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