| Date uploaded | 8 months ago |
| Version | 2.0.0 |
| Download link | TheDoggyDoge-RundownX-2.0.0.zip |
| Downloads | 101 |
| Dependency string | TheDoggyDoge-RundownX-2.0.0 |
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: 2.3.2hirnukuono-EEC_H
A modern fork of Flowaria's ExtraEnemyCustomization (EEC), with a few fixes, tweaks, and additions
Preferred version: 1.8.20Red_Leicester_Cheese-ExtraRundownCustomisation
Customise your Rundown (Extra edition)
Preferred version: 0.2.0Dinorush-EnemyAnimationFix
Fixes several enemy bugs for both clients and host.
Preferred version: 1.3.8Amorously-AdditionalRundownAdvancements
Adds several new features to your rundown and levels (EARLY ACCESS)
Preferred version: 0.2.3Untilted-ConfigurableGlobalWaveSettings
Makes some hardcoded wave-related settings configurable per level
Preferred version: 1.2.1easternunit100-WwiseGameParameterController
This helps your connect your GAME_PARAMETERS in your wwise projects in game volume settings.
Preferred version: 0.0.1Dinorush-ExtraToolCustomization
Fixes tool bugs and adds customization for Sentries and Mines.
Preferred version: 1.5.4Dinorush-ItemSpawnFix
[Required by All] Fixes items and resources failing to spawn.
Preferred version: 1.2.1Dinorush-MemoryLeakFix
Fixes bugs related to objects not being cleared when they should.
Preferred version: 1.3.1Amorously-RespawnSackBarcodeFix
Simple plugin that fixes the barcode decal bug on respawn sacks and litter
Preferred version: 1.0.1randomuserhi-DMRReloadFix
A client-side mod that fixes DMR reloading to 11 when there is 1 bullet left in clip.
Preferred version: 0.0.6Dinorush-ReDownFix
Fixes clients getting downed from taking any damage shortly after a revive.
Preferred version: 1.0.1JarheadHME-E_Bug_Fix
Tentatively attempts to fix a bug that prevents you from interacting with anything
Preferred version: 0.1.1Amorously-SnatcherBugFix
A client mod that tries to fix some snatcher-related bugs
Preferred version: 0.4.1randomuserhi-KillIndicatorFix
A client-side mod that makes kill indicators consistent when you are not host.
Preferred version: 0.2.1Dinorush-VisorWipers
Press a key to wipe liquids and grime off your screen.
Preferred version: 1.0.0Dinorush-DoorEnemyFixUpdated
[Host Required] Fixes tripmines and C-Foam touching enemies through doors.
Preferred version: 1.1.2Dinorush-FireRateFPSFix
Ensures your weapon fires as fast as it should regardless of frame timings.
Preferred version: 1.0.9Dinorush-GalaxyBugFix
Fixes the world visually disappearing (a.k.a. Galaxy Bug)
Preferred version: 1.0.1hirnukuono-NoInterruptions
Prevents most interactions from being interrupted and fixes terminal bugs.
Preferred version: 0.1.5README
Welcome to Rundown X
This rundown was originally meant to be an extension for a vanilla rundown remake that I had been working on, but I decided to go all in on working on this rundown.
The purpose of this rundown is to cover areas (Gameplay and Locations) that I felt were not covered enough, or at all. This in turn is why I have decided these levels should be built entirely out of handcrafted tiles, as the upcoming levels could not exist without them.
I won't be providing details for Auxiliary Rundown levels as they are not completely centered on pure custom tiles, they are smaller scale and meant to be more like standard levels but with some spice added to them. I don't know how many I plan to make of these. The Auxiliary Rundown is more of a burnout helper I suppose for the main rundown.
Playtesters/Supporters
Amorously - Providing amazing plugins and support that would make these levels impossible to make without them.
Hirnukuono - Huge help in initial development and bringing cool ideas to the table.
Cris (iwantmalatang) - Amazing creative support throughout level development and playtesting.
ThyUnsuspicious - Exchanging creative ideas and playtesting
MemoryI - Great support through playtesting and providing insightful suggestions
obsessivebun - Offering development support and sharing great ideas all around
[time1pm] - For providing a Culling solution that makes RX-2 a feasible level
Rundown X Tiles
These tiles are designed and built to serve a specific layout, and some require a specific setup to work with other tiles.
As of now only a handful are a part of a tile pack.
RX-1
"Grant"
This level contains a relatively tight knit design, though relatively open, consisting of action heavy gameplay, and alot of choices to change the game. Aswell as providing a new addition to difficulty choices, Prisoner Efficiency is it's own difficulty and changes the gameplay drastically, leading to 4 seperate difficulty options.
Level Information
Objective Information
The Warden has assigned you a task to lift the facility-wide lockdowns imposed after disasters throughout Garganta. Prisoners must engage the Master Security Controller, a large machine located in a high security location deep within.Tile Spoilers
Elevator - 64x64
Overpass - I Shape - 64x64
Junction - T Shape - 64x64
HSU Processing - Dead End - 64x64
Arena - Dead End - 96x160
Transport Shaft - Same tile as Arena
Enemy Spoilers
Enemy 1
Nightmare Chargers
Enemy 3
Immortal Pouncer
Enemy 4
Pulse Flyer
RX-2
"Superposition ://EARLY ACCESS"
THIS LEVEL IS IN EARLY ACCESS, SO BE WARNED THAT MANY FEATURES MAY BE MISSING, AND SOME OF THE PRIMARY GAMEPLAY IS NOT PRESENT
Level Information
This is technically not a new environment, but a whole new take on an existing one. A level that is entirely set on the desert planet, fit with Zones (or SubAlphas) just like an ordinary level, with great contrast between inside and outside areas. Aswell as dynamic lighting in outdoors as the clouds may bring shade, or maybe you still want some of the darkness like Garganta has to offer as you can play in Day or Night (more lighting options will be available later)
Objective Information
The facility lockdown has been lifted. Direct access has been granted to KDS Deep and specifically, the Kovac Warp Gate. The Warden has authorized an expedition to the Alpha-9 Facility, status of facility members is unknown, but existing crystal research has identified high value samples throughout the facility perimeter and could be useful for future dimensional expeditions.
Same goes for enemy spoilers
CHANGELOG
Version 2.0.2 - (Level Removal, Mod Additions, Etc.)
Mod Additions
- Added some mods that will fix issues, improve performance hopefully, and not affect gameplay "randomuserhi-ShooterBugFix-0.0.5", "randomuserhi-ScoutBombingFix-0.0.1", "hirnukuono-ScoutScreamFix-0.0.1", "hirnukuono-DoorPanelFix-0.0.3", "Dinorush-FlickShotFix-1.0.1", "hirnukuono-GlueFix-0.0.8", "Dinorush-MemoryLeakFix-1.3.1", "Amorously-RespawnSackBarcodeFix-1.0.1", "randomuserhi-DMRReloadFix-0.0.6", "randomuserhi-DamageSync-0.0.7", "Dinorush-ReDownFix-1.0.1", "randomuserhi-BioScannerFix-0.0.2", "JarheadHME-E_Bug_Fix-0.1.1", "Amorously-SnatcherBugFix-0.4.1", "randomuserhi-KillIndicatorFix-0.2.1", "Dinorush-VisorWipers-1.0.0", "Dinorush-DoorEnemyFixUpdated-1.1.2", "Dinorush-FireRateFPSFix-1.0.9", "Dinorush-GalaxyBugFix-1.0.1", "Dinorush-ThermalAlignFix-1.1.0", "hirnukuono-NoInterruptions-0.1.5"
Changes
- Removed RX-2
- Removed Desert Culling plugin
Version 2.0.1 - (Patch)
Patches
- Adjust colliders on datacenter beams to accurately reflect its model
Version 2.0.0 - (New Level/Rundown)
New Rundown
- Auxiliary Rundown | Diversion
New Level
- DV-1 | Scintillation
Version 1.9.6 - (Patch)
Patches
- Converted RX-1 Cells to WE Objects, for ItemSpawnFix compatibility
Version 1.9.5 - (Dependency Fix)
Patches
- Adjusted manifest to remove unintended Cconsole dependency
Version 1.9.4 - (Security Update Patch)
Patches
- Fixes Exploding Daudas
- Fixes Broken Enemies
- Fixed some other various issues with RX-1
RX-2 Early Access Updates
Version 1.9.3
Patches/General Changes
- Removed unused recoil datablock
- Added updated zone scan visuals
- Updated drill sequence HUD
- Removed cluster scan splines
- Increased Ammo/Med count
Tile Changes
- Enabled some distant decorations to cover culling areas
Enemy Changes
- Reduced Flyer spawns during Hub scan
- Reduced Nightmare enemy gate rushes
- Reduced Pouncer spawns to 1 on Bridge
- Reduced Baby hibernate count
- Reduced Tank spanws to max 3 on Bridge
- Slightly reduced breeder HP
- Reduced Hibernate count in Hub
- Reduced Giants in Hub
- Reduced Scouts to 3 in Hub
Version 1.9.2
Patches
- Removed duplicate culling plugin accidently left in
Version 1.9.1
Patches
- Adjusted Elevator spawn area, players were spawning out of bounds due to oversight
- Added STFU as dependency
Version 1.9.0 - (NEW LEVEL, RX-2 EARLY ACCESS)
Mod Page
- Updated descriptions
- Added Objective descriptions
- Added section for RX-2
- Updated Pulse Flyer images
Level Release : RX-2 | "Superposition"
- Early Access build
- Exclusive Tiles
- New Enemies
- A revamped enemy
Version 1.2.0 - (Major Patches, New Features, Enemy Rebalancing)
Mod Page
- New Tile names
- New tile images
- New enemy images
- Rundown dev links
New Features
- AWO Nav Markers
- Fog Inversion Event
- Updated Zone Scan visuals (Arrows pointing into scan area)
- Multiprogression text
- Dauna
Patches
- Reverted wave roar overrides, scan enemies spawn as type 16s instead of waves. May lead to enemy delays when completing scans (TLDR; Waves roar again)
- Arena mode now cannot be activated after starting the first door scan
- Fixed charger clipping through bulkheads
- Changed Error waves to be group based (so Bishop would STFU)
- Added missing invisible walls to bulkhead rooms
- fixed dead striker LODs
- Arena room lights now stay on when approaching the machine
- Removed square stuck in crosshair
General Changes
- Reduced stamina cost for running and strafing
- Changed "Disengaged" to "Engaged" in Level Intel
- Changed "Door" to "Security Door" in Level Intel
- Updated Rundown Tree visuals
- Increased Flyer stuck time
Tile Changes
- Blood decals are proper decals now and not flat textures
- Fixed clipping on some decorations
- Fixed flooring alignment
- Removed Cocoons from bulkhead areas
- Removed invisible walls from supports in Overpass tile
- Added decorations around Master Security Terminal
- Added extra Neonate Carts
- Added light to MRI room
- Added more cover to defensive areas in Arena (S scans and Zone scans)
- Fixed clipping on Security doors
- Fixed culling on Cfoam room doors
- Fixed culling on Basement doors
- Fixed lighting in final tile
- Added Sign to Arena
SFX Changes
- Increased explosion event volume
- Increased bulkhead banging volume
- Added SFX to Disinfection machine
- Added soundkill to some animation sounds
- Raised elevator volume
- Added chasm SFX to exit and junction
- Added area size ambience
Gameplay Changes
- Fog lowered to allow access to generators
- Shortend Filtration Failure by 2 minutes
- Immortal Pouncer appears sooner
- Alarm generator delays Immortal Pouncer longer
- Added Large Biomass warning to PE extract door scan
- Added Error alarm sound to PE extract door scan
- Increased PE extract door scan time
- Mother spawns during T scan instead of afterwards
- Babies spawn during T scan to warn of Mother
- Raised Infection levels in fog
- Extraction scan shows up after Elevator arrival in Main/Secondary
- Increased generator intel approach distance
- Flyer Error triggered by interacting with door instead of approaching it
- Bulkheads now open randomly instead of at the same time
- Increased fog repeller count in HSU Room and Extraction
Enemy Changes
- Reverted unintentional stat changes on some enemies
- Removed Unused Enemies
- Nightmare Giant
- Removed Projectile Attack
- Reduced HP
- He wants to hug you really badly now
- Nightmare Chargers
- New glowing weakpoints
- Slightly weaker
- Giants have more exposed weakpoints from the front
- Adjusted thermal signature
- Shockers
- Removed armor
- Raised HP
- More damage to weakpoints
- Immortal Pouncer
- Requires more shots to stagger
- Holds players for shorter time
- Deals more damage
Version 1.1.8 - (Main Weapon Changes)
Main Weapon Changes
- HEL Revolver
- Reverted to Vanilla
- Heavy SMG
- Adjusted reserve to match total damage output of vanilla
- Assault Rifle
- Adjusted reserve to match total damage output of vanilla
- Sawed Off Shotgun
- Reverted to Vanilla
Version 1.1.7 - (Weapon Revert + Adjustments)
Weapon Changes
- All weapon stats reverted to vanilla before these adjustments
- Recoil reverted to vanilla
Main Weapon Changes
- HEL Revolver
- Clip size from 8 to 6
- 4 bullets added to Reserve
- Slightly faster Reload
- Heavy SMG
- Damage increased by 25%
- Reserve reduced by 25%
- Fire rate reduced by 25%
- Assault Rifle
- Damage increased by 25%
- Reserve reduced by 25%
- Sawed Off Shotgun
- Clip size from 4 to 3
- 2 shots added to Reserve
- Slightly faster Reload
Special Weapon Changes
- Heavy Assault Rifle
- 25% more Stagger
- Reserve increased from 119 to 150
- Burst Cannon
- Burst from 3 to 5
- 10 bullets added to Reserve
- Precision Rifle
- Firemode set to Semi-Auto
- Faster Reload
- Sniper
- Clip size set to 3
- Faster Reload
Tool Changes
- Shotgun Sentry
- Ammo from 66 to 99
- Reduced start fire delay on tag
- Increased rotation speed on tag
- 15% stagger increase on tag
- 15% damage increase on tag
- fire speed doubled on Tag
Version 1.1.6 - (Patches, Mod Page Update)
Patches
- Lockdown alarm will not play on the alarm generator
- Chargers from bulkheads are spread evenly now (they used to spawn all giants on one side)
- Removed objective complete stinger, the sound still plays when you finish scan sequence, but should not double up
- Fixed some clipping in Junction Tile
Mod Page Updates
- Patch notes now condensed
- New enemy images now on thunderstore
Version 1.1.5 - (Patches)
Patches
- Arena Mode command now stops the ambient alarm sound.
- Blood door alarm stops after a certain time, to stop sound from playing when the map is open during the whole mission.
- Changed Rundown ID to not conflict with vanilla IDs (Sorry for artifically inflating the R1A1 clear market, I now have 50 clears in R1A1 stock)
Version 1.1.4 - (Patches)
Patches
- Added missing mother spawn sound
- Adjusted SFX volume levels
- Reduced giant count in extraction
- Stopped lockdown alarm from playing when it shouldn't
Version 1.1.3 - (Patches, Balance, Weapon Changes)
Patches
- Fixed Elevator Disappearing on Extraction
- Adjusted Elevator volume
Balance Changes
- Nightmare Shooter
- Reduced Spawn Rates
- Increased Projectile Cooldown
Main Weapon Changes
- Machine Pistol
- Reverted Recoil to Vanilla
- Sawed Off
- Increased Damage
- Tightened Spread
- HEL Shotgun
- Slightly Increased Clip Size
- Reduced Pellet Count
Special Weapon Changes
- Burst Cannon
- Reverted Damage Change
- Increased Max Ammo
- Precision Rifle
- Decreased Reload Time
- Sniper
- Slightly Increased Reload Time
- HEL Rifle
- Decreased Max Ammo
Tool Changes
- Shotgun/Sniper Sentry
- Increased Ammo Efficiency on Tag
Version 1.1.2 - (Balance, Weapon Changes)
Balance Changes
- Adjusted Lockdown Error Alarms
- Spawn Rates Increased
- Ramp Up Time Lowered
- Potato has been allowed back in the Extraction
Main Weapon Changes
- Hel Revolver
- Decreased Reload Time
- Heavy SMG
- Increased Reload Time
- Increased Stagger
- DMR
- Increased Reload Time
- Lowered Shot Delay
- Double Tap Rifle
- Increased Burst Delay
- Increased Reload Time
- Increased Clip Size
- Assault Rifle
- Increased Damage
- Increased Cost of Bullet
- Increased Reload Time
- Burst Rifle
- Increased Burst Delay
- Increased Shot Delay
- Sawed Off Shotgun
- Decreased Damage
- HEL Shotgun
- Doubled Pellet count
Special Weapon Changes
- Heavy Assault Rifle
- Increased Stagger
- Increased Shot Delay
- Increased Damage
- Increased Cost of Bullet
- Revolver
- Increased Shot Delay
- Burst Cannon
- Changed Burst to 5 Shots
- Increased Charge Up time
- Decreased Damage
- Higher Damage Potential if ALL shots are hit
- HEL Gun
- Reduced Pierce Count to 3
- Sniper
- Reduced Reload Time
- Reduced Hipfire Spread
- HEL Rifle
- Increased Charge Up Time
- Decreased Cooldown Time
Tool Changes
- Sniper Sentry
- Fixed Tag Delay Time
- Increased Cost of Bullet
- Increased Damage
- Shotgun Sentry
- Decreased Damage
- Decreased Cost of Bullet
- Decreased Tag First Shot Delay
Version 1.1.1 - (Patches, Balance)
Patches
- Adjusted Elevator Render Layer - (this did not fix anything)
- Tuned Audio Levels for most custom sounds (I originally tuned all the sounds at the incompentance that I had my master volume at 25%)
Balance Changes
- Added Traversing Scan adjustments to maneuver around Security Sensors
- Lowered C-Foam count in Zone_3
- Potato Lord of Garganta has been demoted to Hearty Starch Prince of Zone_73 (Reduced HP Values from 3500 to 1250)
- He has also been banned from participating in the Extraction
- Slightly Reduced Giant Nightmare Charger HP
- Decreased Filtration Timer
- Adjusted Shocker Armor (Shooting him with the weakpoint closed is viable, but shooting him when its open is more rewarding)
- Lowered some enemy melee distance (I think?)
- Lowered Nightmare Chicken HP (they still like to dance)
Version 1.1.0 - (Feature, Patches, Balance)
New Features
- Added Arena Mode Command
Patches
- Relabeled Class 5 Cluster Alarm --> Class 5 Alarm
Balance Changes
- Adjusted Class 7 Alarm Waves. Longer Wave Pause, Longer ramp up time.
- Adjusted Big Flyer Error, Longer Wave Pause
Version 1.0.0 - (Rundown Release)
Rundown Release
- Fully Custom Level
Level Release : RX-1 | "Grant"
- Exclusive Tiles
- Unique Layer Selection
- Teaser for RX-2
- Improved Extraction
- Glowing Scans (Mostly)
- New Enemies
- Some Revamped Enemies