Details

Last Updated
9 hours ago
First Uploaded
9 hours ago
Downloads
15K
Likes
2
Size
97KB
Dependency string
QNCNXW8R-FindRemainingValuables-2.2.0
Dependants

Changelog

Initial Release - 1.0.0

  • Add logic for revealing valuables based on a threshold
  • Add basic configuration for the threshold

Minor Update - 1.1.0

  • Add toggle for threshold to be based on one extraction point vs the whole level (default: Level)
  • Add toggle for debug logging (default: false)
  • Add keybind to instantly trigger the reveal. Incompatible with the RepoConfig, but can be edited from the file or r2modman etc (default: F10)

Minor Update - 1.2.0

  • No longer keeps checking after revealing valuables
  • Displays a notification in Haul UI when revealing valuables
  • Plays the "found valuable" sound even if no valuables are nearby
  • Cleaned up logger spam

Patch - 1.2.1

  • Fix Level goal setting to properly count finished extractions as progress
  • Add toggle to enable hotkeys (default: true)

Major Update - 2.0.0

  • Rework GoalTypes options to ExtractionGoal, LevelGoal, LevelLoot, Extractions (default: LevelLoot)
  • Add new TrackingMethod options Haul or Discovery (default: Haul)
  • Trigger the reveal notification if somebody else has revealed everything
  • Update default threshold to 0.1
  • With the new default configuration, valuables will be revealed when 90% of everything on the level is collected, independent of any extraction goals for a more consistent experience.
  • Fix reveal logic to show correct value of revealed valuables
  • Add some example configurations to the readme

Patch - 2.0.1

  • Only the host will reveal valuables
  • Other players with the mod installed will still get the notification

Patch - 2.0.2

  • Performance improvements

Minor Update - 2.1.0

  • Add setting to disable notification sound effect (default: enabled)

Minor Update - 2.2.0

  • Add setting to let enemies respond to the notification (default: false)
  • Add difficulty setting for the enemy response:
    • Investigate: Enemies within about 2-3 rooms will investigate the active extraction point (default)
    • Sweep: Enemies within about 4-5 rooms will walk to the active extraction point
    • Purge: All enemies on the map will respawn and converge on the active extraction point
  • Note that no new behaviour is added if the valuables are revealed before activating the first extraction, or after completing the last extraction
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