

Occlusion is a rundown that I designed to be a fun challenge for my team. Not super difficult, but a fun (I hope), vanilla inspired rundown that can just be a good time with friends. Expect tuning and adjustments to be made to levels and some weapons as I continue to learn.
Occlusion has in-depth lore, with a fully fleshed out story to follow throughout the rundown. Most voice logs are not voiced yet, but will be eventually.
While other mods do not matter, you can install PaintTheDoor in order to make certain doors in Occlusion colored. This is a lore focused feature, but it is currently causing a small amount of people to not be able to play the mod. In the meantime, I will include the files to use the mods with Occlusion. If you install PaintTheDoor and Occlusion fails to completely start, uninstall it and TexturePainter to hopefully fix the issue. If you encounter a crash, it would be greatly appreciated if you could send me the logs so I can resolve the bug.
Note: Some weapons will have a rundown number in their description, these are weapons I reverted to a particular rundown's version
Forgot to add some asset bundles I'm using in F1, and it caused Occlusion to fail to launch.
E2 randomly decided to reseed itself, so I fixed it I guess... I really can't explain this one to be honest
Fixed several other waves that had the same issue as E1.
Fixed a bug with E1 which caused the main error waves to not spawn. Fixed the same bug in D3. I'm not going to explain this one, because it would spoil F1.
Fixed a bug that prevented the Overload bulkhead door in C3 from opening.
Added ExtraRundownCustomization. Removed Tweaker, YeetArtifactHeat, RundownTitleFix, and ButtonYeeter.
Please let me know if I fucked up and C2 is labeled as E3 or something...
E3 added for playtesting. I don't expect this to be fully balanced yet, but it should be much better than E1 and E2 on launch. I also added some custom audio and textures for a few custom enemies, so they should hopefully stand out more. I am releasing E3 in this slightly unfinished state so I can get more feedback, but it should hopefully be close to the finished level, with minor tweaks following. E3 does have full voice acting. F1 should follow shortly.
Fixed the commands for RVS and OBSV, fixed boss spawns in error, added disinfect for after Arsenal encounters, added 2 potatoes to the blood door with BBT, added more bulk to stealth zone. Rebalanced scattergun to do more damage but less precision damage. It now does 152.32 with prec mod of 0.6
Fixed broken dialogue from the soundbank merge. Also added several funny commands, recreated the cell skip option for 246, and buffed a few lackluster encounters.
Hotfix to include GlueFix as a dependency to shut up the spitters
Several fixes to D1/D2. Waves will now spawn from multiple directions in D1, to make holding Pablo in the reactor harder. D2 4th wave has had fog moved from warmup to high intensity test to be more readable. Added a 30 second initial warmup to Wave 7 to make it less evil. Fixed warden objective text in wave 7 to point to the correct zone for reactor shutdown.
Hotfix to correct E2 error spawns
Added E2: Axiom in beta testing state. This level shouldn't be as hard as E1, but it should provide a unique challenge for those first time playthroughs. Make sure you have story dialogue active if you use Archive!. Also slightly buffed Arbalest - bumped the mag from 25 to 30 to give it a bit more forgiveness. Please let me know any thoughts or feedback on E2!!!
Arbalest felt a bit icky on a firerate of 0.3, so I'm dropping it to 0.25 and decreasing the chargeup from 0.45 to 0.4
I shipped the wrong Arbalest whoops, here's the right one
Quick patch to add a dependency, finalize the last lore logs to be added in after the level itself came out (so logs in D4 and E1) and reworked the Arbalest. I've been meaning to change this gun for a while, so now it has the following stats. Damage: 8. Prec Mod: 0.73. Mag Size: 25. Max Ammo (with mag): 140. Bullets per Refill: 38. This is basically the Heavy MG from Modulation, so thank you Flowaria for making a better Heavy MG
Patch to add even more lore logs, yippee! I'm finally approaching the point where I have nearly all the logs I've intended to be in Occlusion. Only D4 and E1 are missing logs currently, and when I ship E2 and E3, they will come with all lore included. 2.2.10/2.3.0 will be the final batch of lore logs, depending on how quickly I finish E2.
Patch to add more lore logs, fix D3 EX autocompleting, remove deprecated events from D4, and update part of how C3 works to be more intuitive.
This was an emergency patch to add tumor clamping, implement some unadded lore logs, and fix some issues with warden text
Hotfix to hopefully fix the E1 timer bug. I can make no promises, but it seems like this fix could work. Also hopefully fixed later waves in the level spawning on the elevator tile
Removed the pMom that spawns from the end of the E1 Extreme reactor. For some reason, I thought it would be a good idea to stack 2 pMoms and 2 tanks on top of each other. I was incorrect. Sorry. In other news, I also added a mod to fix the disappearing warden intel and timers, I added a lot of jazz, and I added a spooky scary noise to D3. Enjoy!
Changes to hotfix E1 and buff the R8 weapons
Hotfix to restore D3 EX functionality, and also remove PaintTheDoor as a dependency. PaintTheDoor has been causing certain people to be unable to launch Occlusion, and as such it will become an optional dependency for the time being.
Hotfix to make E1's timed doors open with the timer. This has been giving me a LOT of frustration due to a combination of things, so here's my current solution. Before a door's given time, you only have the option to override, which sets the timer down to the next 10:00 interval and opens the terminal door. Once the timer runs down naturally, an ACCESS_OVERRIDE command gets added to the door, which triggers a bioscan. On completion of the bioscan, the door automatically opens. This was the best solution I could come up with for now, it will be worked on more in the future once I can confirm the level is functioning.
Hotfix to lock E2 and to fix the broken INTEL description from the ALT R6 -> R8 datablock update.
E1 changes
Removed HelAutoSentryFix as it is now pointless, and added FixEndscreen mod among some other new dependencies in preparation for E2
Occlusion (hopefully) updated to work with R8. I also have changed my knife to the current vanilla knife, as it is superior in my opinion. The R8 weapons/melees will hopefully be coming in the next patch
Attempted fix for a known crash occuring from PaintTheDoor, and attempted inclusion of the missing lore log from 1.7.8 in B1
Actual application of 2.1.2 changes
E1: Fog now rises slower, and EX reactor codes are now in different dimensions to prevent them from being on the door terminals. I also nerfed hammer's stagger to put it in a more balanced position. Spear can now half sprint while charging, knife can now stagger giants on a fully charged hit from behind with limb break, and bat can now one tap strikers on occiput.
Hotfix patch to add snatcher dimension; I knew I'd forget things, hopefully this is the only major issue
E1: Release. My first E level is also my only E level with the option for prisoner efficiency. Ammo and supplies will likely be adjusted in the coming patches, as well as any other bugs that end up needing fixing. Any feedback/bug reports about this level will be GREATLY APPRECIATED, as it was a behemoth to assemble, and it most certainly will have some issues. In the meantime, enjoy the ride.
Hotfix to correct the D4 Tscan override index
Hotfix to correct D2's second wave being more than doubled in size
Completing Overload will now force open the first main bulkhead door, and opening Extreme will force open the second main bulkhead door
My first massive QoL overhaul patch to address issues and bugs that I've had with most of the levels. A full list can be found below.
Hopefully you all enjoy these changes, and as always, feedback is appreciated.
Hotfix patch to address Occlusion not launching.
Hotfix patch to revert C2 changes from 1.8.3. The issues with the power cells will be readdressed, but the short fix I thought I found just broke the objective entirely. I also fixed some bullet cost issues with Sniper and AR, and gave Occlusion a new rundown screen color!
Patch to address some level issues as well as some weapon balance. C1's extract wave was broken so I fixed it, and I made some QoL tweaks involving heavy carry items in C2, to make dealing with the broken navmesh in the starting area easier. I also made AR a high damage, precision rewarding primary. I hope you enjoy. Sniper rifle and shotgun sentry were slightly nerfed to bring them more into line with the rest of the vanilla weapons.
Hotfix patch to balance out the two wings of the level and to also fix sleepers getting stuck by pathing to the wrong player. Basically I'm intentionally bugging out the security doors to a state where the player cannot pass through them but sleepers can...it's a GTFO moment all right. Hopefully it all works properly now.
Hotfix patch to make most zones in D3 brighter, due to the fact that some teams will probably avoid taking a biotracker.
Added a beta version of D3 - expect this to probably be patched. You will NEED at least two players to complete this level, but it is recommended to be done with a full team. Good luck, and watch the corners.
Small patch to add a demo version of D3. While it doesn't actuallly demonstrate the main purpose of the level, I felt that the playtest was fun enough to patch in while I worked on the rest of the level. I also tweaked shotgun sentry and added a log.
Very quick hotfix to address an Overload door not unlocking on Overload completion, softlocking the level. Also added a few more resources to compensate for having removed a lot of them during the rework of the level. Finally, I reduced the hipfire recoil of Double Tap Rifle.
This is a quick patch to prevent the C2 Overload Error path from getting it's alarm shut off by the corrupted uplink ending. I don't know why changing StopAllWavesOnGoToWin didn't fix this initially, but now it does.
Reworked C2. This level was a pain to initially create, so when I wasn't super happy with the way it turned out, I didn't want to change it. Finally, 8 months later, C2 has finally gotten a much needed rework and touch up. Don't worry - if you liked the level before, it's all still there, but with some changes to the level to make it flow smoother and hopefully feel just overall better to play. Enjoy the rework, and try not to Suffocate.
Hotfixed a situation where you could get softlocked by being reteleported and not being able to get back.
I added some different doors to the dimensions to make D4 more readable. You now should have different doors based on the dimension you're in.
I also finally implemented a fix for spitter sound bug, so enjoy! I've added them in the two levels I always intended them to be in, plus a fix for the ones that were already in D4. Have fun and don't die.
Removed some rogue BBC's I found in early B1. I did not intend for them to be found before regular chargers, and have replaced them with chickens. Enjoy
I also made some more weapon changes. I decided to turn AR into the bullet hose I believe it should be, and I gave shotgun sentry the treatment I wished it had gotten in ALT R6. These changes might seem like a bit much, but I believe it puts these weapons on par with their counterparts. Additionally, I converted my autopistol to it's current HEL state, converted machine pistol to it's current R6 state without the reduced falloff and with reduced spread, and I tweaked some bullet counts that were really annoying me.
I also increased the size of the Scout Playground. Hopefully all of the scouts should be much more spread out now, so no more waking up one and losing four attempts because of it.
Hotfix patch to fix D4 Overload being skippable. Also made Extreme door text red, and fixed issues with aggresive enemies not being killed when dimension hopping
D4: Release. Continuing on my trend of weird reactors, I present to you Confluence. My most ambitious level to date, and probably my new favorite (sorry D2). This is a pretty experimental level, and the idea around this one is to spice up another reactor with given codes by giving you things to do during the code sequences. It's kind of similar to D1, but also VERY much different. I hope you enjoy, and I wish you luck.
Other Changes: Mmoved the apparel block from the menu, changed Secondary to Extreme, and buffed knife charge time.
Hotfix to get Occlusion running after the 2nd ALT R6 patch broke the rundown
Hotfix to nerf sawed-off shotgun. I honestly don't know what I was thinking last patch - it's still decently buffed from vanilla, I had just made it way too powerful. Also added expedition information for all remaining planned levels for Occlusion. No promises that I won't add anymore but it's highly unlikely. ExtraChainedPuzzleCustomization also added as a dependency due to it being used for upcoming levels.
Hotfix to hopefully enable R6 apparel
Implemented most weapon changes from ALT R6, except rifle and spear. Also buffed sawed-off shotgun a decent amount - I might nerf it later - and also gave shotgun sentry penetration.
Hotfix patch for D2. Added standard consumables to zones without fog repellers. Changed reactor waves to come from spawn - I didn't want to, but I also don't want them to forward spawn, and unfortunately they didn't during testing but are doing it now. Properly staggered timings on the final waves
D2: Release. Welcome to Maelstrom. This is another reactor, but it's very different from D1. The idea around this reactor was to make a reactor that was less focused on constantly holding waves, and more focused on creating new difficulty factors with each wave. I hope you enjoy, and good luck down there.
Hotfix patch to fix two waves that were very different after installing a mod to fix heat bug. The waves from EtERNUM 1.0 in C1 and from the mainframe alarm in C3 were incredibly overpowering due to it spawning boss role. Additionally, an apex door was removed due to it having a habit of despawning birthers, breaking bots, and causing many other issues.
Hotfix patch to fix the absurd amount of consumables on D1
D1: Release. This level is very experimental, and by far the most challenging thing I have released so far. Extreme is subject to change some entire zones, and the rest of the level may change, as this is a very rough draft.
Hotfix patch to bring R3-5 apparel to Occlusion as well as fix a rundown ID conflict. Several new dependencies have also been added in preperation for D1, D2, D3, and E1
Hotfix patch to fix C3 Overload issues
Another attempt at fixing the C3 Overload scan not spawning. If this patch does not work, I will disable C3 Overload until I can get it working. Testing it will require Thunderstore releases however.
Hotfix patch to fix C3 Extreme and Overload issues
Extreme was spawning two cells in the same zone instead of one cell in each of two zones, this was fixed.
C3 Overload should now be functioning properly, the scan should spawn on EtERNUM Phase transfer now.
Hotfix patch to fix C3 Overload not opening on completion of main
C3: Release. This level is subject to change slightly. I believe you all will recognize the Extreme and Overload portions of this level. I plan to tailor both Extreme and Overload to my own designs later on, but I wanted to get a rough draft out there so that I can get feedback on how the level feels. Overall, a much less annoying level than C2, but it'll hopefully be improved over time like the rest.
Extreme: This section was supposed to be a mini R7D2, but ended up being REALLY similar to the level. Originally my holdout zone was different, but it had to change because the tank from behind in R7D2's second hub zone was ok, but defending waves in that zone was a lot harder. Overall, I liked the tank fight being harder, and as a result, the layout is incredibly similar to R7D2. Might swap out a few tiles in future patches
Overload: Overload was designed to be a Thunderdome style fight, very similar to the one in R5C2, except it's a little too similar and I don't like that. I might toss up a few of the spawns later, but for now have fun in this arena fight.
Overall, I'm not incredibly happy with the state of C3, but it's a fun level and I wanted to get it out there. Resources are definitely a little overtuned, but other than that, the level should be in pretty good working order. Have fun decrypting the Codex's secrets!
C2: I'm still not happy with the state of this level. I'm working on a way to make Overload a little more enticing on a secondary path, and I think it means dropping the error entirely in favor of another obstacle. What that may be, I don't know, but I'm working on it (I have some ideas brewing, but none that are very cool/unique). I'm going to let it rest a bit more though, as I'd like to come back to it with a fresh perspective.
C2: This level has undergone many tweaks in the last few days, due to a combination of the gardens tileset and also my inexperience as a modder. Heavy revisions to the level should be finished with this patch, however I'm not going to make any final promises, so don't get too attached.
The Zone 219 terminal could spawn in a wall. I fixed it. Sorry.
I forgot to include this in the last patch notes, but I added a few big chargers to the snatcher zone to encourage the stealthy approach.
Secondary was slightly overlooked in the last two patches, as my focus was primarily on getting the main sector more functional. Well now it has received some love and should be more worthy of being a C-Tier Extreme objective. I believe that this should primarily be a stealth section, and as such it is receiving much less ammo and more scouts to punish waking. I debated adding an alarm but ultimately decided against it as I wanted to offer the chance to complete secondary completely silently.
Every person that I have asked about this level has opted for the stealth zone. As dangerous as waking the zone can be, ultimately it is a game of red light green light that is much more attractive than a permanent error alarm. I had initially attached a lights-out event to this zone, but removed it due to me believing that a permanent blackout would be too punishing. However, in light of everybody opting for this zone, I decided to reimplement it. Have fun, don't die
I apologize for such heavy changes so soon after release, but Gardens has been a pain to work with. The level shouldn't recieve too many changes from here on out.
I initially thought that with the higher damage, spear would need a much higher charge time to compensate. However, due to not being able to sprint with spear, I decided to try giving it a very tiny charge time increase (1.7->2) and adjust it as necessary. It might be too strong.
I didn't initially intend to add lore logs, but I have come to realize that implication and Warden Intel is a poor way to communicate lore. More will be added as I continue developing Occlusion
This level was a pain to create, as Gardens is not a fun tileset to work with. It's done though, and I hope you enjoy it. Just a warning, due to errors with the Gardens tileset, there are certain tiles where you cannot drop heavy items. Move to a different tile and drop the item there; it's a pain I know, but there's nothing I can do.
I've always liked spear, but vanilla spear sucks. I changed the weapon to give it a 1 second longer charge, but buffed its damage to 25. Hopefully, spear should be much more viable now, as a nice support weapon to help take down giants.
dakstar7A lot of people helped me make this mod. I wanted to thank them all.