
CHANGELOG
Patch Notes Summary
(May contain semi-merged patch notes.)
v2.0.2: Recommence (Repeat)
Level Changes & Bug Fixes
- A2:
- Fixed the incorrect custom scan settings being used for some scans.
- B1:
- Fixed an issue with the second main objective text.
- Reworded some text on doors and warden intel in secondary to be more transparent about the sequence of events.
- Tweaked and changed the extraction waves to be both on memory stick pickup and on exit scan progress.
- B4:
- Changed the alarm sound and scan completion sound in secondary.
- Removed the redundant final timer after the uplink scan for overload.
- D1:
- Added a few more enemies to the blood door to ZONE 210, and slightly reduced ammo in ZONE 210.
- Slightly buffed the ZONE 207 zone scan.
- Fixed one scan not going to its preset location for the ZONE 203 cluster alarm.
Gear Changes
(I am feeling lazy... just check the wiki for exact stats, if I didn't forget.)
- Short Rifle:
- Halfway-reverted max ammo capacity reduction from v2.0.0
- Sawed Off Shotgun:
- Slightly increased damage to try to compensate for the clip size.
- Machinegun Arbalist:
- Increased damage.
- Increased stagger.
- Machinegun Veruta:
- Reduced stagger.
- HEL Gun:
- Very slightly reverted chargeup time reduction from v2.0.0
v2.0.1: Recommence (Redux)
As always, I suggest deleting your old profile and creating a new one just to be safe or if any issues arrise.
Level Changes & Bug Fixes
- A2:
- Made the progression text more clear about what the second main objective is and where to go.
- Fixed the hypercryo's static spawn position, and made it pingable on terminals.
- Fixed the elevator in the final zone culling if you weren't looking up at it.
- Changed the exit scan to have flat scaling with more players.
- C1:
- Fixed scan events on the extreme alarm not executing at the right time.
- Fixed an issue with an edge case where upon completing the extreme alarm, not opening the door, and backtracking to complete the reactor… the lower-tier alarm would get added to the door.
- Changed the optional progression text trigger in ZONE 765 to a lookat world event.
- D1:
- Fixed a checksum mismatch error with a custom geo when dropping into the level in multiplayer. Hopefully.
- Misc:
- Changed the "Plugins" (uppercase) folder in the TS package to "plugins" (lowercase). Should fix issue with Linux and GaleModManager. Possibly fixes LogLibrary not using Quixotic logs?
v2.0.0: Recommence
It's been awhile, huh? I recommend deleting your old Quixotic profile, and creating a new one! Your clears should not be lost*.
New Levels
- QT-A2: Bootstrap
- QT-D1: Upgrade
Level Changes
- Misc:
- Reorganized rundown layout, added extension tier (like from OG R6).
- Reorangized custom assets.
- Added specific terminal serial numbers to objective and progression texts for most levels.
- Added log files to most levels.
- Added potential checkpoint bug fixes to checkpoint doors.
- And... more, I probably forgot.
- A1:
- Changed objective text wording.
- Increased resources throughout the level.
- B2:
- Added a checkpoint to the overload bulkhead door.
- B3:
- Added a new sound event to the beginning of the level.
- Added scan splines to the team scan after the team scan cluster, in the first zone.
- B4, Overload:
- The next zone's terminal command will not be unlocked until the previous ones are entered.
- Changed the final terminal command: it is now another AUTH_LAB_REQUEST command, which will end the timer and then require the simple uplink.
- Added a message on the hud to indicate to players that they can still extract when failing overload.
- Reduced ammo in overload.
- C2:
- Adjusted wave settings for when running out of time.
- Slightly reduced the timer for the true ending. Slightly reduced the time it takes for the flash warp sequence.
- Renamed zones and added log files to terminals in overload to indicate what the actual zone numbers are when querying items.
- Removed scouts from the final zone in overload.
- DX, Secondary:
- Fixed issue where the special error alarms didn't stop until way later after the hud message disappears.
- Adjusted wave settings and spawn location for the special error alarms.
- You can now no longer progress further until the current error alarm is disabled.
- Also, tuned down the wave settings for the extraction alarm!
Weapon Changes
- Burst Pistol:
- Slightly increased damage from 3.34 to 3.38.
- Burst Rifle:
- Changed the thermal sight.
- Short Rifle:
- Decreased clip size from 30 to 25.
- Decreased ammo capacity from 221 to 187.
- HEL Shotgun:
- Nerfed damage from 2.27 to 1.9.
- Reverted shotgun spread from 2 to 3.
- Heavy Assault Rifle:
- Increased damage from 5.01 to 5.25.
- Combat Shotgun:
- Nerfed clip size from 20 to 14.
- Decreased ammo capacity from 81 to 76.
- Revolver:
- Changed the flashlight.
- Machinegun Arbalist:
- Increased damage from 5.35 to 5.65.
- Increased clip size from 40 to 45.
- Increased ammo capacity from 169 to 220.
- Slightly reduced reload speed from 3.15 to 3.05.
- Machinegun Veruta:
- Increased damage from 3.51 to 4.0.
- Increased clip size from 60 to 65.
- Reduced reload time from 4.0 to 3.8.
- Slightly increased fire rate.
- Hel Gun:
- Slightly reduced chargeup time from 0.2 to 0.16.
Plugin Changes
- Updated QuixoticPlugin.
- New dependencies:
- LogLibrary & CustomMenuBarButtons
- PierceBugFix
- EOSExt_SecuritySensor
Known Issues
* DX has moved tiers, so some LocalProgression clears might get confused and messed up.
- In some instances, you are able to change the level through the select expedition button.
- Some custom progression text in A2 resets to its initial state when moving between layers. This will be fixed when AWO updates.
Next up on the agenda is finishing C3. After that, C4, C5, and D2 will be the next levels to come out. (Soon...!)
v1.2.4: 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: 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: 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: 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: Post-Release Hotfixes
- Fixed the cell sometimes not spawning in A1
- Fixed [several bugs] in DX