Exabyte
Exabyte is Back!! Vanilla-ish rundown with some modded content focusing on replayability, and overall fun objectives and environments. Currently 2 New enemy variants, tons of lore, fine-tuned levels, and tons of hidden textlogs.
By Blak0
Last updated | a year ago |
Total downloads | 3405 |
Total rating | 0 |
Categories | Rundowns |
Dependency string | Blak0-Exabyte-2.0.0 |
Dependants | 0 other packages depend on this package |
This mod requires the following mods to function
Flowaria-OldBioADS
Remember the time when bio-tracker was based before R6? 🥺
Preferred version: 1.0.7Localia-Trajectory_Lines_When_Placing
Show a simple direction line when placing mines or sentry guns to make it easier.
Preferred version: 1.5.1Localia-SentryGunEverywhere
Now you can place the sentry gun on any surface.
Preferred version: 1.1.1Fody55-GTFO_BringBackBunnyHop
Requires HOST to have the mod installed for it to function! For those that enjoyed bunny-hopping and want it back.
Preferred version: 2.0.0BepInEx-BepInExPack_GTFO
BepInEx pack for GTFO. Preconfigured and includes Unity Base DLLs.
Preferred version: 3.2.0README
INFO
Rundow Protocol: Exabyte
Top secret protocol Exabyte is now in motion. Avoid detection by the Warden and gain access of the "Whitenoise Exploration Facility (WEF2)" to access documents to aid the Cuban intel group "Skullcoyote". Inside WEF2, you will also be able to create a digital map of the all powerful Influx Reactor located at almost a Mile underground. Tread with upmost caution however, as you are not alone.
I thought it would be cool lore-wise if you and your team are bandits instead of prisoners for this rundown. Taking place years after the regular rundown
CHANGELOG
0.1.0 R7 Update!! K1 located (with unusual biosignatures radiating from the data facility). Layout, geomorph, and optional objective changes to J2. Added four textlogs including two dev logs related to the lore, and two early access logs from Frolic, with more on the way.
0.1.1 Added an apparel remover dll that may or may not work. Added an S1 Cluster alarm in K1 that was originally supposed to be in the level.
0.1.3 Fixed several layout issues in both J-tier levels including scrapping one of the power generators in J2 completely. Added a spicy new log in K1 retaining to the whatabouts of SkullCoyote
0.1.4 Minor Optimization update in preperation for the next level release
0.1.6 K2 and K3 located (two action-packed levels, both with secondaries and overloads that unfortunately took forever to make). Added two maitenance logs located in the first zones of J2 and K3 containing functionality stats of each tier's warden objectives. Added two new SkullCoyote logs in K2 and K3 (both in main).
0.1.7 Fixed the Dual Hexlock in K3 to unlock both Cryo Case zones
0.1.8 Added an extra bulkhead key in the "directional western" side zone of K2 Overload so that Prisoner efficiency is possible after you complete the zone scan. Also added extra resource distribution in K3 Overload (because so much loot is needed for those big alarms).
0.1.9 Fixed objective placements in K3 Overload. Nerfed K2 main and parts of K3 (enemy and resource distribution). Widened the K and L tier areas on the rundown screen
1.0.0 Halfway point update!!!! K4 Located (serious infection conditions caused a new, lore-tied enemy variant to hide out in the laboratory). Fixed a major progression puzzle problem with K1 where you could immediately say hi to the sniper shooters. Fixed static spawn in K2 and also nerfed the cluster alarm in K2 main. Added four new logs (three in K4, and one in J2 secondary).
1.0.2 First half of Major maitenance update. Tons of level fixes to J2, K1 and K3
1.0.3 Second half of Major maitenance update. Tons of level fixes to K1, K2 and K4
1.0.4 Small update that fixes the blood door problem in K2