Closed ZigzagAwaka closed 1 month ago
(Added to the TODO list!)
I've also had the same thought. The critical injury ability has become much more powerful with the addition of the shovel and other items as spawnable abilities. However, I would like to keep this ability to an extent because I enjoy the strategizing it allows.
The most obvious nerf is to make it cost more and have a longer cooldown. On top of that, I'll add 3-second warning before the target player's health goes critical. That way the seeker will know to be cautious in case the hiders are trying to pull a "wombo-combo" on them.
Even with all these nerfs, the wombo-combo is still possible, but harder for the hiders to pull off, and easier for the seeker to avoid, resulting in a desirable balance.
I agree, but at the same time it's not really funny for the seeker to be comboed, just my opinion of course Also, same thing for the hidders pov, the teleportation to a random place ability is also really op, less cost than invisibility or swap and no downsides (swap will 80% kill the other player, and invisibility is still risky you have to be smart)
Honnestly you know what Can you add a specific config file separate from the original config (so like HideAndSeek.Abilities.cfg) where the players could choose to activate or deactivate every abilities in the mod, as well as setting all abilities price ? I know it's a lot to ask, but i would really like to disable critical injury and teleportation
By playing for a long time, i also noticed than the bracken can't kill people ? That's a little sad. I kinda want to lower the price a little bit now. This is why im asking for a huge config file to personalize everything
Ok, I can add a ability config file. And on the teleport and swap ability, I've already nerfed that this update. It now has a startup delay of 3 seconds (with special animations and sounds like the ship inverse teleporter ✨) So now there is much more opportunity for the other side to react. In fact, would you like a nightly build so you can test out abilities and such before a full release? Considering you're the only person other than my friends that puts this much interest in my mod XD
The Update is in a pretty stable state right now, I could submit a build to GitHub once I get home. (Edit: Done! V1.4.0.0 pre-release build here)
Thanks for that, the teleportation animation is a really good addition! It's not that i don't want to use the last update right away, but it's kinda complicated to explain every player in the lobby to download an external .dll and replace it in the mod's files (+ some can have anti virus that prevents manual dll download) This means that i will probably not test this build before the official release but thanks anyway !
Ahah if i have a lot of interest in this mod it's because it's so fun ! Thats all lmao
Im personnaly waiting for the ability config file to close this issue btw
Oh right, maybe I could upload a separate nightly build to the thuderstore to make installing the mod easier... I'll do that sometime today. (Edit: or after I add the ability config)
As you wish ! I will definitily use the nightly version if you do that
The Nightly build has been uploaded! https://thunderstore.io/c/lethal-company/p/Gogozooom/Hide_And_Seek_Nightly/
Took me all night to get the ability config to work, (pun intended) Json utility wasn't working so I had to resort to my own formatting methods. And figuring out how to sync with the host was an interesting challenge...
Tell me how it goes!
(Edit: Also, to completely disable an ability, you can just set 'seekerAbility' and 'hiderAbility' to false. It will appear in the menu while on the ship, but in-game it will disappear)
Oh thanks ! Unfortunatly, me and my friends are only playing in the week end so i will not be able to test that before friday But thanks for your hard work, this is something that i really appreciate, keep up the good work !
I found a clever way to nerf the critical injury ability! Now not only can you only use it every two minutes instead of one, but the target can avoid it! (Play yourself to find out how! I think it's cool enough not to get spoiled)
Oh interesting, i will definitily look into it this week then Now... there is only input utils rebind controls that remains... before this mod goes from insane to perfect lmao
Reports Unfortunatly we had a game of 7 players with 20% seekers so 1.4 -> 1 seeker... it's crazy how difficult it is to balance a game of multiple seekers, like if we are 8 and there is 20% so 2 seekers the game becomes extremly hard to win for hidders, this LongerDayMod is basicly mandatory to make time pass 1.2x faster or more Same for the timer of when the seekers are released or when the time skips when there is only 1 guy left, it's really difficult to balance these values when you have a lot of players and a lot of seekers
We are going to test this more in the following days btw but yeah just so you know it can be frustrated to balance things
On the teleporter cooldown, it's perfect! On the abilities config file, you have to manually edit the file cause r2modman can't show the correct values, but apart from that it's perfect! On the critical injury nerf, i didn't properly understand how to avoid it? Do you have to run when the message "something is coming" is displayed? If yes then this works fine for hidders, but when hidders use this on the seeker im pretty sure he dont see this message at all, so kinda brocken atm? But i like the idea Also, bug report, when someone dies without beeing respawn as zombies, he goes to spectate mode but he can't see the spectate UI, like you can't see other dead peoples profile
And same thing, we didn't test zombie mod...... we didn't had that much players to begin with so it was disabled, but i will come back to a report on this in the future
Thanks, have a great day !
Ah also another report but this was already there in the stable build, so the nightly also has it When you become seeker and you were previsouly a hidder, open the ability menu and hidder abilities will be displayed, you have to select the favorite tab and then go back to all to finally have the seekers abilities displayed This is the same when you were a seeker and after this day you are a hidder Small issue yeah but just the let you know
Added to my to-do list!
For the multiple seeker config, I'm probably going to make it floor the value instead of round it.
This is what it would look like if I rounded the input: (x represents the number of players, y is the number of seekers)
And this is what it would look like if I floored the input:
Overall, flooring the value makes much more sense and is more predictable. However, I'm not sure if this will entirely fix the problem with balancing. So I might look into the longer day mod and take inspiration.
As for all the issues you mentioned, I will look into those and try to recreate as many of them as I can. I already have an idea on how to fix the spectating UI, I kinda had to do some weird workaround to make the spectating UI disappear, because otherwise, you would have the UI enabled when you respawn as a zombie so... I think the UI is handled with an animator, which makes it a little difficult to just, disable it, it seems like it has to go through all the round ended UI before it fully gets properly disabled. But I digress.
Certain abilities being incorrectly displayed should be an easy fix. The problem with the critical injury ability, I'm not so sure... It might be hard to even recreate the issue because I test my mod with multiple LAN instances on the same computer, which gives the game the most ideal network situation. Because of that, if there were an issue related to a player having a slightly worse connection, it could cause unpredictable issues to occur. With that being said though, I doubt this is actually a network issue. I will try many combinations with 3 players, two seekers, and the host being both seeker one round, and hider the other. If I'm not able to recreate it, then I will probably just assume it was a fluke? Until I run into it myself, there is probably a random error happening in the log that I could trace down if it happens to me.
After I work with this handful of issues, all I should need to do is add a tutorial for anyone who has never played my Hide and Seek mod before (It will show up for new people who just got the mod but they can quickly close it if they already know what they're doing) and finally the 1.4.0 update will be out!
I'm actually surprised with how quickly I was able to add some of these seemingly complicated features and behaviors to the mod, all I really did was be consistent with when I worked on it, which helps I guess. I'm exited to see what my friends think when I show them all the new features I have added!
Yeah i agree, you did an incredible job, thanks for that !
Floored values should be better, true. Ahah take inspiration ok i see where you are going, the mod is there if you want to see it https://thunderstore.io/c/lethal-company/p/Megalophobia/Longer_Day/ it's a simple time speed scale mod
Well, for the critical injury i actually have no idea if this is real or not. i just verified footage in my stream and the message indeed appeared but on the same time as someone died so it was quickly removed at the same time as "3 hidders left" appeared this is why i didn't saw it on the moment Also, maybe you should replace the message by something more understandable ? "unknow" -> "Warning" , "something is coming" -> "Don't stay here" or something similar but not too long i think
I agree with your tutorial idea !
As for the UI bug, im pretty sure you can do something like this, this is just a thing about reseting every flag to their default state
if (player == GameNetworkManager.Instance.localPlayerController) { HUDManager.Instance.gasHelmetAnimator.SetBool("gasEmitting", false); player.hasBegunSpectating = false; HUDManager.Instance.RemoveSpectateUI(); HUDManager.Instance.gameOverAnimator.SetTrigger("revive"); player.hinderedMultiplier = 1f; player.isMovementHindered = 0; player.sourcesCausingSinking = 0; HUDManager.Instance.HideHUD(false); }
When do you think you are going to publish the update? Not to put stress on you or anything of course, just asking
I have been out of the house this past weekend so I couldn't get very much work done on it. But this week looks nice and free, so I will likely finish the last planned feature by the end of this week! I will take my time on this though because I would rather have comprehensible information, than a big wall of text as an introduction to the mod.
Yeah ok no problem take your time
Now added/fixed in the v1.4.0 update!
Thannks for the hard work ! I will test the controller support and give a feedback very soon,
I can confirm you that controller support is working as expected, thanks for the update!
Hello, it's me again for another suggestion lmao !
Concerning the critical injury ability, i think it's way too powerful because hidders just have to activate it and... that's it the seeker can be one shot with a shovel. It could be nice to allow the seeker to auto regen itself or modifying this ability completly, too broken imo
Also other thing, right now the mod can't be played well with a controller since you need to press keyboard keys and use the moose to select abilities, you should add compatibility with LethalCompany_InputUtils to allow players to rebind their controls and allows controller players to play ... well, with a controller ahah