Releases: Modzer0/COIL
v0.56.0-beta
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
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
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
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
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
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
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.