Level Changes
Updated 3 days agoI've changed aspects of certain levels, almost always with the intention of making things more immersive. This includes restoring cut dialogue from the squad (that was cut for reasons I can't understand) or adding nametags on important zone doors - I believe it helps make Garganta feel more like a real place with important areas being labeled.
Checkpoints
I hope you're ready for a controversial change, because I have removed Checkpoints from the game - now hear me out, as I do have reasoning for this.
Checkpoints in GTFO have many issues. Even if you don't consider their very buggy nature, they make the gameplay experience worse:
- They are infinite-use, completely removing the need to fight to survive - why bother when you can just wipe and reset, as many times as you want?
- They don't consume boosters. Once players hit a checkpoint, their powerful boosters are 'secured' and won't be consumed until they win or give up completely.
- They load things exactly the same every time. This means that players can eventually beat levels just by sheer memorization, bashing their heads against the wall enough times.
- Checkpoints were inconsistent, only being found on Rundown 6 and further - except for 1 on R1A1. Even the devs didn't seem willing to commit to them as a mechanic.
Considering these factors, there's no doubt in my mind they worsen GTFO's experience.
While some may have mixed feelings about this, I believe it's for the best. GTFO, at it's core, is about fighting for your life against insurmountable odds - and Checkpoints completely remove that tension.
If you really don't want this change, you could always downgrade to version 1.5.1.
Levels
The most notable change to levels is Rundown 5. I have entirely removed Snatchers from R5, replaced with varying other enemies. The reasoning for this is that their original/intended reveal in Rundown 7 is much better, and ALT://R5 ruins that - the R5A2 reveal is unbelievably lackluster.
Reactors
- Zones that contain a Reactor now have a prefix on the door, 'REACTOR CONTROL ROOM'.
R1A1 - The Admin
- Zone 51 'Resource room' door now says Supply Depot instead of Resource room, and doors leading to it will now have a 'Z' instead of just '51'.
- Zone 52 now has a prefix, 'HSU STORAGE'. (I believe this will help guide new players a little better, while still teaching them about querying to find the key.)
R1B1 - PID Search
- Cleaned up interrupted_communications very slightly, removing unecessary period.
R2E1 - Crib
- Zone 603 now has a prefix, 'COLD STORAGE'.
R4C1 - Cognition
- Tweaked interrupted_communications to be slightly less obvious.
R5A1 - Floodways
- Replaced interrupted_communications. (It's not 2021, every rundown is in the game, the A1 of every rundown after 1 does not have to re-explain how the game works.)
R5A2 - Recollect
- Restored the cut audio lines of the squads reactions to hearing their lore logs.
- Secondary: The squad will now have an annoyed reaction after completing the power reroute.
R5A3 - Mining
- Restored the cut audio lines of the squads reactions to hearing their lore logs.
R5E1 - KDS Deep
- Zone 545 now has a prefix, 'KDS DEEP'.
R6A1 - Artifact 7
- Restored cut audio lines. The squad will now react when picking up the MWP and when returning to Garganta.
R6B1 - Hexahedrons
- Restored cut audio lines. The squad will now react when attacked in Alpha Two, and also when it comes back with them.
R7D2 - AWOL
- Zone 219 now has a prefix, 'BIOCOM MAINFRAME'. (Really? This pivotal location didn't deserve a title on the door!?)
- Updated interaction text in the mainframe.
R7E1 - Chaos
- Zone 454 now has a unique prefix, 'MAINFRAME REACTOR CONTROL'.
R8E1 - Valiant
- Zones 527 and 528 now have prefixes, 'HSU DEPRESSURIZATION'.
- Zone 545 now has a prefix, 'KDS DEEP'.