CHANGELOG
Patch Notes Summary
v1.1.5 - C1 & B3 Hotfix
Changes
- C1:
- Fixed an issue with the (lowered) Class III not appearing after Reactor startup completion if you didn't enter the collision triggerbox in Zone 765 Room E
- Changed this triggerbox's world event to activate on elevator drop instead, thus removing the need to enter Z765E first if doing Reactor
- For the sake of time and my aimed difficulty for C1, if you enter the "Hard Mode" command you no longer have to do the Class V to enter Zone 769
- 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
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 - Hotfix
- Fixed the cell sometimes not spawning in A1
- Fixed [several bugs] in DX