
Vega
Operation : VEGA Accepted. Can you bring the light to the complex?Details
0.2.7
: V.02 - Deleted force fail events after solo-ing ended
0.2.6
: Updated README.md, manifest.json
0.2.5
: V.01 - Reactor Shutdown Alarm Class Down : XII -> VII
: V.03 - Modified some positions of Reactor Shutdown Alarm(RS Alarm)
: V.03 - Fixed spawn stops when RS Alarm proceeding
: V.03 - Spawn period while RS Alarm : 20s -> 25s
0.2.3, 0.2.4
: Added some dependencies, re-installation would be recommended
: V.03 - Fixed split ://err alarm doesn't end when killed MegaMother
: V.03 - Blocked some paths more earlier
0.2.2
: Added some dependencies
: V.03 - Fixed terminal marker don't disappear when split scans complete
: V.03 - Adjusted sentry position for uplink
: V.03 - Adjusted some scouts' spawn position
: Weapon Adjustments List
[Double Tap Rifle - HipFireSize 0.75 -> 1.5]
[HEL Heavy SMG - Damage 2.7 -> 2.5]
[Assult Rifle - Damage 2.25 -> 2.3]
0.2.1
: V.03 - Fixed flyers don't spawn on T alarm
: V.03 - Fixed OPEN_APEX_DOOR command can input several times
0.2.0
: Initial Release - V.03 : Cubism
: AL-T1 - Added Lock Melter in ZONE 246
: Added some dependencies, apparels would be reset.
: Deleted Boosters. THEY ARE USELESS
: Rewrote some texts
: Weapon Adjustments List
[Double Tap Rifle - Damage Roll-back, ClipSize 14 -> 16, MaxAmmo 149 -> 155]
[HEL Shotgun - ClipSize 14 -> 16, MaxAmmo 90 -> 99]
[Revolver - Added Pierce 2]
[High Calibur Pistol - DamageFallOff 12.0 -> 15.0]
[Added Non-Thermal Sniper - Köning PR 11]
[Damage 55.01, ClipSize 2, MaxAmmo 14, Reload time 2.5, ROF 5, DamageFallOff 60]
[Removed PDW]
[Heavy SMG - Added Thermal Sight, Pierce 2(so, now it's HEL Heavy SMG)]
[HEL Heavy SMG - DamageFallOff 8.0 -> 10.0, Reload time 1.6 -> 1.5]
[SMG - DamageFallOff 6.0 -> 8.0, Reload time 1.4 -> 1.3]
Also, if some problems occur when dropping V.01, follow these :
- Delete all caches about DoH-Vega. You can find them at .../Appdata/Roaming/r2modmanPlus-local/GTFO/cache/DoH-Vega
- Create new profile and install
0.1.13
: V.00 - Fixed big birther in ZONE_7 cannot be seen when entering in area_b
: V.00 - Fixed after finishing level, clear screen still shown up and cannot operate
: AL-T1 - Added some resources in HSU WAYPOINT, ZONE 253
also, V.03 closed again, i always forgot it :<
0.1.12
: AL-T1 - Removed Extreme, and moved Overload to Extreme
: AL-T1 - Modified gameplay at ZONE 250, also re-arranged some spawned enemies
: AL-T1 - Moved scan position for ZONE 991 slightly front
: AL-T1 - S alarm at ZONE 252 modified. Now it would be more harder, i guess
: V.03 in progress, maybe updated in a few days later
0.1.11
: AL-T1 - Added some resources on ZONE 248, 249
: AL-T1 - Rearranged regeneration amounts of ZONE 249, 248, I missed it on last patch
0.1.10
: Added thermal scope to Sniper
: Rebalanced shotgun, Damage 40 -> 50, Clipsize 8 -> 6, DamageFalloff 6 -> 4, MaxAmmo 32 -> 28
: Removed Scattergun
: AL-T1 - Moved resources position on ZONE 249
0.1.9
: AL-T1 - Re-balanced the way to ZONE 250 [reduced monster counts, but more scout punishments]
: AL-T1 - Scouts' punishments are rearranged
0.1.8
: AL-T1 - Fixed core-startup timer doesn't appear on some loading situation, also doesn't spawn some monsters
: Fixed un-opened level drop-able, especially [V.03]
0.1.7
: Enabled NoBoosterUsedProgression for rundown ://[Altair]
: Rewrited SurfaceDescription of rundown ://[Vega]
: Added some dependencies for [V.03], Bifurcation
: AL-T1 - Added some disinfection packs on 'storage' zones(254, 255)
0.1.6
: Hel Revolver - ROF roll-backed, which means ROF 4 -> 5
: AL-T1 - Fixed MultiProgression feature doesn't work well on some parts, also modified some text tags.
: AL-T1 - Fixed Z Alarm ERR doesn't resolve on some situations.
0.1.5
: Initial Release of [AL-T1], Conveyance
: Weapon Adjustments List
[Burst Pistol - Damage 4.01 -> 4.21]
[Hel Revolver - ClipSize 6 -> 8, ROF 5 -> 4]
[Rifle - Reload time 1.9 -> 1.8]
[Carbine - Damage 2.38 -> 2.45, PrecisionMulti 0.74 -> 0.8]
[Double Tap Rifle - HipSpreadSize 1.5 -> 0.75, Damage 5.51 -> 5.41]
[Assault Rifle - Damage 2.5 -> 2.25, Added Pierce Shot 2]
[Burst Rifle - ROF 13 -> 12]
0.1.4
: Sawed-Off Shotgun - Max Ammo 39 -> 42
: Renamed rundown name and existed levels
: Added some dependencies for AL-T1, [Conveyance]
: Changed icon.png
0.1.3
: V.01 - Added fail text while [EVALUATION_TASK] in progress.
: V.02 - Added some helpful multi-progressions, warden intels for split intervals. Also modified some existed texts for legibility
: V.02 - Added some hibernates on 4-split zones.
: Splited Rundowns - ://[Vega], ://[Altair]
: Vega gonna be D, E-Tier levels(or having some storylines). Altair gonna be F-Tier levels.
0.1.2
: Added some dependencies to rundown functions well.
0.1.1
: V.00 - Reduced some hibernates in ZONE_101, 102, 103.
: V.00 - Reduced TINY resources in ZONE_101, ZONE_103
: V.01 - [EVALUATION_TASK_IV] Time Limit : 45s -> 50s
: V.01 - Adjusted spawn position while [EVALUATION_TASK_IV] in effect. Also, now door to ZONE_534 will open when 4th cell inserts.
: V.01 - Added some resources in ZONE_533, ZONE_534
: V.01 - Reduced some hibernates in ZONE_536
: V.02 - Adjusted some WardenIntels
: Added some sound events on V.00, V.01, V.02
0.1.0
: Initial Release - V.02 : Astray
0.0.99
: Test Release for V.02 : Astray. Level is opened but it might be buggy.
: Added New Weapon : High Calibur Sniper Rifle, thanks to xiaotian for providing some datas.
: Deleted some changelogs
0.0.50
: Added Burst #5 Burst Cannon(TECHMAN KLUST 6 V2)
: Fixed V.01 ZONE_532 door doesn't open automatically.
: Modified some plugins, and added some dependencies for F.00
: If you cannot see resource stations in V.01(first appears at ZONE_528), please make a new profile and re-install mod.
: Always Welcome Bug Reports / Feedbacks. Feel Free to contact me.
+ V.02 Develop In Progress.
0.0.41
: Added LocalizedText for Korean, Japanese, Chinese_Simplified.
: Japanese and Chinese_Simplified are AI-translated. There would be some mistranslations. Please report to me.
: V.01 - [EVALUATION_TASK_I] Time Limit : 100s -> 90s
: V.01 - Fixed ZONE 532 Security Door opens twice.
: V.01 - Adjusted some warden intels.
0.0.3
: Initial Release - V.01 : Archetype
: Weapons Adjustment - Changed bunch of them, thanks to Yeonhwa(yeonhwa1294). You can check stats with WeaponStatShower.
: So, here's reload-motion-cancellable weapons, which are not noticed with WeaponStatShower
: HEL Revolver, Bullpup Rifle, Rifle, Choke Mod Shotgun
0.0.1
: Initial Release - V.00 : Deviate