Patch 1741510b
Fixed 3rd person and free cam from not aligning pickups properly.
- Fixed 3rd person and free cam from not aligning pickups properly.

Fixed 3rd person and free cam from not aligning pickups properly.
Pressing Save in the options menu now also saves custom bindings. Fixed invert vertical look option from not working. Fixed main menu from being paused when not in-game. This fixes multiplayer menu not updating and single player from loading indefinitely.
Fixed cursor being stuck visible on Windows due to a bug in Unity where setting `Cursor.visible = false` after `Cursor.lockState = CursorLockMode.Locked` caused it to be visible. (Thanks Mauve!) Fixed controls rebinding.

Kobolds are now listed from in the /list cheat. Fixed store items in AssetBundle maps from not spawning if they use PrefabDatabases to spawn. Fixed /give stars, /give machines, and /skip from being able to be ran on clients, causing a desync. Added clothing hue option (Thank you
Kobolds are now listed from in the /list cheat.
Fixed store items in AssetBundle maps from not spawning if they use PrefabDatabases to spawn.
Fixed /give stars, /give machines, and /skip from being able to be ran on clients, causing a desync.
Added clothing hue option (Thank you Mauve!)
Added cheat auto-complete. (Thank you woemwoemwoemwoem!)

You can use Tab (by default) to accept auto-complete options, rebinding available in options.
It is aware of installed mods and will suggest equipment, items, fluids...
Inputsystem refactor. Inputs are now handled globally rather than by your spawned player Kobold. Fixes softlocks where modded KoboldKare could potentially fail to spawn the starter Kobold.
New mods are now built with universal asset bundles, which reduces their size significantly. If you make mods, make sure to update your SDK and rebuild to take advantage of the new format!
Audio now fades in during level load to prevent audio spam from stacked photon events.
AssetBundle mods can now include custom localization.
Fixed having spiky parts in a save causing it to fail to load.
When joining public lobbies, mods are discovered in advanced via room properties and installed before joining. (Private lobbies aren't discoverable and still need to be joined).
Fixed pausing with a controller soft-locking the game. Nudged chat display up a bit so it's not covered by on-screen keyboards.
Fixed issue where network IDs would get shuffled causing incorrect equipment or fluids to show.
Changed mod syncing behavior to use room properties, preventing the need to wait for a mod list via an event post-join. This should improve the experience of joining servers. Fixed instances where the main menu would show while trying to join matches sometimes. Fixed error messag
Fixed mods that replace existing assets from deleting them permanently from the game when they get disabled. Fixed a few cases where the mod system was loading assets but didn't show the indicator for it.
Thank you all for being patient as I start cleaning up the code base for modding. I never anticipated KoboldKare to have so much community support through modding. I want to make sure I put in the work to make sure KoboldKare can handle it! These changes should greatly improve jo
Thank you all for being patient as I start cleaning up the code base for modding. I never anticipated KoboldKare to have so much community support through modding. I want to make sure I put in the work to make sure KoboldKare can handle it!
These changes should greatly improve joining online servers.
New modding system!
Mods are now built with AssetBundles rather than Addressables. This is a much different and much simpler workflow that doesn't require modders to build the game to create a mod. It also doesn't allow for dependencies. This will make loading mods more reliable than ever.
Mods can now be loaded individually, greatly increasing the speed of their activation or deactivation.
Mods can now tell if they failed to mount, and will show special graphics and an error popup to make it clear what failed.
Mods now appropriately garbage collect and free their handles when unused. This should free up memory for those who install lots of mods.
Mods that include maps are now only loaded on demand. Loading a map will quickly mount the mod that provides it.
Added a global indicator that shows the status of the modding system, letting the user know if its actively working on mods.
This new modding system is backward compatible with existing mods.
Hosting a server now only requires connecting players to download mods relevant to the loaded map. This should prevent servers hosting every available mod from literally requiring you to download and mount every mod.
Removed accidental inclusion of Lilith from the main game, it's back to being available in the workshop as intended.
Removed Surf Map from the main game, this was intentionally added to repair mods with invalid dependencies a long time ago, but should no longer be necessary.
My intention is to keep working at the online experience, there's still lots of work to do.
Fixed issue where if the close chat button got selected, then pressing "Enter" would immediately show the chatbox and then close it.
Thank y'all for your patience while I figure out the problems caused by the Unity Update. A lot of these issues are very inconsistent. We're working through them though slowly! Fixed Main Menu and View Equipment action from inconsistently working. This has been a huge layered oni
Thank y'all for your patience while I figure out the problems caused by the Unity Update. A lot of these issues are very inconsistent. We're working through them though slowly!
Fixed Brain Swapper Machine from not working. Added a save button to both the options menu and the modding menu.
Fixed MainMenu and EquipmentMenu not working after loading a save, or when KoboldKare is considered "backgrounded". Can you believe that the new Unity version had a default behavior of just permanently disabling arbitrary actions on "backgrounding"? That sucked and was really har
Currently in the middle of refactoring aspects of the game to be more maintainable, thank you for being patient with us as we get ready for bigger changes! Mod verification now only runs if you change mods in the options menu, should speed up joining servers and booting the game.
Currently in the middle of refactoring aspects of the game to be more maintainable, thank you for being patient with us as we get ready for bigger changes!
Mod verification now only runs if you change mods in the options menu, should speed up joining servers and booting the game.
Fixed saving and loading menu.
Pressing escape to pause/unpause is no longer inconsistent.
Fixed being able to pause in multiplayer.
Fixed Equipment menu preventing you from equipping or unequipping items. Failing to join a server now kicks you to the main menu.
Added new GameEventResponses (Thanks Amalien!) Fixed issue where Linux couldn't build mods with the SDK. Fixed modding system indicating a ready state before Workshop Downloads had finished. Should fix players menuing too quickly. Fixed Workshop Downloads displaying pending downl
Mods that fail to load will now disable themselves and turn red in the modding menu. Added an Enable All Mods and Disable All Mods button in the modding menu, due to the sheer number of mods available now. Fixed bug that could cause Equipment to duplicate in multiplayer. Fixed St
Fixed dick equipment in multiplayer from not working properly. (Thanks UwO!) ButtonUsables now support custom icons. Added some additional UnityEvent conversions for modders. (Thanks Alpine!)
Fixed recent Unity vulnerability by updating Unity to 2021.3.45f2. Fixed RCE exploit involving Unity Events. All Unity Events have been removed from the game. Existing Unity Events have been replaced with a custom GameEventResponse. Existing maps will attempt to automatically con
Fixed recent Unity vulnerability by updating Unity to 2021.3.45f2.
Fixed RCE exploit involving Unity Events.
All Unity Events have been removed from the game.
Existing Unity Events have been replaced with a custom GameEventResponse.
Existing maps will attempt to automatically convert from Unity Event to GameEventResponses.
Reagents that fail to match by GUID will attempt to match by name, fixing various reagent ID errors in old maps and models.
Fixed Steam Workshop download display, it now properly shows download bars and workshop operations.
Fixed secret shop music from not playing.
Maps missing a SceneDescriptor will attempt to select spawn points by name.
Added some guards to prevent hackers from sending chat messages from other players.
Increased dick attachment limit from 255 to 65,000.
Removed 32 bit support. Unfortunately there was issues trying to build it with the new patched Unity version.
Fixed PrecisionGrab freeze VFX from spawning in the wrong location.
Please be weary that the Unity version update has broken BepinEx mods. You will need to uninstall them and check for updates!
Fixed issue with text rendering sometimes not working on Linux platforms.