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Odd Company
Seven Blender-authored horror models with smoother geometry, textured surfaces and articulated motion. Preserves heartbeat survival, creature behavior, audio and optional SellBodiesFixed drops. Experimental visual update.
By thedemonmods
CHANGELOG
0.10.1
Pligga: replaced the photographic face patch with a modeled face, blended cheeks and chin, actual eyelids, nose cavities, lips and tongue. Continuous warm skin material. Reference-inspired and still stylized; not a photorealistic likeness. Other six models unchanged.
0.10.0
- Replace all seven visible creature models with Blender-authored skinned meshes and textured surfaces.
- Preserve gameplay and existing procedural fallback; add local asset validation and shared mesh/material lifetime management.
- Keep Pligga's photo identity and the Passenger's reference design.
- Experimental: Blender previews and offline checks only; in-game validation outstanding.
0.9.0
- Blackout chase 3.4 -> 5.2 m/s, detection 24 -> 34 metres, six-second last-seen position memory and eight-hit melee health.
- Replaced stationary grab attempt with 0.6-second warning and a bounded 11 m/s closing lunge, 1.6-second miss recovery and unchanged 1.8-metre contact check. No gaze freeze, teleport or wall-bypassing grab.
- Rebuilt its procedural body using smooth curved/tapered meshes, elongated jaw, cheek tendons, curved ribs and fingers, hollow sockets and asymmetric shoulders.
- Added hip/elbow/knee pivots, uneven hitch-and-drag gait, counter-rolling head, loose jaw and separate warning/lunge/holding poses.
- Heartbeat timing, crew rescue, victory line, SellBodiesFixed integration and no-timed-despawn behavior retained.
- Protocol 10; all players need 0.9.0. Compiled; 110 offline rule checks and 39 generated-audio validations passed. Live visual quality, collision and balance still need game testing.
0.8.0
- Removed timed despawn in normal and test modes. Round/session cleanup and the Passenger's scripted vanish remain.
- All seven are now shovel/knife-killable, including the physically present Last Passenger. Melee collider is non-trigger; dead entities reject further hits.
- Added host-only SellBodiesFixed integration targeting the installed 1.14.0 contract: registered generic modded-body prefabs use the mod's own BodySyncer, value, weight, pickup and selling behavior. No MobDrops integration included.
- Pligga/Tollbud use tier 2, Passenger/Blackout tier 3, the others tier 1. Respect enabled body definitions and creature-name blacklist; disabled/unavailable integration leaves a non-collectible fallen model.
- Dead fallback bodies persist for the round and do not consume live encounter slots. Successful sellable-body creation replaces the visual-only corpse; repeated death requests cannot create extra bodies.
- Killing the physical Passenger cancels its current mark before it vanishes; killing the Blackout releases its victim. No curse cleansing by attacking an absent apparition.
- Protocol 9 requires everyone on 0.8.0. If the host uses SellBodiesFixed, guests must have it loaded too; use matching versions.
- Compilation, 103 offline rule checks and 39 generated-audio validations passed. Pickup, sale, saving/loading and multiplayer body behavior still need live testing.
0.7.1
- Added the supplied, unmodified ElevenLabs recording as BlackoutVictory.mp3 beside the plugin DLL.
- Plays once as spatial audio following a confirmed heartbeat win; nearby living crew can hear it. Uses WarningVolume.
- Explicit win flag prevents rescue, cancellation, timeout or failure from triggering the line. Expired completion snapshots are suppressed.
- Local asynchronous MP3 loading; no online service dependency. Protocol 8 requires all players to update.
- Compilation and 96 offline checks passed; 39 generated audio clips validated. Supplied MP3 playback still needs in-game testing.
0.7.0
- Replaced The Blackout's observation freeze and 65-damage rush with pursuit, a dodgeable 0.7-second grab warning and a heartbeat survival minigame.
- SPACE or controller south button (Xbox A / PlayStation Cross) controls the rhythm. Two seconds of preparation; one beat every 0.85 seconds; timing tolerance +/-0.18 seconds. Six successes escape; three early/late/missed beats fail. Button mashing counts as mistakes.
- Failure kills by default; GentleDamage preserves a 20-HP floor. Successful escape or rescue gives eight seconds before the next grab.
- Two accepted melee hits by other players break the hold. Victims cannot self-rescue via mod melee-hit requests. Destroying/despawning the creature also releases its victim.
- Added local heartbeat audio, compact timing HUD, movement hold, grab pose and owner-local rhythm scoring. Server validates victim/session, completed score and minimum success duration; this is not an anti-cheat system.
- Disconnect/expired snapshots, departure, disabled encounters and handshake/response timeouts cancel the hold instead of killing on timeout. All players require 0.7.0/protocol 7.
- Built against installed game assemblies; 91 offline checks and 39 audio validations passed. Live UI/input, multiplayer latency and animation are not yet game-tested.
0.6.0
- Pligga's windup shortened from 1.8 seconds to 0.8 seconds; warning audio playback now fits that window.
- Added The Blackout: split skull, hooked arms, exposed ribs, observation-sensitive stalking and a fixed-direction rush at 10 m/s for 65 damage.
- Roughly 0.8 seconds unobserved primes its attack, then a separate 0.7-second warning precedes the rush. A valid crew member watching it stops the rush; walls block damage. Four-second recovery after a successful strike.
- Five original Blackout sound cues: roaming, pursuit, warning, impact and first sighting; distinct warning/crouch-and-lunge poses.
- Seventh species supported in spawning, configuration, sound arrays, scanner hints, network snapshots and test cycling. FirstMonster=6 tests the newcomer. Last Passenger's behavior and selection rate unchanged.
- Protocol 6 requires matching versions for all players. Compiled; 78 offline rules and 38 audio clips validated. No live-game validation yet.
0.5.0
- Dramatically buffed all original five: lethal defaults, 6–8 melee-hit health, shorter stagger with three-second resistance, and 1.5-second shared hit immunity.
- Pligga: enlarged body, fanged hanging jaw and back spurs; nine-metre sweeping tongue, 35 damage, native temporary visor-spit effect.
- Hushloom: faster charge/pursuit, ten-metre 30-damage pulse, crouch counter and short hearing muffle.
- Backstitch: active pursuit, eight larger longer-lived traps, upright/walking triggers, 22 damage and two-second snare.
- Tollbud: six-metre 40-damage pulses and shorter passes. Foldback: 2.5-second trail, faster pursuit, sight-loss memory and 35 damage.
- Passenger: default 60% selection, third-encounter pity selection, closer placement and longer field lifetime. Curse mechanics unchanged.
- One-time config migration disables GentleDamage and upgrades the old 12% passenger default; subsequent user choices persist.
- Protocol 5 requires every player to update. Compiled; 65 offline rule checks and 33 audio validations passed. Not live-game tested.
0.4.0
- Added a persistent 20% outdoor-placement roll, outdoor node navigation, same-zone targeting and ship-proximity limits.
- Added The Last Passenger, a red spiked apparition modeled after the supplied reference. Default 12% selection chance and at most one normal appearance per landing.
- Added validated gaze marking, a 3.5-second distorted vision and a takeoff execution with synchronized performer, victim hold, head-twist pose, native detached-head ragdoll selection and dedicated sounds.
- The new curse is explicitly fatal and bypasses GentleDamage. It cancels if the victim dies/disconnects before execution.
- Added local shake, flicker and distortion controls, state restoration and expired-snapshot cleanup.
- Added eight new synthesized clips: five creature roles and three curse events; 33 total.
- Protocol 4 requires every player to install 0.4.0.
- Passed compilation, 53 offline gameplay/timing checks and audio validation. No live gameplay or two-player execution test has been performed.
0.3.0
- Added local first-sighting stings: central camera view, 12-metre range, clear sightline, 0.25-second dwell, once per species per landing and a 45-second shared cooldown.
- Added first-sighting enable/volume settings. No camera effects; attack cues take priority.
- Added five new pursuit/alert loops and five sighting clips, for 25 original clips total.
- Added host-synchronized presentation states and explicit sound cue roles, crossfading beds and ducking during warnings/impacts.
- Added movement-driven gait, grouped Pligga head/face and fingers, hinged Hushloom wings/veins, alternating needle steps, jaw charging and impact recoil.
- Preserved gameplay balance. Backstitch and Tollbud use alert audio rather than acquiring new chase mechanics.
- Bumped handshake protocol to 3; all players must upgrade together.
- Passed 30 offline gameplay/sighting checks, 25-clip audio validation, compilation and archive validation. Live playtesting remains outstanding.
0.2.0
- Reworked all five bodies with muted industrial-horror materials, thinner/asymmetric silhouettes, torn membranes, wire, seams and restrained twitching motion.
- Added five original 16-second creature ambience loops, five warning clips and five impact clips.
- Added spatial falloff, smooth ambience fade, wall muffling, competing-monster attenuation and separate local ambience/warning volume settings.
- Removed bright body emission; kept visible counterplay marks. Preserved the supplied Pligga face.
- Added an offline audio check for finite samples, headroom, edge ramps, non-silent energy and distinct clips, plus a WAV preview exporter.
- Version handshake now requires the 0.2.0 protocol. Replace 0.1.0 on every player's profile.
- Compiled and checked offline; live Unity rendering, mixing and multiplayer testing remain outstanding.
0.1.0
- Initial experimental release with pligga, Hushloom, Backstitch, Tollbud and Foldback.
- Procedural models and sound cues; embedded user-supplied Pligga face image.
- Host-controlled AI, client snapshots, version handshake, validated melee hit requests.
- Gentle damage, limited spawns, per-player hit cooldown, scanner counter tips and test cycle.
- Built against Steam build 22825947. Offline checks passed. In-game playtesting remains outstanding.