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Last Updated
last month
First Uploaded
last month
Downloads
700
Likes
5
Size
39MB
Dependency string
TheDoggyDoge-RundownX-1.2.0
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Categories

Version 1.2.0 - (Major Patches, New Features, Enemy Rebalancing)

Mod Page

  • New Tile names
  • New tile images
  • New enemy images
  • Rundown dev links

New Features

  • AWO Nav Markers
  • Fog Inversion Event
  • Updated Zone Scan visuals (Arrows pointing into scan area)
  • Multiprogression text
  • Dauna

Patches

  • Reverted wave roar overrides, scan enemies spawn as type 16s instead of waves. May lead to enemy delays when completing scans (TLDR; Waves roar again)
  • Arena mode now cannot be activated after starting the first door scan
  • Fixed charger clipping through bulkheads
  • Changed Error waves to be group based (so Bishop would STFU)
  • Added missing invisible walls to bulkhead rooms
  • fixed dead striker LODs
  • Arena room lights now stay on when approaching the machine
  • Removed square stuck in crosshair

General Changes

  • Reduced stamina cost for running and strafing
  • Changed "Disengaged" to "Engaged" in Level Intel
  • Changed "Door" to "Security Door" in Level Intel
  • Updated Rundown Tree visuals
  • Increased Flyer stuck time

Tile Changes

  • Blood decals are proper decals now and not flat textures
  • Fixed clipping on some decorations
  • Fixed flooring alignment
  • Removed Cocoons from bulkhead areas
  • Removed invisible walls from supports in Overpass tile
  • Added decorations around Master Security Terminal
  • Added extra Neonate Carts
  • Added light to MRI room
  • Added more cover to defensive areas in Arena (S scans and Zone scans)
  • Fixed clipping on Security doors
  • Fixed culling on Cfoam room doors
  • Fixed culling on Basement doors
  • Fixed lighting in final tile
  • Added Sign to Arena

SFX Changes

  • Increased explosion event volume
  • Increased bulkhead banging volume
  • Added SFX to Disinfection machine
  • Added soundkill to some animation sounds
  • Raised elevator volume
  • Added chasm SFX to exit and junction
  • Added area size ambience

Gameplay Changes

  • Fog lowered to allow access to generators
  • Shortend Filtration Failure by 2 minutes
  • Immortal Pouncer appears sooner
  • Alarm generator delays Immortal Pouncer longer
  • Added Large Biomass warning to PE extract door scan
  • Added Error alarm sound to PE extract door scan
  • Increased PE extract door scan time
  • Mother spawns during T scan instead of afterwards
  • Babies spawn during T scan to warn of Mother
  • Raised Infection levels in fog
  • Extraction scan shows up after Elevator arrival in Main/Secondary
  • Increased generator intel approach distance
  • Flyer Error triggered by interacting with door instead of approaching it
  • Bulkheads now open randomly instead of at the same time
  • Increased fog repeller count in HSU Room and Extraction

Enemy Changes

  • Reverted unintentional stat changes on some enemies
  • Removed Unused Enemies
  • Nightmare Giant
    • Removed Projectile Attack
    • Reduced HP
    • He wants to hug you really badly now
  • Nightmare Chargers
    • New glowing weakpoints
    • Slightly weaker
    • Giants have more exposed weakpoints from the front
    • Adjusted thermal signature
  • Shockers
    • Removed armor
    • Raised HP
    • More damage to weakpoints
  • Immortal Pouncer
    • Requires more shots to stagger
    • Holds players for shorter time
    • Deals more damage

Version 1.1.8 - (Main Weapon Changes)

Main Weapon Changes

  • HEL Revolver
    • Reverted to Vanilla
  • Heavy SMG
    • Adjusted reserve to match total damage output of vanilla
  • Assault Rifle
    • Adjusted reserve to match total damage output of vanilla
  • Sawed Off Shotgun
    • Reverted to Vanilla

Version 1.1.7 - (Weapon Revert + Adjustments)

Weapon Changes

  • All weapon stats reverted to vanilla before these adjustments
  • Recoil reverted to vanilla

Main Weapon Changes

  • HEL Revolver
    • Clip size from 8 to 6
    • 4 bullets added to Reserve
    • Slightly faster Reload
  • Heavy SMG
    • Damage increased by 25%
    • Reserve reduced by 25%
    • Fire rate reduced by 25%
  • Assault Rifle
    • Damage increased by 25%
    • Reserve reduced by 25%
  • Sawed Off Shotgun
    • Clip size from 4 to 3
    • 2 shots added to Reserve
    • Slightly faster Reload

Special Weapon Changes

  • Heavy Assault Rifle
    • 25% more Stagger
    • Reserve increased from 119 to 150
  • Burst Cannon
    • Burst from 3 to 5
    • 10 bullets added to Reserve
  • Precision Rifle
    • Firemode set to Semi-Auto
    • Faster Reload
  • Sniper
    • Clip size set to 3
    • Faster Reload

Tool Changes

  • Shotgun Sentry
    • Ammo from 66 to 99
    • Reduced start fire delay on tag
    • Increased rotation speed on tag
    • 15% stagger increase on tag
    • 15% damage increase on tag
    • fire speed doubled on Tag

Version 1.1.6 - (Patches, Mod Page Update)

Patches

  • Lockdown alarm will not play on the alarm generator
  • Chargers from bulkheads are spread evenly now (they used to spawn all giants on one side)
  • Removed objective complete stinger, the sound still plays when you finish scan sequence, but should not double up
  • Fixed some clipping in Junction Tile

Mod Page Updates

  • Patch notes now condensed
  • New enemy images now on thunderstore

Version 1.1.5 - (Patches)

Patches

  • Arena Mode command now stops the ambient alarm sound.
  • Blood door alarm stops after a certain time, to stop sound from playing when the map is open during the whole mission.
  • Changed Rundown ID to not conflict with vanilla IDs (Sorry for artifically inflating the R1A1 clear market, I now have 50 clears in R1A1 stock)

Version 1.1.4 - (Patches)

Patches

  • Added missing mother spawn sound
  • Adjusted SFX volume levels
  • Reduced giant count in extraction
  • Stopped lockdown alarm from playing when it shouldn't

Version 1.1.3 - (Patches, Balance, Weapon Changes)

Patches

  • Fixed Elevator Disappearing on Extraction
  • Adjusted Elevator volume

Balance Changes

  • Nightmare Shooter
    • Reduced Spawn Rates
    • Increased Projectile Cooldown

Main Weapon Changes

  • Machine Pistol
    • Reverted Recoil to Vanilla
  • Sawed Off
    • Increased Damage
    • Tightened Spread
  • HEL Shotgun
    • Slightly Increased Clip Size
    • Reduced Pellet Count

Special Weapon Changes

  • Burst Cannon
    • Reverted Damage Change
    • Increased Max Ammo
  • Precision Rifle
    • Decreased Reload Time
  • Sniper
    • Slightly Increased Reload Time
  • HEL Rifle
    • Decreased Max Ammo

Tool Changes

  • Shotgun/Sniper Sentry
    • Increased Ammo Efficiency on Tag

Version 1.1.2 - (Balance, Weapon Changes)

Balance Changes

  • Adjusted Lockdown Error Alarms
    • Spawn Rates Increased
    • Ramp Up Time Lowered
  • Potato has been allowed back in the Extraction

Main Weapon Changes

  • Hel Revolver
    • Decreased Reload Time
  • Heavy SMG
    • Increased Reload Time
    • Increased Stagger
  • DMR
    • Increased Reload Time
    • Lowered Shot Delay
  • Double Tap Rifle
    • Increased Burst Delay
    • Increased Reload Time
    • Increased Clip Size
  • Assault Rifle
    • Increased Damage
    • Increased Cost of Bullet
    • Increased Reload Time
  • Burst Rifle
    • Increased Burst Delay
    • Increased Shot Delay
  • Sawed Off Shotgun
    • Decreased Damage
  • HEL Shotgun
    • Doubled Pellet count

Special Weapon Changes

  • Heavy Assault Rifle
    • Increased Stagger
    • Increased Shot Delay
    • Increased Damage
    • Increased Cost of Bullet
  • Revolver
    • Increased Shot Delay
  • Burst Cannon
    • Changed Burst to 5 Shots
    • Increased Charge Up time
    • Decreased Damage
    • Higher Damage Potential if ALL shots are hit
  • HEL Gun
    • Reduced Pierce Count to 3
  • Sniper
    • Reduced Reload Time
    • Reduced Hipfire Spread
  • HEL Rifle
    • Increased Charge Up Time
    • Decreased Cooldown Time

Tool Changes

  • Sniper Sentry
    • Fixed Tag Delay Time
    • Increased Cost of Bullet
    • Increased Damage
  • Shotgun Sentry
    • Decreased Damage
    • Decreased Cost of Bullet
    • Decreased Tag First Shot Delay

Version 1.1.1 - (Patches, Balance)

Patches

  • Adjusted Elevator Render Layer - (this did not fix anything)
  • Tuned Audio Levels for most custom sounds (I originally tuned all the sounds at the incompentance that I had my master volume at 25%)

Balance Changes

  • Added Traversing Scan adjustments to maneuver around Security Sensors
  • Lowered C-Foam count in Zone_3
  • Potato Lord of Garganta has been demoted to Hearty Starch Prince of Zone_73 (Reduced HP Values from 3500 to 1250)
  • He has also been banned from participating in the Extraction
  • Slightly Reduced Giant Nightmare Charger HP
  • Decreased Filtration Timer
  • Adjusted Shocker Armor (Shooting him with the weakpoint closed is viable, but shooting him when its open is more rewarding)
  • Lowered some enemy melee distance (I think?)
  • Lowered Nightmare Chicken HP (they still like to dance)

Version 1.1.0 - (Feature, Patches, Balance)

New Features

  • Added Arena Mode Command

Patches

  • Relabeled Class 5 Cluster Alarm --> Class 5 Alarm

Balance Changes

  • Adjusted Class 7 Alarm Waves. Longer Wave Pause, Longer ramp up time.
  • Adjusted Big Flyer Error, Longer Wave Pause

Version 1.0.0 - (Rundown Release)

Rundown Release

  • Fully Custom Level

Level Release : RX-1 | "Grant"

  • Exclusive Tiles
  • Unique Layer Selection
  • Teaser for RX-2

  • Improved Extraction
  • Glowing Scans (Mostly)

  • New Enemies
  • Some Revamped Enemies

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