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SNCompany
Makes grading algorithm significantly more advanced, now measuring time efficiency per player. Removed fines. Configurable.
| Date uploaded | 2 years ago |
| Version | 1.2.0 |
| Download link | Triangleman-SNCompany-1.2.0.zip |
| Downloads | 265 |
| Dependency string | Triangleman-SNCompany-1.2.0 |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2100README
SNCompany
Personal tweaks and prototypes:
Fines are removed. Replaced by a gentle chiding.
New grading algorithm properly represents player effort and efficiency. It takes into account:
- Dungeon Size, and the exponential time increase of exploring larger dungeons
- Players connected
- Quantity of scrap recovered, rather than just quality
- Fire exits
- Traversal time across each vanilla moon
With more players at small dungeon sizes, it will not be possible to get an S. This is intentional. Four players 100% clearing adamance/offense/march is the S threshold I balanced for.
Contact
Discord: triangleman10
License
This project is licensed under MIT License.
Credits
This project uses LCM-Template-TSPublishing, licensed under Creative Commons CC0 1.0 Universal.
This project uses code and an altered asset from MoreCompany, licensed under MIT License.
This project uses code from LethalLevelLoader, licensed under MIT License.
CHANGELOG
SNCompany Changelog
1.2.0
- Grading algorithm improvements
- Finds the number of fire exits, lowers dungeon size accordingly
- Separated moon traversal time into its own equation
- Average time between ship and entrances experimentally determined and applied for every vanilla moon
- Accounts for scrap density
- No longer affected by tile size variable (mansion would have significantly lower grades due to its unique value)
- Automatically calculates final constant based off a certain threshold, allowing for config adjustments without issues
- Config
- Enable/Disable each feature. Logo vandalism is off by default.
- Can alter certain subjective factors:
- How much to prioritize scrap quantity versus scrap quality (value)
- How much additional fire exits reduce dungeon size
- The relationship between number of players and how much is expected of them (efficiency per player generally decreases in larger groups)
1.1.0
Revamped grading algorithm to better represent player effort and efficiency
- Takes into account:
- Dungeon Size (approximates exponential and linear components of the increased time required to search larger dungeons)
- Player Number (at start and end of each round)
- Quantity of scrap recovered (weighted average with scrap value)
- This lowers the effect of extremely high value scrap, like sellbodies corpses and the facility meltdown apparatus
- With more players at small dungeon sizes, it will not be possible to get an S. This is intentional. Four players 100% clearing adamance/offense is the S threshold I balanced for.
1.0.0
- Release
- Replaces main menu logo
- Removes fines