer get stuck.
  • Enemies don't cancel their melee when a player is directly inside them.
  • Enemy c-foam states last the correct length of time for clients.
  • Wave enemies don't AFK for potentially infinite lengths of time.
    • Min/max time customizable via Config file.
  • Enemies' second and onward screams correctly wake rooms instead of doing nothing.
  • Scream cooldowns reset between drops.

Acknowledgements

Fast fix implementation for wave enemies AFKing is heavily based on PierceBugFix's patch.

Thunderstore development is made possible with ads. Please consider making an exception to your adblock.
Thunderstore development is made possible with ads. Please consider making an exception to your adblock.
Thunderstore development is made possible with ads. Please consider making an exception to your adblock.