Details

Last Updated
2 days ago
First Uploaded
2 days ago
Downloads
869
Likes
0
Size
187KB
Dependency string
Giginss-Maintenance_Rundown-0.6.4
Dependants

Categories

0.6.4

  • E2: Added some more resources to the ending
  • E2: Move second keycard to spawn closer to the front of the zone
  • E2: Move second disinfection station closer to the front of the zone

0.6.3

  • D3: Added a bit more ammo to the central terminal zone
  • D2: Completing Secondary now opens instead of unlocking the main bulkhead door (should avoid the issue where main does not unlock properly)
  • E2: Added a bit more ammo to a few zones

0.6.2

  • E2: Added more resources to 3rd and 2nd to last zones
  • E2: Slowed down ramping on final error alarms
  • E2: Last generator properly restores lights now
  • E2: Slightly nerf final alarm
  • E2: Added some explainer text to 3rd to last zone
  • E2: Changed enemies in 2nd to last zone
  • D3: Keycard is now properly randomized in the second zone

0.6.1

  • E2: Fixed an issue where alarms during the uplink stacked when they shouldn't have
  • E2: Added a slight ramping to base uplink alarm waves
  • E2: Switched some miniboss spawns during the uplink sequence
  • E2: Second ventilation terminal suppresses the fog for a bit longer

0.6.0

  • Added D3 - Breach
  • C2: Fixed an issue where nightmare strikers didn't show up in a late zone

0.5.4

  • E2: Added a few more resources to Uplink Zone
  • E2: Extended grace period before alarms activate after completing uplink

0.5.3

  • E2: Uplink Terminals are now in fixed positions
  • C1: Tweaked zone layout for 2nd uplink zone for Secondary
  • C1: Tweaked zone layouts for the path to the terminal command to cut down on some repeated tiles
  • C1: Moved trigger for door failure in starting zone to be a bit earlier in the mission (so the failure feels less like of a direct middle finger to the players)
  • E1: Redid the zone layouts in the west from the reactor to reduce tile repitition and to avoid enemies getting stuck.

0.5.2

  • E2: Added a Fog Turbine to uplink zone
  • E2: Increase resources in Uplink Zone
  • E2: Powering the generator in Zone 1383 now properly turns on the lights in that zone
  • Replaced AWOPartialDataFixer dependency with MTFO_Extension_PartialData

0.5.1

  • E2: Changed sleeping enemy composition in Zone 1382 (less of them, but more threatening)
  • E2: Added a couple of disinfection stations
  • E2: Added a few more resources to various zones

0.5.0

  • Added E2: Breakdown
  • Minor text tweaks to E1 Zone Numbers
  • D1: Added more ammo into overload's first zone
  • D1: Raise up overload elevation to be less suseptible to fog
  • D1: Added text in the top left to better inform players in the blackout zone that there are special terminal commands
  • D2: Reseeded the last zone of secondary to encourge holding out against the alarm instead of C-Foam stalling it

0.4.0

  • Added the changes from VanillaReloaded into the rundown.
  • D1: Fixed the scan on the extraction door being a Class V alarm instead of a Sustain alarm.

0.3.0

  • D2: Adjusted lighting in a few zones
  • D2: Added more sleeping enemies to the second half of the mission

0.2.8

  • D2: Reduced c-foam consumable amount in the last zone of Secondary
  • D2: Lowered tool amount and slightly raised ammo amount in the first part of the level

0.2.7

  • Added D2: Process
  • Removed No More Cocoons dependency
  • E1: Tweaked the amount of respawn sacks in respawn zones (visual change only)

0.2.6

  • E1: Minor tweaks to the scout placement in the level end sequence
  • E1: Scout waves always spawn towards elevator direction

0.2.5

  • E1: Fixed a bug where the 45 minute timer did not properly cancel
  • E1: Nerfed fog a bit
  • E1: Added a couple of resources in gen cluster room

0.2.4

  • E1: Removed a charger scout from Zone 516
  • E1: Change lighting in starting zone to make sleepers a bit easier to spot.
  • E1: Weight resources to spawn closer to the start of Zone 510
  • E1: Slightly increase health and tool amounts in reactor

0.2.3

  • E1: Fixed a missing zone label on Zone 512
  • E1: Slightly tweaked enemies in Zone 511 and 515

0.2.2

  • E1: Adjusted lighting in Reactor and respawn rooms
  • E1: Adjusted respawn behavior to (hopefully) be a bit less frustrating
  • E1: Added lock melters to elevator zone

0.2.1

  • E1: Changed consumables in reactor to mainly have C-Foam Trip mines
  • E1: Labeled respawn zones for better clarity
  • E1: Adjusted fog repeller amounts in 513, 514
  • E1: Changed Reactor Startup scan to not be a full team

0.2.0

  • Added C2: Collect
  • E1: Fixed Wave roars not playing on Reactor Test 2

0.1.7

  • E1: Enemies from reactor waves are now force spawned in elevator zone, adjusted enemy amounts
  • E1: Removed a couple of unintential power cells in a zone

0.1.6

  • Slightly increase resource counts in Zone 501 and 502 of E1
  • Slightly nerf alarms connected to reactor zone
  • Slightly reduced enemy count in reactor zone

0.1.5

  • Initial Release of E1
  • Updated and added a couple of dependencies

0.1.4

  • Removed a dev warden intel comment from the waves in D1
  • Redistributed ammo in a few zones in D1
  • Added some sleeping enemies to a later zone in D1
  • Reduced Hybrid count in D1 Overload
  • Locked Blood Doors that were unintentionally unlocked in D1 Overload

0.1.3

  • Slowed down fog rise after completing C1 Secondary
  • Changed door to the 5th zone in C1 to a Bulkhead Door, and added a bulkhead key in secondary for it.
  • Reduced Snatcher amount in D1 Waves.

0.1.2

Fix folder structure, again.

0.1.1

Fix folder structure getting messed up for some reason.

0.1.0

Initial Beta Release with B1, C1, D1.

Thunderstore development is made possible with ads. Please consider making an exception to your adblock.
Thunderstore development is made possible with ads. Please consider making an exception to your adblock.
Thunderstore development is made possible with ads. Please consider making an exception to your adblock.