GTFO

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yesterday
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yesterday
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4.4MB
Dependency string
TH55-Evolution-0.5.27
Dependants

Categories

v0.1.0

Expeditions Available

  • EV-A1
  • EV-A2
  • EV-B1
  • EV-B2
  • EV-C1
  • EV-C2

v0.1.1

  • Logs Updated.
  • EV-A1 Junction Hallway resource packs moved to key zone.
  • Added 'High Precision Damage' text to Hel Sniper.

v0.1.2

  • Added Dependency: Log Library.

v0.1.3

  • Hotfixed log library missing a level.

v0.1.4

  • EVA1 hotfixed the Junction Team Scan from going through the wall.
  • EVA2 lowered the spawns from the HSU Storage Zone Alarm.
  • Added EnemyAnimationFix Dependency.

v0.1.5

  • EVA2 Changed Consumable Distribution in Zone 60 to Cfoam - Explosive Tripmines
  • EVA2 Raised the Zone 60 Ammopack to 4 uses.
  • EVB1 Added Log in Zone 101
  • EVB2 Added Warden Intel Prompt for Zone 346 post secondary
  • EVB2 Slightly lowered the travel distance of the last alarm 50m < 40m
  • EVB2 Changed the last round of the last alarm from S Cluster to normal S + one S Scan to compensate.
  • Weapon: Rifle - Reload 1.6s < 1.45

v0.1.6

  • EVB1 Reduced the amount of spawns on the last alarm.
  • EVB2 Increased Ammo & Tool in Zone 598.

v0.1.7

  • Fixed the general overpopulation of enemies during alarms.
  • Removed a Scout from EVC1 Secondary.
  • Adjusted a handful of hollowpath travel distances.
  • EVB1; Moved log from Zone 101 to Zone 98.

v0.1.8

  • EVB2
    • Added Sec door text prompt for Secondary layer.
    • Added Forward Extraction lockdown on post secondary until system reset completion.
    • Weighted resources to start in z596. (Secondary)
    • Fixed an incorrect text prompt for Zone 346 lockdown.
    • Added Condition on extraction diff between Main & Secondary.
    • Reduced Deidamia Melee Cooldown 7 --> 4 Sec. (awkward staring contest)
    • Deidamia no longer drops Parasites on death.
    • Increased Parasite drop on stagger 2 --> 4
  • EVC1
    • Updated a few command descriptions.
    • Post Secondary Blood Door opens via command execution.

v0.1.81

  • EVC1
    • Raised the Medipack uses in Z28 & Z375 from 4 --> 5.
  • Weapon Tweaks
    • Burst Rifle, Slightly increased ammo.

v0.1.9

  • EVC2
    • Fixed the alternate alarm option for Main Extraction not demoting the class VII to Class IV and instead making both alarms exist simultaneously.
      • Demoted Class IV to Class III and door to Zone 782 opens upon completion.

v0.1.91

  • R2mm believes v0.1.82 is the latest number by numerical disorder over v0.1.9 hence v0.1.91

v0.2.0

  • Weapon Changes

  • Pistol

  • Increased Damage 4.64 -> 4.81

  • Decreased Precision x.8667 -> x.8447

  • Increased Magazine 15 -> 18

  • Revolver

  • Increased Damage 14.21 -> 14.81

  • Added Heavy Armor Penatration

  • Added Piercing Rounds

  • Hel Revolver

  • Increased Range 8 -> 10 meters

  • Decreased Precision x.73 -> x.65

  • Increased total Ammo 46 -> 60

  • Added Medium Armor Penatration

  • Hel Sniper

  • Increased Damage 28.1 -> 30.1

  • Reduced Precision x1.35 -> 1.25

  • Added Heavy Armor Penetration

  • Slug Shotgun

  • Reduced Damage 18.1 -> 14.1

  • Increased Precision x1.2 -> x1.4

  • Increased Clip 6 -> 8

  • Reduced total Ammo 42 -> 36

  • Added Piercing

  • Added Heavy Armor Penetration

  • Sniper

  • Increased Damage 41.01 -> 50.01

  • Reduced Magazine 3 -> 2

  • Reduced Total Ammo 16 -> 12

  • Increased Shot Delay to 1.2s

  • Added Piercing

  • Added Very Heavy Armor Penetration

  • Scattergun

  • Added Medium Armor Penetration

  • Hel Gun

  • Added Medium Armor Penetration

  • Hel Shotgun

  • Added Light Armor Penetration

  • Hel Machine Gun

  • Added Medium Armor Penetration

  • Chokemod Shotgun

  • Added Light Armor Penetration

  • Burst Cannon

  • Added Medium Armor Penetration

  • Combat Shotgun

  • Added Light Armor Penetration

  • High Caliber Pistol

  • Added Medium Armor Penetration

  • Auto Pistol

  • Added Light Armor Penetration

  • Precision Rifle

  • Added Medium Armor Penetration

  • DMR Marksman

  • Added Medium Armor Penetration

  • Added Suppressor

  • Double Tap Rifle

  • Added Medium Armor Penetration

  • Added Suppressor

  • Sawed-Off Shotgun

  • Added Light Armor Penetration

  • Shotgun

  • Added Light Armor Penetration

  • Heavy Assualt Rifle

  • Added Medium Armor Penetration

  • Heavy SMG

  • Added Medium Armor Penetration

  • Sniper Sentry

  • Added Medium Armor Penetration

  • Melees

  • Added Heavy Armor Penetration

  • Added Dependencies

  • Snatcher Bug Fix

  • Extra Weapon Customization

  • Wardenintelohbehave

  • Fixed the Hide Terminal Command within certain Expeditions.

  • (Fix implying the AdvancedWardenobjective changing how Hide and Unhide terminal command worked)

  • Enemy Changes

  • Adjusted Deidamis Drone's Projectile pattern to be less devastating to pcs when firing in groups (Lol)

  • (Same to the Deidamis Warriors)

  • Lowered the Deidamis Patroller's Projectile count from 8 to 6

  • Raised the Tank's Armor stat to x0.00001

  • Raised the Pouncer's Armor stat to x0.1

  • Decreased Flyer health 16.2 -> 14.0

  • Increased Shocker health 150 -> 200

  • Increased Shocker weakspot multi 3x -> 4x

v0.2.1

  • Weapon Changes

  • Hel Revolver

  • Reduced Base Damage 9.51 -> 8.51

  • Increased Precision 0.651 -> 0.7

  • Increased Armor Penetration 0.65 -> 1.4

  • DMR & Double Tap Rifle

  • Increased Armor Penetration 0.5 -> 0.9

  • Slug Shotgun

  • Increased Armor Penetration 0.75 -> 1.0

  • Revolver

  • Increased Armor Penetration 0.7 -> 1.0

  • High Cal.

  • Increased Armor Penetration 0.4 -> 0.65

  • Shotgun

  • Increased Armor Penetration 0.3 -> 0.6

  • Choke mod Shotgun

  • Increased Armor Penetration 0.35 -> 0.6

  • Burst Pistol

  • Increased Magazine Capacity 18 -> 24

  • Enemy Changes

  • Charger/Charger Scout/Giant Charger

  • Added Head Armor

  • EVB1

  • Adjusted some errors pertaining to logs.

  • Lowered the class of the last alarm VII -> VI

  • Slightly Decreased the enemy count on the last alarm.

  • Slightly Adjusted the post secondary event in EVC1.

v0.2.2

  • Added Pierce Bug Fix.

v0.2.3

  • Fixed unfinished expedition being visible.
  • added Cocoonbarcode fix.

v0.2.4

  • Small Wave Spawn fix in C1 Main

v0.5.0

  • Added 6 new expeditions

  • Level Changes

    • Heavily reworked EV-B1 Prisoner Efficency
    • Slightly tweaked preformance across the other first five expeditions
  • Weapon Changes

    • A copious assortment of weapon adjustments
      • (it has been 9 months, remembeing exact changes are not likely)
  • Enemy Changes

    • Charger health increased 28 -> 30
    • Deidamis Warrior health increased 260 -> 270
      • Weakspot Multi decreased - 4x -> 3x

v0.5.11

  • hotfix
  • fixed a weapon stat description

v0.5.12

  • hotfix
  • enemies
  • Frank limb health decreased from 60 to 40
  • Hybrid health decreased from 125 to 115

v0.5.13

  • hotfix
  • fixed potential softlock in EVC1
  • fixed the Chokemod Shotgun not doing 50 stagger

v0.5.14

  • Fixed S3 completing on secondary regardless of doing only main
  • Fixed Shadows spawning out of bounds in S3

v0.5.17

  • Fixed not being able to access S3 Secondary

v0.5.18

  • adjusted a couple consumable spawns in S3

v0.5.20

  • Removed the terminal security door from S3 Secondary for the fear of it abruptly softlocking a two hour solorun without warning or consistency.
  • Unloaded all vanilla levellayouts, warden objectives, and rundown entries from files for preformance balancing.

v0.5.21

  • Slightly lowered the ammo gain on the Slug Shotgun
  • Lowered the Armor Penetration on the Bullpup Rifle to x0.1
  • Adjusted a couple text prompts

v0.5.22

  • EV-B1

  • Adjusted text prompt indicating Zone "366" when it is Zone "266"

  • Fixed Secondary's objective hud to not have the generator listing disappear when querying a generator

  • Removed the S-1 Alarms from both Blood Door zones in Overload

  • EV-C1

  • Fixed the funny floor terminal in Zone 375

v0.5.23

  • EV-S3

  • Removed the cell from the secondary dimension

  • Removed most resources from the first zone in the secondary dimension and moved them to Zones 400 & 401

  • Added a couple extra subobjective texts within the first third of the mission

  • Weapons

  • Sawed-off shotgun

  • Lowered Armor penetration value to x0.1

  • decreased effective range from 6m to 5m

  • Fixed the broken Armor Penetration text for the Heavy Assault Rifle

  • High Cal.

  • Slightly Decreased RoF 0.45 -> -0.55

v0.5.24

  • Heavy Assault Rifle
  • Decreased Damage from 6 -> 4.85
  • Increased Stagger 0.75 -> 1.0
  • Inceased Magazine 20 -> 35
  • Increased total ammo 115 -> 170
  • Increased Precision 0.7413 -> 0.9

v0.5.26

  • Machine Pistol

  • Decreased Stagger from 1.0x -> 0.5x

  • Slightly Decreased Max Ammo

  • PDW

  • Increased Precision from 0.7413x -> 0.8x

  • Chokemod Shotgun

  • Increased Precision from 1.0x -> 1.25x

  • EV-A1

  • Slightly Increased Difficulty

  • Decreased the Scale of Main objective zones

  • Added persistent alarm post-junction lockdown release

  • Secondary Unlocks after Lockdown release now instead of during

  • Adjusted alarm wave settings for the lockdown release alarm

  • Fixed command hide event in the archive zones not hiding properly

  • Secondary

  • Added low-use ammo to the first zone of Secondary

  • Increased Sleeper spawns in the first and second zones of Secondary

  • Secondary Class IV alarm spawns increased to standard apex

  • Containment Zone in the back of Secondary now opens on objective completion

  • Objective completion initates a second error alarm spawning a giant every 40s

  • EV-A2

  • Added giants to the second zone

  • Shaved down the scale of zones 64 & 66

  • Slightly increased resource distributing in zones 64 & 66

  • Added a wave spawn event upon scan completion of zones 65 & 67

  • EV-C2

  • Alarm in spawn set to Apex settings

  • Added dependency "Glowsticks Plus"

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