Please disclose if any significant portion of your mod was created using AI tools by adding the 'AI Generated' category. Failing to do so may result in the mod being removed from Thunderstore.
- Reduced Vecna's spawn weight from 64 to 30 to prevent him from appearing too frequently.
Bug Fixes:
- Added a safety check to clocks so they don't spawn inside of walls
- Added a safety check to ensure Vecna doesn't kill players outside of chase.
- Added a potential fix to cosmetics clipping into first person view after chase.
- Added a safety override to make sure Vecna's visibility game layer wasn't overwritten by other mods to prevent him being invisible in chase.
Misc
- Fixed grammar and spelling mistakes in README
## 1.0.4
- Updated mod to be compatible with v81
Bug Fixes:
- Fixed a bug that caused the company cruiser to sink into the floor when vecna spawned. More features and QoL improvements to come in future updates around the cruiser!
- Thank you to Starpinguin25 for reporting this issue to me!
## 1.1.0
Features:
- Added spawn weight per moon that is customisable in config
- Added new functionality around the company cruiser involving clocks and the chase
- Added a new cinematic when cursed player is in company cruiser when Vecna tries to trigger chase
- Added new voiceline for new cinematic
- Fixed an issue where others could see items in the new utility item slot, introduced in v81, when in chase
Balance:
- Vecna now has a lower chance to spawn on easier moons, with a much higher chance to spawn on more diffcult moons. This is to give players an opportunity to buy a boombox to counteract Vecna when he is more common.
## 1.1.1
Bug Fixes:
- Fixed a bug that made enemy meshes disappear to victim if they escaped chase
- Fixed a bug that resulted in player voice chat not being muted in chase
- Continuing to monitor issues caused by v81. Please report any bugs you find!
## 1.1.2
- Fixed a bug where you couldn't hear other players in spectate mode after dying to Vecna.
# 2.0.0
## NEW GAMEPLAY MECHANICS
### Vecna's Lair
- Added a new pocket dimension that contains Vecna's Lair (creel house attic)
- Added a new upside down portal system to traverse to Vecna's Lair. The entrance portal spawns at a random position in the interior. (thanks to jon4rez for portal effects)
- Added an ability to break Vecna's curse permanently by disrupting Vecna in his lair (clocks no longer spawn)
### Vecna's Wrath
- Added a new behavioural phase, once Vecna has been disturbed, where he becomes visible and is a threat to everyone.
- Added a new chase mode in 'hunt everyone' where Vecna will know where everybody is at ALL times, gaining the ability to traverse outside
- Added new 'hunt everyone' ability that allows Vecna to telekinetically push and damage players inside of facility
- Added new 'hunt everyone' ability that allows Vecna to telekinetically throw players when outside of the facility
- Added a new 'hunt everyone' ability that allows Vecna to telekinetically blast a player(s) away from him dealing damage
### A chance to fight back
- In 'hunt everyone' mode ONLY, Vecna is able to be stunned by players
- In 'hunt everyone' mode ONLY, Vecna is able to be killed by players
- In 'hunt everyone' mode ONLY, Vecna is able to break into the ship
## GAMEPLAY IMPROVEMENTS
- Improved logic of hiding player renderers to be less impactful on performance
- Improved light interference during clock haunts to use the base games method, which is more performant and less resource intensive.
- Added compatibility support with ModelReplacementAPI and MoreCompany so cosmetics are now fully hidden when a player is taken into a trance.
- Added compatibility with MelaniesVoice, meaning TTS is muted when player is in trance
- Added voice muting compatibility with MoreCompany so players are correctly muted in trance
- Changed the behaviour of Vecna's clock slightly. It now only disappears when the player is not looking at it, to avoid jarring clock disappearances that break immersion.
- Now VR Compatible.
## AUDIO IMPROVEMENTS
- Improved the clock haunting chimes to progressively become more aggressive as Vecna's curse grows stronger
- Improved Vecna's breathing audio to not phase in and out
- Added new footsteps audio for Vecna
- Added new Vecna voice lines for when he is stunned by a player and dies.
- Added new telekinesis sound effects for when Vecna uses his abilities
- Added new portal sound effects for portal usage
## VISUAL IMPROVEMENTS
- Completely reworked the appearance of Vecna's clock to look more realistic and similar to the showw
- Added a new aura effect to Vecna (thanks to jon4rez)
- Added a telekinesis distortion effect when Vecna uses his abilities (thanks to jon4rez)
- Improved the clone limb snap animation
- Added better blood effects to the limb snap
## ANIMATION IMPROVEMENTS
- Added new walking animation for Vecna
- Added a new execution animation for Vecna
- Added telekinesis casting animations for Vecna
- Added an animation when Vecna exit's his lair
- Added an animation where Vecna meditates in his lair
- Added an animation where Vecna detaches from his Tentacles in his lair
- Added upside down tentacles that animation with Vecna when he meditates and detaches
- Added new player animation for when they are pulled in by Vecna
- Added new stunned and death animation for Vecna
- Added a new animation for Vecna's blast ability
## BUG FIXES
- Fixed a bug where not all renderers would be hidden
- Fixed a bug where victim voices would not be muted
- Fixed a bug where Vecna would sometimes not kill players
## REMOVED
- Removed the cruiser cutscene for functionality reasons, and to reduce code bloat. Instead, the clock will just spawn on bonnet and chase will start upon vehicle exit
- Removed VFX when Clocks disappear to accommodate new clock logic
## 2.0.1
Bug fixes:
- Fixed a bug where Vecna wouldn't be able to leave facility
- Fixed a bug where players would be teleported to previous clones position when the ship left. Similar bugs should also never happen now
- Fixed a bug where a victims dead body wouldn't teleport to the clone's position for non-owners/other clients.
Improvements:
- Optimised clock spawns to reduce lag on their spawn. Clock now only instantiates on first spawn, and from there just enables and disables itself instead of destroying itself
- Added the lair and portals to OnDestroy method ( I forgor)
- Fixed README image issues
## 2.0.3
Bug fixes:
- MAJOR BUG Fixed a bug where Vecna would rarely spawn.