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Deep Dive
Sector [E] contain important data for the source of outbreak.
| Date uploaded | 4 years ago |
| Version | 1.0.2 |
| Download link | Remilia_Scarlet-Deep_Dive-1.0.2.zip |
| Downloads | 224 |
| Dependency string | Remilia_Scarlet-Deep_Dive-1.0.2 |
This mod requires the following mods to function
BepInEx-BepInExPack_GTFO
BepInEx pack for GTFO. Preconfigured and includes Unity Base DLLs.
Preferred version: 3.2.1ProjectZaero-ZaeroGeos
A pack of geomorphs for custom tilesets. Currently contains 7 tiles + 2 variants.
Preferred version: 0.4.0GTFOModding-AWO_Testing
Unfinished Testing Version of AWO ( including WEE, WOE [WIP] )
Preferred version: 0.999.7bro-CustomRundownLabels
Allows for custom labels on the rundown selection screen.
Preferred version: 1.0.0README
Sector [E] contain important data for the source of outbreak. Prisoners are tasked to establish connection.
A mostly vanilla rundown with couple of twists with the levels.
More levels coming. ETA unknown.
V1.0.2:
A02:
- Added Overload Objective E02:
- Spiced up the scout wave
V1.0.1:
E02:
- Fixed Zone 748 cannot be accessible
V1.0.0:
- Preparation for more levels
V0.9.0:
- Added E02: Deep Dive
E01:
- Moved tank at the end to opening the fog turbine door
V0.8.4:
General:
- Reduced all Shotgun shooter glow range to reduce lag
D02:
- Fixed bulkhead key location
V0.8.3:
D02:
- Speed up High extraction scan
- how about we eat an ornage (Fixed color text in sub objective)
V0.8.2:
E01:
- Slightly nerfed overall difficulty
V0.8.1:
- Weapon hotfix
V0.8.0:
- Added D02: Final Requirement
- Added E01: Dangerous Transport
V0.7.2:
C01:
- Dimension alarm 1st phase now spawns Shooters
- Dimension alarm 2nd phase can now spawns Giant Shadows
- Increased overall resource
C02:
- Increased overall resource
- High Bulkhead Class IV alarm is now Diminished
- Increased time for charger error alarm to ramp over
V0.7.1:
A02, B01:
- Fixed objective typo
A03:
- Extreme now has an error alarm
B01:
- Overload section slight rework
B03:
- Class 4 cluster alarm now spawns more enemies
C01:
- Reduced Class S 3 alarm charger count
- Class S 3 alarm for shadow is now Class M 4 alarm
V0.7.0:
Fog and Lighting changes:
- A01, A02, B01, B02, C01 lighting and fog changed
D01:
- More time for finding Wave 4 and Wave 6 code
- Fixed where fog won't change after extreme
- Extreme now has zone number (mmm no more R5C1 :pensive:)
- Zone 384 is now armory zone (key would not spawn in there)
C02:
- Two more ammo in total
- Class III alarm at the high bulkhead door -> Class IV alarm
- Extreme and High error alarm zone will spawn more common enemies
- Final Class 6 alarm -> Class 7 alarm
- Pick up cargo now cause fog to slowly rising
V0.6.1:
C02:
- Code clean up hotfix
V0.6.0:
General:
- Added two primary weapons and one secondary weapon
- Added new shooter variable
Level: A03
- Survival wave spawn more enemies
B01:
- Reduced overall resource
B02:
- Reduced overall resource
- Buffed some alarms
B03:
- Different Alarm wave for Class IV Cluster
C01:
- Fixed Scan
C02:
- Added
D01:
- Adjust all reactor wave
- Reduced overall resource
V0.5.4:
- Upadted file structure (Thanks Dakkhuza for giving me this info)
V0.5.1:
- Reworked A02
- Changed A01 map
V0.5.0:
- Fixed B02, B03 Objective text
- Added C01
V0.4.0:
- Added A03, B02, B03
V0.2.1:
- Fixed A02 error alarm
- Fixed A02 Extreme lockdown
- Changed A02 lighting
V0.2.0:
- Added A02
- Added dependencies on R2modman
- Fixed A01 key placement
- Buffed D01 Hybrid wave
- Buffed B01 Overall
V0.1.1:
-Fixed where key could spawn in final zone in A01
V0.1.0:
-Added A01, B01, D01