
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.