INTEGER
The Warden has issued new work orders, but things don't seem right. Something wicked is pulling the strings.
| Date uploaded | 11 months ago |
| Version | 0.0.3 |
| Download link | ZanderTM-INTEGER-0.0.3.zip |
| Downloads | 150 |
| Dependency string | ZanderTM-INTEGER-0.0.3 |
This mod requires the following mods to function
Dinorush-AccurateCrosshair
Calculate crosshair size for guns and improve crosshair behavior.
Preferred version: 1.5.1randomuserhi-AggroFix
Host only mod to fix enemy targetting for custom rundowns that split players across zones
Preferred version: 0.0.2BepInEx-BepInExPack_GTFO
BepInEx pack for GTFO. Preconfigured and includes Unity Base DLLs.
Preferred version: 3.2.2Red_Leicester_Cheese-CheeseGeos
Containing 11 custom geos and 3 modified geos (Lab rework done)
Preferred version: 0.5.7AuriRex-Clonesoft_Json
Library - Newtonsoft.Json but in a renamed namespace.
Preferred version: 13.0.0Untilted-ConfigurableGlobalWaveSettings
Makes some hardcoded wave-related settings configurable per level
Preferred version: 1.2.1donan3967-donan3967_geo_pack_2
Another pack of custom tiles for your rundowns
Preferred version: 1.3.2hirnukuono-EEC_H
A modern fork of Flowaria's ExtraEnemyCustomization (EEC), with a few fixes, tweaks, and additions
Preferred version: 1.8.27hirnukuono-AdvancedWardenObjective
A modern fork of Flowaria's AdvancedWardenObjective (AWO). Now with 50+ warden events!
Preferred version: 2.5.3Inas07-EOSExt_SecDoor
Customize security door. Now only with interaction prompt customization.
Preferred version: 1.0.0Inas07-EOSExt_SecuritySensor
Configurable Security Sensor and Movable Sensor. Now added with text / color customization
Preferred version: 1.1.7Fody55-GTFO_ShootInTheAir
A really tiny mod that enables you to shoot while falling/jumping (similar to old QoLFix functionality).
Preferred version: 2.0.1GTFOModding-PaintTheDoor
(Rundown Dev MOD) Disposable Painters allocated to re-paint the Security Doors in the Complex.
Preferred version: 1.0.5Dakstar-VideoReplacerReupload
Reupload of an old mod to replace parts of the GTFO intro and the credits
Preferred version: 1.0.1easternunit100-WwiseGameParameterController
This helps your connect your GAME_PARAMETERS in your wwise projects in game volume settings.
Preferred version: 0.0.1Dinorush-EnemyAnimationFix
Fixes several enemy bugs for both clients and host.
Preferred version: 1.4.6AuriRex-LegacyLobby
Brings back the lobby screen aestethic of Rundown 1 through 4.
Preferred version: 1.5.1Amorously-RespawnSackBarcodeFix
Simple plugin that fixes the barcode decal bug on respawn sacks and litter
Preferred version: 1.0.1JarheadHME-ActuallyUsableShuttleboxes
Allows Rundown Developers to place Shuttleboxes (aka Dumbwaiters, like from R7B1, R8E1, and R8E2) and give them a number of possible features
Preferred version: 1.1.1JarheadHME-RundownExtensionFix
Make the Extended Protocol window work better for mod dev
Preferred version: 1.0.0Dinorush-ExtraWeaponCustomization
Adds several new features to customize weapons.
Preferred version: 4.11.10Dinorush-MemoryLeakFix
Fixes bugs related to objects not being cleared when they should.
Preferred version: 1.3.6README
INTEGER
Hello there! Welcome to INTEGER. A rundown I took way too long to finish cause I'm way too ambitious and too much of a perfectionist, yay! This rundown is designed for a full squad, with levels designed to be highly difficult and a compelling narrative that brings meaning to every single objective.
Before you play...
An important thing to consider: most levels haven’t been fully tested yet, cause you know, people are busy (including myself) and we have been struggling to schedule playtests as of late So... that means you guys the playtesters now! :D
With this in mind, if you find any bug, broken feature, broken level, or needed balance changes, please let me now. You can leave your feedback in the INTEGER feedback thread or if you'd like to reach out to me directly, feel free to join the INTEGER's Discord server!. Your feedback means the world, and I’ll do my best to tweak and balance things as needed.
This Rundown Features...
- Custom weapons.
- Rebalance & redesign of vanilla weapons.
- Custom enemies.
- Lore logs (soon)
- 5 levels (2 more on the way)
- Custom palettes (soon)
- Glucose (Glucose?)
- Lighting tweaks (OldSchoolGraphics and LightAdjustments mods not recommended)
- Fixed sniper (yes, both recoil and reload)
CREDITS
- Weapon designs by FERRYANS.
- Custom Geos by Inas07, donan3967, RedLeicesterCheese, FlowAria & SamDB.
- Plugin support by AuriRex, hirnukuono, Inas07, Amorously, MemoryI & Dark Emperor.
- Custom Weapon SFX by Project Zaero.
- Custom Weapon parts by Cris & Dark Emperor..
- Custom enemy models by Project Zaero.
- Emotional support by Professor Scaler, Krisuna, La_Wafflez, D4RKEVA, Lurker, JStar, Alex, FroreVT, Dakstar, Belengithar & Kyurah.
- "Rundown When" enthusiasts: Krisuna, Professor Scaler, EMRG_Fluff, D4RKEVA, Lurker & Alex.
- Early playtest support by AuriRex, Alex, Giginss, Shadowdra, leonardo_768, Hafumi, AngryMaid, hirnukuono, RAJ, Moo, Aivar, FERRYANS & Ein.
SPECIAL THANKS TO THESE AMAZING GOOBERS!
Professor Scaler, Krisuna, Asby, Shad0wfire, FERRYANS, Aivar, Ein, MELLO, AngryMaid, Hafumi, DARKEVA, Giginss, Alex, AuriRex, JStar, La_Wafflez, EMRG_Fluff, Kyurah, Belengithar, hirnukuono, Tsopu, illias, PDLucky, ShiftAC, Lurker, WindowsBen, SlyviFox, FroreVT.
CHANGELOG
CHANGELOG
v0.0.22
Sorry for the radio silence folks, dealing with a depression relapse right now. Hopefully this wears off soon.
General Changes
- Added new lore logs and replaced a couple of existing ones (they weren't relevant to the story).
- Updated the B1 color palette reward.
- Added Warden Intels to several levels to give better hints at what's going on story-wise.
- Removed encryption on the redacted level.
- Updated dependencies to their latest version.
Enemy Changes
- Removed projectile-firing ability from Ninja Turtle.
A1
MAIN
- Replaced a lore log in ZONE 37
EXTREME
- Error alarms will no longer momentarily stop after completing the ZONE 104 alarm.
A2
MAIN
- Swapped starting team scan in the second uplink for a solo scan.
- The extraction scan will now trigger a wave that spawns closer to your position, replacing the previous one. The extraction should feel a lot more intense now.
- Updated objective text and indicators.
EXTREME
- Made changes to the story plot in order to be less "in your face".
- Renamed objective item to reflect plot changes.
- Adjusted custom subobjective headers.
- Added sleeping babies to ZONE 127
- Added 1 more big charger to ZONE 126
- Adjusted wave population in the Class V alarm (ZONE 126) and increased density.
- Slightly increased sleeping enemy density across ZONE 125.
OVERLOAD
- Slightly increased enemy density in containment zones.
- Updated objective description and custom sub-objectives to better reflect the plot changes.
B1
MAIN
- Increased resources in ZONE 91 and ZONE 92.
- Added a new lore log.
- Updated the light color in ZONE 92
- Reduced enemy density in ZONE 101, removed 1 scout as well.
v0.0.21
General Changes
- Fixed collected lore logs not being accessible in the Library tab.
Weapon Changes
Assault Rifle
- Increased damage to 3.2
- Increased range.
CQB Rifle
- Increased damage to 3.3
Shotgun
- Increased range.
A1
MAIN
- Added a terminal in ZONE 34
EXTREME
- Fixed comically large text appearing during the terminal alarm in ZONE 104 (it is now comically small.)
- Added a terminal to ZONE 103
A2
MAIN
- Removed a couple of scans from the first Uplink to make the sequence overall shorter.
- Slightly reduced enemy density in ZONE 79
OVERLOAD
- Adjusted enemy density in containment zones.
- Updated reactor text.
- Added more Warden Intel.
B1
MAIN
- Reduced enemy density in ZONE 100
v0.0.20
Weapon Changes
Assault Rifle
- Increased damage to 3.11
Scout Rifle
- Slightly increased total ammo.
CQB Rifle
- Increased damage to 3.2
Heavy Assault Rifle
- Changed stock part.
Sniper Rifle
- Updated sight.
A1
EXTREME
- Slightly added more ammo to ZONE 103.
v0.0.19
General Changes
- Actually repopulated cyan glucose entities this time. Oopsies.
- Added new "Library" tab to the menu, where you can revisit any lore log you've collected along the way.
Weapon Changes
Plasma Rifle
- Actually fixed the third person weapon SFX this time.
- Reduced reload time.
Machinegun
- Increased damage to 3.78
- Removed charge-up.
Burst Cannon
- Updated description to highlight the new trigger system.
- Reduced burst delay.
Double Tap Rifle
- Updated description to highlight the new trigger system.
- Increased burst delay.
Heavy Burst Rifle
- Updated description to highlight the new trigger system.
A1
MAIN
- Added custom sub-objectives headers to make the level a bit more immersive/accessible.
- Added a waypoint to the extraction scan, in case the vanilla waypoint disappears.
EXTREME
- Added a bit of ammo to ZONE 103
- Reduced enemy density in the ZONE 104 terminal alarm (I might've gone a little too far)
- Added a countdown before the blood doors open, to give you time to clear the wave.
- Removed alarm noise from terminal to prevent audio bug.
- Added more custom sub-objectives.
- Slightly reduced enemy density in ZONE 103
- Removed a scout from ZONE 103
A2
MAIN
- Increased time between waves in the error alarm.
- Added custom sub-objectives for more immersion.
- Reduced chargers in extraction zone to 4
- Edited some of the warden intel to be less cringe.
EXTREME
- Reduced enemy density in ZONE 125
- Removed 1 (one) big charger from ZONE 126
- Added new custom sub-objective headers to make it more immersive.
OVERLOAD
- Reverted change to the waves (it ended up being worse)
- Removed 1 (one) big charger from ZONE 230
- Added custom sub-objective headers for more imersion.
v0.0.18
General Changes
- Repopulated cyan glucose entities (They are no longer extinct) (thank you Auri)
- Adjusted and re-wrote some lore logs. Added a couple new ones.
- Removed a lore log from A2.
- Adjusted unlock requirements for glucose-related rewards.
Weapon Changes
Plasma Rifle
- Fixed third person weapon SFX being incorrect.
Machinegun
- Increased damage to 3.71
Sniper
- Adjusted ADS zoom.
- Sight should be properly centered now.
Burst Cannon
- Added binary trigger system (Burst cancelling is back! For better or worse)
A2
MAIN
- Added a 20 second delay to the T-Scan waves during the second uplink, so they don't overlap with the previous waves.
- Added more waypoints to the T-scan in the first uplink to prevent the scan from awkwardly clipping into a wall.
- Adjusted enemy density in ZONE 79.
EXTREME
- Ammo made its long-awaited return to ZONE 125, with two surprise guests: tool refill and medpack!
- Added a tad more resources to ZONE 126.
- Class V Enforced Alarm: Fixed scans spawning in random positions.
OVERLOAD
- Reduced flyer density in the reactor waves.
- Slightly reduced enemy density in ZONE 230.
v0.0.17
General Changes
- Adjusted some level descriptions/comms to be a bit more ambiguous.
- Added another dependency.
Weapon Changes
Heavy Burst Rifle
- Increased per-bullet damage to 10.
- Added Binary Trigger system (Hold trigger to fire the full burst, tap to fire one shot).
- Changed weapon firing sfx.
Precision Rifle
- Slightly increased rate of fire.
CQB Rifle
- Reverted nerf from last update.
HEL Gun
- Actually added more recoil this time.
A1
MAIN
- Fixed scans having a mismatch between radius and visual radius (most notably in the Class V M alarm).
- Tweaked error alarm wave timing to allow a bit more breathing room.
- Adjusted ammo quantity in ZONE 38.
EXTREME
- ZONE 104 terminal alarm: Moved final Sustain Scan position to allow a better flow between waves.
- Added an extra zone to ZONE 104 to allow enemies to spawn from there too.
- Changed tank spawn logic after completing the terminal alarm (ZONE 104) so that the difficulty spike isn't too abrupt.
- Reduced amount of HSUs in ZONE 105 and ZONE 106 so they don't spawn in awkward places.
B1
MAIN
- Fixed door to ZONE 110 not unlocking.
- Removed some unused ending waves.
B3
MAIN
- Tweaked Class II T alarm in ZONE 13 to be less awkward.
- Added more medpacks to ZONE 13, and a bit more ammo.
- Fixed a color tag error... hopefully.
EXTREME
- Revamped error alarm waves: you can expect better spacing between waves, more interesting enemy variety and predictability.
- Added more time to the pre-error wave countdown (ZONE 51).
- Added an optional terminal command to ZONE 51 that allows you to skip straight into the error waves if you want.
- Added a failsafe in case the ZONE 13 door from MAIN doesn't open upon completing the objective.
- Added another failsafe in case ZONE 15 doesn't unlock upon completing the objective.
- Reduced Shadow BBC amount in ZONE 52 from 6 to 4.
v0.0.16
General Changes
- Updated thunderstore description.
- Added Redacted section to the rundown screen.
- Added new dependencies.
- Added a teaser of the upcoming level to the rundown screen.
Weapon Changes
Scout Rifle
- Decreased total ammo.
CQB Rifle
- Reduced damage to 2.95
HEL Gun
- Slightly increased recoil.
Double Tap Rifle
- Slightly increased rate of fire.
- Added Binary Trigger system (Hold trigger to fire the full burst, tap to fire one shot).
A1
MAIN
- Adjusted resource distribution in ZONE 38
EXTREME
- Adjusted resource distribution.
- ZONE 105 and ZONE 106 won't open until the terminal alarm is completed to avoid cheese.
v0.0.15
General Changes
- Added a color palette that was missing from the previous update.
- The previous changelog didn't save my last changes for some reason; there's no thermals on the Bullpup Rifle and no new dependencies were added. Sorry for the confusion.
Weapon Changes
SMG
- Actually fixed the third person weapon SFX this time.
DMR
- Tweaked weapon design.
- Reverted back to its original weapon sight. Slightly adjusted ADS zoom distance.
Precision Rifle
- Slightly adjusted ADS zoom distance.
- Changed third person weapon SFX.
CQB Rifle
- Increased damage to 3
- Reduced precision multiplier.
Covert PDW
- Reduced total ammo.
Bullpup Rifle
- REMOVED :d
A1
MAIN
- Removed ZONE 39.
- Moved the ZONE 39 alarm to the terminal command in ZONE 38.
- The terminal command in ZONE 38 will now exclusively spawn enemies from the elevator direction.
- Adjusted resource distribution here and there.
- Increased the amount of strikers in the error alarm from 4 to 6.
- Reduced scan speed on the extraction scan.
- Moved terminal in ZONE 37.
EXTREME
- Re-added the 2 fleshy giants to the blood door.
- Added a couple of mom tumors around ZONE 103 to give a subtle warning.
A2
MAIN
- Reduced charger amount in extraction zone from 8 to 6.
- Waves during the T scan in the second uplink sequence will include hybrids and chargers now, to make it a bit more challenging.
v0.0.14
General Changes
- Added more color palettes.
- Added a new plugin dependency.
- Re-added CQB Rifle
Weapon Changes
Heavy Machinepistol
- Increased mag size to 45
Plasma Rifle
- Reduced charge up time.
- Increased magazine size to 6
- Slightly increased total ammo.
HEL Machinegun
- Slightly reduced charge-up time.
Combat Shotgun
- Increased rate of fire.
Advanced Carbine
- Changed weapon sight.
Scout Rifle
- Reverted damage nerf.
Bullpup Rifle
- Added thermals.
A1
MAIN
- Halved striker error waves.
EXTREME
- Adjusted resource distribution.
- Removed fleshy giants from ZONE 104
B2
MAIN
- Updated level description.
v0.0.13
General Changes
- Added a new color palette.
- Adjusted brightness on some of the palettes.
- Changed some color palette names.
- Added a couple of new logs. Adjusted others.
- The palette reward of B3 now has a different (and more interesting) color.
Weapon Changes
HEL Revolver
- Gave it a new recoil animation.
Heavy Machinepistol
- Increased mag size to 40
- Adjusted holding position.
HEL Machinegun
- Increased mag size to 50
- Increased total ammo.
HEL Gun
- Reduced recoil (experimental change, subject to change).
SMG
- Fixed incorrect third person weapon sfx.
v0.0.12
I was too tired to finish the v0.0.11 changelog, and I'm still tired now, so whatever changes were included in that patch will remain a mystery.
General Changes
- Added Gonzalo.
- Added Bobby.
Weapon Changes
- Added 3 new hammers.
Machinegun
- Reduced damage to 3.65
- Changed sight.
Plasma Rifle
- Attempted to fix global sound problem.
Burst Cannon
- Increased burst delay.
Pistol
- Changed weapon design.
- Changed weapon SFX.
- Increased pierce to 3.
High Caliber Pistol
- Changed weapon design.
- Added sight.
HEL Revolver
- Increase reload speed to match animation.
- Reduced pierce to 3
DMR
- Reduced clip size to 12 (now for real)
Slug Shotgun
- Reduced total ammo.
- Added new front part (now it's an actual pump shotgun!)
Scout Rifle
- Reduced damage to 5.15
Heavy Machinepistol
- Increased damage to 3.95
B3
MAIN
- Adjusted wave population in Class S III alarm.
- Adjusted wave population in extraction waves (ZONE 19).
v0.0.10
B2
MAIN
- I forgot to remove the flyer error during the ninja turtle fight. Sorry!
v0.0.9
General Changes
- Rundown will no longer require you to install The Archive upon launching the game.
- Removed ItemSpawnFix dependency.
- Added progression system to Glucose (Thank you Auri!)
Enemy Changes
- Spongies now have a different look.
- Added pablo animations and tongue attacks to potatoes (yes that means they can run now)
Weapon Changes
Burst Cannon
- Reduced charge-up time from 0.7 to 0.5.
- Slightly increased shot delay.
HEL Machinegun
- Increased range.
- Increased rate of fire.
Autopistol
- Changed name to Covert PDW.
- Increased damage to 1.8
Machinegun
- Increased stagger multiplier from 1.5 to 1.8
Plasma Rifle
- Temporarily added a pierce of 2. This might change depending on how it behaves.
Shotgun
- Increased pellet damage from 3.01 to 4.01, dealing 40 per shot instead of 30.
- Decreased clip size from 8 to 6.
Double Tap Rifle
- Changed damage to 5.55 (I can't remember what the value was before so idk if it's a buff or a nerf)
- Slightly increased total ammo.
B1
MAIN
- Fixed unintentional zone marker changes.
- Replaced stealth scan in ZONE 98 with a full team scan.
- Added a full team scan to the warden door to ZONE 92 (Reactor room)
B2
MAIN
- Fixed unintentional zone marker changes.
- Fog is now greener.
- Fixed broken survival waves in the ending portion of the level.
- Added high-quantity fog repellers to ZONE 119, and a Fog Beacon to ZONE 120. You'll know it when you see it.
- Increased ammo in ZONE 118.
- Fog will now rise to a specific height if you do the easy and medium alarm in ZONE 118. This will not be the case with the hard alarm.
- Adjusted fog rise after countdown to be less aggressive.
- Removed flyers from the hardest alarm in ZONE 118.
- Removed flyer error alarm during the Ninja Turtle fight.
- Added a funny little surprise to ZONE 121.
- Increased enemy density during ZONE 116 alarm.
B3
MAIN
- Fixed unintentional zone marker changes.
- Moved one of the reactor shutdown scans to its intended position.
- Changed survival wave population of reactor shutdown sequence.
- Added new alarm to ZONE 13.
- Added more resources to ZONE 13.
- Slightly increased resources in ZONE 14.
- Slightly reduced sleeping enemy density in ZONE 13.
EXTREME
- Error waves now have more variety.
- Added a duo scan to ZONE 53
- Fixed elevator waves not stopping upon entering the terminal command in ZONE 55.
- Updated ZONE 55 terminal command description.
- Terminal command now requires to finish a duo scan first.
- Class Z alarm is now a Class II Z alarm
- Fixed enemy waves spawning 1 room away during Class Z alarm.
- Removed flyers from Class Z alarm, changed wave population.
- Finishing the bioscan to ZONE 51 will now lock the respawn rooms in Main for performance purposes.
- Added an additional duo alarm in ZONE 55 in order to make better use of the zone. Starting this alarm will stop the ongoing error waves.
- Turned ZONE 56 into a blood door, added a few surprises inside.
- Removed scouts from ZONE 56.
- Locked door to ZONE 52 so it cannot be pulled before the countdown ends.
- Fixed terminal position in ZONE 59.
- Updated ZONE 59 alarm description so it explicitly says it's a duo alarm.
v0.0.8
General Changes (once again by Auri)
- Glucose collection and progression should be fixed now (hopefully).
Weapon Changes
Precision Rifle
- Increased shot delay from 0.41 to 0.45
Bullpup Rifle
- Increased mag size from 40 to 45.
B1
MAIN
- Adjusted ending countdown color.
- Reduced time between extraction error waves.
- Made the extraction scan longer.
- Added extraction waves upon touching the extraction scan.
- Changed extraction scan type.
v0.0.7
General Changes (brought to you by Auri)
- Glucose is no longer going to ominously float in the elevator drop shaft.
- Spooky glucose haunting phenomena have been re-contained. This includes saving of secured/lost glucose as well as the permanent shadow effect after securing one.
Weapon Changes
HEL Gun
- Increased firerate.
Assault Rifle
- Increased damage from 2.6 to 2.8
Enemy Changes
- Spongies will now deal 8% per tongue attack.
B2
MAIN
- Door to ZONE 116 will now close upon starting the team scan to ZONE 123
- Added more time to the countdown when entering ZONE 117
- Fog will now rise properly when the countdown ends, sorry!
- Fixed awkward silence after opening ZONE 115 (due to giving both error waves a delay before spawning again)
- Gave a very, very very very slight precision multiplier to the ninja turtle (yes that's what I call it)
- Reduced the amount of flyers that spawn alongside the ninja turtle.
- Changed the ninja turtle spawn roar sfx.
- Added warden intel every time a new error wave is added during the first section.
B3
MAIN
- Added missing warden intel.
- Increased resource amount in reactor.
- Lights will now turn off after completing the shutdown sequence.
- Added an error alarm at the end cause the streets are too quiet :)
EXTREME
- Reduced countdown time.
- Added missing warden intel.
- Slightly increased tool amount in ZONE 51.
- Slightly reduced enemy density in ZONE 53.
- Locked door to ZONE 56. It'll unlock after the command is entered.
- Removed door locking mechanic to avoid bugs and other issues.
- Added an event that disables static corrupted scans after completing one of the duo scans in the ZONE 58 alarm.
- Removed unintended lock door event on the bulkhead door.
- Added missing resources to ZONE 58.
- Fixed invisible chargers accidentally being replaced with shadow BBCs in ZONE 53. Oopsies!
- Door to ZONE 54 will now open once the countdown ends, and not before.
v0.0.6
B2
MAIN
- Fixed weird scout wave spawns caused by EEC.
- Made some scans concurrent.
- Added more enemy variety to the ZONE 115 Alarm.
- Enemies from the ZONE 115 alarm will spawn from elevator direction now.
v0.0.5
Weapon Changes
Plasma Rifle
- Slightly increased max ammo.
Pistol
- Re-added piercing rounds.
Burst Cannon
- Reduced charge up time from 0.8 seconds to 0.7
A1
MAIN
- Re-added the event that opens the back door in ZONE 38. Oopsies.
EXTREME
- Fixed text displaying the wrong zones where the tanks come from.
B1
MAIN
- Fixed T scan in ZONE 99 being a duo scan. It's now a solo concurrent T scan. Sorry!
- Duo reactor waves will now have breathing room in between.
- Adjusted duo reactor waves to be less jarring.
- Fixed tank and mother roars coming from the wrong direction.
B2
MAIN
- Replaced shadows at the start with spongies.
- Temporarily removed the troll text from the first door and replaced with a glitchy one.
- Reduced spongies range to regular values.
- Error waves will be disabled during the surge alarm in ZONE 114. Will be re-enabled once it's completed.
- Added a few medpacks in ZONE 114.
- Removed shadows from ZONE 115, replaced with few small enemies to annoy you.
- Added missing warden intel.
- Added a nav marker to one of the alarms.
v0.0.4
General Changes
- Stamina will now affect charging speed like in vanilla.
- Updated some weapon descriptions.
Weapon Changes
- Changed Pistol sfx.
A1
MAIN
- Adjusted resource distribution in ZONE 35 and ZONE 38.
- Slightly increased small enemy density in starting zones.
- Changed terminal position in ZONE 36.
- Made the extraction scan longer.
- Added 1 (one) more striker to the ending error alarm.
- Adjusted the time to complete of certain scans in terminal alarm from ZONE 38.
- Slightly increased sleeping enemy density in ZONE 38.
EXTREME
- Adjusted resource distribution across all zones.
- Added sleeping enemies to ZONE 104.
- Added extra warden intel to hint at what to do.
- Added Alias prefix overrides to both HSU zones.
- Increased number of enemies in ending error waves from 8 to 12.
- Added terminals to HSU zones.
A2
MAIN
- Reduced resources in ZONE 85
- Slightly increased enemy density in ZONE 79 (The big donut room)
- Reduced resources in ZONE 79.
- Replaced stealth scan to full team scan in door to ZONE 80.
- Added chargers to ZONE 80.
- Added 1 more enemy to the ending error alarm, reduced time between wave spawns.
- Adjusted enemy population in second uplink waves.
- Added 1 more enemy to ZONE 81.
- Added sleeping enemies to ZONE 82 (extraction)
- Changed extraction waves.
EXTREME
- Removed all resources from starting zones (ZONE 125).
- Changed the lights color in ZONE 126 to look creepier.
- Changed the lights color in ZONE 127.
- Increased resources in ZONE 126.
- Slightly increased enemy density across ZONE 125.
- Added 1 more BBC to ZONE 126.
- Added sleeping enemies to ZONE 127.
- Adjusted resources in ZONE 127.
- Reworked Class IV alarm in ZONE 126 into a custom Class V alarm.
OVERLOAD
- Added extra warden intel to hint at what to do, and what's happening.
- Lights will now actually turn off after completing the reactor (hopefully).
- Changed the lights color of the reactor room (ZONE 231).
B1
MAIN
- Adjusted some reactor waves for performance reasons.
- Adjusted wave spawn timing issues.
- Door to respawn rooms (ZONE 93) will now close as soon as the reactor door opens, for performance reasons.
- Removed consumables from reactor and reactor bridge.
- Slightly reduced enemy density in ZONE 99 (The respawn donut room)
- Removed unintended spawn data containers.
v0.0.3
General Changes
- Updated stamina settings to match the R8 version.
Weapon Changes
DMR
- Increased mag size from 12 to 14.
- Slightly increased rate of fire.
Plasma Rifle
- Increased max ammo.
- Increased weakspot damage multiplier.
Precision Rifle
- Increased mag size from 11 to 12.
- Slightly reduced reload time.
A1
MAIN
- Fixed the level not completing after running the download blueprints command (oops).
- Adjusted ammo distribution in ZONE 38.
- Reworked ZONE 38 alarm.
- The T-Scans in the Class III M alarm from ZONE 33 are now concurrent, meaning both scans need at least one player in each for both to progress.
- Slightly increased resources in ZONE 36.
EXTREME
- Increased resource distribution across all zones, increased ammo.
- Reworked the terminal alarm.
- Removed Hybrids from the terminal alarm.
- Significantly increased resources in both HSU zones.
- Fixed unintended overlap of error waves.
A2
MAIN
- Removed unintended lore log in ZONE 80.
B1
MAIN
- Fixed extraction error waves.
v0.0.2
A1
MAIN
- Removed ammo and health from ZONE 36.
- Decreased resources in ZONE 35.
- Slightly increased ammo in ZONE 38
- Removed an unintended output line from the terminal command in Zone 38.
B2
MAIN
- Locked the security door to ZONE 122, it'll unlock upon going through one of the decon protocols.
- Adjusted resource distribution across ZONE 112, 113, 114, 115 and 116.
v0.0.1
- Initial Release.