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Maintenance Rundown

Vanilla-like rundown made by Giginss. Includes 8 levels and has a few unique twists, with more levels planned.

By Giginss

CHANGELOG

0.6.1

  • E2: Fixed an issue where alarms during the uplink stacked when they shouldn't have
  • E2: Added a slight ramping to base uplink alarm waves
  • E2: Switched some miniboss spawns during the uplink sequence
  • E2: Second ventilation terminal suppresses the fog for a bit longer

0.6.0

  • Added D3 - Breach
  • C2: Fixed an issue where nightmare strikers didn't show up in a late zone

0.5.4

  • E2: Added a few more resources to Uplink Zone
  • E2: Extended grace period before alarms activate after completing uplink

0.5.3

  • E2: Uplink Terminals are now in fixed positions
  • C1: Tweaked zone layout for 2nd uplink zone for Secondary
  • C1: Tweaked zone layouts for the path to the terminal command to cut down on some repeated tiles
  • C1: Moved trigger for door failure in starting zone to be a bit earlier in the mission (so the failure feels less like of a direct middle finger to the players)
  • E1: Redid the zone layouts in the west from the reactor to reduce tile repitition and to avoid enemies getting stuck.

0.5.2

  • E2: Added a Fog Turbine to uplink zone
  • E2: Increase resources in Uplink Zone
  • E2: Powering the generator in Zone 1383 now properly turns on the lights in that zone
  • Replaced AWOPartialDataFixer dependency with MTFO_Extension_PartialData

0.5.1

  • E2: Changed sleeping enemy composition in Zone 1382 (less of them, but more threatening)
  • E2: Added a couple of disinfection stations
  • E2: Added a few more resources to various zones

0.5.0

  • Added E2: Breakdown
  • Minor text tweaks to E1 Zone Numbers
  • D1: Added more ammo into overload's first zone
  • D1: Raise up overload elevation to be less suseptible to fog
  • D1: Added text in the top left to better inform players in the blackout zone that there are special terminal commands
  • D2: Reseeded the last zone of secondary to encourge holding out against the alarm instead of C-Foam stalling it

0.4.0

  • Added the changes from VanillaReloaded into the rundown.
  • D1: Fixed the scan on the extraction door being a Class V alarm instead of a Sustain alarm.

0.3.0

  • D2: Adjusted lighting in a few zones
  • D2: Added more sleeping enemies to the second half of the mission

0.2.8

  • D2: Reduced c-foam consumable amount in the last zone of Secondary
  • D2: Lowered tool amount and slightly raised ammo amount in the first part of the level

0.2.7

  • Added D2: Process
  • Removed No More Cocoons dependency
  • E1: Tweaked the amount of respawn sacks in respawn zones (visual change only)

0.2.6

  • E1: Minor tweaks to the scout placement in the level end sequence
  • E1: Scout waves always spawn towards elevator direction

0.2.5

  • E1: Fixed a bug where the 45 minute timer did not properly cancel
  • E1: Nerfed fog a bit
  • E1: Added a couple of resources in gen cluster room

0.2.4

  • E1: Removed a charger scout from Zone 516
  • E1: Change lighting in starting zone to make sleepers a bit easier to spot.
  • E1: Weight resources to spawn closer to the start of Zone 510
  • E1: Slightly increase health and tool amounts in reactor

0.2.3

  • E1: Fixed a missing zone label on Zone 512
  • E1: Slightly tweaked enemies in Zone 511 and 515

0.2.2

  • E1: Adjusted lighting in Reactor and respawn rooms
  • E1: Adjusted respawn behavior to (hopefully) be a bit less frustrating
  • E1: Added lock melters to elevator zone

0.2.1

  • E1: Changed consumables in reactor to mainly have C-Foam Trip mines
  • E1: Labeled respawn zones for better clarity
  • E1: Adjusted fog repeller amounts in 513, 514
  • E1: Changed Reactor Startup scan to not be a full team

0.2.0

  • Added C2: Collect
  • E1: Fixed Wave roars not playing on Reactor Test 2

0.1.7

  • E1: Enemies from reactor waves are now force spawned in elevator zone, adjusted enemy amounts
  • E1: Removed a couple of unintential power cells in a zone

0.1.6

  • Slightly increase resource counts in Zone 501 and 502 of E1
  • Slightly nerf alarms connected to reactor zone
  • Slightly reduced enemy count in reactor zone

0.1.5

  • Initial Release of E1
  • Updated and added a couple of dependencies

0.1.4

  • Removed a dev warden intel comment from the waves in D1
  • Redistributed ammo in a few zones in D1
  • Added some sleeping enemies to a later zone in D1
  • Reduced Hybrid count in D1 Overload
  • Locked Blood Doors that were unintentionally unlocked in D1 Overload

0.1.3

  • Slowed down fog rise after completing C1 Secondary
  • Changed door to the 5th zone in C1 to a Bulkhead Door, and added a bulkhead key in secondary for it.
  • Reduced Snatcher amount in D1 Waves.

0.1.2

Fix folder structure, again.

0.1.1

Fix folder structure getting messed up for some reason.

0.1.0

Initial Beta Release with B1, C1, D1.