

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 will have in-depth lore, more information coming SoonTM.
Note: Some weapons will have a rundown number in their description, these are weapons I reverted to a particular rundown's version
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.
dakstar7#5050