Asher Bordelon
Asher Bordelon
Could also leverage #157 / #146 for better interoperability. Thanks!
I plan on getting, if nothing else, this implemented over my break.
Revisiting: Use BepInEx's command handling system to achieve this easily
Add networking and optional test cases for clients running mod to achieve this
I like this a lot! I'll add it to the 3.0.0 milestone, and we'll get to it when we can :)
This is intentional. See #75, #92, and https://github.com/FunkFrog/RoR2SharedItems/commit/7eb36262c8782e9b7fdf125dcaceb3334e7956cd.
Oh wait no I’m stupid sorry yeah I’ll look into this lol
Yes, scav drops scale inversely to the amount of players in the lobby. Also, interactables spawns should just be the normal for one player no matter the amount of players...
The drop count should be amount of singleplayer drops / player count drops, or 2 drops, whichever is higher.
We’ve said multiple times before, and I’d like to continue this stance, we don’t want to step on the toes of other mods, so we’ve refrained from adding lunar coin...