SoftDiamond-RollingGiant icon

RollingGiant

Adds the Rolling Giant as a new enemy type. Sounds are included. V81+

CHANGELOG

## Changelog

## 2.6.3

  • Commented out more debug code fornow.

## 2.6.2

Released for V81

## 2.6.0

- Upgraded to v50

- Fixed names of ai types in README.md

Known issues:

- The Rolling Giant can't get on the ship

- The Rolling Giant stutters when getting on top of something

## 2.5.2

- Fixed LLL spawning

- Fixed daytime variant's shader being missing (somehow)

- Fixed daytime variant, when disabled, not disabling audio

## 2.5.1

- Fixed timers that didn't reset when ai types changed hourly

- Fixed some ai types slowing down dramatically due to timers not resetting

## 2.5.0

- Added AiTypeChangeOnHourInterval to the config so the ai type can change every X amount of hours

- The InverseCoilhead ai type will now move towards a player if it can't see any of them, until it gets back into line of sight

## 2.4.4

- Added@Headcraps to the acknowledgments for making the original Rolling Giant model

- I was given this by a friend so I wasn't aware that Headcraps initially made it, sorry about that!

## 2.4.3

- Fixes outside ai!

## 2.4.2

- Clients properly get targetted during the roaming phase

## 2.4.1

- Fixed an ownership issue that caused the Rolling Giant to spam errors

- Fixed an ownership issue that caused the Rolling Giant to not untarget from someone

- Fixed an ownership issue that caused the Rolling Giant to target people outside of the factory

- Removed capsule collider and added a box collider as it was causing issues with the Rolling Giant's attack

- Rolling Giants outside still don't work properly, but is getting worked on 🫡

## 2.4.0

- Fixed the Rolling Giant's bestiary entry breaking when scanning the outside versions of it

- Fixed the Rolling Giant not being able to get on the ship

- Fixed the latency teleportation of the Rolling Giant on clients; now moves smoothly across all clients

- Fixed ai path issues if the player jumped or got onto a high place. Now the Rolling Giant paths to the closest point to the player if they are inaccessable

- Fixed the Rolling Giant damaging the player when clipping into the ship and the player is in the ship. Now it won't damage the player in this case

- Fixed ai type syncing between clients

- Fixed various ai types by syncing shared variables between clients

- Fixed LookingTooLongKeepsAgro where the Rolling Giant wouldn't move while the timer is partially completed

- Fixed LookingTooLongKeepsAgro where the time would restart when it switched players, or lost the player

- Fixed OnceSeenAgroAfterTimer where the time would restart when it switched players, or lost the player

- Fixed ai type timers resetting when the player jumped or went out of range

- Fixed the Rolling Giant's audio stuttering if it makes quick small movements to reach a location

- Improved the wandering speed so it will speed up to their max speed like their chasing state

- Rolling Giants past 1.2 size can no longer get onto the ship

- Rolling Giant scale now slightly affects their rolling audio pitch

## 2.3.0

- Added a config option to change the max amount of Rolling Giant's that can spawn in a level

- Changed the config option for AiType to accept multiple values

- This allows for a random AI type to be picked at the start of each moon

- AI type is now synced across clients with a NetworkVariable instead of with the config sync

- Added a new Rolling Giant model that is more optimized than the previous one

- Thanks to Krampus for the help on that!

- The Rolling Giant now properly checks line of sight to start chasing the player

- Fixed a client bug that would complain about an invalid navmesh agent

## 2.2.1

- Fixed dead body shader being applied to all dead bodies and not only to the Rolling Giant player death type

## 2.2.0

- Added a config option to spawn the Rolling Giant on any level and a weight for that option

## 2.1.4

- Fixed client audio not playing due to agent speed mismatch

## 2.1.3

- Slightly increases the now too low default poster spawn weight

## 2.1.2

- Removed a multipler that was applied to the poster rarity for some reason

## 2.1.1

- Removed the soft dependency to LethalSettings, as it somehow broke through a try catch which broke the mod loading.

- Increased the default spawn weights slightly.

- Added a slight probability curve to the giant's spawning inside, outside, and outside during the day.

- Inside will slightly more common at the start

- Outside will be slightly more common at the start and a bit more common near the end

- Outside during the day will be slightly more common at the start

## 2.1.0

- Renamed SpawnInside to CanSpawnInside, and is now just a toggle

- Renamed SpawnOutside to CanSpawnOutside, and is now just a toggle

- Renamed SpawnDaytime to DisableOutsideAtNight as it was too confusing for many people, and is now just a toggle

- Added extra notes to various config options to make them more clear

- Added the Rolling Giant to the in-game dev enemy spawn list

- Fixed the Rolling Giant's outside AI

- Gave the Rolling Giant, when it is a daytime type, a disabled state

## 2.0.1

- Removed logs from ai modes that spammed the console :(

## 2.0.0

- Removed Terminal API dependency

- Converted the Rolling Giant into a completely custom enemy that can be added to the spawn pools

- Overhauled all AI behaviors

- Fixed many audio and networking sync issues

- All AI types will wander by default if all players get out of range

- Added a new player death type for when the Rolling Giant kills the player

- Removed wander settings

- Added config options:

- GotoPreviousAiTypeKey - The key to go to the previous AI type.

- This uses Unity's New Input System's key-bind names

- GotoNextAiTypeKey - The key to go to the next AI type.

- This uses Unity's New Input System's key-bind names

- ReloadConfigKey - The key to reload the config. Does not update spawn conditions.

- This uses Unity's New Input System's key-bind names

- SpawnIn - Levels that the Rolling Giant can spawn in, separated by their chances of spawning

- SpawnInside - If the Rolling Giant should spawn inside the dungeon

- SpawnDaytime - If the Rolling Giant should spawn during the day

- SpawnOutside - If the Rolling Giant should spawn outside

- MoveDeceleration - How long it takes the Rolling Giant to stop moving in seconds

- SpawnPosterIn - Where the Rolling Giant poster scrap can spawn, separated by their chances of spawning

## 1.2.0

- Removed unused LC_API dependency

- Added a config option to tell the Rolling Giant to wander again if the player goes past a certain distance

- Added a config option to change that distance between the player and the Rolling Giant

- Added a config option to change how long it takes the Rolling Giant to get to its movement speed

- Added a config option to change the Rolling Giant's visual scale between two values

- Added a config option to change the duration the player has to look at the Rolling Giant before agro for the LookingTooLongKeepsAgro AI

- Audio volume scales based on the Rolling Giant's speed up to a cap of 1.0

- Added new AI types for the Rolling Giant:

- FollowOnceAgro = Once provoked, the Rolling Giant will follow the player constantly

- OnceSeenAgroAfterTimer = Once the player sees the Rolling Giant, it will agro after a timer

- Fixed RandomlyMoveWhileLooking AI not taking into account player viewing for timers

- Fixed movement speed not applying to AI tick loop

- Overhauled all settings to allow for per-AI type settings

- AI types are now grouped with the data they need

- Previous settings are removed automatically

## 1.1.1

- Made the Rolling Giant rng utilize the map seed to make results less samey

## 1.1.0

- Multiple AI types for the Rolling Giant:

- Coilhead = Coilhead AI

- MoveWhenLooking = Move when player is looking at it

- RandomlyMoveWhileLooking = Randomly move while the player is looking at it

- LookingTooLongKeepsAgro = If the player looks at it for too long it doesn't stop chasing

- Can change the scale of the Rolling Giant's model

- Can change the Rolling Giant's movement speed and wait/move random durations

- Rolling Giants have the option to rotate to face the player if they have been still for some time

- Rolling Giant variant is now synced visually across clients

## 1.0.0

- Initial release