#Lategame Upgrades
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Alrighty I'll try recreate it, thanks for lettimg me know
Only other thing that could maybe add speed is lethal things
But it was with more players also
Would be cool to get some upgrades for the walkie talkie that display stuff like a compass and time
Yeah upgrades solving things like that seem pretty needed. I'm also really interested in a dowsing rod type item. Maybe something the beekeeper in the group can buy that leads them to beehives.
Beehive dowsing rod sounds pretty funny but I like it more than beehive locator lol.
But yeah an advanced walkie talkie that costs ~100 a pop or something that shows time and compass sounds like a nice item to add I'll put that on the list
Maybe even an item that shows coordinates. that sounds a little op tho
Could even potientially add an item that displays the same map the ship uses
nerf the upgrade and add another feature that shows em where they are or increased chance of spawn
?
Suggestion btw
Sorry
Yeah I've been toying around with ideas like that I just worry about that nuking the role the terminal operator guy has
Treasure map?
but at this point the better scanner upgrade pretty much already does lol. That needs a nerf asap
that or for some reason the map terminal is randomly a holdable item class
so guys back muscles doesnt seem to work in multiplayer, i have both settings set to 0 weight multiplier in the CFG and my friend is still experieincing only a 50% weight reduction. perhaps its client sided?
Yes, config settings are client side and it's stressed the importance of syncing config files.
I still need to look into how to do networking for my mod
Evaisa's netcode patcher it's pretty cool
then it's just normal netcode for gameobjects serverrpc and clientrpc attributes
An individual upgrade to make lightning strikes not immediately kill you would be good. 
Or at least to stop items from being a "target"
People have suggested a lightening rod that has % chance to attract the attention of incoming strikes and I think that's my favourite solution I've heard.
https://github.com/Malcolm-Q/LC-LateGameUpgrades/releases/tag/lethal-company
@tame olive @mighty kiln @storm kiln
This is unstable but enough is in a stable state where testing is valuable.
Don't use this with saves you intend to load again.
Start with a fresh save.
Additions
custom store lategame upgrade...
@bleak mirage @oak dock @crisp forge
I think that's everyone
Ooooooo
oh shit
If you guys can remember anyone else who said they want to do testing too please @ them.
There's notes in there that should get you on the right track. It should be much easier / faster to test now that upgrades aren't dependant on the dropship on the bright side
Yeah that stuff isn't implemented yet but the custom store is pretty well fully implemented minus some edge cases so I figured if people wanted to test they can. Sorry if you weren't one of those people i just @'d from memory haha
@civic jewel I'm also gonna push the code I have in a minute here if you wanna see how this new stuff talks to each other.
so just to be clear we can play in a normal multiplayer* lobby and see if we see desync on some things, yes?
oo goodie im excited
Yeah do whatever you think will break stuff. As well as I haven't really tested the tiered upgrade performance yet. Actually I think some tiered upgrades aren't implemented into full effect yet lol my brain is really fried I'm getting off now.
Like light footed isn't implemented for tiered upgrades
h m
ill prob be up early tmr and if i get a simple enough grasp on how you did the others ill take care of whatever isnt up
are you still available to test?
Right after this run of Hunt ye
fuck yeah
curious if I can help
i mean if you want, we are just gonna walk into a bar and ask where the bathroom is
lemme go look at the thingy
Sounds good, it's a chonky one. As far as wrapping up the implementation for certain upgrades they all pretty well follow the same formula. An int in the upgrade bus is iterated when upgraded and there's new config float fields suffixed with _INCREMENT. So wheras light footed before was
<whatever the ref var is> -= UpgradeBus.instance.cfg.NOISE_REDUCTION
it would now be
<ref var> -= (UpgradeBus.instance.cfg.NOISE_REDUCTION + (UpgradeBus.instance.lightLevel * UpgradeBus.instance.cfg.NOISE_REDUCTION_INCREMENT))
right, idk how well the R2modman profile exporting gonna work with a weird in-between version liek this so i'll just post how i have it (it's just mod and dependencies with the DLL and main file swapped out with nightly build)
a decent amount to read but a lot of it is the same. Most of it is probably how upgrade objects inherit from a new BaseUpgrade class and all override Increment() and set up their own unique consequence for incrementing.
(ill just let yall do it I dont even know how to load mods without the thunderstore thing lmao)
Join the channel, it is very simple

Excellent
Also, probably should mention "Nothing is found" when you type lategame beekeeper, or the other stuff.
just did a check myself, yea the page is blank, i only see the advanced tele, cant even type in the names of the previous possible upgrades
lategame works, but lategame store blank.
lategame beekeeper won't result in anything. Just beekeeper or info beekeeper
yep, it seems to have forgotten that the upgrades exist
Hopefully something small. Just made some tea and I'll see if I can't send another DLL in a few minutes here
I kinda want tea
If you like black tea this brand is phenomenal
What are your logs saying just silent failure?
oh yeah it's just blank hahaha
Ah I found it I'm so dumb one sec

Famous Last Words
kieth rn
Yeah it's always the hubris that gets you lol fingers crossed
Good sign
@indigo prawn Discombobulator doesn't appear to be working on current patch (not nightly)
It -seems- like it's working, you hear the stun effect and everything
including enemies sounding stunned
But they just instantly come out of it the moment you try to do anything
Even before timer runs down
Ah ok there's probably something I overlooked, hopefull a quick fix thanks
Also someone else "used" it but I didn't hear or see anything. I then also used it, saw the effects, and promptly got eaten
Maybe it's only doing it clientsided?
Yeah only in this nightly build does the sfx and cooldown have custom netcode
Also Light-footed might be having some extremely strange interactions with enemies inside. Namely coil-heads and jesters. They're simply ignoring players but it might be due to a morecompany issue rather than yours(?)
Not 100% of the time but it's definitely a percentage.
Also ahhh okay gotchya. I'll test out the nightly soon
might want to hold off on anymore patches unless they make it so testing extra shit is impossible
Ok good to hear yeah I haven't really had the chance to do balancing with light footed it's possible the noise reduction is too high for some enemies. I think if the players are speaking and the jesters are still ignoring them that could indicate it's another mod but otherwise it's probably light footed.
Yeah despite speaking they just...Ignore
I'm not getting this, is anyone else? Did you relaunch it and it didn't appear?
it's already fixed
It didn't appear, I have learned that errors at the start of launch is a good thing
we totally didnt install like 80 different suit mods while we were waiting (this is supposedly not the problem)
no more tip for the page at bottom btw
Yeah I was worried that's what was breaking it at first so I ripped it out quickly
ah, alr
after buying one upgrade re-inputting "lategame store" just shows that upgrade
I had that and I think it was only with protein powder I forgot to look into it lol
let me do that rn
Looking into it I think I need to build a serverrpc for this, thanks
Sorry for the extra work x_x
But thank you so much for being again responsive
Is anyone else noticing enemies ignoring them inside occasionally?
also seems that weight isnt updating properly for clients, Rz is picking up a metal sheet which weighs 0 until he picks up a corpse which he then weighs 13 (only the metal sheet) but i am synced properly as host getting 13 from the sheet then 5 from a body
and this is with back muscles / protein powder enabled?
maxed
i bought max just to see how it worked
(with new system)
also host picking up something with weight updates the clients
seemingly
another thing: repeated buys seem to not cost anything
0 weight
0 weight with the Metal Sheet
13 weight with Sheet + Apparatus
29 weight with Sheet + Apparatus + Body
Even if I drop the Apparatus my weight stays at 13
as in upgrading doesnt cost rn
๐
"Bought Strong Legs" > "Upgraded Strong legs to Level 1" > "Upgraded Strong legs to Level 2" > "Upgraded Strong legs to Level 3" > "You have already unlocked this upgrade"
do i put the lategame files in the plugins of bepinex?
Yes
That sounds r ight I think
ok good , i still be not able to join half of these damn lobbys
Weird to have bought it, then upgrade it to level 1, would make sense to buy the first level, then upgrade it to the second (My opinion)
Oh yeah no you're right I think it should start at level 1
mmm what circumstances did that happen under
Got another one of these after someone bought an upgrade.
ohh yeah I think that's normal for the time being
Ah okay.
Just kinda lazy but shouldn't cause issues. I should clean that up though
can confirm discombob do not work as intended
In terminal says stuns for 10.5 (It did not)
It also did not actually save a person getting eaten by a Forest Giant (Stuns are supposed to be able to save them, so my assumption is maybe the stun isn't actually happening?)
But I do believe Kieth said he'd be setting up a server rpc or something for it
So that'll probably fix it
Yeah it should ๐
You can use your Nightvision while spectating (Not an issue tbh). It doesn't activate (Vision go green).
1 time I picked up a shovel, 0, another, 9...
I teleported away to set off a landmine, it went off, but still exists (Might be a game issue)
Also, it still has collision, just not visible and didn't go off.
it's a game issue
Max Level Stuff shows as 0, the stuff that has been purchased with no upgrades, shows, 1.
Also, not all items are shown. Like the Bigger Lungs, and whatnot
bigger lungs info
Looks like after the first purchase, it shows the increments per upgrade.
Blank world, just loaded, and some stuff is missing.
lategame store
Protein Powder info
Restart it looks fine now.
Malware Broadcaster Info
Also, no confirmation for buying upgrades (Might be intended, maybe configurable)
It seems buying Light Footed has broken lategame store
Bruh Discombobulator Purchased and....
Buying Scanner it showed itself as unlocked, all good (Still 3 items). Buying Protein Powder, here are the results.
I think Beekeeper is kinda op
Unless its changed but being immune to bees is pretty strong
It been changed
Update ur mod
Stupidddddd
I never got the mod coz it was kinda op, what changes they do?
It is no longer completely invincible, it increases your defense against this bees, now dealing to you about 3 or 4 points of damage per hit
?
15 hours
irrelevant
IRRELEVANT
so, anyways my input is make scanner tiered and have increased range each tier up to a point and also final upgrade unlocks scan thru walls.
Currently back muscles is pretty broken as it seems to not be communicating properly to the client that they now weigh something after picking something up.
Upgrades can persist to a solo save after having left a lobby as a client and getting the upgrades there (i think, i was the one hosting so i'm not EXACTLY sure how this happened).
Finally the shop interface is still a little buggy, the one(s) above the one you buy disappear from the terminal so obviously needs a fix.
need to find bees and test different levels of beekeeper solo, gonna test a super high value too to see if it can still be done/causes crash and just gonna be testing some solo stuff for a bit, will send log if i notice anything wack
oh and one last thing i noticed that the scanner was renamed to Scanner MKII i feel this is a bad idea as users may get confused trying to enter the name, may be better to just have it be named something like Better Scanner or Powerful Scanner
is this right?
how do i access the upgrades
idk if i did it right or if i jus put in the dll and file
into the bepinex
it wasnt clear
no, put the whole thing in there, not just the one with the DLL an file
like the whole folder
not just contents
o so i did install it wrong
i dont recommend manual anyhow
i recommend r2modman as it just manages that shit for you
yeah but ive already done every other mod manually
so i might as well stick to manual
also it isnt glorified adware like thunderstore app
no, you dont get how easy it is with r2modman
join call for me, i'll show you
ive used r2modman before u dont needa showcase
i jus started off doing it manually tho
i-
youve seen how easy it is with r2modman and still dont want to do it?
i mean whatever, sure, you do you
Config files man, Keith had done so much allowing this mod to have like 99% value configurability, well maybe after the beta testing, some less config stuff, but there is more added too.
I sent a convo of this last night, it was weird.
ok, just making sure, it seems the upgrades above the one you buy disappear when you buy one
very strange indeed
there, i just removed that one cus it was redundant
Yeah, I think after all the weird shit with the terminal, Kieth might be better off looking over everything again regarding that ._.
also just some input for potential config for bigger lungs: let us set stamina regen rate per tier? could allow a bit more customization and have it be a bit more... powerful for those of us that like going fast and having good stamina regen so we arent stuck waddling for a few seconds after sprinting
he's been workin alot on all this, a cursory look wouldnt be bad but because he's been grinding as much as he has ill probably recommend a slight break to prevent burnout
yeh
seems like that'd be a good idea, get a lunck break before continuing to grind out this update then take a full break after he gets the polished update out
obv more config options are great, but for now i think priority should be stability once this tiered system is finished
mhm
How about a seperate upgrade called Better Lungs :>
i havent started working on the extra stuff yet because i saw the issues you guys were saying about non displays, so id rather wait til the source is pushed for that
too specific, could really just lump it in with bigger lungs
(i know you were joking i am very serious about this though)
i will continue on adding more things regarding the feedback user gets on use of items as well once the next set of things are pushed
"Buy Bigger Lungs".... 10 secs later. "Okay, I bought Better Lungs"... "WTF man"
For the funny moments, that is always what I look at for features, especially this goofy ah game.
yeah, focus on stability first and foremost and i get if you guys need to take a break and step back for a bit to avoid burnout then do it cus this project is a HUGE undertaking i'm sure
depending on when he starts implementing them, we also do have a nvg model ive gotten for him for the future ๐
i also have plans on a better scanner model, which should be sent to him in the near ish future
oh man a ROR2 style thing where you see upgrades building up on your character as you play until you are essentially unrecognizable
Now this.. this is epic.
YES
Soldier Syringe my beloved
i jsut had an idea for an interaction between 2 upgrades, 1 suggested and one already in
heres a secret sneak peek at the current idea (it wont be an item you hold so it wont take up your inventory slot, but i liked the idea of making it similar to the gmod toolgun, since thats where i first even touched code) just so you have something tangible
I like that.
lightning rod makes discombobulate stronger for a period of time after the ship absorbs a strike that was redirected because of lightning rod (if he goes with this implementation)
Reminds me of the Terrain Scanner from Satisfactory.
reminds me of the laser pointer in DRG
we're rich!
Mushroom!
that could maybe be a final tier upgrade for both disc/light
im admittedly not the hugest fan of it being built in functionality, only because the idea is to make things better you gotta buy it
so upgrading the disc which would be time/radius of stun, until final tier where it can be a larger stun with even potential to kill if it stored enough lightning
so for final upgrades of both lightning and disc, would be lightning can store the energy, and the disc can discharge it
That sounds fair tbh
That way you won't have the issue of people not wanting to upgrade discombob due to lightning rod being present.
exactly, and it gives encouragement to people to buy lightning, because right now you can just put keys outside and attract lightning that way
which is the strat my team uses
soon โข๏ธ
exactly my idea, wanted it to be fair but fun if you could figure it out could make it so when you buy discombobulate the ship gets like lightning coils on the outside like these that'd be really neat
Kieth has it mostly set up, just needs some finishing and light polishes
Jeez, you play like all of my favorite games.

lmao yeh i play alot of games
I almost wonder if a drone could be interesting, but programming that may be a pain.
would be a massive pain
I love programming AI!!! (I don't actually love programming AI)
already discussed
I LOVE ECLIPSES (doesnt)
player controlled drone as opposed to non
Oh yeah I forgor about that
i personally use a mod that increases value of scrap parts on moons with weather cus why would you go to an eclipse anyway if you could just... go somewhere else
Y'know, a drone controllable from the ship would be interesting if it could pick up an item at a time or something, with restrictions on two-handed.
That way if you need to recover a lost bit of gear you don't have to worry too much, only issue is the item limitations.
would make truck bi- OPERATOR more viable with current structure of upgrades
or make it so it cant pick up items worth credits
Idk, I could see it being handy if you have like one item at the entrance but don't wanna risk a life to get it.
issue with that is you could just sit in the ship in silence and loot the whole damn facility
i think that the rc car should be an information only tool, at best what i would be down for was the rc car could leave a trail detectable by scanner for players to follow
so it could lead people to things, or to an entrance
Perhaps.
ooh
is it possible to change the Key for nightvision ?
At that point though, why not just make a trail tool like in Subnautica?
So people could map their own trails
have it be a voicechat booster so you can yell into it to lead stuff like blind dogs away from an entrance
because then it isnt linked to an upgrade item silly
True..
this would also mean if the rc car doesnt make it back to the ship, its lost and has to be repurchased
same as the rest of your normal equipment
mhm
Hm hm
what you think about this, Dilly?
i feel like that one isnt as necessary when we have the loud horn
which leads them... to the ship...
Away from the door, though.
the horn pulls anything with noise sens to the front of the ship, which is the opposite end of the doors
both ship and entrance
i was just thinking like it could be a way to get them away from the ship as a whole in case someone needs to go to the front or something
ideally, what you do is use loud horn to pull things away, let people leave, then use discombob to allow people that time frame of the stun to get into the ship
honestly the voicechat booster idea is still good for it as it allows you to lead people inside the facility
Would be funny if you could hack into the facility intercom
Just start blasting jazz
then a blind dog eats you live on mic
Fr
admittedly that would negate the minor usefulness walkies have to begin with, which is that long range comms
True, though it could be handy if it went onto cooldown or something.
nvg were nerfed to where they are because flashlights were just made obsolete
but ive found with how nvgs are now, a flashlight is still useful
That way you could send a quick message over intercom, then it would "lock up" for a while afterwards.
Then again, I dunno.
Hurts the communicator dynamic in teams.
a loose feature i liked which was why i got a mod for it, was always active walkies, which lets you hear everything even if you dont have a walkie, but you just cant respond without one
Plus it'd be hard to direct specific individuals if you only have a limited time and you're broadcasting to everyone.
Oo
i was thinking only while controlling the RC car and if your team splits up walkies would still be useful as you could only talk to one at a time with the car if they arent close to eachother
though the voice comes from car idea would prob be a bit hard to pull off anyway
Has there been any suggestions for a basic armor upgrade?
yeh
Ah, figured.
here is where i did
I thought about a fire alarm that could be triggered from the ship in an emergency, but that overlaps the horn a bit.
fire alarm for facility?
Yeah like, if something particularly worrisome comes up. Like the jester.
so it would draw noise sensing enemies to an area or alert teammates
Most fire-alarms are building-wide, so I dunno if to would work well to draw enemies anywhere specifically like the beacons can.
and would also at later levels maybe have the ability to kill those fucking slimes by triggering the sprinklers
could also dissolve spider's webs to clear a path for team?
Though there should be a system in place for it having a downside, otherwise there's nothing preventing you from just activating it immediately save for enemies spawning later.
i'm saying at like much higher levels you can and a cooldown on it
Ah
or maybe a once-per mission
Yeah that could work
Maybe it's a on-
Yeah
Once-per-mission for a limited duration.
mhm
Maybe it could also temporarily provide light, regardless of facility power status.
that way you can get your team out in a clutch situation
I like the idea of tapping more into the facilities, rn it's mostly just doors and electronic threats.
Expanding on that idea is fun
Though it could be difficult to implement in a way that's comfortable.
ooh, Reactor Override turns on all lights at tier 1, triggers fire alarm at tier 2, turns off turrets/landmines tier 3, turns on sprinklers tier 4 (dissolving slimes/ spider webs)
i saw a mod that allowed inside enemies to leave the facility, its an idea i like but without a way to return them its a moderate concern that youll just need to leave a moon due to too much being outside
Perhaps it could combine with that mod to lure enemies back in from the fire alarm?
Then again, attracting enemies to the main entrance is kinda..
could give room to rush fire exit though
True.
integration would be nice but id hate to want to have any dependencies on other content mods, should just be working out of the box with just the upgrades mod and its base dependencies
True.
Could make a side-mod in the future.
That way it doesn't have to rely on it and acts more as a patcher.
i think it could be an OPTIONAL dependency where it's only if you have that mod does it behave like that maybe?
maybe if your mod detects the other one it activates that part of the code
Only issue with this is things potentially getting wonk because the other mod updates and this one hasn't been.
oh true.
Could lead to worse conditions than just never having compatibility to begin with. Probably better to have a separate patcher.
not to mention who knows what can break in the upcoming game update
Yeup, can't forget game updates.
SOON TM
I do like the idea of triggering the alarms though, maybe not as an attractant but more as an emergency system.
like this?
Helps clear a general path to base, but only one time per mission.
Fnaf in lethal company
Yeah, though maybe with a slight rework in regards to the lights.
๐
maybe alarm first then lights
Fire Suppression would imply the emergency lights is the only thing.
all lights on is pretty strong
five nights at freddys? more like
five nights at MID
๐ฅ ๐ฅ ๐ฅ ๐ฅ ๐ฅ ๐ฅ ๐ฅ ๐ฅ
Since most fire alarms tend to have the blinking lights associated.
Could just turn them into a red, global light in the facilities.
Esp since it could ignore breaker status.
ooh, have it only available if apparatus is in place and have it lock the apparatus?
Idk, emergency lights don't usually run off main power.
i meant for all of the effects i put in
This is too keep you all motivated.
Ohh, like the turrets and stuff?
mhm
Maybe.
Though could be annoying to lose 80 credits because someone got trigger happy with the system.
or just have it be cooldown based until apparatus is pulled then once per mission?
I feel like it should still remain once-per-mission regardless.
Like the emergency systems only have enough reserve power for one go.
Also for balance.
yeh but time is still an important resource in the game so having like a 5 minute cooldown could be absolutely crippling for the upgrade
I mean, with a 5 minute cooldown you might as well make it a one-time use thing anyways.
lmao
see i use the mod later nights i believe, to make my nights end at 6 am but its alot more dangerous from midnight-6 am
but ive found time isnt as much a concern now, as just fear of death is
I almost wonder if it'd be interesting to have a repair tool that players can go in with to bring specific systems back online.
Probably a bit too much work compared to just tapping into a pre-existing system though.
time should still be a concern because of shit spawning, you dont normally WANT to be getting loot that late but if you HAVE to then you have the option to risk it for the biscuit
Plus the odds of you finding the place to repair would be like finding the fuse / apparatus rooms.
might be hard to implement though
Yeah..
Harder to implement than just having a button to press that effects the facility a bit lol
having a whole new interactable that randomly spawns in the facility? would prob be pretty hard
I feel like a reactor overclock type thing like you were mentioning would be cooler than just a standalone fire system.
Turning all of the lights on would be cool like you mentioned, but perhaps fire suppression is separate.
I dunno, there's a few factors to mess with.
idk, i like the apparatus being the link to power so if you take it, then you took your power source and have to suffer the downsides of darkness and all that
so just then being able to turn it on, takes away the downside
as i said, could lock the apparatus in place/ delete it once the upgrade is used then act as if apparatus has been taken once the power surge is over
Yeah, that's probably the way to go.
Would be funny if you could grab the empty apparatus as an extra item worth significantly less.
would add a downside I/E losing 80 creds BUT you would be able to get your whole team out of a dangerous situation
could make it worth as much as sheet metal I/E like 10 creds
Maybe it could have something almost like the Jingle from American Arcadia that's just a noise that freezes all enemies in place while it plays over the intercom.
Being able to sacrifice the apparatus to stun enemies as a final tier of the upgrade would be neat.
https://www.youtube.com/shorts/Vi2fbY4U0ss?feature=share over the intercom
i wouldnt want this either cause i like going and grabbing it =[
i think the current system regarding power and the app is fine and doesnt really need a change in the grand scheme
while i havent fully checked, i havent noticed a specific change when grabbing the app regarding the radiation warning and all that so i would like to see it become more violent if it were removed, but thats more of a base game thing than it is a mod request
Only idea I have in regards to that is maybe having radiation actually slowly leak into the facility, but that's a rather major change in terms of vanilla mechanics.
would be neat if it gave you like 1 minute to get out then started slowly damaging you over time
Would make stuff like a radsuit upgrade interesting though.
my initial thought of the game was that in order to grab the app we needed the hazmat suit specifically, but that was before i learned it was just a cosmetic
I mean, if the mod is as modular as it's planned, maybe radiation mechanics could be included and have an upgrade path of its own.
the issue with making it more violent is that those larger lobbies would suffer HARD as people see it and just go "oooooh loot" and insta-grab
But it still feels like a bit of overstep
hence a punishment
wouldnt stop them, it would make trolls try to find it instantly to fuck over the whole lobby
and there wouldnt be a good way to figure out who did it to kick them
i mean i dont play pubs myself because its the internet and trolls will exist everywhere, someone can die first and just vote to leave every single time
yea, and theres mods to kick people who troll, this nullifies your previous concern
not what i meant
A bit annoying that mods are practically required to make public games playable though-
Though the game is really early access, so it's to be expected.
yeh
you wouldnt really be able to figure out WHO pulled apparatus unless they tell you or you saw them do it, hence you wouldnt be able to kick them as easily
whereas for now apparatus is a minor inconvenience that simply makes the rest of the team a little more screwed
oh, Kieth is online, here is my results so far (still trying to find bees)
something else to note as i just found 2 hives is that at tier 4 beekeeper bees stinging me are healing me
i assume that it's because the damage resist is over 100% and therefore the bees do negative damage (healing)
i think i've found most of the obivous bugs, will try more later for now though ima take a small break (playing a game with a friend)
I created a little trello board so it should be easier to stay organized. If you guys think this is a good idea and want to join it I can invite some people
red label is if bug exists in live, purple if it exists in nightly, green if the solution is uploaded to github and can be tested
Also any bug tester who wants a shoutout/credit in the store readme lmk and I"ll add you
is this for bug related items specifically?
I was hoping also items / features
but for the time being any items / features would be in the backlog
yea, right now i had said focus should be stability and finalizing the tiers
i've never done Trello so idk what i need to do to get in it
Yeah
Looks like back muscles client discrepency is a latency issue. Should be an easy fix : )
Just a free account or log in with google account. It's what I'm gonna use to try keep things organize and not have any more 'oh yeah' moments when I upload a release but if others want to join it they're more than welcome
well i'm good for an invite i think
sent, thanks this should be a lot more handy than ctrl f ing through this chat ๐
haha
I think this addresses the bugs found last night. Excluding again any saving loading switching file state stuff.
how would i go about adding a bug that i've found? would i just add a card to the bugs section?
Yeah just do what I do in this vid but with the relevant info ๐
bet
added one already
is the "upgrades being free after first purchase" thing intentional?
just making sure
havent tried latest nightly build so i'll have to see on that one
Subsequent upgrades / tiers are halved in cost. So back muscles is 835 to unlock level one then the foloowing upgrades are 417. If your upgrade cost is 1 then 1 ineger divided by 2 is 0
ah
alr, will try it at 2 per upgrade to see
and then set it higher to see if that works properly
Good idea. Maybe I should throw in a patch that gives you 9999 credits on start for the nightly builds
yeh
Just nightly. I have to get custom saving and loading for tiered upgrades in and tested before I can put it on thunderstore
just added a new card with a neat little bug i found
luckily it's pretty small so it probably wont be too bad of a fix
clueless
is there a way to tell why someone would run faster and have everything weigh 0 even though no upgrades have been bought?
do you have movement company installed?
nope
Are you playing with your friend or a random person
Or is that yourself that it's happening to
group of friends, everyone is supposed to be using the same r2modman code
only the host is affected
any other mods that you know of that might affect it?
Have you switched hosts / saves without restarting the game? You should be able to I think but could be worth restarting
BepInExPack by BepInEx
HDLethalCompany by Sligili
BiggerLobby by bizzlemip
LateCompany by anormaltwig
More_Suits by x753
ReservedItemSlotCore by FlipMods
ReservedFlashlightSlot by FlipMods
ReservedWalkieSlot by FlipMods
ShipLoot by tinyhoot
MoreItems by Drakorle
Boombox_Music_Pack by penguins
ItemQuickSwitch by vasanex
FlashlightToggle by Renegades
HornMoan by MetalPipeSFX
SpectateEnemies by AllToasters
LethalPosters by femboytv
SettPosters by Remix
Helmet_Cameras by RickArg
HookGenPatcher by Evaisa
LethalLib by Evaisa
Lategame_Upgrades by malco```
Try do a test without latecompany is the only thing I can suggest at the moment.
Are your bepinex consoles pretty clean or throwing errors?
sadly I'm not the host
Oh everyone has a bepinex console it launched along side the game. If you have a second monitor it's a good thing to keep on there. There's also the logoutput.log file in your bepinex folder.
if you send your log I can take a look otherwise I'm not too sure that's the first I've heard of an issue like that.
LateCompany should be in a no no list rn.
At least change it with ShipLobby that does almost the same
I've left the lobby when I started the discussion and I think they've ended, sorry ๐ฆ
we'll try without LateCompany later, I'll make sure to report
do you mean from a modding standpoint or is there something else wrong with it?
I do remember there being some case where a malware was flying around like a week ago posing as a mod
LateCompany has just always been deemed a pretty problematic mod that will snowball issues until they become fatal. In the case of my mod because of the way they, I think, instantiate new players instead of pooling them it clashes with the logic I use to apply and manage upgrades.
@indigo prawn May I become a guest of the Trello. Also, since the last nightly build, any new ones to test (No chance I am gonna read 100+ Notifs at once and retain it)
Sent : )
Some of these you may need multiple players to test (carry weight I tested on lan with two clients but I'm unsure if it will perform the exact same online) discombob should be able to be tested on lan, beekeeper and store items missing should be straight forward. If you wanna test these and they turn out alright just drag them into the solutions accepted column ๐
have yet to test bees but i have tested discombob solo and also the store items missing
check my comments on em
(other than beekeeper as i havent tested that one since last dll)
me again
they started playing again from the same save, but without LateCompany, and it looks like all's working fine for them
thanks for the advice ๐
also one more thing was happening earlier which wasn't happening without your mod installed, which was that one player was invisible for others
just mentioning it in case someone has an issue like that at some point, might point you in that direction ๐
Haven't heard that purely in relation to my mod but I have heard it as an on off issue with the increased player cap mod. Glad to hear things are working a bit better.
@tame olive Looks like I got the discombobulator somewhat working. I'm gonna do the same test again but with a remote client
outside monsters do still spawn on flooded maps right
im actually not sure, i dont recall seeing any
stormy, rainy yes
but i dont recall flooded having enemies
flooded can have the earth worm, but thats it I believe
@crisp forge that build has the custom saving and loading and handling of tiered upgrades and whatnot. I tested it a bit but not a ton and only on LAN with other clients. Upgrades successfully disabling on gameover and leaving lobbies seems to be working, prices updating appropriately when loading an existing tierable upgrade seems to be working. Most things seem to be working but I'm sure you guys will find stuff.
Basically for every save file a sister LGU_<save_num> json file is made and the host loads the appropriate one then when clients connect they request the serialized save data and apply it to their games. When someone buys an upgrade and the client rpc is called that gets everyone to update their game when it gets to the hosts client it tells it to also overwrite the save file.
Upgrade objects being spawned is no longer dependent on the system that saves items like scrap and tools in your ship and is now tied to this system too. So basically once the host loads the save file and applies everything it iterates over all the now synced CustomTerminalNodes and if they have Unlocked it spawns them.
I need to implement an overridable method that is also called when this happens so more complex upgrades that don't effect the game simply by the iteration of their respective int in the upgradebus can re apply themselves but that should be quick. Just going to take a break so I thought I'd throw this up.
@indigo prawn ๐ So far so good.
Wait, nvm, maybe I just got a wrong config
Gonna reload the config file
That info value isn't clamped but should be 0% in action
I should add the clamp to that though
Did you add configuration for how many upgrades you can have for each stuff?
oooh no but I'll add that
Also, maybe a price increment thing multiplier or just an increment value. Though, buying some upgrades and then upgrading can be pretty dumb, but this is for lategame stuff, so, screw it if it is expensive ๐คท
Yes but not for much longer
Yeah especially as upgrades get more complex I'm going to have it so the different upgrade tiers are specified prices.
good idea I'll keep that in mind
Is it supposed to include the increment on the first upgrade/purchase?
Idk if it was just my PC, but I believe this error ran and I somehow upgraded Bigger Lungs from Level 1 to Level 3.
Info Bigger Lungs is not updating for what the current upgrade is doing to the player, (It isn't including the increments other than the first increment, but the first increment happened on the first purchase...)
Happened again, lag and it skipped level 4 upgrade and went to 5.
Info Better Scanner seems to be all good 100%, even with changed config file stuff.
info Night Vision seems to be good too.
info Light footed Seems to be good, indicationg after upgrading and showing the correct values for each upgrade.
info Beekeeper ๐
info Bigger Lungs Issue is above
info Running Shoes Trello
info Discombobulator Shows the correct Units radius, I recommend adding the Cooldown or/and the stun time to the info though.
info Back Muscles The value shown on the info is inconsictent with the actual value (0%), where it shows 75%, but it is maxed, so it should be 0 based off my config.
Assuming upgrade prices are just locked at a value of 2, cause my prices are all set to 5, but it takes to for upgrading.
Also, just gonna post these here, most issues aren't major, anything major I posted on trello.
After fucking around, nothing seemed to have broken/had issues that could have involved the mod other than the terminal and things that are quick to notice. (AI Errors spammed one time cause I think Bees just fucking tried to chase me after I jumped 100 meters into the air, nothing to worry about for the mod :D).
lmao
Stack trace:
MoreShipUpgrades.Patches.HUDManagerPatcher.alterReqs (HUDManager& __instance, ScanNodeProperties node, System.Boolean& __result, GameNetcodeStuff.PlayerControllerB playerScript) (at <9e2df63d5ae84460b4df996efc93feb0>:IL_0018)
(wrapper dynamic-method) HUDManager.DMD<HUDManager::MeetsScanNodeRequirements>(HUDManager,ScanNodeProperties,GameNetcodeStuff.PlayerControllerB)
HUDManager.AttemptScanNode (ScanNodeProperties node, System.Int32 i, GameNetcodeStuff.PlayerControllerB playerScript) (at <39ddadb2aa5843e586a6c642ee60b0b5>:IL_0000)
HUDManager.AssignNewNodes (GameNetcodeStuff.PlayerControllerB playerScript) (at <39ddadb2aa5843e586a6c642ee60b0b5>:IL_0108)
(wrapper dynamic-method) HUDManager.DMD<HUDManager::UpdateScanNodes>(HUDManager,GameNetcodeStuff.PlayerControllerB)
(wrapper dynamic-method) HUDManager.DMD<HUDManager::Update>(HUDManager)```
My log is full of this, we have a ton of mods so it could be that.
Strange. I'm not too sure where it could raise a null ref there. Especially because I check for null too. I'll try look into it thanks.
Sounds good. I took a quick look and bigger lungs was easy to fix. I'll look at back muscles and running shoes maybe tonight probably tomorrow. I think tomorrow I'll have the nightly build out for the proper release, all I need to do is fix the saving which is just latency I think and introduce an incrementation system on load. If there's no serious delay fixing bugs that are found it will go onto thunderstore on Sunday or sooner.
Maybe I should introduce some more complicated upgrades with this version actually. Well idk how long that will take. I don't really like the state the thunderstore one is at so I'd like to have it replaced with something stable and nice asap.
Whats the code look like?
Can't really remember tbh I'll check my GitHub
I think vanilla but with + x on the distance check
Ok fingers crossed that's the final build and it can go on thunderstore tonight
please god
Are there already any concepts for protection from different monsters as with bees?
my friends and i already got bored from dodging slimes
and maybe some upgrades to carry more than one two-handed items?
boombox.
already suggested a few times
All looks good, though, I would change some of the default config values (Idk if Health is calculated with decimals), but Beekeeper starting at .64 ๐คท
Health is an integer yeah I couldn't remember how it would round so I just put it to 64 instead of 65 so it didn't round to 7
I didn't find any issues in single player.
Restarting, and loading it up. Though, I did find that when I loaded a new save (Through LCBetterSaves), some things were purchased, but after deleting and loading a new one again, it didn't happen again.
I couldn't replicate it too.
Not too sure how better saves works. Try go to this dir and see how many LGU_x files you hae and what the highest number is
Deleting the saves, probably doesn't delete the folder with your save data.
I don't think there is a way to delete saves, so, should be fine.
Neat
Oh yeah did you guys want credit in the readme on thunderstore for beta testing?
I don't care really, helping fixing stuff to get the mod out faster and better is all good for me.
Alrighty, as long as you're not against it I'll put you in, may encourage more to help.
I would update this description with some of the major features of the new update.
ah so close to 111222
tough
Manual downloads count?
idk but I refreshed and it's here now so my moment is gone in the wind lol
it could be weird how it updates idk, seems like they've been racking up though I thought it was at ~70k still
I think the "Total Downloads" includes the times people click update to download the new update?
oh it must
ive been going off of version specific downloads for an accurate reading
oh I never even saw that down there that's cool
56.8k isnt bad at all for one version id say
Weird
You aren't using a modpack are you?
I'm going to add more content now
more needs to be done like adding individual upgrades and making more complicated tiered upgrade paths but I want to add more stuff
this also doesnt incorporate per player upgrades yet correct?
I don't thing so, the nightly didn't have that I believe.
yea i didnt think it was in yet
Haha
What d you mean by "Level 2" upgrades in the most recent patch notes?
So most upgrades are tiered now. So the first time you buy it it unlocks it then you can continue to upgrade it a level until it's maxed out.
So every additional level of running shoes increases your movement speed a bit further etc
yoooooo
the legendary update
lol
airborne, just look up a bit and there is your exact reaction
the problem with running shoes, you sometimes take health damage.
i see if nofalldamage actually works with it.
what
does he mean stronger legs?
also on the topic of fall damage: "long fall boots" reduces/negates fall damage
No, I randomly take damage as i run.
If it's set too high it will register as fall damage
The unaltered config for speed and increment should stay under this.
this is when on default values when everything is maxed.
Weird I played for like an hour with running shoes maxed
I'll try take a look thanks
yeah, I usually run around, it usually when you stop.
that your character take a hit of damage and your character animation animed like you ran into a wall or something
Oh when I was playing on really high values it was only when I bumped into things. How good is your internet? I may need to add in a workaround that increases the criteria for fall damage
Or I should just tone the upgrade increments down a bit by default
added config option for night vision as requested from https://github.com/Malcolm-Q/LC-LateGameUpgrades/issues/12
@tame olive if youre around are you able to replicate items not remaining upon reloading save? someone opened an issue on it and i cant seem to replicate it.
i'll defo try
appreciate it!
ive loaded my save several times in my testing and ive gotten my nightvision back every time
i will note i did not leave orbit a single time, because i didnt need to
but it told me i had everything
post was apparently 12 minutes ago
i have a feeling the new upgrade system deleted any old upgrades you had on an old save
so. they likely loaded an old save from prev version and lost upgrades
thats possible, noting that there were no saved items to begin with on the save
since its a new feature
i might test that first
i naturally assumed it was the latest version since its been out for a few hours
yeh
but i forgor about the manual modders who dont get the r2 notif for updates
or just getting on later in the day
wish i had more info from the poster like what upgrades they had/ what they did before they left the game
asked for more info, so we'll see
i was talking about this same thing with Bobbie from biggerlobby alot of users think putting a bug report that says "mod's broken" will make the modder magically know what's wrong and hit the big red "fix" button
it happens alot in the IT world in general tbh
thats my secret cap, i am hitting it >:)
whereas it's usually legacy code or some weird interaction that causes these bugs
i've been playing on latest on my personal modpack with like a bajillion mods and havent run into any issues YET
i never really fault people for too much moaning and groaning because ik theyre just the users
i only get bothered when it goes repetitive without patience
ie constant spams, pings, etc
oh i agree, cause i cant replicate it otherwise lmfao
while i was beta testing i tried to supply as much info as physically possible on any bugs i ran into
on the trello i put one that was "first letter in terminal poofs"
and i supplied 2 snips and a detailed explanation
goated, that reminds me, i might try and add aliases for commands, i know he said auto fill commands could sometimes cause conflicts, but i also prefer being able to shorthand commands so it mght be nice for ease
OR
like cd and atk are a godsend for me with discombob
i think theres a mod or something similar to that, i saw one that said it was mc commands but in terminal
so you could type lat then press tab to get lategame
could just add alias for lgu alternatively admittedly
tru
i wouldnt for items yet though
as he's planning on adding a ton and potentially changing names it seems
items would be fairly general, atp for advanced tp, ptp for portable, etc
since theyd be aliases it wouldnt change the funcitonality of the normal comamnds anyway, since lategame would still work, lategame store, etc
it just allows for multiple inputs for the same place
i just thought something like bs is too general of a shorten
cus many things could be named that
itd not all be 2 letters or something, but better stamina could just be stam, better scanner could be bscan, etc
at least personally i prefer being able to type things quicker for everything im doing, so it wouldnt hurt
idk if ill do that right now obviously, but its something i want to touch on
i literally call assurance "ass" cus that's how i always type it
i do the same
like: "hey guys let's go to ass, ass sounds good"
love that titan shortened down is tit
so you have tit and ass
it's great
i do also want to make it an option to let people multiply the cost for higher tiers if they want as well
instead of it being cheaper, people can make it more expensive if they want
cause naturally id think buying better versions of things would be more expensive, so for my lobbies we'd prob make it more expensive
but still allow people to leave things cheaper if they want
how i thought he was gonna do the config was let us customize EACH TIER
so like beekeeper 1 is 50% then 2 is 45% then 3 is 32% or some shit, yknow?
would max out customization but also prob be kind of a pain
idr is bee rn only 1 tier, or does it go to 4?
according to this, it kinda does then
each level removes the value further
but whatever
not what i meant
i meant like you can customize EACH TIER individually
so you could make one tier more powerful than a previous one but less powerful than a future one or something
y'know
it could be added for something in the future, but right now its not the most important functionality admittedly
right now it looks like we have stable, so more content comes next
as of now its a basic each tier is better than the last by the same amount, which works for now
definitely
i feel we are very close to a finished "house"
i've used the house analogy a few times
i think we're a ways from it, but at the least the foundation is solid
gotta build the framework and get the utilities in before you slap a fridge in there
i'd say we're past foundation
at this point it's more like the frame of the house and now you're putting like walls on to keep people in while you work on more structural support for the second floor
i like this analogy lmao
foundation implies the barebones of the systems
which we have the barebones tier system(missing a few features) , the barebones save system/individual purchasing (missing individual player retrieval and application), we have a few items (missing several noted in the upcoming list), list goes on
which to me fits the foundation aspect, this means we are able to push things forward on a stronger basis of knowledge
at the end of the day it becomes matters of perspective, but i definitely take note of things on a much more piece by piece aspect
from where it started, definitely large improvements for sure
to me it looks like alot of the framework that you must build off of is in place and the foundation was literally the idea for the mod and basic implementation of the mod, though again as you said it's a matter of perspective
ye for sure, id call it the blueprints myself :b
i went and made a quesadilla and they still havent responded to your question, big sad
what kind of quesadilla
i just made some corn dogs
i got 36 of em from sams club for like 10 bucks
lmao i just used grocery store tortilla and cheese, my secret? i use a little garlic salt for flavor, cheesy garlic bread quesadilla
thats fair it do be late (for me anyway)
Damn
I got groceries tonight too. Food is so insane in Canada rn. Spent $150 and feels like a barely got anything. 3 beets is like $7
my deals are fairly lucky from sams club, im disabled and cant drive so i have to get groceries delivered through a service called instacart, but the place sams clubh offers some decent deals
but i do have to watch out at times
i also got 48 oz of bacon for like 14 bucks today
was very nice
I've been meaning to try some of those services, I have one friend who swears by it.
if you could see yourself using it alot id recommend it, but only if you were to use it enough to warrant buying the 'premium' version of it for like 10 a month, the fees they hit you with otherwise are crazy
like today id have to have paid an extra 12 bucks just for the delivery, but with the premium it was free
yippee
noticing a strange incompatibility with another mod on my modlist (teleporters dont start a teleport when used), gonna do some testing to figure out what is causing it, it isnt any obvious ones as far as i can tell
There is a bug using lategame and (presumably) bigger lobby where sometimes everyone has their own credit pool and everyone can spend a separate amount.
Oh weird I'm using the vanilla RPCs for credit syncing. I'll try look at the bigger lobby source code and see if there's a better way I can integrate it.
I will say though I've had a better experience in general with more company. It could be worth a try seeing if that issue exists with that.
Hi I think there may be an issue with purchasing the lategame upgrades it seems like the purchase itself is saved across save files but the upgrade is not applied onto the save and you don't have the option to rebuy those purchased upgrades from the previous save files
Going back to the previous version seems to fix the problem
Due to some people that I play with having issues with more company, we're forced to use bigger lobby.
If you can send the hosts logoutput.log I can look it over.
If you're able to recreate this in a session and can send your logoutput.log file as well that would be handy.
This should be it as the bug happened for like 5-10min right before we all got off
anyone dabbled much with the config for the mod LateGameUpgrades? I'm just trying to find it's location to tweak a value
im having the same problem aswell
we bougth most of the character upgrades but then we logged off updated the mod and we didnt have them and couldnt buy them
we also couldnt buy other stuff (basically the only thing we can buy is the portable tele)
Save files from previous versions are not compatible with the new version sorry. Downgrade and continue playing if you want to finish that save
oh ok
Lethal Company/Bepinex/Config/
it's the one that starts with com.malco..
oh god it's all falling apart as i get on
You're using V 1.3.1 of my mod, part of the reason I switched to my own spawning saving and loading system was because the amount of saved items by the vanilla system it was integrated with is capped at 45 by default. So if you guys get late game and log off with 45+ pieces of scrap on your ship it will just not spawn my objects on spawn. Now with v2.0.0 they are spawned based on the state of a saved json file.
also your log has quite a few rpc errors. Looks like UnlockableSuit and for some reason every time a walkie talkie is dropped it throws a huge ugly rpc error. Just keep that in mind as rpc errors have more potential to snowball into a game breaking error.
Hello, I just got the mod with all the requires and when i try to do Lategame or lategame store it dose not work, any idea why?
Did you install through a mod manager or manually
manually
If the dll and shipupgrades file are in your plugins folder and beside eachother it was installed correctly. Did you install the hookgen patcher correctly?
and lethallib
there's info in installation.txt
If you did install correctly then something is breaking on launch and details are in your output.txt
head hurts, i am going to try mod manager
try r2modman, it doesnt have ads nor does it require overwolf
hey guys! um... how do I buy stuff :<
I tried that, and it works, but then i say
"buy night vision" and it doesnt work..
like if you want a pro just type "pro"
i figured out what it was, it was the minimap mod's "lock to target" feature, easily avoidable but also might wanna put it as an incompatibility
ah makes sense, will do thanks
Kieth did yall like remove most of the upgrades?
I just started playing again and like 6 uppgrades are removed?
( @unkempt granite p0ng ^)
they are all sitll there, he hasnt added any yet but htey all still are there, are you perhaps updating from an older version on the same save?
maybe one sec
also, a new command to buy them "lategame store"
Thanks
this is gonna keep happening a lot huh
Hey Im on v2 and are there patch notes for the buff levels?
there is an error for me with this mod
Don't worry this isn't a breaking error this is just LC_API being LC_API
oh. ok, thank you <3
No I should probably add more clarity to the info cccommands.
If you browse the config file any fields suffixed with _INCREMENT will be the amount the effect of the upgrade inccrements each purcchase. So for example the running shoes, each upgrade your movement speed is further inccreased by I think it's 0.5 or something by default. If you type info <upgrade> after upgrading it the info will update. So type info strong legs it will say increases jump by 3 units or whatever then if you upgrade it it will say increases by 4 units
This update was the latest at the time, but yeah, we update all the mods before playing
and I think the rpc errors was due to bigger lobby, because after we surpassed like 6 players, we were just experiencing a lot of bugs in regards to picking up walkies and flashlights, among other things
Locksmith upgrade and minigame
I don't think it will be implemented until I or someone finds a way to make the UI prettier lol but
steal the skyrim UI
lmao
(for legal reasons this is a joke you probably shouldnt do this)
Oh I alt tabbed to another client
OH LMAO
basically you type page <msg> and it sends the message to all clients, so it's not as good as the walkie talkie for communicating but allows simple communication
i was so confused i thought you teleported
haha
i was like "YOU ADDED TELEPORTATION TO ANYWHERE YOU WANT? ARE YOU INSANE????"
i mean you could still use names of people to guide them
for example page person A go left and down the hall for scrap
or page three red dots around person C
What does the failed to load an asset bundle error mean
Yeah it should definetly be useful I just wanted to add another communication system that didn't step on the toes of the walkie talkie
nothing, it's harmless
so just ignore it
Yeah it's just because LC_API had some funny choices put into it so it throws those all the time
so does that mean theres a different reason the upgrades aren't showing up in the store aside from the advanced portable tele
lategame store
If you havea mod that's dependent on LC_API, LC_API loads and assumes all mods are dependent on LC_API and scans every dir for asset bundles and tries to load them so instead of going AssetBundle.LoadAsset you can go LC_API.GetAsset and when it encounters asset bundles from mods that aren't dependent on it that have already been loaded by the mod it came from it throws that error because you can't load an asset bundle twice
But it's harmless because it's not using it anyway
also me when my console starts lighting up cus of asset bundle failed to load
https://youtu.be/Ba4u7rCqK4g
mhm
how do you buy the upgrades?
I've gone to lategame store, and I typed the names out exactly but it still wont work
Pager and Locksmith are in the nightly build if anyone wants to play with them
I manually downloaded lategame upgrades from thunderstore, latest version 2.0.0, but it shows as 1.3.1 in the output log, I have the lategame store option in terminal though so I assume it's working as it should. But either way I'm still having the credits glitch the other guy was having, I used morecompany instead of biggerlobby
Did you install the mod manually or through a mod manager. Either you misinstalled hookgen patcher and it failed to register the network prefabs or you spelled it incorrectly
Through thunderstore
And Ive typed it out like 5 times to make sure im not making a mistake
what is it you're trying to buy
Mostly beekeeper but ive tried the others to no avail aswell
This should be correct, no?
no just beekeeper
ohhh
I'll add support for the buy keyword I didn't know anyone used it or that it worked lol
if you want 2 pro flashlights instead of doing buy pro flashlight 2 you can just do pro 2
Yeah you're right I forgot to update the metadata for the logger. Not sure if they do a modded syncing method for the clients or what. When the credit desync occurs is it the same on any clients or are all clients different. I wonder if it's just the additional players that get desynced.
we only had 4 players so we weren't going over the regular player limit at the time but morecompany was installed anyway, but basically i bought beekeeper for 450 and my credits went down, but nobody else lost any credits
Yeahhh i have and the output log is gone :( I'll try testing it again with them later
Is the mod multiplayer compatible? for some reason it seems we get an error message every time we try and load it up even after we tested it as the only mod we had on as well.
as long as you have all the dependencies everything works online
Here's a new log, we had 300 credits, bought strong legs and the player who bought it lost their credits, but i still had 300 credits and was able to buy a shovel, then the money synced again and we were both at 270 credits so essentially strong legs was free, it's weird
Thanks
likely not very, it's intended for beta tester to find any glaring issues
It should be as stable as v2.0.0 except I don't quite know how the locksmith upgrade will behave on multiplayer. I set it up so it should be safe but I haven't tested it even on lan yet. The pager should be fine it's very simple.
i guess they are small enough changes
Think I might add the upgrade to the walkie talkie so it shows coordinates next
I'd like to add the drone thing as well.
i just generally recommend against using nightly/beta builds unless testing as it usually isnt polished yet (though i use this no matter what as a baseline)
Ah the fix centipede lag mod suppresses unity logs so I can't get anything out of that log file :/
Thank you very much. that was exactly what i was after ๐
Is discomboulator working now by any chance?
how do I get the upgrades
lategame store
Yeah
Awesome! Thank you Kieth
lategame cool stuff is what the people crave
More upgrades will be released very soon : )
I added a lock picking minigame and pager upgrade today. I think I'll have 4 or so new upgrades in the next update
I tried searching the channel for an answer but couldnt find one;
Do upgrades affect the whole lobby/crew, or just the person who purchases it?
I saw something on the github that mentions "upgrades applying only to the player that picks em up" but wasnt sure if that was a past/potentially fixed bug.
Lategame mod is fun. Upgraded scanner is crazy detecting monsters with ease through walls. Kind of takes the scare and surprise out of things though.
I don't know if there is a way to require line of sight for enemies specifically. Sometimes I'm just not too keen on buying it because it takes the edge of the unknown horrors out of the game.
Another Fun Weather Suit Idea: Lightning Rod, Immunizes Players To Lightning Strikes, Also When Struck By Lightning Or Within The Strikes AOE. Recharge All Equipment You Are Carrying. Another I Am Thinking Of Is A Power-up That Recharges Equi[ment Overtime That Can Be Modified To Charge Slowly Or Give Infinite Power, Because There Is An Energy Shotgun By Radsi2 Available At The Moment That Would Benefit From These. And Currently Love Blasting Brackens With.
Being immune to lightning seems a bit powerful.
It just completely negates the dangers of Thunderstorms.
Maybe make it to where lightning 2-3 shots you?
why bro type with full autocorrect caps
Lemme just throw a few ideas I had on the spot here in one message
Rubber Suit: Costs 500. Makes you resistant to Lightning.
Level 1 makes you get 2 shot by lightning but getting struck kills every battery powered item's charge.
Level 2 makes you 3 shot by lightning, but kills every battery-powered item's charge.
Level 3 gives you full lightning immunity and no longer kills any battery powered item's charge.
Inner Tube: portable, costs 300. Makes you float in water puddles.
Fog-Resistant goggles. Upgrade. Costs 450. Makes fog more bearable.
Level 1 doubles sight distance in fog.
Level 2 triples sight distance.
Level 3 quadruples sight distance.
i wish i was a graphic designer or had any idea how to do that for this game cus i so would
lightning rod for the ship is already suggested, and i agree with person below you, it's a bit powerful to just be immune and even more so to have stuff recharge from this, search lightning rod if you wanna see the current idea for implementation without it being to OP
fog goggles were (kinda) suggested by kieth already in the way of snow goggles that let you see better on dine/rend, inner tube is neat but could prob cause errors or just be hard to implement BUT, it does sound fun =)
The concern with things like a tube is that it causes the exact issue that was brought up of how immunity to lightning ignores storms
That completely ignores flooded so it's hard to see where people want the consistency at
true enough
Though, maybe it can be made into an item instead of an upgrade.
i thought my diving kit was a decent enough idea as it only makes you immune for a period of time and also requires you to sacrifice space for it
Like a two handed item, where it will heavily restrict its capabilities.
Idk how drowning works, but a "Tank expansion" or whatnot would work splendid with water.
I was thinking more like a floaty xD.
another issue with inner tube would be floating too high and not being able to get where you need to without fall damage (vow fire exit)
So, we got a weird bug, we are 3 guys (I'm the host) and the first running shoes upgrade costs 1000, but the next level costs 500, that's ok, but after 1 day it suddenly costs 250 and for only one friend of mine it costs 125, so there seems to be a problem with the pricing
Hahaha, would make sense for me to miss that, I bought them usually on the same day while checking the info and making sure it was accurate. Didn't understand what Keith did for pricing, but assumed it was just a flat .5 multiplier to the initial price.
It probably calcs on the same value instead of a different one causing the issue.
Oh weird I thought I implemented protection for this. I'll make it safer next update
Yeah the inner tube would be a two-habded portable item.
unfortunately, that still suffers the issue of negating an entire weather conditon still
it being two handed or not
im more interested loosely in the diving idea where you can survive a little longer under water as opposed to just, total immunity to a flood at the cost of only 1 slot
400 is cheap for negating a weather effect
Bigger Lungs upgrade does not get cheaper after the first buy
i thought the diving kit could be like 1000 or so as it could be rechargeable and could weigh like 60 or so to be quite prohibitive to just carry around, two-handed and of course limited time per trip out of the ship until it runs out of air
For lightening my favourite solution is the rod and have it have a chance to redirect that gets stronger the closer you are to it. For water though I'm not sure how to address it but yeah I think an item that increases oxygen while in your inventory sounds good.
keep in mind the weight means pretty much nothing when we have back muscles
true
but still something to keep in mind as back muscles is another upgrade so it could make other upgrades/items more worthwhile to take
i like the idea of some upgrades buffing other ones, like lightning rod buffing discombob at later levels
in general all upgrades are already more worthwhile to get imo
since all are a benefit
so far in my playing the priorities are back muscles, then bigger lungs, then nv
i do agree with the idea of the two impacting each other with lightning and disc, i felt thatd be a good way to entice the final tier selection
yeah, i just thought making it harder to carry before getting back muscles or if you dont like getting back muscles would be a good idea as it would add a nice little bit of balance to it and still make sense cus oxygen tanks/ diving equipment is HEAVY IRL
I don't think you guys understand the significance of an equipment being two-handed. Let's say it is flooded and like half the items at two-handed to take back. All those items won't be able to be taken back without it being earlier on in flooded.
Two-handed items also need to be dropped to pick up other items, plenty of issues can arise if you drop it while a bit far from the ground.
that only really an issue in solo/duo play, in flooded ive never had that issue occur with 3 people or more
If you leave the building at like 7-8pm, chances are you leaving items behind on flooded.
and if youre leaving at 7-8pm, thats poor planning on your part
my team is in and out with usually around 60-75% of the total haul by 3pm
Sometimes teamates get trapped by monsters. Also, are you guys forgetting that the advanced tele exists? That negates needing to swim back.
moving two-handed on flooded is priority either way, also with the suggested upgrade of carrying multiple two-handed items it's negated out anyways
You guys just play it safe with only 60% man
im yet to really buy the advanced tele for 1750, its just not worth the purchase with the risk of it breaking at 20% for my crew
the thing is: you dont have to go to flooded, it gives no benefit
I don't like multiple two-handed items anyway, the main reason they are two-handed is cause they are too big to be carried otherwise.
if your goal is to squeeze every drop of every facility you will lose more often than not, the strategy we employ is one in risk assessment, and results in further quotes around the 2.5-3k margin
It isn't at 20%.... default is 10%, and I set it 5% for gameplay.
now if you use "weather multiplers" then yes, there are benefits to going to a weather moon
Weather multipliers should exist base game ngl
tru
Probably will come in eventually. Would add more risk for reward to the game.
I turn it off... Due to being an item you can just lose it due to random bullshit so... It's a good trade off in my book honestly...
i consider vanilla values to be the intended way to play, then changing it removes it from that ballpark imo
... It's modded. There is no vanilla here only strawberry and chocolate XD
i initially believe i tweaked it to be a 20% chance to break but kieth mightve made it only 10
'vanilla values' means the default values.
thats fairly common speak
Yes, yes. Let me stand on this railing and slap this Bracken and this Halfing.
Eh. I'm not a sheeple who follows social norms.
Either way. If the creator didn't want people to config the values... He wouldn't give people the option.
the thing here is: kieth wanted it to be configurable so people could make things easier/harder/ make it the way they want
we added it for the option yes, because user configurability is key
but that does not negate my point
things would not have a default value at all otherwise
yes, dilly can do it how he wants, he jsut wants minimal modifications to how it is base
Default is based on what the creator considers fair. I'm allowed to have a different opinion.
Such as calling it a late game upgrade... It should be WAY more expensive... Just saying.
listen, this is all a stupid argument so let's just not, people can play how they want so long as it doesnt negatively affect other's experience
I agree. That's my point XD
oh absolutely, im not arguing against people playing how they want, just in features being added for the sake of being added
Two different arguments man... I do actually wish that the beekeeper was a suit... With a mobility debuff... But I think that's asking for too much...
like i go and try to discuss good way to implement all of these systems with kieth, thats how we have the tier system we do, the soon to be individual purchases, etc
i then add minor things to make it more understandable and responsive to the rest of you, so its not like its all done without thought
I didn't assume it was... But I do think your values are a little low. A few runs of rend with a duo will make bank and can easily afford all the upgrades... It's not hard to make money in the game if you know how
Better Scanner not up there in priority? I feel like it's kind of crazy good for the price.
its in the works, for tier increasing distance, what it detects, etc as well as being per player
Per player? How would that work?
Oh, that's cool.
most of the upgrades being per player will require you to spend per player, this means a set of nvgs for 4 people is 1920, not so cheap
this doesnt take into account adding in losing these things if you die, and all of that
Perhaps enemy detect can be a higher tier. Honestly, my least favorite part of better scanner since it takes the edge off of the game by quite a bit seeing where enemies are through walls
Honestly that would really up the price... That makes me quite happy about my values. Even if they are more expensive than the default.
Though I'd personally get rid of that part. I just don't enjoy it.
thats the idea yea, each tier adds a new detectable item
ie, tier one is extended distance, next allows you to find valves easier, next exits, next enemies
or something like that
It is configurable for if it can see items/enemies/other stuff through walls
in the future we also intend on making each tier a configurable price, instead of just a base value it is
so if you want tier 1 to be 3 dollar,s then 2 300, then 3 548 then go for it
I would like to know how to configure enemy detect through walls out entirely.
I was wondering if that was going to be a thing...
at the end of the day as ive said many times, its certainly kieths mod but ill absolutely contribute as i can and try to leave it fairly balanced by the time he decides he's done with the project
I'm still down for making enemy scan through walls a tiered thing since I really enjoy everything else about the better scanner.
Oh um... Actually had a bug yesterday unknown if it was fixed. Me and my brother played a game and bought light footed, running shoes and back muscles. We ended missing quota and lost... We played a bit more, restart the game due to existing glitches from other mods and came back to having those upgrades without repurchasing them... Unknown what actually caused the glitch but yeah...
Yeah I agree. I've only played the game with the mod 2 or 3 times and the first time I played with better scanner it completely killed it. I think I want enemies to not be scanned through walls and loot be scanned through walls on the last tier.
Yeah. Again, I just wouldn't have it be a thing. The game needs that horror of not knowing what spawned and where they are. I also get maybe people like it, I just want to be able to get the item scanning benefits, not the enemy scanning ones
that and monitor guy usually acts as the means to warn of enemies and interpreting their movements to determine what is where
and that bit is kind of fun too as the monitor guy
That's the other thing it really steps on the toes of monitor guy. Especially since you can see loot vertically too.
thats true, i will say my team runs without a monitor guy cause everybody wants to be in the facility, finding and fighting for their lives
and better scanner with how far it is does make the run alot easier
Yeah that's the other thing honestly I thought about straight up removing better scanner but you know the config enable is right there and in the future hopefully it will be more tweakable via the config cause at the end of the day it just has to fit people's play styles and a lot of people run teams where no one wants to be monitor guy
I also thought about changing it so it's a seperate bind to do the upgraded scan and it has a cooldown
Say 30 seconds to do a powerful scan
Where can I find the configurations?
this i would like alot more, make it more intuitive
i access them through r2 modman