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Evolution

A vanilla, story based rundown with modded elements. Early release with Six available expeditions. Two or more prisoners recommended.

By TH55
Date uploaded a year ago
Version 0.2.3
Download link TH55-Evolution-0.2.3.zip
Downloads 115
Dependency string TH55-Evolution-0.2.3

This mod requires the following mods to function

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GTFOModding-SecDoorTerminalInterface

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README

Early Release with Six Available Expeditions. Features Several Weapon and Enemy Changes.

Should there be any bugs and/or balancing adjustments feel free to send it via dev feedback in the post of "Evolution" in the gtfo modding server.

CHANGELOG

v0.1.0

Expeditions Available

  • EV-A1
  • EV-A2
  • EV-B1
  • EV-B2
  • EV-C1
  • EV-C2

v0.1.1

  • Logs Updated.
  • EV-A1 Junction Hallway resource packs moved to key zone.
  • Added 'High Precision Damage' text to Hel Sniper.

v0.1.2

  • Added Dependency: Log Library.

v0.1.3

  • Hotfixed log library missing a level.

v0.1.4

  • EVA1 hotfixed the Junction Team Scan from going through the wall.
  • EVA2 lowered the spawns from the HSU Storage Zone Alarm.
  • Added EnemyAnimationFix Dependency.

v0.1.5

  • EVA2 Changed Consumable Distribution in Zone 60 to Cfoam - Explosive Tripmines
  • EVA2 Raised the Zone 60 Ammopack to 4 uses.
  • EVB1 Added Log in Zone 101
  • EVB2 Added Warden Intel Prompt for Zone 346 post secondary
  • EVB2 Slightly lowered the travel distance of the last alarm 50m < 40m
  • EVB2 Changed the last round of the last alarm from S Cluster to normal S + one S Scan to compensate.
  • Weapon: Rifle - Reload 1.6s < 1.45

v0.1.6

  • EVB1 Reduced the amount of spawns on the last alarm.
  • EVB2 Increased Ammo & Tool in Zone 598.

v0.1.7

  • Fixed the general overpopulation of enemies during alarms.
  • Removed a Scout from EVC1 Secondary.
  • Adjusted a handful of hollowpath travel distances.
  • EVB1; Moved log from Zone 101 to Zone 98.

v0.1.8

  • EVB2
    • Added Sec door text prompt for Secondary layer.
    • Added Forward Extraction lockdown on post secondary until system reset completion.
    • Weighted resources to start in z596. (Secondary)
    • Fixed an incorrect text prompt for Zone 346 lockdown.
    • Added Condition on extraction diff between Main & Secondary.
    • Reduced Deidamia Melee Cooldown 7 --> 4 Sec. (awkward staring contest)
    • Deidamia no longer drops Parasites on death.
    • Increased Parasite drop on stagger 2 --> 4
  • EVC1
    • Updated a few command descriptions.
    • Post Secondary Blood Door opens via command execution.

v0.1.81

  • EVC1
    • Raised the Medipack uses in Z28 & Z375 from 4 --> 5.
  • Weapon Tweaks
    • Burst Rifle, Slightly increased ammo.

v0.1.9

  • EVC2
    • Fixed the alternate alarm option for Main Extraction not demoting the class VII to Class IV and instead making both alarms exist simultaneously.
      • Demoted Class IV to Class III and door to Zone 782 opens upon completion.

v0.1.91

  • R2mm believes v0.1.82 is the latest number by numerical disorder over v0.1.9 hence v0.1.91

v0.2.0

  • Weapon Changes

  • Pistol

  • Increased Damage 4.64 -> 4.81

  • Decreased Precision x.8667 -> x.8447

  • Increased Magazine 15 -> 18

  • Revolver

  • Increased Damage 14.21 -> 14.81

  • Added Heavy Armor Penatration

  • Added Piercing Rounds

  • Hel Revolver

  • Increased Range 8 -> 10 meters

  • Decreased Precision x.73 -> x.65

  • Increased total Ammo 46 -> 60

  • Added Medium Armor Penatration

  • Hel Sniper

  • Increased Damage 28.1 -> 30.1

  • Reduced Precision x1.35 -> 1.25

  • Added Heavy Armor Penetration

  • Slug Shotgun

  • Reduced Damage 18.1 -> 14.1

  • Increased Precision x1.2 -> x1.4

  • Increased Clip 6 -> 8

  • Reduced total Ammo 42 -> 36

  • Added Piercing

  • Added Heavy Armor Penetration

  • Sniper

  • Increased Damage 41.01 -> 50.01

  • Reduced Magazine 3 -> 2

  • Reduced Total Ammo 16 -> 12

  • Increased Shot Delay to 1.2s

  • Added Piercing

  • Added Very Heavy Armor Penetration

  • Scattergun

  • Added Medium Armor Penetration

  • Hel Gun

  • Added Medium Armor Penetration

  • Hel Shotgun

  • Added Light Armor Penetration

  • Hel Machine Gun

  • Added Medium Armor Penetration

  • Chokemod Shotgun

  • Added Light Armor Penetration

  • Burst Cannon

  • Added Medium Armor Penetration

  • Combat Shotgun

  • Added Light Armor Penetration

  • High Caliber Pistol

  • Added Medium Armor Penetration

  • Auto Pistol

  • Added Light Armor Penetration

  • Precision Rifle

  • Added Medium Armor Penetration

  • DMR Marksman

  • Added Medium Armor Penetration

  • Added Suppressor

  • Double Tap Rifle

  • Added Medium Armor Penetration

  • Added Suppressor

  • Sawed-Off Shotgun

  • Added Light Armor Penetration

  • Shotgun

  • Added Light Armor Penetration

  • Heavy Assualt Rifle

  • Added Medium Armor Penetration

  • Heavy SMG

  • Added Medium Armor Penetration

  • Sniper Sentry

  • Added Medium Armor Penetration

  • Melees

  • Added Heavy Armor Penetration

  • Added Dependencies

  • Snatcher Bug Fix

  • Extra Weapon Customization

  • Wardenintelohbehave

  • Fixed the Hide Terminal Command within certain Expeditions.

  • (Fix implying the AdvancedWardenobjective changing how Hide and Unhide terminal command worked)

  • Enemy Changes

  • Adjusted Deidamis Drone's Projectile pattern to be less devastating to pcs when firing in groups (Lol)

  • (Same to the Deidamis Warriors)

  • Lowered the Deidamis Patroller's Projectile count from 8 to 6

  • Raised the Tank's Armor stat to x0.00001

  • Raised the Pouncer's Armor stat to x0.1

  • Decreased Flyer health 16.2 -> 14.0

  • Increased Shocker health 150 -> 200

  • Increased Shocker weakspot multi 3x -> 4x

v0.2.1

  • Weapon Changes

  • Hel Revolver

  • Reduced Base Damage 9.51 -> 8.51

  • Increased Precision 0.651 -> 0.7

  • Increased Armor Penetration 0.65 -> 1.4

  • DMR & Double Tap Rifle

  • Increased Armor Penetration 0.5 -> 0.9

  • Slug Shotgun

  • Increased Armor Penetration 0.75 -> 1.0

  • Revolver

  • Increased Armor Penetration 0.7 -> 1.0

  • High Cal.

  • Increased Armor Penetration 0.4 -> 0.65

  • Shotgun

  • Increased Armor Penetration 0.3 -> 0.6

  • Choke mod Shotgun

  • Increased Armor Penetration 0.35 -> 0.6

  • Burst Pistol

  • Increased Magazine Capacity 18 -> 24

  • Enemy Changes

  • Charger/Charger Scout/Giant Charger

  • Added Head Armor

  • EVB1

  • Adjusted some errors pertaining to logs.

  • Lowered the class of the last alarm VII -> VI

  • Slightly Decreased the enemy count on the last alarm.

  • Slightly Adjusted the post secondary event in EVC1.

v0.2.2

  • Added Pierce Bug Fix.

v0.2.3

  • Fixed unfinished expedition being visible.
  • added Cocoonbarcode fix.

v0.2.4

  • Small Wave Spawn fix in C1 Main

v0.5.0

  • Added 6 new expeditions

  • Level Changes

    • Heavily reworked EV-B1 Prisoner Efficency
    • Slightly tweaked preformance across the other first five expeditions
  • Weapon Changes

    • A copious assortment of weapon adjustments
      • (it has been 9 months, remembeing exact changes are not likely)
  • Enemy Changes

    • Charger health increased 28 -> 30
    • Deidamis Warrior health increased 260 -> 270
      • Weakspot Multi decreased - 4x -> 3x

v0.5.11

  • hotfix
  • fixed a weapon stat description

v0.5.12

  • hotfix
  • enemies
  • Frank limb health decreased from 60 to 40
  • Hybrid health decreased from 125 to 115

v0.5.13

  • hotfix
  • fixed potential softlock in EVC1
  • fixed the Chokemod Shotgun not doing 50 stagger

v0.5.14

  • Fixed S3 completing on secondary regardless of doing only main
  • Fixed Shadows spawning out of bounds in S3

v0.5.17

  • Fixed not being able to access S3 Secondary

v0.5.18

  • adjusted a couple consumable spawns in S3

v0.5.20

  • Removed the terminal security door from S3 Secondary for the fear of it abruptly softlocking a two hour solorun without warning or consistency.
  • Unloaded all vanilla levellayouts, warden objectives, and rundown entries from files for preformance balancing.

v0.5.21

  • Slightly lowered the ammo gain on the Slug Shotgun
  • Lowered the Armor Penetration on the Bullpup Rifle to x0.1
  • Adjusted a couple text prompts

v0.5.22

  • EV-B1

  • Adjusted text prompt indicating Zone "366" when it is Zone "266"

  • Fixed Secondary's objective hud to not have the generator listing disappear when querying a generator

  • Removed the S-1 Alarms from both Blood Door zones in Overload

  • EV-C1

  • Fixed the funny floor terminal in Zone 375

v0.5.23

  • EV-S3

  • Removed the cell from the secondary dimension

  • Removed most resources from the first zone in the secondary dimension and moved them to Zones 400 & 401

  • Added a couple extra subobjective texts within the first third of the mission

  • Weapons

  • Sawed-off shotgun

  • Lowered Armor penetration value to x0.1

  • decreased effective range from 6m to 5m

  • Fixed the broken Armor Penetration text for the Heavy Assault Rifle

  • High Cal.

  • Slightly Decreased RoF 0.45 -> -0.55

v0.5.24

  • Heavy Assault Rifle
  • Decreased Damage from 6 -> 4.85
  • Increased Stagger 0.75 -> 1.0
  • Inceased Magazine 20 -> 35
  • Increased total ammo 115 -> 170
  • Increased Precision 0.7413 -> 0.9

v0.5.26

  • Machine Pistol

  • Decreased Stagger from 1.0x -> 0.5x

  • Slightly Decreased Max Ammo

  • PDW

  • Increased Precision from 0.7413x -> 0.8x

  • Chokemod Shotgun

  • Increased Precision from 1.0x -> 1.25x

  • EV-A1

  • Slightly Increased Difficulty

  • Decreased the Scale of Main objective zones

  • Added persistent alarm post-junction lockdown release

  • Secondary Unlocks after Lockdown release now instead of during

  • Adjusted alarm wave settings for the lockdown release alarm

  • Fixed command hide event in the archive zones not hiding properly

  • Secondary

  • Added low-use ammo to the first zone of Secondary

  • Increased Sleeper spawns in the first and second zones of Secondary

  • Secondary Class IV alarm spawns increased to standard apex

  • Containment Zone in the back of Secondary now opens on objective completion

  • Objective completion initates a second error alarm spawning a giant every 40s

  • EV-A2

  • Added giants to the second zone

  • Shaved down the scale of zones 64 & 66

  • Slightly increased resource distributing in zones 64 & 66

  • Added a wave spawn event upon scan completion of zones 65 & 67

  • EV-C2

  • Alarm in spawn set to Apex settings

  • Added dependency "Glowsticks Plus"

v0.5.28

  • Level Changes

  • Removed ALL terminal security doors in the rundown due to repeated instances of scans breaking upon the door proxxy prompt being triggered multiple times, especially by lockdown doors.

  • EVC4

  • Optimized the beginning section to make it faster-paced

  • Overall adjustments have been made to the expedition, generally plays out the same.

  • Added EVD2

  • Weapon Adjustments

  • Weapons have been adjusted once again, based around armor penetration values since Sentry Guns now deal damage to armor.

  • Double-Tap Rifle - Damage increased from 5.51 to 6.51 - Precision Decreased from 0.9x to 0.8x

  • Hel Revolver - Armor Penetration increased from 1.8x to 2.1x

  • Slug Shotgun

  • Damage Decreased from 17.0 to 16.75

  • Armor Penetration Increased from 1.2x to 1.35x

  • Heavy SMG

  • Increased Base Damage from 2.25 to 2.81

  • Decreased Reload speed

  • Assault Rifle & Burst Rifle

  • Increased Magazine capacities to 45

  • Decreased Reload speeds - Burst Rifle's burst Delay slightly increased

  • Carbine

  • Returned it's magazine capacity to its glory of 48 rounds

  • Hel Sniper

  • Increased Damage from 30 to 35

  • Decreased Armor Penetration from 1.5x to 1.35x

  • Decreased Precision from 1.35x to 1.15x

  • Hel Machinegun

  • Slightly increased rate of fire

  • Revolver

  • Increased Armor Penetration from 1.5x to 1.7x

  • High Cal. Pistol

  • Increased Armor Penetration from 1.0x to 1.35x

  • Enemy Adjustments

  • Charger

  • Increased health from 30 to 35

  • Head health set to 18

  • Striker Brute (and Brute Behemoth)

  • Head Armor set to 0.01x

  • Arm Armor set to 0.5x

  • Increased Resistance to Cfoam

  • Titanus Deidamia

  • Body armor set to 0.5x

  • Immortal

  • Stagger threshold set from 100 to 90 (Yes, for those who read this, he has always been staggerable since EVC1 debuted, and can be effectively stunned from sustained fire, the Sniper, Scattergun, and even the Bat on some occasions)

v0.5.30

  • Weapon adjustments

  • Shotgun

    • Greatly Increased Armor Penetration from Medium 0.5x to Heavy 1.0x
    • Increased RoF delay from 0.75s to 0.85s
    • Reduced Pellet count from 15 to 12
  • Level Adjustments

  • EVC1

  • Slightly reworked the secondary containment procedure, instead of the level itself softlocking you to death upon failing to contain the Immortal, the door to Secondary will open like before to allow players to continue with the expedition (with the Immortal)

    • Should the Immortal not be contained in Secondary, A second Immortal will not spawn from bypassing the lockdown to escape to extraction.
      • It is theoretically possible to exploit the closing security door on the Immortal during the thunderdome scan to avoid interference.
  • EVC2

  • Scout wave settings remove giant chargers from the spawn pool to avoid double pummeling on short notice.

    • One Giant Charger is guaranteed from the scout in the spawn zone should it alert.
  • EVS3

  • Removed bioscan on the blood door

  • Increased consumable spawns in Zone 403 by +3

  • adjusted the altitudes of Zone(s) 409 & 410

  • added fog repellers to Zone(s) 407 & 409

  • Removed the giant chargers from Zone 411

  • Removed the blood door going into Zone 413

  • Layout and altitude was readjusted for a stealth section (key hunt)

  • EVC1 Secondary Hub events moved to scan start of Zone 413

  • The Secondary Sector has been moved from Zone 413 to Zone 400

  • Bulkhead Key has been moved to Zone 412

    • A Bulkead Door has been added to the Emergency Exit for Main
  • Alarm Door leading to Zone 401 has been upgraded to Class IV

v0.5.32

  • Expeditions

    • Added EVS4
  • Weapons

    • Changed gear parts for multiple weapons

    • Added Tak XII (Compact SMG) (Primary)

    • Added Tak IX (Combat Sniper) (Primary)

    • Added Malatack (Heavy Double-Tap Rifle) (Secondary)

v0.5.36

  • Temporarily restricting access the C3 - C4 - D2 for reworks