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Releases: Modzer0/COIL

v0.56.0-beta

01 Mar 02:40

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v0.56.0-beta Pre-release
Pre-release

v0.56.0-beta

Fixes

  • Fixed ABM-L disappearing on mission load: VehicleDefinition is now re-added to Encyclopedia on every AfterLoad call so it survives scene/mission reloads
  • Added Spawner.TrySpawnVehicle postfix to detect saved ABM-L units by jsonKey and reassign definition + COIL stats on spawn
  • ABM-L identity (name, definition, COIL stats) now persists correctly through save/load cycle

Previous (v0.55)

  • Fixed ABM-L units reverting to LADS identity on spawn
  • Updated ABM-L description: 1MW COIL Anti-Ballistic Missile Laser, 120s fire time
  • Map name shows as "ABM-L Trailer"

v0.55.0-beta

24 Feb 23:20

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v0.55.0-beta Pre-release
Pre-release

v0.55.0-beta

Fixes

  • Fixed ABM-L units reverting to LADS identity: definition and NetworkunitName are now reassigned on both editor spawn and cargo deploy
  • ABM-L shows as "ABM-L Trailer" on the map consistently

Changes

  • Updated ABM-L description: 1MW COIL Anti-Ballistic Missile Laser with 120 seconds of firing time
  • Description recommends placing an ammo truck or container nearby for resupply

Diagnostics

  • Added detailed logging for mission editor integration (NewUnitPanel type resolution, VehicleDefinition search, unitProviders cache state)

v0.54.0-beta

24 Feb 19:36

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v0.54.0-beta Pre-release
Pre-release

v0.54.0-beta

Changes

  • ABM-L description updated: 1MW COIL Anti-Ballistic Missile Laser with 120 seconds of firing time
  • ABM-L now shows as "ABM-L Trailer" on the map (was "HLT ABM-L")
  • Description recommends placing an ammo truck or container nearby for resupply
  • ABM-L reloads from ammo trucks and ammo containers when depleted

Diagnostics

  • Added detailed logging for mission editor integration debugging
  • NewUnitPanel type resolution now logs success/failure with type dump on failure
  • VehicleDefinition search dumps all available defs if LaserTrailer1 not found
  • NewUnitPanel.Awake prefix logs cache state and Encyclopedia registration

v0.53.0-beta

22 Feb 12:48

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v0.53.0-beta Pre-release
Pre-release

v0.53.0-beta

New Features

  • ABM-L trailer now appears in mission editor under ground vehicles (requires QoL mod + EnableABMLTrailer=true)
  • ABM-L ammo system: limited fire-seconds with resupply from ammo trucks/containers
    • ABMLUseAmmo (default: true) — toggle ammo consumption
    • ABMLFireSeconds (default: 120) — seconds of fire before resupply needed

Balance Changes

  • COIL ground damage default reduced to 2.5% (was 10%)
  • Medusa laser ground damage default set to 0% (was 1%)

Fixes

  • Fixed ABM-L not appearing in mission editor: vehicle definition now created from NewUnitPanel.Awake prefix with auto-detection of QoL mod
  • Fixed late-init path for when QoL loads after COIL plugin

v0.52-beta - COIL Laser Mod

13 Feb 02:16

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Pre-release

v0.52-beta - COIL Laser Mod

Balance Changes

  • COIL ground damage default reduced from 10% to 2.5% — you can still kill ground targets but it takes serious ammo commitment
  • Medusa laser ground damage default reduced from 1% to 0% — effectively no damage to surface targets

New: ABM-L Trailer Ammo System

  • ABM-L trailer now has limited fire time (default 120 seconds) and must be resupplied
  • Ammo trucks and ammo containers will automatically resupply depleted trailers
  • Configurable via ABMLUseAmmo (default: true) and ABMLFireSeconds (default: 120)

Config Options

  • GroundDamagePercent (default: 2.5%) — COIL damage vs ground/ships/buildings
  • MedusaLaserGroundDamagePercent (default: 0%) — Medusa laser vs ground
  • ABMLUseAmmo (default: true) — enable ammo system on ABM-L trailer
  • ABMLFireSeconds (default: 120) — seconds of fire time before resupply needed

Install

Drop NuclearOptionCOILMod-0.52-beta.dll into BepInEx/plugins/ (remove any old COIL DLLs)

Looking for balance feedback — especially on ground damage percentages and ABM-L ammo duration.

v0.51-beta - COIL Laser Mod

12 Feb 08:08

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Pre-release

v0.51-beta - COIL Laser Mod

New in 0.51

  • Gear Safety: COIL laser is now safed on the ground / gear down — won't fire until airborne with gear retracted
  • Auto-fire disabled by default: Auto-fire is now gated behind a config option (AutoFireAllowed). Set to true in config to enable, then toggle with B key in-game
  • ABM-L Nuclear Priority Targeting: ABM-L trailer now instantly targets and prioritizes nuclear cruise missiles over regular missiles, with zero lock time
  • Medusa Laser Ground Damage Nerf: Medusa's laser now deals only 1% damage to surface targets (configurable)
  • Configurable Ground Damage: COIL ground damage percentage is configurable (default 10%)
  • GPLv3 License

Config Options

  • AutoFireAllowed (default: false) — must be enabled to use auto-fire
  • AutoFireDefault (default: false) — start with auto-fire on
  • GroundDamagePercent (default: 10%) — COIL damage vs ground/ships/buildings
  • MedusaLaserGroundDamagePercent (default: 0%) — Medusa laser vs ground
  • AutoFireSwitchDelay (default: 1s) — delay between auto-fire target switches

Install

Drop NuclearOptionCOILMod-0.51-beta.dll into BepInEx/plugins/ (remove any old NuclearOptionCOILMod.dll)

Looking for balance feedback — especially on ground damage percentages and auto-fire behavior. Let me know what feels right.

v0.5.0-beta - COIL Laser

11 Feb 20:21

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Pre-release

YAL-1 COIL Laser Mod - Beta Release

Adds a Chemical Oxygen Iodine Laser (COIL) weapon to the Darkreach bomber's Inner Bay, plus an optional ABM-L ground laser trailer.

Features

  • Continuous beam laser weapon (invisible beam, audible firing sound)
  • 60 nautical mile range, 120 seconds of ammo (1 ammo/sec drain, minimum 1 per burst)
  • Auto-fire targeting system that engages missiles, bombs, and nuclear weapons with priority scoring
  • Incoming AA missiles targeting your aircraft get highest priority
  • Auto-fire works as background defense even when another weapon is selected
  • B key toggles auto-fire on/off (configurable)
  • Line of sight required for auto-targeting
  • Configurable target acquisition delay between engagements (default 1s)
  • Reduced damage against surface targets (ground, ships, buildings) - configurable percentage
  • ABM-L ground trailer (requires QoL mod, disabled by default)

All Parameters Configurable via BepInEx Config

Damage, range, ammo, firing arc, auto-fire behavior, surface damage %, acquisition delay, and more.


This is a beta release. Looking for feedback on balance — especially auto-fire target priority, damage values, ammo economy, and the surface damage reduction. Open an issue or leave a comment with your thoughts.