
Intruder
[13 Expeditions] An Intruder has been located in the higher layers of the ComplexDetails
Patch Notes:patch note:
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0.8.2- Fixed a mistype in Severed B0 about the LCZ
- Added a bridge zone to mitigate that checkpoint loading issue in Breached D3 (hopefully, i dunno, no one does)
- Removed a call to spawn a wave with an ID that doesn't exist in Breached D3
- Removed DoorEnemyFix
- Added DoorEnemyFixUpdated
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0.8.1- Fixed the sentry incident in Severed C0
- Fixed mismatched IDs in Severed B0
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0.8.0- Unlocked D3 - Protocol Breached (previously Protocol Broken)
- Unlocked A0, B0, C0 - Protocol Severed
- Made D2 zone scan ACTUALLY be an S scan instead of acting like a red
- Reduced amount of weapons choosable in previously playable levels (applied to C Tier levels and onward)
- Added Weapon diversity to levels to know how many weapons you get to choose from (niche idea)
- Changed the color of the Intruders text to let players see his text better
- Exploders now do more explosion damage to players and enemies
- Reduced stagger on Pump-action Shotgun
- Reduced stagger on Spear
- Slightly reduced magazine size on Standard Machinegun, HEL Machinegun and Heavy Machinegun
- HE PGL now makes noise upon landing with noise range similar to Mines (seriously, mines are so quiet like wth)
- Reduced Sniper Sentry ammo back down due to it being again too sustainable - bruh. (-16%)
- Fixed descriptions for some wepaons
- Due to lore reasons, rundown name changed thus breaking the previous logged LocalProgression
- Added AdditionalRundownAdvancements
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0.7.4- Standard DMR
- damage 8.11 -> 7.51
- increased fire rate
- increased max ammo (due to there being too many giants instead of small shooters to make this weapon viable otherwise)
- decreased view model movement when firing quickly to incentivise spam shooting giants (especially hybrids)
- Slug Doublebarrel
- slight ammo increase on level with high cal pistols
- Carbine Pistol
- slight ammo increase on level with other main weapons (due to the previous mag size nerf)
- slight reload speed increase (due to the previous mag size nerf)
- Standard Pistol
- slight ammo increase
- Standard Sentry
- ammo increase (longevity found to be too low after nerfs)
- Sniper Sentry
- large ammo increase (+50% - due to slow fire rate isn't the best option for giants but now SHOULD be long lasting as the description promises)
- HEL Revolver
- increased effective range (due to somewhat high amount of giants instead of small enemies in the rundown)
- pierce multiplier 0.75x -> 0.85x
- slightly more accurate hipfire
- Standard DMR
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0.7.3- Increased verify time for first (+30s) and second (+2.5 min) code terminal hunt in C1
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0.7.2- Fixes to D2
- ACTUALLY removed BOT variant of prototype instead of making it the default variant lol
- Added PingEverything
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0.7.1- tweak to D2, forgot something I won't mention
- mod description adjustments, whatever
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0.7.0- D2 is out, questionable balance as always, will try to keep it that high and I hope it's high enough so that you don't oneshot it...
- Enemy Wiki update for the D2 tommorow
- Tear Gas PGL
- reduced light stagger time: 24s -> 18s
- reduced boss stagger time: 3s -> 2s
- reduced light stagger strength
- Bullpup Smg
- armor pierce: 45% -> 20%
- Standard Revolver
- removed RRAA (RareRandomAimAssist) [oops]
- Stocked Revolver
- removed lies about it having RRAA
- Prototype Machinegun
- increased stagger strength
- removed [BOT] variant of the Prototype Machinegun from play
- Added ItemSpawnFix
- Added DoubleSidedDoors
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0.6.2- Fixed a duplicate unused Custom Scan ID causing 2 levels to never load x)
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0.6.1- Forgotten to add dependency strings, lol
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0.6.0- Wiki with enemy information for new levels will be updated later, if anyone cares!
- Unlocked: CX & D1 introducing 5 new enemies
- Reorganized the rundown tree using ExtraRundownCustomization (praise Cheese!)
- C2 balance fixes:
- Increased time between error waves in C2
- Decreased amount of enemies spawned from blood door in C2 (slightly)
- Made scans not go to the same spot in some of the custom cluster scans
- Weapons:
- Heavy Pistol:
- less recoil & viewmodel jump
- can oneshot shooters when close
- slightly smaller magazine
- increased effective range
- Bolter:
- slightly more damage
- slighly more precision damage
- increased effective range
- Tear Gas PGL:
- boss stun time: 3s (unchanged, just mentioning)
- normal enemy stun time: 24s (unchanged, just mentioning)
- Heavy Pistol:
- Added ExtraRundownCustomisation
- Added ExtraChainedPuzzleCustomization
Weapons:
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Heavy Pistol:
- less recoil & viewmodel jump
- can oneshot shooters when close
- slightly smaller magazine
- increased effective range
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Bolter:
- slightly more damage
- slighly more precision damage
- increased effective range
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Tear Gas PGL:
- boss stun time: 3s (unchanged, just mentioning)
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Added ExtraRundownCustomisation
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Added ExtraChainedPuzzleCustomization
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0.5.1- fixed new profiles having tool-weapons broken
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0.5.0- unlocked C2 - might be a difficulty spike...
- sligtly increased ammo capacity on Heavy Shotgun Sentry
- slightly increased ammo capacity on Sniper Sentry
- increased base damage and pierce on Sniper Sentry
- adjusted a few things in C1
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0.4.0- unlocked C1 - probably needs feedback on difficulty? (if too low) - but also, finally - no checkpoints :)
- undeciphered C2, not unlocked yet though, will be soon - that is if I get to finally test it...
- changed [B2 Main - last door alarm] enemies to nightmares as intended
- increased Portable Machinegun reload speed
- added unique pings to nightmares enemy family
- added unique pings to shadows enemy family
- changed infectious projectile barrage for all enemies that use that attack
- added StuckEnemyFix
- removed NoBotFriendlyFire
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0.3.0- Huge nerfs to all weapons (expect minimal weapons category)
- All weapons have less max ammo
- Some weapons lost fire rate or damage
- Some weapons lost gimmicks due to lower gap between this and the Vanilla level of balance
- Only Minimal Stick has healing properties
- Most weapons lost ThickBullet property which made it easier to hit your shots - only applies to the majority of semi-automatic weapons
- Redone B2 Overload
- Changed B2 non-error waves for Main (added giants)
- Added EEC_H as a dependancy
- Added MovementSpeedAPI as a dependancy
- Huge nerfs to all weapons (expect minimal weapons category)
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0.2.2- Added back some missing files, oops..... and changelog notes
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0.2.1- A1 : Made extraction slightly easier (reduced ERROR alarm)
- B2 : Made level harder in general. This thing came out easier than A1 or AX, lol
- Changed Heavy SMG into a slow firing one with low stagger, max ammo increased
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0.2.0- B2 is out! Brutal side objectives as far as I've tested, lowered difficulty pre-update, need feedback if too low or not
- Changed a lot of text for AX
- Changed some text for B1
- Fixed gear descriptions
- Changed comms and mission description for A1
- Recolored the rundown tree (cuz it fits the levels colors ingame or whatever)
- Blitz Mine Deployer
- +20% max ammo
- noted that it doesnt work on bots
- Heavy Shotgun Sentry
- 33% slower fire rate
- Standard Sniper
- 3 -> 2 magazine size
- Added Tweaker, EOSExt_LevelSpawnedSentry and RundownTitleFix as dependencies
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0.1.6- bruh - forgot delist CConsole
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0.1.5- bruh - forgot to hide an unfinished level
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0.1.4- ACTUALLY changed revolver shotgun magazine size
- Hirnus ItemMovementAnimations file fix
- Fixed A1 being unplayable due to crappy forward extract problems - Thanks Hirnu
- Changed ProgressionGear GearToggle on some gears
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0.1.3- Removed Archive from dependencies - oopsies 2
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0.1.2- Removed GTFOReplay and RagdollMod from dependencies - oopsies
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0.1.1- Changed some text
- Revolver Shotgun magazine size: 8 -> 7
- Fixed alternative weapons getting unequipped after reloading a checkpoint in B1
- Turned off the fake alarm sounds during extract in B1
- Lowered the amount of configs
- Moved the data files to plugins instead of GameData (will probably need a reinstall with this update)
- Forced on LocalProgression
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0.1.0- Initial Release