Added a method to destroy the tape if one exists when the ship takes off
Version 3.0.1
Fixed a NRE when a player died
Version 3.0.0
Updated to v73
Rewrote a large part of the mod and added common features into LegaFusionCore
Added LegaFusionCore as a dependency
Reworked spawn/teleport effects (ground portals)
Players are no longer blocked inside the dungeon during a mini-game, but when the ship takes off, all players still undergoing trials are instantly killed
Added a config where you can list players (names) who shouldn't participate (in case some people in a group don’t enjoy the mod, but others do)
Improved the spawn increment system (default increased to 15, but it only increments for a random mini-game and only if none of them spawned during the run)
The tape is now destroyed at the end of a mini-game, preventing multiple plays in the same day
Added a hidden reward featuring a special mini-game
Added a config for the Saw Theme volume
Hunting Game
Replacement of the Monster Eye with a miniature Billy puppet and modification of the item’s functionality:
It no longer drops from monsters
Participating players now start the mini-game with one in hand and can use it with a 20s cooldown by default
Adjusted the default values for seeing monster auras with the Puppet (5s by default)
Removed the aura visibility at the start of the mini-game (no longer necessary with the Puppet)
Added a new reward - Hunter's Mark addon
Survival Game
Replacement of the Monster Eye with a miniature Billy puppet
Added a new reward - Sprint Burst addon
Escape Game
Reworked the mini-game to make it playable in any indoor map and with more than two players
Added a new reward - Bleeding Chains addon
Explosive Game
Removed the second part of the mini-game with the Hoarding Bug and the key – a 'chase-style' mini-game like this may be added later
Added a new reward - Final Detonation addon
Version 2.0.3
Added a message when a non-participating player grabs or uses items required for the game (Saw/Saw Key)
During player teleportation, the player who triggered the tape will now immediately receive it in hand, and if needed for the mini-game, all players will directly have shovels in hand
Renamed Pursuer Eye to Monster Eye
Improved aura
Fixed FallToGround calls following method changes in update v70
Survival Game
Monster Eye changes: now only one will be given to all players (immediately in hand upon teleportation), with unlimited uses and a 20s cooldown
Mini-game nerf: changed from 1 monster spawn every 5s per player to 1 every 10s
Escape Game
Fixed a bug where chains wouldn’t despawn if players died before playing the cassette
Explosive Game
Removed slowdown effect during bomb transfer
Version 2.0.2
Game version update
Version 2.0.1
Added a config to limit the number of mini-games per tape (if a mini-game is lost too many times in a row, it will no longer trigger)
Added a new mini-game: 'Explosive Game'
Nerfed the saw: it can now only be used against monsters that are normally killable
Fixed Billy on his tricycle not despawning when picked up by a client
Reworked aura system so each aura is now handled independently
Object/player auras now appear in yellow
Monster auras remain red
A few other fixes I probably forgot to mention
Version 2.0.0
Rewriting the mod and reworking the mini-games
All games now trigger with the gassing system
Modified the mini-games to introduce an element of trust/betrayal in each of them
A value is now assigned to the tapes at the end of the mini-games and they can be sold (added a config for the value)
Reorganized some configs for better clarity
It is recommended to delete the config file and the ST.subtitles.json file to let them reload
Survival Game:
Removed the ST.survival_game.json file
Enemies are randomly selected from the enemy list in the config
The game can now be played multiplayer and throughout the entire dungeon (one monster spawns per player at regular intervals)
Shovels have been added for each player
Added a specific mechanic for the Pursuer Eye in this game: it allows teleporting a targeted enemy to the furthest player, introducing an element of betrayal in the mini-game
Pursuer Eyes can be found throughout the dungeon during the game and disappear at the end of the round
Hunting Game
The game can now be played multiplayer (one monster spawns per player and all players can see its aura – requiring players to coordinate well to avoid conflict)
Added a config for the aura duration on enemies provided by the Pursuer Eye
Reversed the enemy list; it now enumerates spawnable enemies
Escape Game
When a player dies, the other player is no longer killed; the latter can now progress more freely towards the saw
Shovels have been added for each player – will you use them to sacrifice your partner to ease your progress through the dungeon?
Version 1.1.6
Game version update
Added a new mini-game: 'Escape Game'
Extensively refactored code to allow all mini-games to share common logic
Added a new 'Gassing System' tab in the configuration menu for settings related to tapes triggered by gassing a player
Gassed players are no longer targetable during the spawn animation (and for 1 second afterward to allow them time to react)
Tapes now despawn when the ship takes off, as having multiple tapes in the same session could cause issues
Survival Game:
Adjusted all monster hordes (mostly nerfs) and to make them more balanced relative to each other + added new hordes
Added new possible interiors: Circus Facility, Liminal Pool Rooms, Slaughterhouse, Blue Mines, Gray Apartments (very rare) and Black Mesa
Hunting Game
If the tracked monster is dead, the key's aura will be visible instead at the start of the mini-game or via the Pursuer Eye
Moved the 'Gassed distance' and 'Cheat distance' settings to the 'Gassing System' tab
Version 1.1.5
Added compatibility with the Yavin IV and CastleGrounds interiors for the Survival Game
delete the ST.survival_game.json file to allow it to regenerate with the new configuration
Fixed a bug that altered rarity configurations in the config file
Version 1.1.4
Improved aura for the Hunting Game and fixed some monsters that were not showing it
Version 1.1.3
Added checks for potential NREs
Added a HUD section in the settings
Moved the subtitles enable option to the HUD section
Added two settings, 'Chrono pos X' and 'Chrono pos Y,' to adjust the position of the chrono text
Modified the chrono text to make it easier to reposition
Version 1.1.2
Changed the teleportation system during the setup of the Hunting Game: now the player, along with the tape and shovel, are teleported to the main entrance, preventing the player from spawning in a location where they could get stuck
Fixed an issue that allowed the Hunting Game key to be dropped on all monsters of the same type as the one being hunted
The monster spawned by the Hunting Game will now despawn at the end of the mini-game if it hasn’t been killed
Prevented mini-games with a rarity of 0 from having their spawn rate increased by the 'Rarity increment' config
Version 1.1.1
Fixed a bug that allowed players to start the Hunting Game in the ship when loading a lobby with the tape inside
Fixed a bug that allowed the first mini-game to be replayed even after a successful completion
Fixed an error that occurred when the selected enemy for the Hunting Game didn’t have an EnemyAICollisionDetect or a Renderer on EnemyAICollisionDetect
Added a check to prevent a Null Reference Exception if Billy’s animator is null
Increased the default value for the maximum allowed distance a player can move before starting the tape for the Hunting Game mini-game and added a config option to modify this distance
Version 1.1.0
Added a new mini-game "Hunting Tape"
Added a JSON file structure check: if the structure is incorrect, the old file will be renamed with ".old" and the default file will be generated
Refactored code extensively to allow both mini-games to share common code
Fixed an issue where the Saw theme would play but not the mini-game if the tape was triggered by someone other than the tested player just before
Version 1.0.9
Game version update
Adding StarlancerAIFix as a dependency
Fixed a bug with orbiting ship monitors not displaying what they should.
Changed the player's camp penalty -> spawn a Nutcracker instead of killing the player, the option has been renamed the config file
Modified monster spawns to be based a little more on the player's height (to avoid spawns on unreachable positions).
Many changes to the ST.survival_game.json file (don't hesitate to give me feedback on the difficulty of some hordes depending on the rooms you encounter, it's hard to find the right balance!):
Addition of numerous monster hordes to provide greater variety and take into account the size of all rooms.
Addition of several possible interiors for the Saw game: Toy Store / The Rubber Rooms / Niven Reactor / Storehouse / Gothic Monastery / Chizra Temple / Skaarj Outpost / Guardia Fortress
Changed the 'door_name' field to 'doors_names', which now includes a list of door names.
delete the ST.survival_game.json file to allow it to regenerate with the new configuration
Version 1.0.8
Added a config option to display a tip when a player enters the room, informing them to search for the tape
Fixed a bug that allowed multiple players to play the mini-game at the same time (players can still be in the room together via teleportation, but only the first player to enter can start the mini-game)
Fixed a bug where the player’s status (whether they are in the mini-game or not) wasn’t reset if they died before starting the mini-game (e.g., dying in the locked room but before playing the tape)
Version 1.0.7
Fixed a bug that prevented the monster wave from spawning
Adjusted the resting position of Billy
Added particles around the tape to make it easier to spot until it’s picked up
Introduced a feature that moves the tape every 30 seconds after the player enters the room. This feature allows for:
fixing the issue where the tape would appear behind a door due to a room having a larger collider
fixing cases where the tape spawns at a height requiring a ladder
Added a feature preventing the tested player from being teleported:
the teleporter cannot be used on them
if they try to teleport using another method (such as a teleport trap), the player will be killed for cheating
Added support for new interiors: ScarletDevilMansion, StarlancerWarehouse, Nali Haven and Guardia Fortress
delete the ST.survival_game.json file to allow it to regenerate with the new configuration
Version 1.0.6
Fixed mini-game not resetting if player dies
Fixed anti-camp system that kills the player if he kills an enemy during the mini-game
Fixed the music that resumes when player respawns after death
Fixed an incompatibility with 'Crest' mod
Version 1.0.5 - Forgot to mention some important details:
The 'ST.survival_game.json' and 'ST.subtitles.json' files need to be reloaded (updated or deleted to let them recreate themselves)
Modification of the configuration of two rooms for the haunted mansion with a new horde (more suitable for these rooms)
Version 1.0.4
Fixed an incompatibility with the 'Black Mesa Half Life Moon Interior' mod
Added Billy which spawns at the end of a mini-game, moving toward the player to announce their victory - It's then possible to collect his puppet and sell it
Added 'billy_value' configuration in the 'ST.survival_game.json' file to set the value of Billy's puppet based on the horde faced
Added 'min_hour' and 'max_hour' configurations in the 'ST.survival_game.json' file to configure the time range during which a horde can spawn (8:00 = 2 and 0:00 = 18)
Added 'billy_announcement' section in the 'ST.subtitles.json' file to configure Billy's subtitles
Added 'weight' configuration in the 'ST.survival_game.json' file to manage the priority order of the rooms in which the mini-game will appear
Version 1.0.3
Fixed an incompatibility with ScarletDevilMansion
Version 1.0.2
Fixed a NullReferenceException when the SawTheme option in the config was disabled