Lethal Company

Details

Last Updated
2 months ago
First Uploaded
2 months ago
Downloads
290K
Likes
25
Size
72MB
Dependency string
COREsEND-Castellum_Carnis-1.1.3
Dependants

Changelog

1.1.3

  • Tweaked some balancing with the bone columns and vein pillars
    • Vein pillars can now show up as purple (was bugged before)
  • Updated "Gutless Mode"
    • Updated the lights to be crystalline structures
    • Disabled the ambient light in the brain rooms
    • Added some screenshots to the mod description

1.1.2

  • Updated the entrance room with some overdue material detailing
  • Added three new prop sets to the flesh labyrinth to add more landmarks
    • Vein pillars
    • Villi 'grass'
    • Bone columns (shows up a bit more when approaching the bone caves)
  • Updated the "pinch" flesh labyrinth tile slightly
  • Added "Gutless Mode" option in the config for those who don't have the guts to traverse the guts
    • Loosely censors the entire interior as a cave system
    • Removes veins by the exits
    • Mutes most ambient sounds
  • Went through and crunched any remaining files to reduce filesize a bit more
  • Made it so the "big" flesh labyrinth tile can't connect to another "big" tile
  • Tweaked the "liver canyon" room's radar a smidge

1.1.1

  • Added more configs
    • "Terrain" room biome matching the moon's biome (Defaults to False, True requires Loadstone to avoid a desync)
    • Apparatus pull event color correction
  • Removed Loadstone as a hard dependancy with the "terrain" room config addition
  • The "nasal cavity" room and its extention tile now has mucus dripping from the ceiling
  • Fixed the entrance stinger being global for all players (sometimes?)
    • Clients can retrigger it for the host until the host enters (not worth delaying this update more to fix it)
  • Added missing note in 1.1.0 changes about the new particles
  • The █████ has become slightly more valuable
  • Updated most texture to texture materials to have normal maps at the texture transition areas
  • Added a mist to the "liver canyon" room's liquids
  • Removed the non functional interior water from the entrance room
  • Made tiles compatible with the v70 radar minimap
    • Certain vertical rooms have imperfect transitions due to draw distance limitations
    • Should be fairly compatible with "RadarEdits"
    • Main Entrance and fire exits are still cyan
    • Fire exits' radar line was made slightly bigger
    • Death pits have unique radar symbols for each room
    • Increased the enemy spawners' radar symbol's size
  • Reworked the "flesh to bone" tiles' generation to better link their navmesh with the flesh archetype
  • Adjusted one of the "liver canyon" room's bile animations to stay flooded slightly longer

1.1.0

  • Added two new flesh loot rooms
    • Reduced the interior's max size due to the scale and chance of these rooms (15:18 → 13:16)
    • Made Loadstone a dependency to prevent a new room from desyncing during generation
  • An irritant has produced ███████
  • Added a new flesh labyrinth room to guarantee at least two fire exit spawns
  • Added 6 extra scrap spawns similar to the Mineshaft
  • Fixed "Landmines" (not "LandMines") not spawning in the interior
  • Improved the smoothing on the spawner mouths to [slightly] blend in better with the walls
  • Added a few configs
    • Employee corpses
    • Skylights changing with weather and time of day
    • Entrance stingers
    • Droplet particles
    • Six extra scrap spawns
  • Fixed the content tags
  • Updated the shader for the bioluminescent lights
  • Updated the flesh "crossroads" room's breathing animation
  • Updated the "eye" and flesh "crossroads" rooms' skylights to match the weather like the "two handed" room
  • Fixed the 'grass' of the "eye" room covering scrap icons
  • Added droplet particles to certain rooms

1.0.5

  • Added a blueprint and advice to the mod description for those who struggle with finding scrap
  • Fixed the minimap hiders for the "void" room
  • Tweaked one of the sounds in the "void" room
  • Added +1 light spawn as preparation for an upcoming room
  • Adjusted some lighting and animation speed in the "two handed" room to better match their respective weather
  • Moved the scrap spawn in the "horn" rooms a smidge closer to its entrance
  • Added content tags "Bloody, Flesh, Living, Organic"
  • Reduced the "spiral" hallway's weight for the start of the dungeon (0.75 → 0.55)
  • Adjusted the bone archetype's branch lengths (2:4 → 2:3)
  • Added minimap arrows for the "spiral" hallways to designate its vertical nature from similar tiles
  • Added minimap hiders for the "spiral" hallway
  • Darkened the bone texture for better scrap visibility on the ship minimap
    • Does not affect rooms that use the bone texture for detailing
  • Updated the "flesh to bone" tile with more detailing to better match its concept
  • Slightly increased the chance of the "nasal cavity" room to extend
  • Added minimap hiders for the "nasal cavity" room
  • Fixed the mouth vents' color on the minimap
  • Fixed the "lung forest" room requiring you to jump to exit if you have too much weight
  • Added a scrap spawn to the pit version of the flesh "crossroads" room and the entrance room
  • Adjusted the various light fade distances to further improve optimization

1.0.4

  • Project updated to v69 (Thank you so much, Xu Xiaolan!)
  • Added a unique ground light prop to the "void" room
  • Added veins to the fire exit metal walls
  • Fixed the normal map on some of the veins
  • Fixed the main entrance and fire exit walls not having collision
  • The "two handed" room skylight now changes with the time of day and weather. Supports:
    • Stormy
    • Eclipsed
    • Snowy
    • Snowy eclipsed
  • Updated the Apparatus room's pull event

1.0.3

  • Updated "two handed" room to have teeth at the base of the sinew ladder for readability
  • Made a rare "two handed" room variation slightly more common (4% → 8%)
  • Changed the "hand jump" room's collision to prevent players from sticking when falling

1.0.2

  • Applied a change that should fix large interior generations
  • Adjusted fire exit spawn chances to fix moons with multiple fire exits
  • Slightly reduced flesh pillar spawn chances

1.0.1

  • Removed nonfunctioning reverb triggers to fix the autopilot ship having an echo
  • Reduced the inhale and exhale volume by 50%

1.0.0

  • Initial release
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