GTFO

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4 weeks ago
First Uploaded
4 weeks ago
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Dependency string
Raccc-Intruder-0.10.2
Dependants

Patch Notes:patch note:

  • 0.10.2

    • I knew I forgot about something!!!
  • 0.10.1

    • Extended S1
      • Added consumables
        • Semi-useful tip: stick + yellow + occipult = scout.die
      • Added disinfection packs
      • Sped up the extraction scan
      • Changed the tank into a threat that can be dealt with at a high cost of resources/high risk
    • Extended A1
      • Greatly decreased enemy spawns (I'm sorry)
      • Added a new Minimum weapon to the roster
    • Weapons
      • Machete:
        • damage: 11.7 -> 12.0 (why: doesn't oneshot chargers to the back otherwise)
      • Macroswarm:
        • Added chargeup (0.4s)
      • Minimum Crossbow:
        • +1 mag size
      • Minimum Stick:
        • Increased healing cap
        • Now gives a bit of stamina per hit
  • 0.10.0

    • New levels:
      • Extended A1 (Unknown if completable, barely tested)
      • Extended S1 (S = Solo)
    • Breached D3:
      • Added 1 more checkpoint
      • Made first terminal alarm scans NOT random
      • Delayed second terminal alarm spawns (3s -> 15s)
      • For the only error alarm: implemented rampup over time;
        • removed 3rd enemy spawn type
        • decreased spawn frequency slightly
    • Weapons -Standard Pistol:
      • increased ammo capacity (+12.5%)
      • Carbine Pistol
        • increased ammo capacity slightly
      • Heavy Pistol:
        • damage 7.09 -> 14.09
        • ammo ~60% of original
        • now has a charge up fire mod
        • added a basic sight
        • fire rate: low
        • fire mode: automatic with charge up between shots
      • HEL Revolver:
        • greatly increased fire rate
        • increased pierce <=> slightly reduced pierce effectiveness
      • Bullpup SMG:
        • more ammo
        • less pierce effectiveness
      • Carbine SMG:
        • slightly reduced SMG (to keep Standard SMG special in something)
      • Heavy SMG:
        • greatly increased fire rate
        • greatly increased recoil
        • increased ammo capacity
      • Standard Assault Rifle:
        • slightly increased magazine size
        • increased pierce effectiveness
        • slightly increased ammo capacity
      • Burst Rifle:
        • slightly increased magazine size
        • increased pierce effectiveness
        • slightly increased ammo capacity
        • slightly increased damage <=> decreased ammo to retain ammo efffectiveness
      • Bullpup Rifle:
        • increased pierce effectiveness
        • slightly increased reload speed (-0.05s xd)
      • Standard Rifle:
        • increased magazine size
        • slightly increased fire rate
        • new ability: 35% armor penetration
      • Swarm Rifle:
        • now reload cancellable
      • Double Tap Rifle:
        • new ability: getting a hit gives Aim Assist (with shadow detection)
      • HEL Shotgun:
        • slightly increased reload speed
      • Slug Shotgun -> AP Slug Shotgun:
        • added pierce
        • added armor penetration
        • damage: 22 -> 26
        • new ability: 35% chance to deal increased damage
        • greatly increased range
      • Standard Revolver; Stocked Revolver; Carbine Revolver:
        • added pierce
        • added armor penetration
      • Standard Revolver; Stocked Revolver:
        • new ability: faster reload with each kill (bonus lost on reload or after time)
      • Standard Combat Shotgun:
        • slightly increased ammo capacity
      • BurstFire Shotgun:
        • slightly less ammo (-9%)
        • slightly less range (from -10% - to -3%)
        • slightly less pellets (-1)
        • increased spread (+10%, pellet randomness and distribution pattern unchanged)
      • Scattergun:
        • reduced back damage and tumor damage penalties
        • slightly more range
        • new ability: second shot can be temporarily shot with greater accuracy
      • Coilgun:
        • increased pierce effectiveness
        • increased reload speed
        • new ability: getting a hit gives Aim Assist (with shadow detection)
      • HEL Rifle:
        • slightly increased reload speed
        • increased fire rate
      • FlareBurst Shotgun:
        • decreased cooldown: 10.5s -> 9.0s
      • G-Orb Launcher; Macroswarm:
        • increased cooldowns: 15.5s -> 25.5s (hopefully won't overshadow other tools anymore...)
    • Enemies:
      • Snatcher
        • More health
        • More stagger health
    • Fixes
      • Removed SentryGunEverywhere due to damage on LevelSpawnedSentries to clients missing with it enable
      • Bolter and other weapons that use the same sounds:
        • fixed the firing sound not getting quiet over distance
    • Misc:
      • More weapons available in RACC level for any testing, really experimental and unlikely to be used(?) weapons marked with [EXP]
      • Added some random striker & charger spawns in the level (aside from subzones A and B)
  • 0.9.1

    • Accidentaly uploaded a mid development version
  • 0.9.0

    • New level in Protocol Severed (info for readers: Complete C0 first)

    • Added third rundown tree, read INTEL to know why it's exists now

    • D3

      • delayed first wave spawns (3s -> 15s spawn delay) of the Zone 661 alarm
      • Decreased how deadly are scout waves in bulk (no, not bulkhead)
      • Slightly increased resources in the intense sections
    • Flak AutoCannon

      • Increased first-target damage and explosion damage
    • Prototype Machinegun

      • Increased accuracy when both aiming and hipfiring
      • Increased accuracy gain from constant fire
      • Increased vs armor damage multiplier (110% -> 125% damage)
      • Added autoaim when using hipfire - note that it is still innacurate due to it being hipfired, at least lets you change targets quickly
      • Increased ammo capacity (135 -> 165 rounds in reserve)
    • Explosive type weapons

      • 35%-75% armor penetration on explosives
    • Carbine Pistol

      • Reload on pair with Standard Pistol (found out the hard way the it's underpowered due to -25% clip size compared to Standard)
    • Made Harbingers (tank-chargers):

      • have limbs fully unarmored instead of partially armored
      • have less C-Foam resistance (now G-Orb can foam them)
      • have faster C-Foam decay
    • Fixed some misleading weapon descriptions

    • Fixed some text (notably Breached D2 & D3)

    • Updated Thunderstore Description

    • As for odd +20% infection as soon as you touch the fog in Breached D2 - all players start with 20% but as clients you don't see that until you touch it, please [lul_reaction] at people reporting this anytime further : )

  • 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
  • 0.8.1

    • Fixed the sentry incident in Severed C0
    • Fixed mismatched IDs in Severed B0
  • 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
  • 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
  • 0.7.3

    • Increased verify time for first (+30s) and second (+2.5 min) code terminal hunt in C1
  • 0.7.2

    • Fixes to D2
    • ACTUALLY removed BOT variant of prototype instead of making it the default variant lol
    • Added PingEverything
  • 0.7.1

    • tweak to D2, forgot something I won't mention
    • mod description adjustments, whatever
  • 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
  • 0.6.2

    • Fixed a duplicate unused Custom Scan ID causing 2 levels to never load x)
  • 0.6.1

    • Forgotten to add dependency strings, lol
  • 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)
    • Added ExtraRundownCustomisation
    • Added ExtraChainedPuzzleCustomization

    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)
    • Added ExtraRundownCustomisation

    • Added ExtraChainedPuzzleCustomization

  • 0.5.1

    • fixed new profiles having tool-weapons broken
  • 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
  • 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
  • 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
  • 0.2.2

    • Added back some missing files, oops..... and changelog notes
  • 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
  • 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
  • 0.1.6

    • bruh - forgot delist CConsole
  • 0.1.5

    • bruh - forgot to hide an unfinished level
  • 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
  • 0.1.3

    • Removed Archive from dependencies - oopsies 2
  • 0.1.2

    • Removed GTFOReplay and RagdollMod from dependencies - oopsies
  • 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
  • 0.1.0

    • Initial Release
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