GTFO

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Last Updated
2 weeks ago
First Uploaded
2 weeks ago
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347
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Size
52MB
Dependency string
ZanderTM-INTEGER-0.0.10
Dependants

CHANGELOG

v0.0.10

B2

MAIN

  • I forgot to remove the flyer error during the ninja turtle fight. Sorry!

v0.0.9

General Changes

  • Rundown will no longer require you to install The Archive upon launching the game.
  • Removed ItemSpawnFix dependency.
  • Added progression system to Glucose (Thank you Auri!)

Enemy Changes

  • Spongies now have a different look.
  • Added pablo animations and tongue attacks to potatoes (yes that means they can run now)

Weapon Changes

Burst Cannon

  • Reduced charge-up time from 0.7 to 0.5.
  • Slightly increased shot delay.

HEL Machinegun

  • Increased range.
  • Increased rate of fire.

Autopistol

  • Changed name to Covert PDW.
  • Increased damage to 1.8

Machinegun

  • Increased stagger multiplier from 1.5 to 1.8

Plasma Rifle

  • Temporarily added a pierce of 2. This might change depending on how it behaves.

Shotgun

  • Increased pellet damage from 3.01 to 4.01, dealing 40 per shot instead of 30.
  • Decreased clip size from 8 to 6.

Double Tap Rifle

  • Changed damage to 5.55 (I can't remember what the value was before so idk if it's a buff or a nerf)
  • Slightly increased total ammo.

B1

MAIN

  • Fixed unintentional zone marker changes.
  • Replaced stealth scan in ZONE 98 with a full team scan.
  • Added a full team scan to the warden door to ZONE 92 (Reactor room)

B2

MAIN

  • Fixed unintentional zone marker changes.
  • Fog is now greener.
  • Fixed broken survival waves in the ending portion of the level.
  • Added high-quantity fog repellers to ZONE 119, and a Fog Beacon to ZONE 120. You'll know it when you see it.
  • Increased ammo in ZONE 118.
  • Fog will now rise to a specific height if you do the easy and medium alarm in ZONE 118. This will not be the case with the hard alarm.
  • Adjusted fog rise after countdown to be less aggressive.
  • Removed flyers from the hardest alarm in ZONE 118.
  • Removed flyer error alarm during the Ninja Turtle fight.
  • Added a funny little surprise to ZONE 121.
  • Increased enemy density during ZONE 116 alarm.

B3

MAIN

  • Fixed unintentional zone marker changes.
  • Moved one of the reactor shutdown scans to its intended position.
  • Changed survival wave population of reactor shutdown sequence.
  • Added new alarm to ZONE 13.
  • Added more resources to ZONE 13.
  • Slightly increased resources in ZONE 14.
  • Slightly reduced sleeping enemy density in ZONE 13.

EXTREME

  • Error waves now have more variety.
  • Added a duo scan to ZONE 53
  • Fixed elevator waves not stopping upon entering the terminal command in ZONE 55.
  • Updated ZONE 55 terminal command description.
  • Terminal command now requires to finish a duo scan first.
  • Class Z alarm is now a Class II Z alarm
  • Fixed enemy waves spawning 1 room away during Class Z alarm.
  • Removed flyers from Class Z alarm, changed wave population.
  • Finishing the bioscan to ZONE 51 will now lock the respawn rooms in Main for performance purposes.
  • Added an additional duo alarm in ZONE 55 in order to make better use of the zone. Starting this alarm will stop the ongoing error waves.
  • Turned ZONE 56 into a blood door, added a few surprises inside.
  • Removed scouts from ZONE 56.
  • Locked door to ZONE 52 so it cannot be pulled before the countdown ends.
  • Fixed terminal position in ZONE 59.
  • Updated ZONE 59 alarm description so it explicitly says it's a duo alarm.

v0.0.8

General Changes (once again by Auri)

  • Glucose collection and progression should be fixed now (hopefully).

Weapon Changes

Precision Rifle

  • Increased shot delay from 0.41 to 0.45

Bullpup Rifle

  • Increased mag size from 40 to 45.

B1

MAIN

  • Adjusted ending countdown color.
  • Reduced time between extraction error waves.
  • Made the extraction scan longer.
  • Added extraction waves upon touching the extraction scan.
  • Changed extraction scan type.

v0.0.7

General Changes (brought to you by Auri)

  • Glucose is no longer going to ominously float in the elevator drop shaft.
  • Spooky glucose haunting phenomena have been re-contained. This includes saving of secured/lost glucose as well as the permanent shadow effect after securing one.

Weapon Changes

HEL Gun

  • Increased firerate.

Assault Rifle

  • Increased damage from 2.6 to 2.8

Enemy Changes

  • Spongies will now deal 8% per tongue attack.

B2

MAIN

  • Door to ZONE 116 will now close upon starting the team scan to ZONE 123
  • Added more time to the countdown when entering ZONE 117
  • Fog will now rise properly when the countdown ends, sorry!
  • Fixed awkward silence after opening ZONE 115 (due to giving both error waves a delay before spawning again)
  • Gave a very, very very very slight precision multiplier to the ninja turtle (yes that's what I call it)
  • Reduced the amount of flyers that spawn alongside the ninja turtle.
  • Changed the ninja turtle spawn roar sfx.
  • Added warden intel every time a new error wave is added during the first section.

B3

MAIN

  • Added missing warden intel.
  • Increased resource amount in reactor.
  • Lights will now turn off after completing the shutdown sequence.
  • Added an error alarm at the end cause the streets are too quiet :)

EXTREME

  • Reduced countdown time.
  • Added missing warden intel.
  • Slightly increased tool amount in ZONE 51.
  • Slightly reduced enemy density in ZONE 53.
  • Locked door to ZONE 56. It'll unlock after the command is entered.
  • Removed door locking mechanic to avoid bugs and other issues.
  • Added an event that disables static corrupted scans after completing one of the duo scans in the ZONE 58 alarm.
  • Removed unintended lock door event on the bulkhead door.
  • Added missing resources to ZONE 58.
  • Fixed invisible chargers accidentally being replaced with shadow BBCs in ZONE 53. Oopsies!
  • Door to ZONE 54 will now open once the countdown ends, and not before.

v0.0.6

B2

MAIN

  • Fixed weird scout wave spawns caused by EEC.
  • Made some scans concurrent.
  • Added more enemy variety to the ZONE 115 Alarm.
  • Enemies from the ZONE 115 alarm will spawn from elevator direction now.

v0.0.5

Weapon Changes

Plasma Rifle

  • Slightly increased max ammo.

Pistol

  • Re-added piercing rounds.

Burst Cannon

  • Reduced charge up time from 0.8 seconds to 0.7

A1

MAIN

  • Re-added the event that opens the back door in ZONE 38. Oopsies.

EXTREME

  • Fixed text displaying the wrong zones where the tanks come from.

B1

MAIN

  • Fixed T scan in ZONE 99 being a duo scan. It's now a solo concurrent T scan. Sorry!
  • Duo reactor waves will now have breathing room in between.
  • Adjusted duo reactor waves to be less jarring.
  • Fixed tank and mother roars coming from the wrong direction.

B2

MAIN

  • Replaced shadows at the start with spongies.
  • Temporarily removed the troll text from the first door and replaced with a glitchy one.
  • Reduced spongies range to regular values.
  • Error waves will be disabled during the surge alarm in ZONE 114. Will be re-enabled once it's completed.
  • Added a few medpacks in ZONE 114.
  • Removed shadows from ZONE 115, replaced with few small enemies to annoy you.
  • Added missing warden intel.
  • Added a nav marker to one of the alarms.

v0.0.4

General Changes

  • Stamina will now affect charging speed like in vanilla.
  • Updated some weapon descriptions.

Weapon Changes

  • Changed Pistol sfx.

A1

MAIN

  • Adjusted resource distribution in ZONE 35 and ZONE 38.
  • Slightly increased small enemy density in starting zones.
  • Changed terminal position in ZONE 36.
  • Made the extraction scan longer.
  • Added 1 (one) more striker to the ending error alarm.
  • Adjusted the time to complete of certain scans in terminal alarm from ZONE 38.
  • Slightly increased sleeping enemy density in ZONE 38.

EXTREME

  • Adjusted resource distribution across all zones.
  • Added sleeping enemies to ZONE 104.
  • Added extra warden intel to hint at what to do.
  • Added Alias prefix overrides to both HSU zones.
  • Increased number of enemies in ending error waves from 8 to 12.
  • Added terminals to HSU zones.

A2

MAIN

  • Reduced resources in ZONE 85
  • Slightly increased enemy density in ZONE 79 (The big donut room)
  • Reduced resources in ZONE 79.
  • Replaced stealth scan to full team scan in door to ZONE 80.
  • Added chargers to ZONE 80.
  • Added 1 more enemy to the ending error alarm, reduced time between wave spawns.
  • Adjusted enemy population in second uplink waves.
  • Added 1 more enemy to ZONE 81.
  • Added sleeping enemies to ZONE 82 (extraction)
  • Changed extraction waves.

EXTREME

  • Removed all resources from starting zones (ZONE 125).
  • Changed the lights color in ZONE 126 to look creepier.
  • Changed the lights color in ZONE 127.
  • Increased resources in ZONE 126.
  • Slightly increased enemy density across ZONE 125.
  • Added 1 more BBC to ZONE 126.
  • Added sleeping enemies to ZONE 127.
  • Adjusted resources in ZONE 127.
  • Reworked Class IV alarm in ZONE 126 into a custom Class V alarm.

OVERLOAD

  • Added extra warden intel to hint at what to do, and what's happening.
  • Lights will now actually turn off after completing the reactor (hopefully).
  • Changed the lights color of the reactor room (ZONE 231).

B1

MAIN

  • Adjusted some reactor waves for performance reasons.
  • Adjusted wave spawn timing issues.
  • Door to respawn rooms (ZONE 93) will now close as soon as the reactor door opens, for performance reasons.
  • Removed consumables from reactor and reactor bridge.
  • Slightly reduced enemy density in ZONE 99 (The respawn donut room)
  • Removed unintended spawn data containers.

v0.0.3

General Changes

  • Updated stamina settings to match the R8 version.

Weapon Changes

DMR

  • Increased mag size from 12 to 14.
  • Slightly increased rate of fire.

Plasma Rifle

  • Increased max ammo.
  • Increased weakspot damage multiplier.

Precision Rifle

  • Increased mag size from 11 to 12.
  • Slightly reduced reload time.

A1

MAIN

  • Fixed the level not completing after running the download blueprints command (oops).
  • Adjusted ammo distribution in ZONE 38.
  • Reworked ZONE 38 alarm.
  • The T-Scans in the Class III M alarm from ZONE 33 are now concurrent, meaning both scans need at least one player in each for both to progress.
  • Slightly increased resources in ZONE 36.

EXTREME

  • Increased resource distribution across all zones, increased ammo.
  • Reworked the terminal alarm.
  • Removed Hybrids from the terminal alarm.
  • Significantly increased resources in both HSU zones.
  • Fixed unintended overlap of error waves.

A2

MAIN

  • Removed unintended lore log in ZONE 80.

B1

MAIN

  • Fixed extraction error waves.

v0.0.2

A1

MAIN

  • Removed ammo and health from ZONE 36.
  • Decreased resources in ZONE 35.
  • Slightly increased ammo in ZONE 38
  • Removed an unintended output line from the terminal command in Zone 38.

B2

MAIN

  • Locked the security door to ZONE 122, it'll unlock upon going through one of the decon protocols.
  • Adjusted resource distribution across ZONE 112, 113, 114, 115 and 116.

v0.0.1

  • Initial Release.
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