Exabyte
K1 Discovered. Vanilla-ish rundown with some modded content focusing on replayability, and overall fun objectives and environments. Currently 2 New enemy variants, tons of lore, fine-tuned levels, and tons of hidden textlogs.
By Blak0
| Date uploaded | 4 years ago |
| Version | 0.1.3 |
| Download link | Blak0-Exabyte-0.1.3.zip |
| Downloads | 276 |
| Dependency string | Blak0-Exabyte-0.1.3 |
This mod requires the following mods to function
BepInEx-BepInExPack_GTFO
BepInEx pack for GTFO. Preconfigured and includes Unity Base DLLs.
Preferred version: 3.2.0Flowaria-OldBioADS
Remember the time when bio-tracker was based before R6? 🥺
Preferred version: 1.0.7Fody55-GTFO_BringBackBunnyHop
Requires HOST to have the mod installed for it to function! For those that enjoyed bunny-hopping and want it back.
Preferred version: 2.0.0Localia-SentryGunEverywhere
Now you can place the sentry gun on any surface.
Preferred version: 1.1.1Localia-Trajectory_Lines_When_Placing
Show a simple direction line when placing mines or sentry guns to make it easier.
Preferred version: 1.5.1README
INFO
Rundow Protocol: Exabyte
Top secret protocol Exabyte is now in motion. Avoid detection by the Warden and gain access of the "Whitenoise Exploration Facility (WEF2)" to access documents to aid the Cuban intel group "Skullcoyote". Inside WEF2, you will also be able to create a digital map of the all powerful Influx Reactor located at almost a Mile underground. Tread with upmost caution however, as you are not alone.
I thought it would be cool lore-wise if you and your team are bandits instead of prisoners for this rundown. Taking place years after the regular rundown
CHANGELOG
0.0.1 Welcome to Exabyte!! J1 and J2 located.
0.0.2 Layout changes and balancing for J1
0.0.3 Base weapons selected for Exabyte. Added a second scout in J2 Extreme (idk if I need it there but whatever...)
0.0.4 Tons of layout and wave balancing for both levels
0.0.5 Fixed datablocks that caused a black screen to occur
0.0.6 Re-added Levels. I have no idea what happened with that
0.0.7 Added compatability with EEC for R7 update which will include a total of 5 new enemy variants, and hopefully more as I learn EEC. Changed the alarm door in J1 secondary to a blood door
0.1.0 R7 Update!! K1 located (with unusual biosignatures radiating from the data facility). Layout, geomorph, and optional objective changes to J2. Added four textlogs including two dev logs related to the lore, and two early access logs from Frolic, with more on the way.
0.1.1 Added an apparel remover dll that may or may not work. Added an S1 Cluster alarm in K1 that was originally supposed to be in the level.
0.1.3 Fixed several layout issues in both J-tier levels including scrapping one of the power generators in J2 completely. Added a spicy new log in K1 retaining to the whatabouts of SkullCoyote