Maintenance Rundown
Vanilla-like rundown made by Giginss. Includes 12 levels, each with their own unique twists.
By Giginss
| Date uploaded | a day ago |
| Version | 1.3.0 |
| Download link | Giginss-Maintenance_Rundown-1.3.0.zip |
| Downloads | 14 |
| Dependency string | Giginss-Maintenance_Rundown-1.3.0 |
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: 2.5.4Amorously-SnatcherBugFix
A client mod that tries to fix some snatcher-related bugs
Preferred version: 0.5.0Amorously-WaveRoarFix
Enables the unused Snatcher, Immortal, Nightmare Striker, and Nightmare Shooter distant wave roars
Preferred version: 1.0.3tru0067-PierceBugFix
Fixes piercing so that piercing shots hit the advertised number of enemies.
Preferred version: 1.2.2Dinorush-ExtraWeaponCustomization
Adds several new features to customize weapons.
Preferred version: 4.12.2Dinorush-ExtraToolCustomization
Fixes tool bugs and adds customization for Sentries and Mines.
Preferred version: 1.7.1randomuserhi-DMRReloadFix
A client-side mod that fixes DMR reloading to 11 when there is 1 bullet left in clip.
Preferred version: 0.0.6Inas07-EOSExt_SecDoorTerminal
Rundown Dev side SecurityDoorTerminal. Now added ExtraDoor support
Preferred version: 1.1.2Dinorush-EnemyAnimationFix
Fixes several enemy bugs for both clients and host.
Preferred version: 1.4.7Dinorush-MemoryLeakFix
Fixes bugs related to objects not being cleared when they should.
Preferred version: 1.3.7donan3967-donan3967_geo_pack_2
Another pack of custom tiles for your rundowns
Preferred version: 1.3.2Inas07-EOSExt_SecuritySensor
Configurable Security Sensor and Movable Sensor. Now added with text / color customization
Preferred version: 1.1.7randomuserhi-AggroFix
Host only mod to fix enemy targetting for custom rundowns that split players across zones
Preferred version: 0.0.2JarheadHME-RundownExtensionFix
Make the Extended Protocol window work better for mod dev
Preferred version: 1.0.0README
Maintenance
A rundown by Giginss.
Intro
The Complex is ancient, and its many systems are prone to breaking. The prisoners are awoken once again to complete the Warden's tasks and ensure the facility continues as normal.
Description
A Vanilla-Like rundown (minimal changes to enemies, the vanilla arsenal with some number changes) with several unique gimmicks to hopefully keep the missions in the Complex interesting.
Currently has 12 levels, B1, C1, C2, D1-D4, and E1-E3. Additionally, there are 2 extension levels, CX, and DX. No more levels are currently planned, but existing levels may be tweaked in the future.
Feedback is welcome! You can contact me in the GTFO Modding discord under the name Giginss.
Base Game Changes
This Rundown makes a handful of tweaks to the base game.
Enemy Changes
The Immortal is able to be staggered and can be foamed for a time.
Player Changes
This rundown uses the weapon changes from VanillaReloaded to ensure a wider variety of weapons are viable in the game.
Credits
A big thanks to tru0067 and others for making VanillaReloaded!
A big thanks as well to Dinorush for helping make glowstick sentry possible.
A credit to all my past, current, and future playtesters who helped me find all the issues in my level.
Playtesters:
- DBI100
- Auri
- PsychoMadEye - the bottomless ammo pit
- Chaotic
- Tallylove
- Mi-Sam-15
- Blue Guy
- Weebneet
- AngryMaid
- RAJ
- Zander
- Sockducttape
And thank you for checking out my rundown!
CHANGELOG
Changelog
1.3.0
- Added DX: Thermodynamic
1.2.2
- D1: Added a few scouts to a later zone
- D1: Added 2 more medium waves at the end of the protocol
- D1: Added a few more resources in the later zones
- E1: Updated lighting in alternate dimension
- E1: Added some more resources and enemies to alternate dimension
- Updated dependencies
1.2.1
- CX: Reduced level timer from 20 to 15 minutes
- Fixed Duo Scan (slow) having a mismatched color from Duo Scan (fast)
- Updated dependencies
1.2.0
- Added EXT://CX: Accelerate
- Updated dependencies and added AggroFix
- C2: Reduced ammo in final zones slightly
1.1.1
- Added MemoryLeakFix as a dependency
- Added a couple of dialogue lines to D1
1.1.0
- Added Glowstick sentry (it is useless, just for the funny)
- Updated some dependencies
1.0.1
- Tweaked lighting in E1 Zone 507
- Updated some dependencies
1.0.0
- Added D4: Combination
0.7.0
- Added E3: Fractal
- D3: Changed waves on objective completed
- E2: Slightly sped up exit scan progress
0.6.5
- E2: Removed a few enemies from the extraction zone
- E2: Add a C-Foam grenade spawn to the second to last zone
0.6.4
- E2: Added some more resources to the ending
- E2: Move second keycard to spawn closer to the front of the zone
- E2: Move second disinfection station closer to the front of the zone
0.6.3
- D3: Added a bit more ammo to the central terminal zone
- D2: Completing Secondary now opens instead of unlocking the main bulkhead door (should avoid the issue where main does not unlock properly)
- E2: Added a bit more ammo to a few zones
0.6.2
- E2: Added more resources to 3rd and 2nd to last zones
- E2: Slowed down ramping on final error alarms
- E2: Last generator properly restores lights now
- E2: Slightly nerf final alarm
- E2: Added some explainer text to 3rd to last zone
- E2: Changed enemies in 2nd to last zone
- D3: Keycard is now properly randomized in the second zone
0.6.1
- E2: Fixed an issue where alarms during the uplink stacked when they shouldn't have
- E2: Added a slight ramping to base uplink alarm waves
- E2: Switched some miniboss spawns during the uplink sequence
- E2: Second ventilation terminal suppresses the fog for a bit longer
0.6.0
- Added D3 - Breach
- C2: Fixed an issue where nightmare strikers didn't show up in a late zone
0.5.4
- E2: Added a few more resources to Uplink Zone
- E2: Extended grace period before alarms activate after completing uplink
0.5.3
- E2: Uplink Terminals are now in fixed positions
- C1: Tweaked zone layout for 2nd uplink zone for Secondary
- C1: Tweaked zone layouts for the path to the terminal command to cut down on some repeated tiles
- C1: Moved trigger for door failure in starting zone to be a bit earlier in the mission (so the failure feels less like of a direct middle finger to the players)
- E1: Redid the zone layouts in the west from the reactor to reduce tile repitition and to avoid enemies getting stuck.
0.5.2
- E2: Added a Fog Turbine to uplink zone
- E2: Increase resources in Uplink Zone
- E2: Powering the generator in Zone 1383 now properly turns on the lights in that zone
- Replaced AWOPartialDataFixer dependency with MTFO_Extension_PartialData
0.5.1
- E2: Changed sleeping enemy composition in Zone 1382 (less of them, but more threatening)
- E2: Added a couple of disinfection stations
- E2: Added a few more resources to various zones
0.5.0
- Added E2: Breakdown
- Minor text tweaks to E1 Zone Numbers
- D1: Added more ammo into overload's first zone
- D1: Raise up overload elevation to be less suseptible to fog
- D1: Added text in the top left to better inform players in the blackout zone that there are special terminal commands
- D2: Reseeded the last zone of secondary to encourge holding out against the alarm instead of C-Foam stalling it
0.4.0
- Added the changes from VanillaReloaded into the rundown.
- D1: Fixed the scan on the extraction door being a Class V alarm instead of a Sustain alarm.
0.3.0
- D2: Adjusted lighting in a few zones
- D2: Added more sleeping enemies to the second half of the mission
0.2.8
- D2: Reduced c-foam consumable amount in the last zone of Secondary
- D2: Lowered tool amount and slightly raised ammo amount in the first part of the level
0.2.7
- Added D2: Process
- Removed No More Cocoons dependency
- E1: Tweaked the amount of respawn sacks in respawn zones (visual change only)
0.2.6
- E1: Minor tweaks to the scout placement in the level end sequence
- E1: Scout waves always spawn towards elevator direction
0.2.5
- E1: Fixed a bug where the 45 minute timer did not properly cancel
- E1: Nerfed fog a bit
- E1: Added a couple of resources in gen cluster room
0.2.4
- E1: Removed a charger scout from Zone 516
- E1: Change lighting in starting zone to make sleepers a bit easier to spot.
- E1: Weight resources to spawn closer to the start of Zone 510
- E1: Slightly increase health and tool amounts in reactor
0.2.3
- E1: Fixed a missing zone label on Zone 512
- E1: Slightly tweaked enemies in Zone 511 and 515
0.2.2
- E1: Adjusted lighting in Reactor and respawn rooms
- E1: Adjusted respawn behavior to (hopefully) be a bit less frustrating
- E1: Added lock melters to elevator zone
0.2.1
- E1: Changed consumables in reactor to mainly have C-Foam Trip mines
- E1: Labeled respawn zones for better clarity
- E1: Adjusted fog repeller amounts in 513, 514
- E1: Changed Reactor Startup scan to not be a full team
0.2.0
- Added C2: Collect
- E1: Fixed Wave roars not playing on Reactor Test 2
0.1.7
- E1: Enemies from reactor waves are now force spawned in elevator zone, adjusted enemy amounts
- E1: Removed a couple of unintential power cells in a zone
0.1.6
- Slightly increase resource counts in Zone 501 and 502 of E1
- Slightly nerf alarms connected to reactor zone
- Slightly reduced enemy count in reactor zone
0.1.5
- Initial Release of E1
- Updated and added a couple of dependencies
0.1.4
- Removed a dev warden intel comment from the waves in D1
- Redistributed ammo in a few zones in D1
- Added some sleeping enemies to a later zone in D1
- Reduced Hybrid count in D1 Overload
- Locked Blood Doors that were unintentionally unlocked in D1 Overload
0.1.3
- Slowed down fog rise after completing C1 Secondary
- Changed door to the 5th zone in C1 to a Bulkhead Door, and added a bulkhead key in secondary for it.
- Reduced Snatcher amount in D1 Waves.
0.1.2
Fix folder structure, again.
0.1.1
Fix folder structure getting messed up for some reason.
0.1.0
Initial Beta Release with B1, C1, D1.