| Date uploaded | 4 months ago |
| Version | 1.1.21 |
| Download link | Aster0472-TOA_Heavy_Industries-1.1.21.zip |
| Downloads | 33 |
| Dependency string | Aster0472-TOA_Heavy_Industries-1.1.21 |
This mod requires the following mods to function
BepInEx-BepInExPack_GTFO
BepInEx pack for GTFO. Preconfigured and includes Unity Base DLLs.
Preferred version: 3.2.2hirnukuono-AdvancedWardenObjective
A modern fork of Flowaria's AdvancedWardenObjective (AWO). Now with 50+ warden events!
Preferred version: 2.5.2Inas07-EOSExt_DimensionWarp
Warp in reality. Warp and split up players into 2 zones, or even dimensions.
Preferred version: 1.0.1Inas07-EOSExt_EnvTemperature
Zone Temperature feature for rundown dev, make players freeze to death insidiously
Preferred version: 1.0.4Inas07-EOSExt_ExtraDoor
Connect adjacent yet disconnected areas with additional Sec-Door, or replace weak door with a Sec-Door
Preferred version: 1.0.1Inas07-EOSExt_LevelSpawnedSentry
Finally we have a level spawned sentry after the game is dead...
Preferred version: 1.1.3Inas07-EOSExt_SecDoor
Customize security door. Now only with interaction prompt customization.
Preferred version: 1.0.0Inas07-EOSExt_SecDoorTerminal
Rundown Dev side SecurityDoorTerminal. Now added ExtraDoor support
Preferred version: 1.1.2GTFOModding-SecDoorTerminalInterface
(Plugin Dev Libaray) Attach Terminal to Security Door with API
Preferred version: 1.0.7Inas07-EOSExt_SecuritySensor
Configurable Security Sensor and Movable Sensor. Now added with text / color customization
Preferred version: 1.1.7JarheadHME-ActuallyUsableShuttleboxes
Allows Rundown Developers to place Shuttleboxes (aka Dumbwaiters, like from R7B1, R8E1, and R8E2) and give them a number of possible features
Preferred version: 1.1.1JarheadHME-TerminalQueryAPI
Adds an API for plugin devs to make custom objects Queryable
Preferred version: 1.1.0Dinorush-ExtraWeaponCustomization
Adds several new features to customize weapons.
Preferred version: 4.11.0Dinorush-ModifierAPI
API for plugin developers to modify certain values without conflicts.
Preferred version: 1.2.1Dinorush-ProgressionGear
Allows cycling gear in the same slot and locking gear behind progression.
Preferred version: 1.5.3TheDoggyDoge-DogsTilePack
Custom tiles from RundownX modified to work normally, and other tiles I have made
Preferred version: 1.3.0Amorously-AdditionalRundownAdvancements
Adds several new features to your rundown and levels (EARLY ACCESS)
Preferred version: 0.2.4randomuserhi-AggroFix
Host only mod to fix enemy targetting for custom rundowns that split players across zones
Preferred version: 0.0.2hirnukuono-EEC_H
A modern fork of Flowaria's ExtraEnemyCustomization (EEC), with a few fixes, tweaks, and additions
Preferred version: 1.8.25Dinorush-ItemSpawnFix
[Required by All] Fixes items and resources failing to spawn.
Preferred version: 1.2.3README
Welcome TO TOA Heavy Industries:
Welcome to TOA Heavy Industries, This rundonw based on a difficult modding map, where teamwork and tactics are key to surviving each mission. Tip: The Rundonw is still in beta and I'll try to make it even better
Rundown:
Since I don't have a team for me to test, none of the levels in Rundown have been tested, if you encounter any problems in the levels, please contact me on the go away modding server "aster_0472" and leave feedback, thank you for your contribution to my Rundown
CHANGELOG
Update 1.1.63:
Optimized monster spawn delay to reduce memory usage on the host
Update 1.1.62:
Added small demisters for Zone990, Zone991, and Zone100
Update 1.1.6:
-
I have reset Level_11, which is now in the testing phase. Feel free to play.
-
Added Long Gun and Compact Sniper. The weapon stats are as follows:
-
Long Gun: [Magazine Capacity: 13] [Reserve Ammo: 78] [Weapon Damage: 12.01] [Accuracy Multiplier: 1.2] [Stiffness Multiplier: 0.5] [Penetration Count: 0] [Damage Falloff Distance: 15M - 100M] [Special Attribute: 20% chance to trigger a critical hit]
-
Compact Sniper: [Magazine Capacity: 5] [Reserve Ammo: 22] [Weapon Damage: 40.01] [Accuracy Multiplier: 1.35] [Stiffness Multiplier: 1.0] [Penetration Count: 0] [Damage Falloff Distance: 80M - 100M]
Update 1.1.56:
-
Added countdown text to the two-person moving point in Level_10
-
Weapon adjustments:
-
Double-barrel shotgun damage changed from 6.01 to 6.51, falloff distance changed from 4-20m to 6-20m
Update 1.1.55:
- Adjusted the resource quantities in Secondary Zone_3, Zone_4, Zone_6, Zone_7, and Zone_8 in Level 10,
- modified the native monster distribution in Zone_3 and Zone_7, and replaced the Tank in Zone_5 with a Birther Boss.
Update 1.1.54:
- Fixed the issue where the two-player movement point failed to correctly recognize the player's status
Update 1.1.52:
-
Fixed the bug where players would not have full ammo upon spawning in Level_10.
-
Added a double-barrel shotgun, weapon stats are as follows:
Projectile [Damage: 6.01] [Number of Projectiles: 10] [Ammo Capacity: 2/18] [Weak Point Multiplier: 0.75] [Stagger Multiplier: 1.0]
Update 1.1.5:
-
Weapon Adjustments:
-
HEL Rifle ammo capacity changed from 6/32 to 6/26
-
Choke Mod Shotgun damage changed from 3.76 to 3.51, number of bullets changed from 8 to 10
-
Precision Rifle damage changed from 13.01 to 15.01
-
High Caliber Pistol ammo capacity changed from 8/32 to 7/32
-
Ballista Em3 Sniper Rifle ammo capacity changed from 5/15 to 6/18
-
Level adjustment content:
-
Leve_10 has been launched, but it is still in the testing phase
-
Added a series of props to Test_Base
Update 1.1.43:
-
Level Adjustments:
-
Weakened the 6/6 reactor waves in Level_12, added ammo packs to Zone_191 and Zone_194, and adjusted the situation where players would be knocked by monsters when teleporting to the reactor in waves 5/6.
-
Weapon Adjustments:
-
Slug Shotgun: fire interval changed from 0.75 to 0.35, ammo capacity changed from 8/38 to 8/46, penetration count changed from 0 to 2.
-
Assault Rifle: damage changed from 2.35 to 2.75.
-
Burst Rifle: damage changed from 2.71 to 3.01.
-
DMR: accuracy multiplier changed from 0.87 to 1, shooting interval changed from 0.25 to 0.2.
-
Carbine: penetration count changed from 0 to 1, damage falloff range changed from 10M-65M to 12M-65M.
-
PDW: damage falloff range changed from 5M-47M to 8M-47M.
-
Heavy SMG: damage changed from 2.45 to 2.75, damage falloff range changed from 7M-60M to 10M-60M, penetration count changed from 0 to 2.
-
SMG: damage changed from 1.98 to 2.15, damage falloff range changed from 6M-55M to 8M-55M, penetration count changed from 0 to 2.
Update 1.1.42:
-
Adjusted the spawn settings for the alert scan points in Wave 5/6 of Level_12.
-
Adjusted most of the native monsters in Level_11, added more ammunition for Zone_999 and Zone_1000, and removed the Fog Repeller Turbine.
-
The following are weapon adjustments:
-
Assault Rifle penetration increased from 0 to 2
-
Slug Shotgun ammo changed from 6/38 to 8/38
-
Heavy Assault Rifle ammo changed from 30/150 to 30/181
-
Short Rifle ammo changed from 30/166 to 30/205 and penetration increased from 0 to 2
-
Shotgun ammo changed from 8/24 to 8/32
-
Combat Shotgun ammo changed from 12/57 to 16/65
-
Machinegun[1] ammo changed from 40/164 to 40/190
-
Machinegun[2] ammo changed from 60/230 to 60/280
-
HelGun ammo changed from 9/45 to 9/54
-
High Caliber Pistol ammo changed from 8/30 to 8/32
-
Precision Rifle ammo changed from 12/46 to 16/54
-
HEL Rifle ammo changed from 6/26 to 6/32
-
Ballista Em3 Sniper Rifle ammo changed from 6/16 to 5/15
Update 1.1.4:
- Fixed the bug in Level_13 where infinite alarms wouldn't spawn Striker and Berserkd.
- fixed the bug in stages 2/4 where the countdown would end but a wave of monsters would still spawn.
- Removed the fog transition in stage 3/4.
- Change the magazine capacity of the High Caliber Pistol to 8/30.
- Change the ammo capacity of the Ballista Em3 Sniper Rifle to 6/16.
Update 1.1.39:
- Adjusted the reload animation time for the HEL Revolver and the Choke Mod Shotgun.
- Adjusted the quantity of the Zone_1001 resource pack in Level_11. Added one Birther Boss and two Striker Big Bullrush in Area_E of Zone_1002.
- Replaced the iron door connecting Area_C to Area_B in Zone_993 with a security door, and added black thorn tentacles in Area_E of Zone_993.
- The purification protocol countdown has been changed to 25 minutes.
- A mechanism has been added where the Scout's scream in Zone_993, Zone_994, Zone_999, Zone_1000, Zone_1002, and Zone_997 will reduce the global countdown time.
- Adjusted the countdown time for the terminal verification phase.
Update 1.1.38:
Adjusted the distribution of native monsters in certain areas of Level_11, increased the terminal verification time, and modified the resource distribution in Zone_998. Adjusted the punishment mechanism for tentacle screams in Zone_795 of Level_13, added monster waves for stages 2/4, added raising and lowering fog for stage 3/4, and removed movement points in Zone_802.
Update 1.1.36:
Fixed the error in Level_12 where the verification command did not appear when waves 3/6 of the reactor timed out
Update 1.1.34:
Fixed the bug in Lvev_11 where terminal verification timeout penalties could not properly activate scan points Modified the reactor wave monster settings in Leve_12
Update 1.1.3:
Level_11 has been updated, welcome to play
Update 1.1.23:
Fixed the issue where the uplink terminal in Zone_803 of Level_13 would not generate properly, and fixed the issue where entering "unlock_door" on the terminal in Zone_793 would sometimes result in an incorrect scan point.
Update 1.1.21:
Modified the first infinite alert wave setting in Leve_13
Update 1.1.2:
Added alert spawn areas and Boss alert spawn areas to Test Base
Update 1.1.1:
Thermal imaging scopes have been added to the following weapons: Em3 Sniper Rifle Sniper Assault Rifle DMR Double Tap Rifle
Update 1.1.0:
Add monster waves in the 5/6 reactor wave of Level_12
Increase the distribution of resources in the reactor area
Fixed teleportation preventing the collection of sentry turrets
Update 1.0.9:
Modified the text of the alarm on the door of Zone 791 in Level_13
Adjusted the clearance process in Level_13 and modified the resource distribution quantities in certain areas.
Fixed the issue where Leve_12 at the 5/6 reactor wave teleport event was not working
Update 1.0.8:
Weapon Adjustment Details: Revolver Damage: 14.5 - 15.01 Ammo Capacity: 6/60 - 6/48 EM3 Electromagnetic Sniper Rifle Accuracy Multiplier: 0.0 - 0.75 Shotgun Pellet Damage: 3.01 - 4.01 Combat Shotgun Pellet Damage: 2.57 - 3.01 High Caliber Pistol Damage Falloff Distance: 8m — 65m changed to 12m — 65m Dual-Barrel Rifle Ammo Capacity: 14/131 - 14/151
Update 1.0.6:
Fixed a bug where players in Level_12 Reactor 5/6 waves were not able to teleport to the designated area properly
Update 1.0.5:
Adjust the amount of resources distributed in Level 12 and Level 13
Update 1.0.4:
Fixed an issue with the Test level and adjusted the damage of the Em3 Sniper Rifle
Update 1.0.1:
Fix the errors in Rundown