Separate branch of BetterHordeMode to avoid Lost Colony DLC ownership checks for other maps
This mod provides a variety of improvements to Lost Colony's new outposts and resource caches!
- Better recovery of stuck enemies
- Reward multipliers
- Bug fixes
- Full crossplay compatibility
- Easy to use config menu for singleplayer and non-dedicated, which is accessible via the reload wheel (Tek Helmet can make the option not show up)
Regarding Bug Reports
Please always add exact steps to reproduce an issue.
Upcoming Features (No specific ETA, but should be soon-ish)
- Bugfixes related to unstuck teleports
- Improved unstuck logic (detection and improved unstuck teleport locations). Enemies should be teleported more reliably and to better locations
- Option for auto-destruction of outlier outpost structures that spawned on top of world geometry
- Configurable zombie bronto miniboss damage multiplier for defense outposts. Default will be at 1.0, so without changes.
- Option to make non-city attack outposts reward sigils
- Separate sigil multiplier option for non-city attack outposts
- Added Option to make zombie bronto miniboss (The ones with 4 nodules you have to shoot) damage scale with mission player count (Fully configurable for low damage when solo and full damage at X players)
- Added Option to make non-city attack outposts reward sigils just like their city counterparts
- Added Option to make alpha Ossidons spawned at resource caches drop trophy skulls
- Added Option to add alpha revenants as a possible spawn to defense outposts. Those also will drop brains when the previous ossidon skull setting is enabled. When enabled, they'll spawn with a 0.25% chance (per spawned enemy) in wave 3 of defense outposts, with a max limit of 1.
- Fixed forced remaining enemy check not applying to every mission type
- Defense outpost keys no longer should be re-located to unreachable spots
- Outpost keys now should always spawn after the boss was killed/removed, no matter what
- Fixed defense outpost revenants never being actually teleported (This took forever to figure out)
Latest Known issues
- Mission enemies can still get stuck above the mission crate perimeter. BO only checks for below so far
Latest Fixed issues
- Forcing outposts to re-evalutate the mission stage when no enemies are actually left (Fixes "1-2 enemies remaining" when there are none)
- The outpost loot crate key now is being relocated next to the crate when it spawns outside of the mission area
- All outpost minibosses now are using the unstuck teleport system (Except Desmodus)
- Ridden minibosses will no longer have their rider die outside of the mission area, and the key being unobtainable
- Thrall Marksmen now also are using unstuck teleports when they're flagged being a certain distance below the loot crate. May have to check for distance above crate as well, since they're prone to teleport to unreachable corners of the city