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EnhancedCoilhead
[v81+] Smarter, scarier Coil-Head: systematic patrol, hears noises and voices, picks its victim, and a host-synced config.
CHANGELOG
Changelog
0.2.0
Multiplayer fixes, tested with a host and a client (2 players over LAN).
- Fixed: host settings never reached clients. Sync relied on a per-frame update that does not run in Lethal Company, so clients silently used their own values. Sync is now event-driven: clients request the host's settings when they join, the host pushes changes as soon as a synced value is edited, and clients drop the host's values when they leave the lobby.
- Fixed: items dropped by clients were never heard. The game only raises that noise on the client who dropped the item; clients now forward it to the host, like voice chat.
- Fixed: targeting could bounce between players during a chase. The game hands the Coil-Head to the chased player's machine, and each machine forgot the target lock. A new owner now holds the current victim for
TargetHoldTimebefore reconsidering. - Fixed: after a chase it went to where the player was, not where it last saw them. It now remembers the victim's position only while it can actually see them.
- Fixed: a place to investigate could expire while it was resting (for example when
CooldownDurationis longer thanInvestigateTimeout). - With
LogNoiseson, noise lines showvia=clientorvia=local, and target and patrol decisions are logged too. - The host log warns when a client runs a different version of the mod.
0.1.0 (first release)
- Initial release: systematic patrol, noise and voice hearing, smarter victim selection, tunable stats, audio controls, host-synced config.