| Date uploaded | a year ago |
| Version | 1.2.0 |
| Download link | randomguy0753-Rundown_0-1.2.0.zip |
| Downloads | 62 |
| Dependency string | randomguy0753-Rundown_0-1.2.0 |
This mod requires the following mods to function
BepInEx-BepInExPack_GTFO
BepInEx pack for GTFO. Preconfigured and includes Unity Base DLLs.
Preferred version: 3.2.1Untilted-ConfigurableGlobalWaveSettings
Makes some hardcoded wave-related settings configurable per level
Preferred version: 1.2.1Red_Leicester_Cheese-CheeseGeos
Containing 11 custom geos and 3 modified geos (Lab tile overhaul begins now)
Preferred version: 0.4.2hirnukuono-AWOPartialDataFixer
PartialData with AWO and inheritance support
Preferred version: 1.5.1hirnukuono-ButtonYeeter
Remove most buttons from leftside of rundown screen, including DOW link
Preferred version: 0.0.2hirnukuono-AdvancedWardenObjective
A modern fork of Flowaria's AdvancedWardenObjective (AWO). Now with 50+ warden events!
Preferred version: 2.0.3hirnukuono-WardenIntelOhBehave
Attempts to fix the disappearing WardenIntel
Preferred version: 0.0.1Inas07-EOSExt_SecuritySensor
Configurable Security Sensor and Movable Sensor. Now added with text / color customization
Preferred version: 1.1.7hirnukuono-EEC_H
A modern fork of Flowaria's ExtraEnemyCustomization (EEC), with a few fixes, tweaks, and additions
Preferred version: 1.8.7Amorously-RespawnSackBarcodeFix
Simple plugin that fixes the barcode decal bug on respawn sacks and litter
Preferred version: 1.0.0donan3967-donan3967_geo_pack_2
Another pack of custom tiles for your rundowns
Preferred version: 1.2.0Dinorush-ForcedConsumableSpawns
Allows rundown developers to guarantee specific consumable spawns.
Preferred version: 1.0.1randomuserhi-GiveHostClientDamage
A host-only mod that mimics client-delay on limb destruction.
Preferred version: 0.0.6README
Rundown 0.0
Info
A vanilla style rundown with some extra stuff and emphasizes teamwork. Not a very detailed story, mostly there to give the rundown some meaning kinda like R2 or R3. Also my first time making levels for this game or doing any kind of modding so it's not going to be perfect.
Current Levels
- A1: Rebirth
- A2: Curse
- B1: Bypass
- B2: Sequence
- C1: Power Surge
Patch Notes
Important: for full details see changelog (will contain spoilers).
- 1.1.0 Release with 4 levels: A1, A2, B1, B2, along with some changes to weapons.
- 1.1.1 Fixed stuff for A2, B1, and B2 so they work properly.
- 1.2.0 Added C1 and made some changes to specific levels and some universal changes that affect all levels. Warning: its starting to get hard to test with bots so C1 may be unbalanced.
Feedback
- Post in the feedback thread on the GTFO modding discord or message me on discord to give feedback and report bugs:
randomguy#0753
Credits
Big thanks to dakkhuza, Inas07, Red_Leicester_Cheese, Flowaria, Sam_D_B, hirnukuono, DarkEmperor, donan3967, and Untilted for making the mods and tiles to make this rundown possible.
CHANGELOG
not all changes will be mentioned
VERSION 1.2.0:
Universal/Misc changes:
- Changed the weights for spawning enemies, aimed to reduce the number of giants in the average alarm.
- Hybrid HP is now 160 and Chicken HP is now 130, because chickens are more common in this rundown and didn't want sniper to 1 shot hybrids
- Added some different lights for some zones in all levels rather than the lights being the same across all zones.
- Fixed some typos.
- Changes some of the consumable distributions, this caused the layout for some rooms to change.
- Removed NoDust as a dependency.
A1 changes:
- Error alarm will now add an enemy every 3 min to max of 4.
- Z44 class 3 alarm is now class 2.
- Changed to layout for Z40, hopefully this allows both cells to always spawn.
A2 changes:
- Due to the wave changes more enemies will spawn for the Z92 alarm.
B1 changes:
- HSU location changed within the same zone.
VERSION 1.4.0:
Universal/Misc changes:
- Changed scouts in all levels to spawn enemies according to what type of scout it is.
- Added several new dependencies.
- Every time a security door comes out of lockdown there will be a warden intel saying which door it was.
- Snatchers now work properly.
- Fixed some alarm sounds persisting after the alarm ended.
- Added 2 new enemies: shadow shooter, and giant shadow shooter, will list levels they are in.
- HEL revolver 8 --> 6 bullets per mag
- Several other small changes.
A2 changes:
- Added shadow shooter and giant shadow shooter to uplink alarms.
B1 changes:
- The zones that you go into to input a command to unlock the last zone now have 2 terminals, the command you need will randomly be on 1 of the terminals in each zone.
B2 changes:
- Added shadow shooters to Z265.
- Insted of doors auto opening a few seconds after a wave is complete it will unlock instantly.
C1 changes:
- The delay before the error surge alarm starts in now 75 seconds rather than 90.
- Added a team scan to the command terminal in overload.
C2 changes:
- Added shadow shooters and giant shadow shooters to the shadow zones.
VERSION 1.5.0:
Universal/Misc changes:
- Mom works again.
- Tried to remove some cases where terminal positions changed between drops.
- Resources reduced by a small amount across several levels.
- Changed the rundown layout to include D5 and F1.
- Reduced shadow shooter and giant shadow shooter HP slightly.
- Changed shadow shooter tag time to 12.5 seconds.
- Choke mod shotgun is back to 4 bullets per mag and removed pierce.
- Enemies from all alarms will vary more in the direction they come from.
A1 changes:
- Changed name.
- Added another terminal to turn the error alarm off.
C2 changes:
- Slightly reduced time between spawns for the error alarm.
C3 changes:
- Removed a sensor in Z770.
VERSION 1.5.2:
A2 changes:
- Changed how the secondary works in the level, now includes an error alarm and needs to be done before main.
B1 changes:
- Surge of enemies that spawn when doing seconday no longer come from blood doors.
- Extract alarm will include chargers if doing secondary.
VERSION 1.5.3:
Universal/Misc changes:
- Made linked alarms a bit easier to read.
- Lowerd shot delay for several semi auto weapons.
- Changed lighting for a few levels.
- Changed HEL rifle and sniper, HEL rifle has less shots and longer charge up but more damage, Sniper was changed to act like a bolt-action sniper. (did this last patch but forgot to mention).
B2 changes:
- changed some zone numbers to make more sense.
C1 changes:
- Changed secondary to reactor shutdown (what it was supposed to be originaly).
- added more sleepers.
- Due to changing secondary, overload layout changed but it should feel similar.
C2 changes:
- Blackout happens sooner and results in it lasting longer.
- added sleeping babies to Z443.
C3 changes:
- A few terminal locations changed.
- Added a few sleepers.
- Class 2 surge into secondary is now class 3.
- Z603 in secondary is bigger and now has sleepers.
- Reduced size and speed of sensors in Z772 (assuming seconday is done).
- Added a bulkhead key to Z776 and overload now needs a bulkhead key.
D1 changes:
- Added a few sleepers.
VERSION 1.6.0:
Universal/Misc changes:
- Added giant nightmare shooter.
- Reworked the giant nightmare, can attack multiple people like a tank, less health, charges, faster.
- Buffed tank damage from 14 to 18.
- nightmare shooter health from 18 to 26.
- less cocoons in respawn zones.
- slightly decreased the chance of giants spawning in some zones.
- added an explosive grenade, does 50 damage.
- added explosive grenade and cfoam tripmine to be able to spawn in all levels
No notable level specific changes.