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the_tavern-AutogenRundown-0.70.0
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Changelog

See more at https://github.com/brgmnn/autogen-rundown

v0.70.0 — June 14, 2025

New

  • Blood doors now correctly spawn many new enemies including Infested Strikers!

Changes

Balance: Increased difficulty of blood doors Fixed: Bug with blood door groups not being available Fixed: Some enemy hibernation spawn groups overlapping

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.69.0...v0.70.0

v0.69.0 — June 11, 2025

New

  • 🌟 New enemy: Infested Strikers
    • Glowing weaker version of a striker, that on death spawns two babies and a tiny fog cloud. Be careful not to get swarmed!

Changes

  • Balance: Updated Extreme and Overload Surge Alarms to spawn only chargers / nightmares instead of mixed populations
  • Balance: Updated OnlyNightmares wave populations to include Nightmare Giants
  • Balance: Infested strikers now available on Reactor waves and Door rolled population alarms
  • Balance: Reactor waves should have shorter delays between spawns
  • Balance: Increased wave pause max enemy cost for many waves. In general waves should feel faster.

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.68.0...v0.69.0

v0.68.0 — June 07, 2025

New

  • Infection Hybrids can now spawn hibernating
  • Boosters are no longer consumed when used in levels
  • Glow stick colors can now be configured to show as player colors

Changes

  • Balance: Increased glow stick fade in duration from 2 to 6 seconds
  • Balance: Increased glow stick fade out duration from 3 to 12 seconds
  • Balance: Increased glow stick lifetime duration from 60 to 75 seconds
  • Fix: hybrids will now roll to spawn as hibernating enemies
  • Fix: Errors thrown from attempting to spawn hibernating SquidBoss

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.67.0...v0.68.0

v0.67.0 — June 01, 2025

New

  • Added Apex Error alarm doors (boss error alarms)

Changes

  • Balance: Infectious fog levels now roll to spawn disinfection packs in fog zones
  • Balance: Error alarm turn-off commands now only deactivate all current error alarms. Door alarms, objective exit alarms etc. are no longer deactivated.
  • Balance: Added cap to number of randomly placed error alarms in the level. In general there should not be levels with too many error alarms now
  • Balance: Rolled error alarms now scale in difficulty with level tier. D and E tier error alarms will be noticeably harder.
  • Balance: Rolled error alarms can now roll different enemy populations based on level settings.
  • Balance: Rolled error alarms turnoff chance increased from 50% to 70%
  • Change: IPv6 addresses are displayed in upper case to avoid confusing when inputting into terminals
  • Fix level objective selection to exclude objectives that use a timer if an existing objective already uses a timer
    • Level timers such as survival timers do not work well together it seems
  • Fix survival objectives to not have error alarms, also due to survival timers and terminal turnoff messages conflicting
  • Fix for some level generation lockups

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.66.2...v0.67.0

v0.66.2 — May 22, 2025

Changes

  • Fix scout waves not spawning

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.66.1...v0.66.2

v0.66.1 — May 21, 2025

Changes

  • Fixed incorrect release version

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.66.0...v0.66.1

v0.66.0 — May 21, 2025

New

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.65.0...v0.66.0

v0.65.0 — May 18, 2025

New

  • Added seven letter codes for E-tier
  • Added IPv6 uplink addresses for D-tier and E-tier

Changes

  • Adjusted CorruptedTerminalUplink code per line in log files

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.64.0...v0.65.0

v0.64.0 — May 17, 2025

New

  • Added longer, and more uplink codes for uplink and corrupted uplink objectives at higher difficulties
  • Added longer codes for harder reactor levels

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.63.0...v0.64.0

v0.63.0 — May 16, 2025

New

  • 🌟 Added CorruptedTerminalUplink objective!
    • See R5C3 Main objective for an example of this objective in the base game
  • Added 2 new surge alarms (surprise)

Changes

  • Fixed SpecialTerminalCommand King of the Hill scans to have curated terminal placements on all tiles so no more terminals spawning in side zones
  • Fixed TerminalUplink having 1 fewer terminals and terminal rounds than it should have in it's max range for random rolls
  • Fixed several extract alarms not being correct
  • Balance: Increased distance between many scan puzzle components for Class 5 and above alarm scans
  • Balance: Enabled Class 2 Surge alarm on B-tier and Class 3 Surge alarm on C-tier
  • Balance: Increase spawns for Mega Mother to match base game
  • Balance: Change Mega Mother Tech boss tile to be the R3D1 boss tile
  • Balance: Mega Mother room auto alerts shortly after opening door
  • Balance: Changed Surge Alarms to only spawn strikers
  • Enable stuck flyer fix from EEC

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.62.0...v0.63.0

v0.62.0 — May 10, 2025

New

  • Added R8A1 third zone as hub tile for Service complex
  • Added R8A1 exit elevator garden tile
  • Added harder and a variety of scout waves

Changes

  • Balance: Removed Class 9 alarms from regular security doors (Apex security doors can still have Class 9 alarms)
  • Balance: Reduced difficulty of Matter Wave Projector exit scan
  • Balance: Reduced chance of Nightmare enemies by 10% on C/D/E tiers.
    • C-tier: 50% to 40%
    • D-tier: 60% to 50%
    • E-tier: 70% to 60%
  • Balance: Slightly reduced number of fetch codes for ReactorStartup objectives on D/E tier as well as number of zones to search
  • Balance: Increased Giant Beserker health from 180 to 200, weakspot multiplier also increased from 2.25 to 2.5
    • Sniper will still 1-shot Giant Beserker
  • Balance: Increased Giant Beserker stagger threshold from 45 to 50
  • Fixed some error alarms turnoff zones not having alarms to open them
  • Fixed RetrieveBigItem intel message prompt when entering the item zone to correctly display the zone number
  • Removed geo_64x64_tech_data_center_HA_05 tile from regular map generation pool due to consistent level generation failures due to it's layout
  • Removed garden tiles from general Service complex tile pool. They can still be placed as part of specific level generation, but they should be less common now
    • Garden tiles added on chance basis for the last 3 final zones on ReactorStartup code fetching and ReactorShutdown password retrieval
  • Removed red strobe light seen in a few levels

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.61.1...v0.62.0

v0.61.1 — May 07, 2025

Changes

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.61.0...v0.61.1

v0.61.0 — April 29, 2025

New

  • New enemy: Giant Nightmare Striker
    • Functions very similar to a Giant Charger, but with higher health and slightly increased crit multiplier on chest: 2.25x crit, 180hp

Changes

  • Adjusted number of reactor waves, in general most levels should have fewer reactor waves total now
  • Reworked reactor wave difficulty. Waves are generally harder with fewer easy starting waves
    • Waves are broadly generated based on four groups: first wave, first half of waves, second half of waves, last wave
    • Added reactor surge waves (points are continually spawned until wave points total is reached)
  • Reactor levels requiring fetching codes now have the following logic:
    • First wave code is always given for free
    • Last wave code always requires fetching from terminal
    • Remaining number of fetching code waves are randomly distributed between the first and last waves
  • Removed progression requirements from weekly rundown
  • Removed single use resource packs
  • Reduced max rolled error alarms in E-tier level layout from 3 to 2.
    • Chance of getting 3 was already very low (~3%) but now it's fixed at 2. A level can still have more than 2 error alarms (bulkheads are rolled independently and manually placed alarms are not counted).
  • Reduced max bosses that can spawn per bulkhead level layout:
    • C-tier: max 1 boss per bulkhead
    • D-tier: max 2 bosses per bulkhead
    • E-tier: max 4 boss per bulkhead

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.60.0...v0.61.0

v0.60.0 — April 19, 2025

New

  • Added new variations for level starting area and bulkhead placements
  • Added infection hybrids to be able to spawn on blood doors on non-infection levels
  • Added 200 new predefined level names

Changes

  • Balance: ReactorShutdown objective exit alarms reduced for non-main objectives
    • Extreme and Overload reactor shutdown missions now trigger either error alarms, finite point fixed waves, or for A tier extreme: no waves.
  • Balance: ReactorShutdown removed stealth boss double PMother alarm and triple Mother stealth alarm. Replaced with PMother/Tank and double mother/shadow pouncer
  • Balance: ReactorShutdown replaced E-tier pouncer bosses with shadow pouncers
  • Balance: ReactorShutdown removed all completely free shutdown scans (stealth scans are now always boss bait)
  • Balance: TimedTerminalSequence all zone error alarms moved to only D and E tier levels (chance based).

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.59.0...v0.60.0

v0.59.0 — April 16, 2025

New

  • 🌟 Added HsuActivateSmall objective! This is bringing the neonate / data sphere etc. to the depressurization room and optionally returning with it. See R3A1 for an example in vanilla.
  • 🌟 Added GatherTerminal objective! Players must find terminals and execute commands on them to download encryption keys. See R6D2 for an example in vanilla.
  • Added new Service complex armory dead end title from donan3967 geo pack 2
  • Added chance for disinfection zone to spawn in infected fog maps
  • 🌟 New error alarm: boss error alarms.
    • See See R4E1 for a vanilla example
  • 🌟 New enemy: Infection Hybrid
    • Added to D/E tier blood doors pool

Changes

  • Balance: increased door alarm difficulty floor. D-tier and E-tier levels have fewer easy scans now.
  • Fixed missing weekly E-tier visual menu color
  • Fixed several missing enemy spawns. Chargers and nightmares now spawn on C-tier and below
  • Balance: Shadow giants added to hibernating enemy pool for shadow enabled D-tier
  • Balance: Reduced hibernation points for Nightmares
  • Balance: Slightly increased hibernating spawn points for shadows on E-tier
  • Balance: Increased and reworked boss spawns
    • Added pouncers and shadow pouncers into boss spawns

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.58.1...v0.59.0

v0.58.1 — April 09, 2025

Changes

  • Fixed incorrect JSON key for Level.DimensionsData.

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.58.0...v0.58.1

v0.58.0 — April 09, 2025

Changes

  • Fix Pouncers/Snatchers crashing the game due to missing dimension arena
  • Rerolled and checked monthly seeds

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.57.0...v0.58.0

v0.57.0 — April 08, 2025

Changes

  • Balance: D-tier default per zone ammo increased from 4 to 5 ammo packs
  • Balance: E-tier default per zone ammo increased from 4 to 6 ammo packs
  • Add resources in ReactorStartup fetch code zones: +5 ammo packs, +4 health packs, +3 tool packs
  • Fixed ReactorStartup resources not being distributed to the entrance corridor
  • Reworked resource spawning in reactor area
  • Fixed first time startup bug with Arsenality
  • Fixed ReactorStartup fog waves to return level fog to it's normal state at end of the wave instead of clearing it
  • ReactorStartup fog waves are now infectious if the level fog is infectious
  • Change resource packs to allow 1-use packs to spawn

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.56.0...v0.57.0

v0.56.0 — April 07, 2025

New

  • Add donan3967 data center reactor tile
  • Added support for peer mod Arsenality

Changes

  • Disable geo_64x64_mining_reactor_open_HA_01.prefab from reactor tile list

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.55.0...v0.56.0

v0.55.0 — April 03, 2025

New

  • Added donan3967's geo_pack_2 geomorphs.
    • Enabled the floodways hub and I-tile
  • Enabled TimedTerminalSequence into the main objectives pool
  • Added warden mission description for multiple levels

Changes

  • Changed monthly rundown to use more controlled random distribution for both main objectives and complex selection.
    • Main objectives and complexes are now selected from a weighted pool of options, to ensure a more even selection for rundowns. This should reduce cases where many levels are the same objective and complex.
  • Balance: Made skip doors "Security Controls" zone in Survival missions harder, error alarm is increased upon forcing open doors
  • Balance: ReactorShutdown now has exit trickles for enemies when on main

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.54.0...v0.55.0

v0.54.0 — April 01, 2025

New

  • Add boss fight tiles
  • Add new enemy
  • Disinfect packs can now spawn in some very specific zones!
  • Reworked ClearPath objective level layout

Changes

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.53.0...v0.54.0

v0.53.0 — March 20, 2025

Changes

  • Balance: Reduce points of most nightmare alarms to account for their difficulty
  • Fixed survival skip zones timer being hard coded at 60s

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.52.0...v0.53.0

v0.52.0 — March 15, 2025

New

  • Added limited support for Security Sensors in some of the starting zones
  • Added optional "Skip" for Survival objectives
    • Side zone with terminal command to force open all security doors to the extract. However survival time is cut short.

Changes

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.51.0...v0.52.0

v0.51.0 — February 25, 2025

Changes

  • Weekly / Monthly now require at least 1 A-tier clear to proceed. Previously rundowns with only 1 A level could be skipped.
  • Fixed glitched text in one lore message
  • Checked and rolled March monthly seeds

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.50.0...v0.51.0

v0.50.0 — February 21, 2025

New

  • Added Warden intel messages for HSUFindSample missions

Changes

  • Added improvements to bulkhead zone direction placement to help reduce level lockup and broken level generation
  • Removed tech_datacenter_I_RLC_01.prefab due to big item spawning issues - a65cb4972578377ed2042c9f6e7893cf4f3cd390
  • Fix some cases where ClearPath objective would not correctly specify the exit zone number on some mod geomorphs
  • Balance: Slightly adjusted resources granted in HSUFindSample King-of-the-Hill scans

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.49.0...v0.50.0

v0.49.0 — February 16, 2025

New

  • Reworks HSU sample retrieval objective
    • Added generator / keycard / error alarm / Apex Alarm variants
  • Added several new Geomorph packs (new map tiles) and enabled most of the tiles
    • donan3967 geo pack 1
      • 2 new hub (X-tile) geos, and 1 new corridor (I-tile) geo
    • DaksGeos
      • 1 new exit geo, 1 new hub geo, 1 new corridor geo
    • CheeseGeos
      • 1 new exit geo, 3 new hub geo, 4 new corridor geos, 1 new dead end geo
  • Added AdvancedWardenObjective mod for additional events
  • Added customizable lighting for some events
  • Levels are now center aligned in the Rundown menu
  • Added new Warden Elevator Drop Intel (instead of all levels having the same message)

Changes

  • Fixed PlaySound events sometimes not triggering
  • Fixed crash on first time startup due to attempting to remove EOS directory that doesn't exist
    • Fixed #15
  • Balance: Reduced free doors in A-tier alarm puzzle pack (2 to 1), which slightly reduces the chance of doors with no scans
  • Balance: Increased base zone estimate time for enemy points from 1.2s/pt to 2.4s/pt
    • This will slightly increase time given to fetch codes and clear areas based on number of enemies
  • Balance: Reworked exit alarms for HSU collect sample
  • Updated color on rundown screen for daily / monthly to be colored on E-tier

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.48.0...v0.49.0

v0.48.0 — February 03, 2025

New

  • Tech / Labs: Added lab_reactor_HA_02.prefab geo to reactor tile list.
    • R5D2 high reactor zone
  • Mining / DigSite: Added elevator_shaft_dig_site_04.prefab geo to hub tile list.
    • R5D1 extreme first zone

Changes

  • Fixed ReactorShutdown not working in Secondary / Overload layouts
  • Increased difficulty of scans across all tiers
  • Added stealth surprise scans to all tiers (with varying chance of occurring)
  • Improve monthly randomness between levels

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.47.0...v0.48.0

v0.47.0 — January 31, 2025

Changes

  • Add RELEASE_CONTAINMENT variant of King of the Hill / Special Terminal Command objective.
  • Check 02/2025 monthly seeds for level lock.

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.46.0...v0.47.0

v0.46.0 — January 28, 2025

New

  • Completely reworked Reactor Shutdown
    • Reactor Shutdown objectives can now have locked reactors requiring fetching a password
    • Alarms and waves reworked
  • Added King of the Hill special terminal command

Changes

  • Fix Terminal Uplink objectives not having team scan to start the uplink
  • Fixed open reactor layout to work for Reactor Shutdown

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.45.0...v0.46.0

v0.45.0 — January 22, 2025

New

  • Added error alarm SpecialTerminalCommand objective
    • Also re-balanced chances for each special terminal command type
  • Add key puzzle in SpecialTerminalCommand objective layouts to appear 55% of the time
  • Add some additional modifiers to alarm rolls

Changes

  • Fixed Survival event timer restarting after adding Extreme extra time
  • Adjusted more resources in Survival missions
  • Finished HiSec Cargo Crate and Data Sphere objectives to have working exit alarms
  • Adjusted down unlock requirements for monthly/weekly rundowns

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.44.0...v0.45.0

v0.44.0 — December 22, 2024

Changes

  • Checked 2025/01 monthly rundown for level locks

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.43.0...v0.44.0

v0.43.0 — December 19, 2024

New

  • Enabled "Unaugmented" (No booster) clear tracking via LocalProgression (still in testing)

Changes

  • Fix LocalProgression not saving

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.42.0...v0.43.0

v0.42.0 — December 18, 2024

Changes

  • Fix monthly rundown build seeds and validate entire rundown doesn't lock up
  • Fix intel for retrieve big items always showing zone 20

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.41.0...v0.42.0

v0.41.0 — December 17, 2024

Changes

  • Removed vanity items buttons from rundown screen
  • Fixed floodways reactor tile using the wrong complex
  • Reduced requirements to get to next tier in monthly/weekly in case of locked levels

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.40.0...v0.41.0

v0.40.0 — December 16, 2024

New

  • Added Monthly and Weekly rundowns! 🎉
  • Added nightmare enemies as possible sleepers
  • Added infectious fog as possible fog roll

Changes

  • Fix Rundowns to use local progression instead of existing rundown ID 🎉
  • Reduced number of zones for retrieve big item to balance

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.39.0...v0.40.0

v0.39.0 — December 11, 2024

New

  • Added R8B3 center room tower as option for Uplink Terminal objectives with one terminal

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.38.3...v0.39.0

v0.38.3 — December 10, 2024

Changes

  • Fixed Open and Unlock door events not working in Secondary / Overload bulkheads

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.38.2...v0.38.3

v0.38.2 — December 09, 2024

Changes

  • Fixed Terminal Uplink always spawning terminals in the first zone of the layer.

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.38.1...v0.38.2

v0.38.1 — August 04, 2024

Changes

  • Fixed Scout waves to not be infinite

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.38.0...v0.38.1

v0.38.0 — August 03, 2024

New

  • Added Zone prefixes for reactor rooms Reactor, ZONE 123
  • Reworked Timed Sequence to have closed doors until starting the sequence

Changes

  • Fixed additional issues with Alarms not spawning correctly
  • Fixed several issues with ReactorShutdown
    • There are still known issues with ReactorShutdown missions not working on certain tilesets.

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.37.0...v0.38.0

v0.37.0 — July 28, 2024

New

  • Add new TimedTerminalSequence objective! [1]
  • Added in remaining FlowGeo's tiles

Changes

  • Add fix for max connections on tiles not being respected.
  • Fix issue with stealth scans attempting to randomize enemies.

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.36.0...v0.37.0

v0.36.0 — July 21, 2024

New

  • Survival main objectives now add additional time when opening the Secondary bulkhead to clear secondary objectives.
  • Survival main objectives with overload objective now has shorter overload (with no additional time to complete it, you just have to go fast!)
    • Overload objectives for a survival main get 2x resources in the first zone

Changes

  • Adjusted lower tiers (A/B/C) enemy points per zone to be higher
  • Reduced enemy points by 40% in starting zone for 2x and 3x bulkhead custom spawns
  • Reduced number of VeryHard alarm wave settings in D-tier and increased Hard settings
  • Added extra variation in wave populations rolled for various level modifiers (chargers / shadows etc.)
  • Fixed flyers wave populations not rolling
  • Fixed level modifiers not being applied correctly
  • Fixed surge alarms rolling their wave pops and settings
  • Fix mod dependency version mismatch

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.35.0...v0.36.0

v0.35.0 — July 20, 2024

New

  • Added FlowGeo's Datacenter exit tile
  • Added FlowGeo's Datacenter elevator tile

Changes

  • Fixed exit alarm not spawning
    • This should fix a number of other issues including Survival objectives not unlocking the final door
  • Adjusted zone coverage values to match more closely those set in geomorph prefabs

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.34.0...v0.35.0

v0.34.0 — July 19, 2024

Changes

  • Added more level name variations
  • Updated mod dependencies:
    • MTFO - 4.6.1 to 4.6.2
  • Reworked Alarm generation code, more variation in alarms will now appear

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.33.0...v0.34.0

v0.33.0 — July 14, 2024

Changes

  • Add charger/shadow waves for certain alarms in D-tier
  • Move survival level to D-tier

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.32.0...v0.33.0

v0.32.0 — July 14, 2024

Changes

  • Fix Survival objective go to elevator text
  • Added Nightmare/Zoomer scouts to E-tier
  • Improve zone time factor estimates. For details see GetClearTimeEstimate in Zone. Time estimates now add time base on the following factors:
    • Zone size, also increased time factor for coverage by 17%
    • Alarm to enter zone: number of scans, sum of duration of each scan, distance between scans
    • Blood doors to enter zone
    • Total enemy points in the zone
    • Fixed times per boss in zone and behind blood doors

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.31.0...v0.32.0

v0.31.0 — July 13, 2024

New

  • Add Survival objective 🎉

Changes

  • Fix incorrect spawn location for HSU Find Sample objective

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.30.0...v0.31.0

v0.30.0 — July 13, 2024

New

  • Added Power Cell Distribution objective to Secondary/Overload objectives.
  • Added FLUSH_VENTS variant of Special Terminal Command objective (bring your fog repellers!)

Changes

  • Fixed issue with HSU Find Sample and some related zone placement code not returning any valid zones. Should fix several cases of Autogen crashes on startup
  • Increased relative chance of Service complex spawning from 50% to 70%. Mining / Tech have 100% relative chance.

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.29.0...v0.30.0

v0.29.0 — July 12, 2024

Changes

  • Fix Complex not being set in D-tier reactor startup mission. Reactor tile should spawn correctly now.
  • Adjust reactor startup code fetch terminal placements from AtEnd to NotAtStart. Terminals will now spawn in the middle/end of the zone instead of just at the end of the zone.
  • Update GatherSmallItems, SpecialTerminalCommand, and HSUFindSample to use layout Planner both for zone placement and objective item placement. This should fix issues with items spawning before the Main bulkhead door.
  • Slightly reduce chance of Prisoner Efficiency missions. This is temporary to help reduce chance of level generation lockup.

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.28.0...v0.29.0

v0.28.0 — July 11, 2024

New

  • Fixed artifact collection to work

Changes

  • Changed D-tier reactor level to use random complex
  • Fixed enemy spawning not happening in all zones

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.27.0...v0.28.0

v0.27.0 — July 10, 2024

New

  • Added compact starting area spawns for 2x and 3x bulkhead
  • Added a surprise to Reactor Startup

Changes

  • Buffed some of the reactor D-tier enemy waves

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.26.0...v0.27.0

v0.26.0 — July 10, 2024

New

  • Starting Area of level can now roll compact hub zone layouts for 2x and 3x bulkheads. These starting areas will only have 1 zone in the elevator drop zone.

Changes

  • Add additional Warden Intel messages for HSU and Terminal Uplink main objectives.

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.25.0...v0.26.0

v0.25.0 — July 08, 2024

New

  • Added fixed E-tier Clear Path objective level.

Changes

  • Reduced number of zones before reaching reactors in Startup/Shutdown missions. Reactor I-tile/corridor now spawns immediately after the bulkhead door instead of several preamble zones.
  • Increased reactor base wave duration back to 60s from 45s. All reactor waves should now have an extra 15s.
  • Fixed incorrect bundling of dependency plugins in manual install package.
  • Added custom README for Thunderstore listing and CHANGELOG file.

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.24.2...v0.25.0

v0.24.2 — July 07, 2024

Changes

  • Fixed fatal missing directory error on first time startup

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.24.1...v0.24.2

v0.24.1 — July 07, 2024

Changes

  • Fixed folder structure issue causing crash on startup

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.24.0...v0.24.1

v0.24.0 — July 06, 2024

New

  • Added Reactor Geomorph for Service Complex. Reactor startup/shutdown missions previously could not be used in the Service complex (Floodways, Gardens) as there was no geomorph in those complex tilesets. This release adds a dependency on FlowGeos which provides a reactor geo for floodways.

Changes

  • Reactor Startup D-tier mission is now a fixed regular level, not just a test level
  • Fixed Service complex to use both Floodways and Gardens
  • Fixed several warnings being thrown by duplicate alarm names
  • Fixed Baseline_Hard wave settings including Weakling enemy types. This fixes many waves spawning shadows which should not have.

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.23.2...v0.24.0

v0.23.2 — July 03, 2024

Changes

  • Fixed Class S 1 alarms duration being too short. Duration is now 100s (was previously 25s)
  • Increased size of code fetch terminal zones to try and reduce chance of soft locks with bad terminal placements

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.23.1...v0.23.2

v0.23.1 — July 02, 2024

Changes

  • Disable keyed zone rolls as there are still map generation hard locks happening with it

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.23.0...v0.23.1

v0.23.0 — July 02, 2024

Changes

  • Added Zoomer and Nightmare scouts to rolls
  • Added Nightmare wave to reactor startup
  • Added Tank in baseline wave to reactor startup
  • Added additional Potato Tank rolls to reactor startup waves
  • Fixed baseline charger / nightmare reactor waves using baseline hybrid wave populations
  • Reduced Reactor hybrids only wave from 28pts to 16pts
  • Reduced reactor wave fixed base time from 60s to 45s

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.22.0...v0.23.0

v0.22.0 — June 30, 2024

New

  • Added some Nightmare enemies for several alarms

Changes

  • Fixed Class V Cluster alarm only having 4 scans
  • Rebalanced D-tier alarms
  • Reduced number of zones spawned for each area and weighted distribution of zone count selection
  • Automated release artifacts upload

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.21.0...v0.22.0

v0.21.0 — June 30, 2024

Changes

  • Reduce health multiplier in Reactor Startup
  • Slightly reduce time factor for enemies/coverage in Reactor Startup fetch codes

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.20.0...v0.21.0

v0.21.0-beta — June 30, 2024

Changes

Test release for verifying automated workflows

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.20.0...v0.21.0-beta

v0.20.0 — June 27, 2024

Changes

  • Reduced difficulty of reactor base waves
    • Easy:
      • Points: 40pts -> 30pts
      • Duration: 30s -> 40s
    • Medium:
      • 60pts -> 40pts
      • Duration: 60s -> 50s
    • Hard:
      • Points: 80pts -> 50pts
      • Duration: 70s -> 60s
  • Reworked D-tier reactor waves for more variety
  • Added Tank Potato as possible D-tier reactor enemy
  • Slightly increased time scale factor for D-tier in all metrics
  • Reduced resource multiplier for D-tier Reactor Startup
  • Increase reactor wave times by 15s
  • Added more lore text for Reactor Startup and Reactor Shutdown objectives

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.19.0...v0.20.0

v0.19.0 — June 26, 2024

Changes

  • Reworked door key puzzle generation. Keys for locked doors should no longer spawn behind those doors. Fixes #9
  • Added additional zone direction hints to help with generation deadlocks
  • Moved test level to D-tier

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.18.2...v0.19.0

v0.18.2 — June 25, 2024

Changes

  • Added direction hinting for bulkhead zone generations
  • Updated required version of Inas07-LocalProgression
  • Updated vanilla data blocks for WavePopulation and WaveSettings.

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.18.1...v0.18.2

v0.18.1 — January 01, 2024

Changes

  • Issue with mod being flagged by the automod in Thunderstore due to some NuGet packages which are already bundled by BepInEx.
    • The fix is to use the package from BepInEx instead of from NuGet.

v0.18.0 — January 01, 2024

Changes

  • Rundown 8 game updated! 🥳

v0.17.1 — November 25, 2023

Changes

  • Reactor Startup
    • Increased reactor enemy wave population points totals for Easy / Medium / hard.
      • Easy: 25pts to 40pts
      • Medium: 30pts to 60pts
      • Hard: 40pts to 80pts
    • Increased wave failed time for fetch code waves from 30s to 1/2 the verify time.
    • Increased wave verify time granted from puzzle component travel distance.

v0.17.0 — November 24, 2023

New

  • Reactor Startup - Code fetching 💻
    • Reactor startup objectives can now spawn with additional areas that must be access to fetch codes from terminals
  • Set manual install BepInEx logging to disk to All

Changes

  • Issue where some fixed data blocks were being saved last instead of first
  • Added workaround to reduce chance of failed level generation on Reactor Startup
  • Adjusted "Class S I Alarm" to use 100s sustained scan instead of 140s scan.

v0.16.0 — November 21, 2023

New

  • New objective! Reactor Startup
    • Currently with simple input codes (no code fetching yet)
  • Chance for triple bulkhead starting area to spawn in Digsite using Assets/AssetPrefabs/Complex/Mining/Geomorphs/Digsite/geo_64x64_mining_dig_site_hub_SF_01.prefab

Changes

  • Matter Wave Projector objective having the wrong help text
  • Zone numbers possibly colliding between Main/Secondary/Overload

v0.15.0 — November 19, 2023

New

  • Big pickup item - Matter Wave Projector: Custom level layout generation
  • Fog turbine in starting area zones for fog levels

Changes

  • Big pickup having a low number of zones for single or two items.

v0.14.0 — November 19, 2023

New

  • Fog level modifiers!
    • B-Tier and below can now have fog covered zones
    • Fog zones and starting zone will get fog repellers on fog levels
  • All glowsticks can be found now: green, yellow, Halloween (orange), and Christmas (red)

Changes

  • Increased chance for bosses to roll in D-tier
    • Added 2x mother and 2x tank rolls

v0.13.0 — November 12, 2023

New

  • Retrieve big item objective! Things like Cryo Crate, Neonate, Datasphere etc. #10
  • Reworked hibernating enemy spawns
    • Better mix of base enemies, charger only, shadow only, and mix of all groups.

Changes

  • Custom build directors having their objectives overridden by build layout
  • Fixed shadow's incorrect point value
  • Reduced chance of clear path exit geo being blocked from spawning
  • Removed "Special Terminal Command" from Main objective pool.
  • Enemy balance:
    • D-Tier base zone points: 25-30pts to 30-35pts
    • E-Tier base zone points: 30-35pts to 35-40pts
    • Slightly reduced chance of giant shooter spawns

v0.12.0 — November 10, 2023

New

  • Added v1 boss spawns (hibernation)

Changes

  • Fixed duplicate objectives in a single level, subsequent layouts cannot roll the same objective as previously generated layouts.

v0.11.0 — November 08, 2023

New

  • Added error alarm locked room for turning off the error alarm

Changes

  • Fixed Mixed class alarms only spawning a few hybrids.

v0.10.0 — November 07, 2023

New

  • Distribute Power Cells objective added!
    • 1 to 5 cells can be rolled (minimum 1 on A/B, only E can roll 5 cells to be placed).
  • Added custom geomorphs, currently used mostly for distribute power cells objective.
    • Hub Custom Geomorphs
    • "I" (corridor) Custom Geomorphs
  • Reworked level generation to primarily use internal planner. In turn this improves the bulkhead placement.

Changes

  • Zone Placement Weights not being weighted enough
  • Adjusted starting zone size to avoid boxed in zones
  • Fixed some chained puzzles not being loaded to the data blocks
  • Fixed chained puzzle packs sometimes running out for longer levels
  • Generator Cluster objective added but disabled. Marker seed re-rolling isn't possible with generating levels via this mod, and only about 50% of rolls result in a generator cluster spawning.

v0.9.0 — November 03, 2023

Changes

  • Zone indexes for secondary / overload incorrectly not starting from 0 with the new planner
  • Fixed broken objectives from keycard branching zones
  • Fixed uplink zone spawns

v0.8.0 — October 30, 2023

New

  • Enable D-Tier!
  • Enable E-Tier!
  • Added locked zones with key card entry
  • Added Shadows roll to enemy generation
  • Added Charger/Shadow giant chance rolls to respective specialty zone rolls

Changes

  • HSU Sample Collect: Fixed an issue with zones being too small for the number of HSU's
  • HSU Sample Collect: Always place HSU's in final zone
  • Special Terminal Command: Always place Terminal in final zone
  • Reduced chance for blood doors to spawn and lowered cap on B/C/D levels.

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.7.0...v0.8.0

v0.7.0 — October 24, 2023

New

  • Add Terminal Uplink objective
  • Add fully custom enemy spawning
    • Custom hibernation groups
    • Individual enemy spawns
    • Custom alarm waves
    • All vanilla waves and spawns preserved
  • Add fog EventBuilder events
  • Add Charger hibernation rolls
  • Add level modifier system with charger modifiers

Changes

  • Increased S-Class I scan distance from door from 6.0 to 12.0

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.6.0...v0.7.0

v0.6.0 — October 17, 2023

Changes

  • Reworked enemy points spawning system, scouts now included in points count for rolls
    • Scouts have 50% reduced chance of spawning in zones with a blood door entrance
  • Slightly reduced max number of zones for all layouts
  • Removed surge alarm from reactor shutdown roll pool
  • Fixed scout spawns to manually spawn exact numbers of scouts
  • Reduced max number of scouts that can spawn

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.5.0...v0.6.0

v0.5.0 — October 15, 2023

Changes

  • Reworked blood doors for more varied enemy spawns
  • Changed bulkhead keys to spawn one in each bulkhead area
  • Fixed issue with incorrect scan for first alarm scans

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.4.0...v0.5.0

v0.4.0 — October 15, 2023

New

  • Added C-Tier
  • Secondary / Overload missions
    • Bulkhead DCs with Keys to access
  • New objective: Reactor shutdown
    • Reactor specific lighting
    • Reactor shutdown specific scans
  • New objective: Input Special Terminal Command
  • Added random light selection
  • Added watermark for mod version and seed
  • Added scaling exit scan times

Changes

  • Adjusted enemy spawning points
  • Adjusted room sizes down
  • Removed Memory Sticks from small item collection
  • Reworked level layout planner to reduce chance of failed map generation
  • Manual install: BepInEx terminal is disabled by default now

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.3.0...v0.4.0

v0.3.0 — October 10, 2023

Changes

Add manual install builds and documentation

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.2.1...v0.3.0

v0.2.1 — October 09, 2023

Changes

  • Update README.

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.2.0...v0.2.1

v0.2.0 — October 09, 2023

New

  • HSU Sample collection
  • Scouts
  • Blood door and error alarm rolls

Changes

  • Balancing of enemies
  • Fixed exit zone for HSU

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.1.0...v0.2.0

v0.1.0 — October 06, 2023

Initial release 🎉

New

  • A Tier levels
  • B Tier levels
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