Duo Trials
11 Expeditions available. Balanced for duo play. 5 Vanilla-enemy levels, 6 Modded-enemy levels.
Last updated | 2 weeks ago |
Total downloads | 8439 |
Total rating | 5 |
Categories | Rundowns |
Dependency string | ProjectZaero-Duo_Trials-1.3.7 |
Dependants | 0 other packages depend on this package |
This mod requires the following mods to function
BepInEx-BepInExPack_GTFO
BepInEx pack for GTFO. Preconfigured and includes Unity Base DLLs.
Preferred version: 3.2.1Frog-GearPartCustomization
Modify the position, rotation, and scale of gear parts
Preferred version: 1.3.3ProjectZaero-ZaeroMonsters
An asset bundle pack for Rundown Devs containing 13 model customizations and 7 custom textures.
Preferred version: 2.2.0ProjectZaero-ZaeroGeos
A pack of geomorphs for custom tilesets. Currently contains 7 tiles + 2 variants.
Preferred version: 0.3.0Extra-MyCoolPlugin3
MyCoolPlugin3 is a great plugin that allows you to manage your website's content and settings in an easy and convenient way.
Preferred version: 999.999.9999Fody55-GTFO_ShootInTheAir
A really tiny mod that enables you to shoot while falling/jumping (similar to old QoLFix functionality).
Preferred version: 2.0.1Localia-PacksHelper
Make packing easier. And support to hold the LMB(Left Mouse Button) to pack yourself , RMB to pack teammates.
Preferred version: 3.0.1Localia-ResourceHelper
Mark all the resources you and your teammates have found.Now support ExtraResourceHelper.
Preferred version: 3.0.1Untilted-FasterHackingMinigame
Reduce the delay between TimingGrid hacking stages
Preferred version: 1.0.2Extra-DropItem
Rewrote version of DropResource - Press E to drop your item to locker
Preferred version: 0.1.4Panthr75-ExtraSyringeCustomization
Allows for Rundown Developers to add new syringes. Should now support syringes with multiple uses.
Preferred version: 0.2.1ProjectZaero-Junkie_Syringe_Pack
An asset bundle pack for Rundown Devs containing 5 syringe variations.
Preferred version: 2.3.0GTFOModding-AWO_Testing
Unfinished Testing Version of AWO ( including WEE, WOE [WIP] )
Preferred version: 0.999.3Garbab-SUSPalettes
New Palettes for rundown devs to add to their rundown, as I do not have a way for it to add itself automatically since this is not a plugin.
Preferred version: 1.2.0Brandonious-Dangerous_Big_Pickups
[For Rundown Devs] Because why wouldn't you want to take damage while holding a datasphere!
Preferred version: 1.1.2ProjectZaero-Data_Sphere_Flavor_Pack
An asset bundle pack for Rundown Devs containing 8 data sphere flavors.
Preferred version: 3.0.2Brandonious-Player_Spawn_Apart
[For Rundown Devs] Finally, a level where the players split up.
Preferred version: 1.0.0randomuserhi-DMRReloadFix
A client-side mod that fixes DMR reloading to 11 when there is 1 bullet left in clip.
Preferred version: 0.0.1randomuserhi-KillIndicatorFix
A client-side mod that makes kill indicators consistent when you are not host.
Preferred version: 0.1.0Dinorush-AccurateCrosshair
Calculate crosshair size for guns and improve crosshair behavior.
Preferred version: 1.1.0hirnukuono-AdvancedWardenObjective
Flowaria AdvancedWardenObjective with an emergency-patch for Countdown events
Preferred version: 1.0.3Brandonious-Striker_Mode
Allows you to change the prisoner model to up to 7 different enemy models. (Arms not included)
Preferred version: 1.0.4tru0067-PierceBugFix
Fixes piercing so that piercing shots hit the advertised number of enemies.
Preferred version: 1.2.1Localia-DoorEnemyFix
Bug fixes: Tripmines or C-Foam glue are sometimes be triggered by enemies behind doors.
Preferred version: 1.0.0Dinorush-EnemyAnimationFix
Fixes several enemy bugs, especially animations for clients.
Preferred version: 1.1.0Dinorush-FullAutoEverything
Holding the trigger keeps firing burst and semi-auto weapons.
Preferred version: 1.0.2Amorously-SnatcherBugFix
Maybe fixes snatcher tentacles not properly unobscuring the screen
Preferred version: 0.0.1Dinorush-ReDownFix
Fixes clients getting downed from taking any damage shortly after a revive.
Preferred version: 1.0.0README
Welcome to Duo Trials by Project Zaero.
- This rundown is designed for duo play, starting with beginner difficulty leading into extreme intensity expeditions. Please report any issues you find to Project Zaero#9999 on Discord.
Features:
- Verified duo clearable expeditions.
- Progressively more challenging expeditions. A tier starts off beginner friendly, while E tier will challenge even the top 0.1% of duos.
- 11 Expeditions currently available. 5 with Vanilla enemies only, 6 with custom enemies.
- Main objectives are relatively easy, while sectors provide a significant challenge on all levels.
- The first expedition of each tier will contain only vanilla enemies, the rest contain modded enemies.
Vanilla enemy rebalances & reworks.
Striker: Unchanged.
Shooter: Damage increased 5% -> 8%. Adjusted homing properties, longer cooldown between shots.
Hybrid: Damage increased 4% -> 6%. Barrage pattern reworked.
Giant Striker: Adjusted stagger & limb health breakpoints.
Giant Shooter: Removed.
Charger: Tentacle nerfed 18% -> 16%, punch buffed 4% -> 6%. Much more stagger resistant.
Giant Charger: Animation speed upscaled proportionate to their size, so they no longer animate in slow motion. Greatly increased stagger resistance and limb health.
Tank: Adjusted weakspot health values. Increased aggression.
Birthers: Adjusted weakspot health values. Significantly reduced animation speed.
Child Striker: Dies instantly to any damage. Moves much slower.
Spitters: Damage 4% -> 5%.
Shadow: No longer react to movement unless you are very close, but instead wake up to flashlights. Significantly faster with reduced health.
Giant Shadow: Same detection behavior as small shadows. Retro/R2 style aggression but worse.
Shadow Scout: Adjusted detection cycle. Model fixed to be a shooter model.
Other notable changes.
- Infection health decay rate increased by 25%.
- "Armor" (white hitmarkers) on boss enemies now deals 35% damage instead of 0.0001% damage. If they're low, shoot them anywhere!
- Pouncers no longer have armor.
- Chargers have a critical point at the center of their chest, and take critical damage to their back, with an "occiput" style center of back super damage bonus.
- Foam on the floor is massively improved for stalling enemies.
- Custom syringes with special properties spawn on most levels. Try them out!
- Bio-Tracker has color coded enemy tags, with varying icons to make special enemy variants stick out.
- Resources and consumables can be dropped back into containers to assist in planning out encounters.
- Health Regen Cap 20% -> 25%, medipack healing 20% -> 25%.
- Some levels have enemies that inflict status effects, including Bleed and Infection. If you have the "Bleeding!" status effect, medkits and regeneration effects from syringes will stop the bleeding instantly.
- If you see a shooter fire blue projectiles, you're already dead.
Release Notes:
V1.3.1
- Fixed stuck extract scan on HUD when completing objectives. HUD now should only appear if you are in extract.
V1.3.0
- Adjusted C1 Cycle timers so that they're less likely to bug out and not display.
- Precision Rifle damage 7.9 -> 9, stock 164 -> 144.
V1.2.9
- F1 secondary terminal command wave timing adjusted slightly to compensate for Surefire nerf.
V1.2.8
- D2 most real scan hotfix (finalized)_copy. Accidentally moved terminal next to security door.
V1.2.7
- D2 entrance consumables adjusted.
- D2 real scan hotfix (finalized).
V1.2.6
- Grinder mag corrected to 44.
- B2 added extra terminals during the split-up section.
- D2 entrance alarms seed locked.
V1.2.5
- Fixed an issue where a Hallowed boss enemy appears in an unintended location in F1.
V1.2.4
- Weapon adjustments (again.) Makes machineguns have a more unique purpose. Tones down the overtuned Surefire damage efficiency while bumping everything else to equal out the loss.
- Shrapnel changes reverted. Damage 3 -> 3.2, stun 3.6 -> 4, mag 75 -> 90, stock 440 -> 450
- Assault Rifle stock 400 -> 440
- Grinder stock 400 -> 440
- Combat Sniper stock 40 -> 43
- Surefire stock 40 -> 38, damage 4x10 -> 3.8x10
- Compact Pistol stock 204 -> 220
- Heavy Machinegun mag 65 -> 80, stock 310 -> 350
- Quadrail stock 481 -> 500
- Shockwave stock 60 -> 64
- Impaler stock 80 -> 82
- Precision Rifle stock 155 -> 164
V1.2.3
- Adjusted all King and Emperors to use boss SFX to make it clear they are not just normal giants.
- Infection removed from Elites. Infection will remain on Infested, Afflicted, and Hallowed.
- Weapon adjustments. Did not want to nerf Surefire, Combat Sniper or Battle Rifle. BR could not escape a range nerf. This should bring the under performing weapons slightly more in line, especially the primaries.
- Assault Rifle mag size 50 -> 55
- Grinder range mag size 40 -> 44, range 8.5-50m -> 10-65m
- Compact Pistol mag size 20 -> 24, range 9.5-40m -> 10-65m stun 10 -> 12, reload time reduced 7%
- Tactical Rifle mag size 36 -> 30, fire rate increased by 18.75%, reload time reduced 4.8%
- Heavy Machinegun mag size 56 -> 65, stock 300 -> 310
- Battle Rifle range 20-99 -> 18-80
- Quadrail damage 2.3 -> 2.6, stun 3 -> 3.5, range 10-55m -> 12-70m, stock 544 -> 481, mag 90 -> 80
- Precision Rifle crit 1.5x -> 1.9x
- Shrapnel Machinegun aim spread 1.25 -> 0.35, stun 3.6 -> 5
V1.2.2
- Fixed movement speed issue of The Flesh.
V1.2.1
- Brawlers no longer float in the air.
V1.2.0 - /EXT F2 added.
- Fixed an issue where the HKC was using old stat values.
- Fixed an issue where the wrong enemy spawned at the end of F1.
- Added F2. Balanced for Him. Not recommended to play.
- Combat Sniper mag size 4 -> 5.
- Hallowed Virus effect duration raised from 60sec -> 90sec.
1.1.0
- D1 overhaul. Level was bad. Should provide a challenge more fitting of D tier.
- C1 Added single use of ammo to reduce some rng factor to main and removed enemies from second safe zone.
- C2 changed a secondary alarm spawn direction to add more strategic options later in the level.
- Adjusted run-ending timed wave. Was beaten in time before, but was deemed unreasonable and was nerfed.
V1.0.1
- C1 objective text fixed.
- C2 placeholder text removed.
V1.0.0 - all planned levels released.
- C2 added. Do not attempt the secondary objective.
- E2 adjustments.
- Changed Secondary objective spawns to type 6 (from elevator direction) so they should not spawn on the players.
- Slightly nerfed Shadow/Invisible type enemy bio-tracker resistance to account for their increased speed.
Older version patch notes included in download.