

AutogenRundown
Rundown generation mod for GTFO. New rundowns generated daily, weekly, monthly, and each season.Details
Changelog
See more at https://github.com/brgmnn/autogen-rundown
v0.78.3 — October 29, 2025
New
- Added partial support for peer mod GTFriendlyO
Changes
- Fix: missing roars on custom enemies are now working
- Fix: TerminalUplinkandCorruptedTerminalUplinkzone placement now correctly puts terminals in the right zones- Previously terminals were randomly placed across all target zones, instead of one per zone
 
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.78.2...v0.78.3
v0.78.2 — October 18, 2025
New
- Added total logs collected counter to Rundown selection screen
Changes
- Added support for 7 levels in a rundown tier
- Check and rerolled seeds for Winter '25 seasonal and November / December / January monthly's
- Fix: Resolved #22 both by ensuring max items per zone are rounded up.
- E.g. 13 items divided across 3 zones now round up to 5 per zone instead of rounding down to 4 per zone (resulting in 12 max spawning and hard locking the level)
 
- Fix: Removed directional door spawns for all Apex alarm challenges to improve level generation
- This often caused bad spawns as multiple doors were attempting to spawn in the same direction
 
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.78.1...v0.78.2
v0.78.1 — October 05, 2025
Changes
- Added full level clear tracking on logs archive
- Now when you read all the logs in a level, that level will still be marked as complete even if the level is re-rolled and a different quantity of logs are placed there
 
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.78.0...v0.78.1
v0.78.0 — October 04, 2025
New
- Added support for OmegaWeapons peer mod
Changes
- Balance: Added flat extra time to A/B/C tier survival missions timer
- A-tier: +80 seconds
- B-tier: +60 seconds
- C-tier: +30 seconds
 
- Balance: Increased alarm travel distance time factor from 1.2to1.4- More time is awarded to survival / reactor code fetches for alarm travel distance
 
- Balance: Adjust team scan component time duration by re-measuring scan times in game
- Team scan duration reduced from 10to8seconds
- Slow team scan duration increased from 10to15seconds
 
- Team scan duration reduced from 
- Fix: Issue where Daily rundown status text would slowly creep upwards
- Fix: Issue with Apex alarm C-tier corrupted uplink spawning uplink terminals in the hub zone
- Fix: Added additional zone expansion failure patch to fix some cases where zones would not build
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.77.0...v0.77.1
v0.77.0 — September 30, 2025
New
- 🌟 New Geomorph pack: SamDB's SamGeos V2
- 🌟 D-Lock Block Decipherer logs are now scattered throughout the rundowns
- Including audio logs! Enjoy the lore of GTFO again
- Read logs are tracked and displayed on rundown screen
 
- Rundown screen now shows timer displaying remaining time on each rundown
Changes
- Balance: Slightly increased alarm scan distances
- Balance: Reduced number of zones in CentralGeneratorClusterlayout for high cell count missions- Main only levels are capped at 4 separate zone branches to gather cells
- Levels with side objectives are capped at 3 separate zone branches
- Note that generator clusters with more cells than branches will place multiple cells in some branches
 
- Balance: Weekly / Daily rundowns now use main objective pools for selecting objectives
- This matches how Monthly / Seasonal rundowns work, and ensures there are max limits on the number of each main objective that can be rolled in a rundown
 
- Change: Artifact heat level is now hidden from rundown level selection screen
- Change: More level names added
- Added approximately 200 more level name prefixes and 200 more level name suffixes
 
- Fix: Reduce chance of the same starting layouts occuring
- Fix: Patched several cases where Custom Geo's won't spawn
- Fix: RetrieveBigItemcan now correctly roll more than 1 cryo case for several levels
- Fix: PowerCellDistributionnow rolls up to 1 cells higher as intended on all level tiers
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.76.1...v0.77.0
v0.76.1 — September 08, 2025
Changes
- Fix: Resolved issue with extraction zone intel showing "No zone" for entrance elevator extracts
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.76.0...v0.76.1
v0.76.0 — September 06, 2025
New
- 🌟 Levels can now spawn with forward extraction zones
- Around 50% of levels will use a forward extraction zone rather than the entrance
- This does not include ClearPathorSurvivalmain objectives, as these automatically use forward extraction
 
- Added Class VII Clusteralarm
- Added Team Scan with secret Mother spawn door puzzle
- Added random fog settings on levels with no fog
- Environmental factors such as fog color, density etc. are now randomized across several pre-selected values
 
- Added "Fog Flood" modifiers to alarm scans
- Functions very similar to "Lights Off" modifier, but floods the level with fog over the course of the alarm
 
Changes
- Balance: Re-balanced door alarms for all tiers with the following average alarm length
- A-tier: Class 3 alarm average
- B-tier: Class 4 alarm average
- C-tier: Class 5 alarm average
- D-tier: Class 5-6 alarm average, with increased distance between scans
- E-tier: Class 5-6 alarm average, with largest distance between scans
- Wave difficulty and population is still independently rolled from alarm class
 
- Balance: Reworked Class 7 Mixed alarm puzzle components
- Class 7 Mixed now is:
- Sustained Small- Small purple S-scan
- Cluster Large- 2x large red circles, any team members
- Cluster- Cluster scan, 8x small orange circles
- Sustained Small
- Cluster Large
- Cluster
- Sustained Small
 
 
- Class 7 Mixed now is:
- Balance: Added dynamic puzzle start distance and distance between components
- Easier tier levels should have alarms with shorter distances between components and typically no starting distance movement
- Harder tier levels should have longer distances between puzzle components
 
- Balance: Adjusted error alarm difficulty for error alarm variants of the SpecialTerminalCommandobjective- In general reduced difficulty of some alarms when the objective is secondary/overload
 
- Balance: Uplink alarm waves now follow the same logic for enemy spawning as normal alarms and will spawn 2 rooms away
- Previously they followed the base games logic and always spawn in zone. This led to some very difficult corrupted uplinks in small zones
 
- Balance: Added fog repellers as possible small pickup spawn to most zones
- Change: GatherTerminalobjectives now place a log file in the first zone of the bulkhead which lists the zones where the gather terminals are placed
- Change: Removed all artifacts from levels
- Change: Added slight random delay to "Lights Off" alarm wave modifiers
- Fix: Reactor fog flood waves now correctly fill up / down instead of slowly getting thicker
- Fix: Zones are rolled in a random order for Door Alarms and Blood Doors. This fixes a probability issue where due to zones being iterated in order earlier zones were more likely to receive common alarms and blood doors than later zones
- Fix: Resolved rare crash where zone number calculation could be out of allowed range
- Fix: Reactor zones missing a short "Z" prefix, they will now display correctly on doors
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.75.3...v0.76.0
v0.75.3 — September 01, 2025
Changes
- Fix: Local progression for boosterless runs will now be tracked on the seasonal rundown, after a regression to the config was introduced
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.75.2...v0.75.3
v0.75.2 — August 31, 2025
Changes
- Change: Updated Thunderstore README
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.75.1...v0.75.2
v0.75.1 — August 31, 2025
Changes
- Change: Updated rundown selection screen title
- Change: Removed hard coded Seasonal rundown seed
- Seasonal can now be set via configuration seed as well
 
- Fix: Loading for the very first time on a clean profile should work correctly, instead of failing and loading the base game rundowns
- Fix: Zone numbers in intel messages now correctly show the right zone number
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.75.0...v0.75.1
v0.75.0 — August 29, 2025
New
- 🌟 New Seasonal Rundown: Fall '25 🍂 (released a few days early!)
- Added a new long lived rundown, the Seasonal rundown. Starting with Fall '25 this rundown is updated every 3 months and includes more levels and more PE missions
- Seasons follow meteorological seasons, so note that Winterstarts in December and rolls into the next calendar year.
- Seasons throughout the year:
- Spring: March, April, May
- Summer: June, July, August
- Fall: September, October, November
- Winter: December, January, February
 
 
Changes
- Balance: Adjusted hibernating enemy spawns to be more spread out across zones
- Balance: Limited number of flavors of enemies in each zone
- Only Chargers and Hybrids can spawn together in a zone now, Baseline enemies can always spawn with any of the three flavors
 
- Balance: Removed several point reduction chances for Nightmares on D/E tier and reduced point reduction on C-tier
- More Nightmares will be found sleeping in a zone now
 
- Change: Updated Zone number generation system so Main/Secondary/Overload can have zone numbers closer to each other
- Fix: level generation is patched to avoid spawning zones in dead end rooms within existing tiles that have no outgoing connections
- This should reduce the chance of levels generating that have bad zones
 
- Fix: Mothers & PMothers not spawning any units
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.74.0...v0.75.0
v0.74.0 — August 26, 2025
New
- 🌟 New Objective: Central Generator Cluster!
- Enabled on all three Complexes: Mining, Tech, and Service. Thanks to custom geomorphs from donan3967's Geomorph Pack 2
- Includes level generation patches to fix generator cluster spawn to be reliable
 
- 🌟 New Geomorph pack: SamDB's SamGeos. Expect to see some new tiles.
Changes
- Balance: Increased ReactorShutdownC-tier Extreme hybrid waves on objective completion from12to16points (from 6 to 8 hybrids)
- Balance: Removed GiantNightmarestentacle attack. They will now directly charge and are more dangerous.
- Fixed bug where error alarm doors would be stacked with regular alarm doors
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.73.1...v0.74.0
v0.73.1 — August 16, 2025
Changes
- Fixed issue where invalid defaults were written to config file for seeds
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.73.0...v0.73.1
v0.73.0 — August 15, 2025
New
- Reworked level generation for GatherSmallItemsobjective
- Added new door puzzle: unlock door from terminal
Changes
- Reactor Startup waves
- Slightly increased all difficulty reactor wave points by +10pts
- Adjusted wave duration calculation
- Fixed all miniboss waves having fixed 40s duration (most are reduced to much shorter durations)
 
- Reduced zone length by 1 for RetrieveBigItemobjective layout for Matter Wave Projector
- Changed extract exit scan time, now it's a flat 20-25s by default and is only adjusted up when there are exit alarms that must be defended against
- Fixed possible softlock with ActivateSmallHSU missions due to certain tiles having functioning NCR machines
- Fixed levels with multiple GatherSmallItemsobjectives to use different items
Other
- Weekly and Monthly rundown seeds can now be set in addition to Daily seed
- Watermark now updates to show the seed for the currently active expedition and which rundown it's from
- This seed can be easily copied and set for replaying past rundowns
 
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.72.0...v0.73.0
v0.72.0 — July 31, 2025
Changes
No user facing changes in this release
Other
- Rolled seeds for August monthly rundown.
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.71.1...v0.72.0
v0.71.1 — July 15, 2025
Changes
- Fixed issue with blood doors not spawning Giant Strikers #19
- Update mod dependencies
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.71.0...v0.71.1
v0.71.0 — June 29, 2025
Changes
- Fix scouts not spawning
- Fix Terminal Uplinks with IPv6 codes not being recognized when input by the player. Fixes #18
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.70.0...v0.71.0
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 ExtremeandOverloadSurge Alarms to spawn only chargers / nightmares instead of mixed populations
- Balance: Updated OnlyNightmareswave 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 2to6seconds
- Balance: Increased glow stick fade out duration from 3to12seconds
- Balance: Increased glow stick lifetime duration from 60to75seconds
- 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%to70%
- 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
- Added support for mod VanillaReloaded
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 CorruptedTerminalUplinkcode 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 CorruptedTerminalUplinkobjective!- See R5C3 Main objective for an example of this objective in the base game
 
- Added 2 new surge alarms (surprise)
Changes
- Fixed SpecialTerminalCommandKing of the Hill scans to have curated terminal placements on all tiles so no more terminals spawning in side zones
- Fixed TerminalUplinkhaving 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 ReactorStartupobjectives on D/E tier as well as number of zones to search
- Balance: Increased Giant Beserker health from 180to200, weakspot multiplier also increased from2.25to2.5- Sniper will still 1-shot Giant Beserker
 
- Balance: Increased Giant Beserker stagger threshold from 45to50
- Fixed some error alarms turnoff zones not having alarms to open them
- Fixed RetrieveBigItemintel message prompt when entering the item zone to correctly display the zone number
- Removed geo_64x64_tech_data_center_HA_05tile 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 ReactorStartupcode fetching andReactorShutdownpassword retrieval
 
- Garden tiles added on chance basis for the last 3 final zones on 
- 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
- Added support for mod: ArsenalityRebalance
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: ReactorShutdownobjective 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: ReactorShutdownremoved stealth boss double PMother alarm and triple Mother stealth alarm. Replaced with PMother/Tank and double mother/shadow pouncer
- Balance: ReactorShutdownreplaced E-tier pouncer bosses with shadow pouncers
- Balance: ReactorShutdownremoved all completely free shutdown scans (stealth scans are now always boss bait)
- Balance: TimedTerminalSequenceall 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 HsuActivateSmallobjective! 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 GatherTerminalobjective! Players must find terminals and execute commands on them to download encryption keys. See R6D2 for an example in vanilla.
- Added new Servicecomplex 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 ReactorStartupfetch code zones: +5 ammo packs, +4 health packs, +3 tool packs
- Fixed ReactorStartupresources not being distributed to the entrance corridor
- Reworked resource spawning in reactor area
- Fixed first time startup bug with Arsenality
- Fixed ReactorStartupfog waves to return level fog to it's normal state at end of the wave instead of clearing it
- ReactorStartupfog 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.prefabfrom 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 TimedTerminalSequenceinto 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: ReactorShutdownnow 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
- Balanced Survival Objective zones to always have a fixed number of extra resources
- Updated Survival Objective to build zones forward
- Fixed a bug where some zone settings would not be applied - https://github.com/brgmnn/autogen-rundown/commit/f165600e26ca9e8f9cd6c4048bb230d7e74a404e
- Fixed a bug where Terminal Uplink objectives would sometimes happen in a single giant zone - https://github.com/brgmnn/autogen-rundown/commit/3025ec09671f43162274a138129a35b386dfd78d
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
- Includes new dependency on: EOSExt_SecuritySensor
 
- 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
- Fixed typo in ComplexResourceSet for dakgeos
- Causes crashes on level startup, fixes https://github.com/brgmnn/autogen-rundown/issues/16#issuecomment-2691918752
 
- Removed global backwards direction for layout generation
- Fixed Survival Timer for Secondary/Overload
- Changed "ZONE_123" intel messages to "ZONE 123"
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 HSUFindSamplemissions
Changes
- Added improvements to bulkhead zone direction placement to help reduce level lockup and broken level generation
- Removed tech_datacenter_I_RLC_01.prefabdue to big item spawning issues - a65cb4972578377ed2042c9f6e7893cf4f3cd390
- Fix some cases where ClearPathobjective would not correctly specify the exit zone number on some mod geomorphs
- Balance: Slightly adjusted resources granted in HSUFindSampleKing-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
 
 
- donan3967 geo pack 1
- 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 (2to1), 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.prefabgeo to reactor tile list.- R5D2 high reactor zone
 
- Mining / DigSite: Added elevator_shaft_dig_site_04.prefabgeo to hub tile list.- R5D1 extreme first zone
 
Changes
- Fixed ReactorShutdownnot 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_CONTAINMENTvariant 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 ReactorShutdownmissions not working on certain tilesets.
 
- There are still known issues with 
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.37.0...v0.38.0
v0.37.0 — July 28, 2024
New
- Add new TimedTerminalSequenceobjective! [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 VeryHardalarm wave settings in D-tier and increasedHardsettings
- 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 Survivalobjective go to elevator text
- Added Nightmare/Zoomer scouts to E-tier
- Improve zone time factor estimates. For details see GetClearTimeEstimateinZone. 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 Survivalobjective 🎉
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_VENTSvariant 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 Complexnot being set in D-tier reactor startup mission. Reactor tile should spawn correctly now.
- Adjust reactor startup code fetch terminal placements from AtEndtoNotAtStart. Terminals will now spawn in the middle/end of the zone instead of just at the end of the zone.
- Update GatherSmallItems,SpecialTerminalCommand, andHSUFindSampleto 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_Hardwave settings includingWeaklingenemy 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 1alarms 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 Clusteralarm 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
 
 
- Easy:
- 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 WavePopulationandWaveSettings.
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.
 
- Increased reactor enemy wave population points totals for Easy / Medium / hard.
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