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DewareMod-EnhancedCoilhead-0.2.0 icon

EnhancedCoilhead

[v81+] Smarter, scarier Coil-Head: systematic patrol, hears noises and voices, picks its victim, and a host-synced config.

Date uploaded 3 days ago
Version 0.2.0
Download link DewareMod-EnhancedCoilhead-0.2.0.zip
Downloads 402
Dependency string DewareMod-EnhancedCoilhead-0.2.0

This mod requires the following mods to function

AinaVT-LethalConfig-1.4.6 icon
AinaVT-LethalConfig

Provides an in-game config menu for players to edit their configs, and an API for other mods to use and customize their entries.

Preferred version: 1.4.6
BepInEx-BepInExPack-5.4.2305 icon
BepInEx-BepInExPack

BepInEx pack for Mono Unity games. Preconfigured and ready to use.

Preferred version: 5.4.2305
xilophor-LethalNetworkAPI-3.4.2 icon
xilophor-LethalNetworkAPI

A library/API to allow developers to easily add networking to their mods.

Preferred version: 3.4.2

README

EnhancedCoilhead

Makes the Coil-Head smarter and scarier, with every behaviour adjustable in-game through LethalConfig.

All players should install this mod, and the same version. The host's settings are sent to everyone when they join and whenever the host changes a value. Parts of the chase run on the chased player's machine, so a player without the mod falls back to vanilla behaviour.

What it changes

  • Systematic patrol. Instead of wandering at random, it sweeps the map's AI nodes, remembers what it has already checked, and starts a new round once the map is covered. After losing a chase it first checks the place where it last saw its victim.
  • Hears noises. Footsteps, dropped items, noisemakers, tools and, above all, voice chat draw it toward the sound. Louder noises win over quieter ones. Voice only counts when it is loud (MinVoiceLoudness, default 0.75), so shouting works but normal talking does not.
  • Chooses its victim. Instead of always taking the closest player it favours players who are not looking at it and players far from their teammates, and it sticks with a target for a few seconds (TargetHoldTime) so it doesn't flip-flop.
  • Tunable stats. Chase speed, wander speed, notice range, how long it chases, how long it rests, and damage.
  • Audio. Local volume and audible-distance controls (per player, not synced).

Settings

Everything is in the in-game LethalConfig menu and can be changed live. The host's values apply to all players while in a lobby. LogNoises prints each noise it hears (and its target and patrol decisions) to the BepInEx log, which helps with tuning MinNoiseLoudness. At the default 0.3 it hears normal walking (0.4) as well as sprinting (0.6); raise it to 0.5 if you want to be able to sneak past.

Known limits

  • Multiplayer is tested with one host and one client (two game instances over LAN), not yet in full lobbies. Please report problems with your LogOutput.log from both host and client.
  • Clients relay voice chat and dropped-item noises to the host. Footsteps, noisemakers, flashlights and boomboxes already reach the host on their own.
  • This is an early release; behaviour is balanced for a harder game, so expect it to be scary. Lower ChaseSpeedMultiplier and raise CooldownDuration if it is too much.

Credits

Built on BepInEx, HarmonyX, LethalConfig by AinaVT and LethalNetworkAPI by Xilophor. Lethal Company is by Zeekerss; this mod is unofficial.

License

MIT. See the LICENSE file in this package.

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 TargetHoldTime before 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 CooldownDuration is longer than InvestigateTimeout).
  • With LogNoises on, noise lines show via=client or via=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.