INTEGER EarlyAccess
Playtest version of my upcoming rundown. Still under construction.
| Date uploaded | 2 years ago |
| Version | 0.0.85 |
| Download link | ZanderTM-INTEGER_EarlyAccess-0.0.85.zip |
| Downloads | 424 |
| Dependency string | ZanderTM-INTEGER_EarlyAccess-0.0.85 |
This mod requires the following mods to function
BepInEx-BepInExPack_GTFO
BepInEx pack for GTFO. Preconfigured and includes Unity Base DLLs.
Preferred version: 3.2.1Untilted-ConfigurableGlobalWaveSettings
Makes some hardcoded wave-related settings configurable per level
Preferred version: 1.2.1hirnukuono-WardenIntelOhBehave
Attempts to fix the disappearing WardenIntel
Preferred version: 0.0.1Fody55-GTFO_ShootInTheAir
A really tiny mod that enables you to shoot while falling/jumping (similar to old QoLFix functionality).
Preferred version: 2.0.1randomuserhi-KillIndicatorFix
A client-side mod that makes kill indicators consistent when you are not host.
Preferred version: 0.1.0Extra-MyCoolPlugin3
MyCoolPlugin3 is a great plugin that allows you to manage your website's content and settings in an easy and convenient way.
Preferred version: 999.999.9999easternunit100-WwiseGameParameterController
This helps your connect your GAME_PARAMETERS in your wwise projects in game volume settings.
Preferred version: 0.0.1ProjectZaero-ZaeroMonsters
An asset bundle pack for Rundown Devs containing 13 model customizations and 7 custom textures.
Preferred version: 2.5.0hirnukuono-AdvancedWardenObjective
Flowaria AdvancedWardenObjective with a few emergency fixes and tweaks
Preferred version: 1.0.12Garbab-SUSPalettes
New Palettes for rundown devs to add to their rundown, as I do not have a way for it to add itself automatically since this is not a plugin.
Preferred version: 1.2.0README
Welcome to INTEGER! This rundown is still under construction, well technically needs lots of more testing and me actually moving my butt so I can finish C1.
This version contains all levels that were planned to be released...except C1
It goes without saying that the levels that are currently displayed are for testing purposes. I uploaded this rundown cause it would be easier to have people download it directly from R2Modman instead of me passing the file with the rundown. If you wanna try this out, by all means go ahead! Feedback is always welcomed. Seriously, I need feedback, I need to know if I've gone insane or not, thank you.
This rundown includes:
- 2 A tier levels
- 3 B tier levels
- 4 C tier levels (except C1 atm)
- 3 D tier levels (unavailable atm)
- 2 E tier levels (unavailable atm)
It also includes:
- Rebalanced weaponry
- Custom enemies on lower tiers.
- Overall cool stuff I guess.
It also includes lore logs here and there. I will be adding them eventually.... Eventually... Only time will tell.
CHANGELOG
CHANGELOG 1.0.3.1
Emergency patch to fix some stuff I forgor to change in the previous update.
GENERAL CHANGES
- Locked access to -BX since it's not ready yet, oops.
WEAPON CHANGES
- Fixed both Advanced Shotgun and Heavy Machinepistol so now they have a category attached. Oops.
Advanced Carbine
- Magazine size increased to 32.
- Slightly increased damage.
LEVEL CHANGES
B1
- Adjusted TxT alarm so it now stops its respective alarm once it's finished.
CHANGELOG 1.0.3
GENERAL CHANGES
- Added Advanced Shotgun (inspired by Legacy's Double Barrel Shotgun, all credits to Inas and the Legacy team)
- Added Heavy Machinepistol (inspired by Legacy's Combat Pistol, all credits to Inas and the Legacy team)
- Heavy SMG moved to primary category. Yeah it didn't quite work as a special weapon.
LEVEL CHANGES A1
- Removed keycard from Zone 37, now the terminal code zone needs to be opened through a terminal command.
B1
- Removed big chargers from Class T M alarm.
- Added extra resources to error alarm section.
- Reduced big enemy density in Class T M alarm zone, but added chargers
- Changed lighting to reactor bridge.
B2
- Slightly reduced enemy density in cell zones.