Amorously-Quixotic icon

Quixotic

Exceedingly idealistic; unrealistic and impractical.

CHANGELOG

Patch Notes Summary

v1.2.4 - v1.2.2: Performance Patch

Level Changes

- B3: 
  - Applied the (forgotten) change to tone down the final alarm before extract
  - Buffed the final extraction waves

- C1:
  - Tweaked the dimension flash sequence

- DX:
  - Fixed wonky tank spawning behavior

- Misc:
  - Added player dialogue events to some levels
  - Removed some redundancies in objective text
  - Standardized alarm names across the rundown
  - Fixed MTFO custom glow sticks not working

Rundown Changes

- Reduced custom assetbundle size, so Quixotic should load a little quicker now
- Added custom soundbank, in preparation for the final C tiers
- Added WwiseGameParamController as a dependency

Weapon Changes

- DMR:
  - Reduced clip size from 12 to 10

- PDW:
  - Reduced damage from 2.69 to 2.42
v1.2.1: DX Hotfix & Other Fixes

Level Changes

- B1:
  - Added a fake security door to Zone 336 for continuity with B2 and B3
  - Fixed some progression text not appearing

- B2:
  - Tweaked the conditions for MultiProgression text to appear

- B4:
  - Fixed incorrect Overload progression text colors at the 20 and 10 minute mark

- C1:
  - Added a purple nav marker to the data processing terminal when pulling the nFrame sec door
  - Reduced resources in the end sequence
  - Buffed the exfil waves

- C2: 
  - When choosing to unlock the left zone first, fog will raise and will lower when 5 cells are inserted into the gen cluster
  - For Secondary: added a few more resources, tweaked the side zone hibernates, and changed the error to ramp after all alarm doors are opened
  - Slightly reduced resources for Overload
  - The exit scan is now an S scan

- DX:
  - Fixed custom deactivate alarm commands not working
  - Further buffed the extraction alarm

Enemy Changes

- Giant Scout:
  - Made c-foaming her more consistent

Weapon Changes

- Burst Rifle:
  - The sight is now thermal

- PDW:
  - Increased damage from 2.15 to 2.69

- Short Rifle & Slug Shotgun:
  - Further increased precision multiplier

- Precision Rifle:
  - Increased preciscion multiplier from 1.3 to 1.5
  - Increased clip size from 10 to 12

Plugin Changes

- Removed ModList and LocaliaCore (since they're in the AmorPack)
- Added AggroFix by RandomUserHi <3
- Added DonanGeosPack
v1.2.0: C2 Release & DX Rework

New Level!

  - QT-C2: Light Is Time

Level Changes

- A1:
  - Changed plugs on the blood doors to Gardens plugs

- B1:
  - Changed the story log file

- B2: 
  - Changed progression text to use AWO's MultiProgression

- B3:
  - Made the last S scan on the 2nd bridge alarm larger
  - Inserting both cells will now play an "Alarms Deactivated" sound
  - Rerolled Main's Neonate position
  - Made some minor tweaks to door text and progression text to better clarify progresssion
  - In Secondary, there will no longer be a Flyer wave on completing the 1st T scan
  - In Secondary, the 1st T scan will complete itself when the uplink finishes if the security check was not finished
  - In Secondary, slightly increased the spawn delay on waves for the 2nd T scan

- B4: 
  - Changed progression text to use AWO's MultiProgression
  - Now uses the story style on the Rundown screen

- C1:
  - Made getting to the Reactor a little easier
  - Made the lowered Class III a little easier
  - Completing the Reactor startup scan will play an "Alarms Deactivated" sound

- DX:
  - Changed the wakeup sound that plays in the beginning
  - Added a nav marker to the first terminal on boss deaths
  - In Secondary, replaced the "Reactor Alarms" with error alarms, thus forcing teams to split up like in R4E1
  - Added more Disinfection packs to the level overall, and added more resources to Secondary
  - Buffed the extraction alarm

- Misc:
  - Added terminal output lines to most custom commands in Quixotic

Weapon Changes

- High Cal Pistol:
  - Now has 2 pierce

- Revolver:
  - Increased precision multipler to 1.0x

- Shotgun:
  - Slightly increased ammo capacity

- Combat Shotgun:
  - Increased clip size from 12 to 20
  - Increased ammo capacity

- Burst Pistol:
  - Increased damage from 3.2 to 3.34
  - Increased precision multipler to 1.0x
  - Slightly increased fire rate

- Machine Pistol:
  - Disabled, replaced by the Autopistol

- HEL Autopistol
  - Reduced clip size from 60 to 55
  - Increased damage from 1.5 to 1.75
  - Slightly increased fire rate and reload time

- DMR: 
  - Increased precision multiplier to kill Strikers from a headshot

- Double Tap Rifle:
  - Incrased ammo capacity from 135 to 149

- Short Rifle
  - Increased precision multiplier to 1.2x
  - Reduced ammo capacity

- Sawed Off Shotgun:
  - Reduced reload time from 1.6 to 1.33

- HEL Shotgun
  - Reduced shotgun cone size and bullet spread
  - Increased damage from 1.67 to 2.27
  - Reduced reload time from 3.0 to 2.2

- Slug Shotgun:
  - Greatly increased fire rate
  - Increased clip size from 6 to 8
  - Increased precision multiplier to 1.1x
  - Reduced reload time from 2.5 to 2.0

Enemy Changes

- Giant Scout:
  - Increased stagger values
  - Decreased weakspot multipliers
  - Increased number of tendrils and range

Plugin Changes

- Now using a custom plugin for Quixotic that removes most "Artifact Heat" text, among other things :)
v1.1.5 - v1.1.4 - C1 & B3 Hotfix

Changes

- C1:
  - Fixed the lowered Class III not appearing under certain conditions after Reactor startup completion
  - Changed the 1st disable world event for the Class III to activate on elevator drop
  - For the sake of time and my aimed difficulty for C1, the "Hard Mode" command will now disable the Class V to enter Z769

- B3:
  - Fixed the last T scan sequence not appearing in Secondary, thus soft-locking you

- LocalProgression:
  - Toggled new config "AlwaysShowIcon" so that the Omnipotent icon will behave similiar to the PE icon in the level summary screen
v1.1.3 - v1.1.0: C Tier Preview

New Level!

  - QT-C1: Stead

Plugin Changes

  - Added dependency ConfigurableGlobalWaveSettings by Untitled
  - Added dependency Data_Sphere_Flavor_Pack by Zaero (thank you Flow <3 omfg)
  - Enabled LocalProgression Omnipotent (no boosters used) rundown clears

Level Changes

  • Fixed incorrect plugs from LGTuner update in A1, B1, B2, & DX

A1

  - Minor subobjective text change: Using EventsOnTerminalDeactivateAlarm

B3

  - Adjusted some door interaction text to clarify progression
  - Increased fog countdown to 12 minutes
  - Fixed a typo on a command (OVERCLOCK_AIR_SRUBBERS lol)
  - Nerfed Secondary final waves
  - Added a BBC and his son John to High Storage

DX

  - Repositioned another shy terminal in Main
v1.0.8 - v1.0.3: The Glowstick Update

Level Changes

A1

  - Changed the Flyer bridge waves to use a spawnpoint

B1

  - Fixed alarms in Secondary not working
  - Fully fixed the incorrect Secondary doors opening
  - Changed events in Secondary to be based on scan progress, rather than time delay
  - Added bulkhead door progression text
  - Rebalanced resource distribution
  - Adjusted the extract and error alarms

B2

  - Fixed Secondary RNG for objective & progression items
  - Fixed an LGTuner tile overrride being too high
  - Made the punishment error in Overload more fair

B3

  - Fixed one of the terminal commands not appearing in Main, thus soft-locking you 
  - Slightly adjusted consumable distribution for FogReps in Main
  - Corrected some Error waves' spawn distance

B4

  - Moved the position of a shy terminal for Overload
  - Removed the checkpoint door
  - Changed some events in Secondary to be based on scan progress, rather than time delay
  - Stopped one wave from not ending upon Secondary completion
  - When you complete PE, you no longer have to do the alarm to the final zone

DX

  - Buffed "reactor" waves
  - Rebalanced resource distribution in Secondary
  - Fixed a terminal command in Secondary not opening the correct door, thus soft-locking you
  - Repositioned a shy terminal in Main

Glow Sticks

  - Each complex now has its own colored glow stick
  - Mining has yellow, Service has green, Tech has red (WIP)
v1.0.2 - v1.0.0: Post-Release Hotfix
  - Fixed the cell sometimes not spawning in A1
  - Fixed [several bugs] in DX