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ShieldGeneratorBehemoth
Behemoth support tank with original hull/mask textures, scouting/guarding vehicles and optional Megaron turret/drop-zone deployment.
By TankTeam
CHANGELOG
0.3.5
- Destroyed drop zones can be replaced in the same stage. One active or revivable zone per player; surviving factory tanks still count toward the six-tank limit.
- Ready/deployed status follows current zone occupancy. Failed replacement summons do not consume placement.
- Heavy and Skirmisher retain 0.3.4 unique native skin paths and original hull textures.
- Megaron G turrets and J drop zones use these shared fixes when both separate mods are installed.
- Native Unity/game/multiplayer testing remains pending.
0.3.4
- Give every allied vehicle hull/glow renderer a unique native skin path, preventing glow materials from replacing hull textures when skins are applied.
- Remove inaccessible CharacterBody.statsDirty field writes; retain public RecalculateStats calls for host and client stat updates.
- Strengthen compilation against private statsDirty/transform fields and add skin-path round-trip regression checks.
- Native game rendering and multiplayer validation remain pending.
0.3.3
- Assign Heavy images 3/4 and Skirmisher images 5/6 directly as original hull/emission-mask textures with original B3D tints.
- Construct clean native HGStandard materials for those two tanks; eliminate donor splat/vertex-color/flow/print/limb-removal state and keep valid tangent frames on constant-UV glow faces.
- Add a one-time live shader/texture snapshot after native skin initialization for diagnosing actual in-game material binding.
- Extend optional Megaron support to G turrets as well as J drop pods/zones; retain owner/server validation, charges, living caps and Escape cancellation. H remains Behemoth-only.
- Preserve main camera, skills, balance, original sounds and approved VFX bundle. Compilation/managed checks pass; native game and multiplayer testing were not performed.
0.3.2
- Rebuild allied model roots/skin caches independently of native monster models; assign original vehicle material maps from a clean native opaque source.
- Disable the original model/animation and donor audio events; clear native bug barks, landing/death/loop sounds only on cloned allied vehicles. Retain TU1 vehicle audio.
- Use an animation-free authoritative motor/primary state for all allied roles.
- Add player guards, chest/enemy scouts, chest reservations and native ground-node destinations; artillery remains on overwatch.
- Add optional J-only drop-zone integration for the separately installed Megaron. Leave its plugin, cameras, mouse attacks and existing abilities unchanged.
- Retain balance, six factory tanks, placement, salvo/alignment gates, stat sharing and multiplayer scope/ownership protections. New actual-code managed fixtures cover these additions; native game/multiplayer testing remains pending.
0.3.1 — owner-scaled allied vehicles and six-tank factory
- Applied requested health/armor/damage profiles. Combat units gain 100 health/damage per additional owner level; drop zone has 25,000 health plus 5,000 per additional owner level.
- Added live 5% sharing of positive owner stat bonuses, authoritative observer snapshots and delayed-body/stale-message handling. No full inventory/aspect proc copying.
- Turret/skirmisher: three quick shots, full four-second reload. Artillery: up to three shots at least 0.5 seconds apart, full three-second reload. Every round checks alignment/path; abandoned bursts recover.
- Raised factory living-tank cap to six, broadened spawn searches, extended zone placement to 250 m and removed false terrain-overlap rejections while retaining wall/obstacle checks.
- Split turret HUD into alive, total placed this stage, and charges. Failed summons do not count.
- Added six front portraits from original imported models.
- Added supplied explode_big1/2/3 exclusively to heavy/artillery shell impacts. Rechecked original TU1 setup trees through return; retained medium/heavy shell.wav and artillery shell2.wav; removed the unsupported forced skirmisher flight loop.
- Preserved unrelated Behemoth main skills/camera/shield/hub/core and approved existing bundle. Native game/multiplayer validation remains pending.
0.3.0 — allied vehicle overhaul
- Imported all available original B3D brush layers, separate albedo/emission and independent yaw/gun pitch with authored muzzle pivots.
- Added persistent model ground-plane fitting, supported slope tilt, independent hull heading and original wheel motion where present.
- Guns wait for mechanical alignment before damage or stock consumption; elevation range -15 to +85 degrees.
- Artillery retreats within 110 m, holds while reloading and uses requested climb / overhead / vertical-drop flight with server observer corrections.
- Rebuilt role-specific shells, white streaks/coronas, red/pink smoke, muzzle/impact effects; original recovered audio retained.
- Added host drop-zone interval option, 5–300 s, live rescheduling, cap 3 unchanged.
- Added managed rig/flight/observer regressions and offline MP4 previews for all six deployment roles.
- Preserved the 0.2.2 content-registration fix and unrelated Behemoth camera, shield, skills and approved Mega Bomb bundle. Native game testing remains pending.
0.2.2 — friendly vehicle startup hotfix
- Fix the supplied 0.2.1 log's duplicate blank asset-name exception by assigning unique Unity object names to all six ally SkillDefs and SkillFamilies.
- Defer SetBaseSkill from construction prefabs to live body startup, after state catalogs are ready. Preserve existing item overrides and bind the intended weapon machine.
- Add an actual-builder regression fixture: the shipped 0.2.1 code reproduces the duplicate-name error; a named-assets-only control still fails the catalog-order check; the complete fix registers all six roles. Controlled engine/catalog doubles, not native Unity execution.
- Preserve existing Behemoth camera, abilities, deployment limits/stats, original models/audio and approved Mega Bomb bundle.
0.2.1 — completion audit and original TU1 vehicle audio
- Recover the earlier supplied sound fx.zip and import 13 original TU1 cues: four cannon variants, engine, yaw, three impacts and role-specific flight/fire sounds. Preserve the four explicitly supplied turret/deployment/artillery recordings and all Behemoth/core audio.
- Trace native TU1 firing/projectile code with bounded x86 emulation and controlled engine calls. Confirm heavy straight motion, artillery separation and light/skirmisher fire ID143 (plasma.wav). This is not a live game or audible-playback test.
- Share clamped motor dimensions between prefab creation and placement. Fix the drop-zone pivot discrepancy that could float wide pads above the ground; check all footprint corners.
- Bind cloned primary skills to the intended state machine at spawn. Use a physical skirmisher light shell; allow artillery arcs over direct-line cover while retaining actual projectile/world collisions.
- Refresh placement before the confirmation key is handled; include controller/native attack inputs in the release latch.
- Keep one continuous allied engine voice, add yaw hysteresis and stop flight loops with projectile cleanup. Expire visual projectiles when their source disappears; skip zero-length direction casts.
- Isolate observer-status send failures so a successful summon keeps its correct success result and other connections are attempted.
- Add actual ally targeting/firing/trajectory/collision/stat/expiry/recovery checks using managed engine doubles. Preserve all previous camera, core, shield, multiplayer-message and Void behavior.
Original projectile meshes/particle textures and ATANK_LM.png remain absent after searching earlier supplied files. Vehicle balance adaptation and native RoR2/Unity/AI/physics/audio/two-PC validation remain explicit limits. The plugin is compiled; the existing built Mega Bomb bundle is preserved, not rebuilt.
0.2.0 — friendly vehicles and softer ally tethers
- Make only ally tethers much thinner, highly transparent and less bright; preserve attack lightning.
- G: fixed turret placement, 3 charges, 60 s per recovered charge, 3 living turrets per player. Base HP 500 +100/level capped at 1,500, armor 100, damage 25 +75/level, +20 percentage points crit/level, baseline crit multiplier 1.5.
- H: native friendly ground-AI medium tank; provisional 1-living limit / 60 s recharge. All mobile roles choose enemies closest to living allied players. Add safe, rate-limited stuck recovery.
- J: one drop zone per player per stage, one spawn attempt every 30 s, equal heavy/medium/skirmisher/artillery chance, 3 living zone-tank cap. Maintain independent H/turret limits and stage cleanup.
- Use two-press ground-circle placement with server validation, stock/cap enforcement and ownership checks. Keep remote-visible shots, aim updates, placement sounds and status snapshots.
- Move the dome toggle's G default to K. Block combat/teleport while placing and respect menus/chat.
- Remove cooldown editing. M1 and legacy Mega Bomb laser values are fixed; native cooldown items and fixed active-dome cost remain.
- Import supplied B3D models/textures and four sound recordings. Repair invalid medium-turret secondary UVs in converted data; fit mounts to hull roofs. Preserve source files. Other stats/audio/VFX are documented adaptation defaults/fallbacks, not extracted TU1 originals.
- Preserve camera isolation, damage transfer/reflection, Void pursuit/rewards and built Mega Bomb bundle.
Compiled with warnings as errors and checked with managed fixtures/data validation. No native game/Unity, live AI navigation, audio device or multiplayer test was performed. External TU1 projectile/effect/sound assets and ATANK_LM.png remain missing; see the setup guide.
0.1.9 — remote effects, damage sharing and Void pursuit
- Deliver ability effects to every server connection, including observers using other survivors. Cover M1 charge/lightning, M2, Shift teleport and R/normal dome status.
- Match messages using replicated run identity, stage and scene, without requiring peer-local run seeds to agree. Preserve server authority and duplicate suppression.
- Halve incoming non-Void ally damage inside the dome, then transfer the remaining hit to the nearest live generator. Native generator armor and barriers still apply; side plates do not cancel transfers. Reflect 5% of the reduced incoming hit to living hostile attackers, without proc/critical/reflection chains. Host options can edit these rules.
- Add independent server-only Void patrols using Megaron's approach: opening hunt and later patrol chance on combat stages, respecting enabled expansions, native placement and team limits. No director pool, credit or AI changes.
- Fill missing native gold rewards for hostile Void NPCs during an active Behemoth hunt. Preserve existing nonzero rewards and native credited-kill payout.
- Preserve camera isolation, supplied sounds/portrait, hull, animations and Mega Bomb assets.
Compiled against public API references with warnings treated as errors. Managed message/logic fixtures passed; native game, rendering, kill payouts and two-PC multiplayer remain untested here. Every player must fully restart with 0.1.9.
0.1.8 — shield damage reduction
- Replace ally dome immunity with 50% incoming damage reduction in both normal and ultimate shields.
- Overlapping domes and this mod's 25% support buffs use the strongest reduction, without compounding. Native armor and other modifiers remain applicable.
- Keep the existing Void bypass setting and the tank's separate side-plate absorption.
- Update the shield descriptions and README ability row. Preserve camera isolation fixes, assets and unrelated gameplay.
Native game/multiplayer testing remains unperformed.
0.1.7 — isolate camera behavior to the local Behemoth
- Require both Behemoth identity and its driver component before applying camera settings.
- Apply render position/fade changes only when the camera target is the actual local player's Behemoth. Other characters looking at or sharing a lobby with a Behemoth are excluded.
- Exclude secondary scene cameras and preserve native mouse/controller look.
- Copy camera parameter containers and reference-valued wrappers before editing them, preserving shared donor settings.
- Restore original fade settings when leaving Behemoth. Preserve unrelated gameplay and supplied assets.
Fully restart the game after replacing older versions. Native game/multiplayer testing remains unperformed.
0.1.6 — camera fade repair and Thunderstore package
- Disable proximity/angle-driven model fading while a camera targets Behemoth. Restore each camera’s original fade setting when switching survivors or unloading.
- Preserve native mouse/controller rotation and the existing position-only correction.
- Preserve actual cloak/aspect visibility and supplied thumbnail, README and sounds.
- Prepare the compiled standalone plugin, its built VFX bundle and runtime assets as a Thunderstore package.
Native game testing remains unperformed.
0.1.5 — restore native camera rotation
- Remove the camera-state override that blocked mouse/controller rotation.
- Restore the normal centered upright third-person pivot, native look, FOV and pitch.
- Correct position only: prevent collision-driven forward distance collapse and clear terrain vertically. Walls may clip/occlude this camera.
- Retain distance and height options; defaults45m and20m. Preserve supplied assets and unrelated gameplay.
Native game testing remains unperformed.
0.1.4 — rear camera repair
- Place the camera anchor behind the chassis, following chassis yaw without hull tilt. Zero zoom stays outside the hub mount.
- Default to 25 m behind the rear anchor; retain independent 0–300 m distance and 0–120 m height controls.
- Ignore the tank’s own colliders, clear nearby solid ground and smooth world-obstacle correction and recovery.
- Use a separate native camera-state provider per rig; retain look, FOV, HUD and control. Release on death, survivor switch, cutscene or shutdown, and preserve other overrides.
- Preserve the supplied thumbnail, README, nuke audio, M1 thunderclap, gameplay and animations.
Native Unity/game/audio/multiplayer validation remains unperformed.
0.1.3 — camera controls and supplied assets
- Allow camera distance from 0 to 300 metres, removing the whole-hub minimum and forced camera ejection.
- Add an independent 0–120 metre camera height slider. Both camera controls apply immediately; defaults are 55 m distance and 12 m height.
- Migrate old 80/110/130 metre defaults once; retain other custom distances.
- Use Megaron R’s thunderclap for each M1 volley, with the existing clear/echo and lightning-volume options. Keep hub hum independent.
- Use the supplied thumbnail for character selection and a fitted 256×256 package icon.
- Include the supplied nuke recording and README. Preserve the original uploads in the source kit.
- Update the standalone Unity authoring project and checks.
Native Unity/game/audio/multiplayer validation remains unperformed.
0.1.2 — standalone local test
- Remove Megaron installation/DLL/file requirements; include private teleport, v13 runtime and the existing built bundle.
- Remove the countdown’s visible suicide-bomber model. Keep rear energy charging and final explosion.
- Move camera framing outside the full hub and add a scoped recovery for views caught inside the model.
- Remove hub damage hurtboxes while retaining original walkable hub/deck surfaces.
- Give M1 a short hub charge and 15 automatic tracking bolts against air/ground targets in all directions.
- Make hub hum quiet, steady and independently looping, with its own volume setting.
- Fade hub bolts, sparks, flares and crack emission to zero as the hub powers down.
- Guard unreadable blast meshes; retain the existing readable terrain-following white wall.
- Include a separate Unity 2021.3.45f2 authoring project and editor builder.
Native Unity/game/audio/multiplayer validation remains unperformed.