
CHANGELOG
Patch Notes:patch note:
-
0.7.1
- tweak to D2, forgot something I won't mention
- mod description adjustments, whatever
-
0.7.0
- D2 is out, questionable balance as always, will try to keep it that high and I hope it's high enough so that you don't oneshot it...
- Enemy Wiki update for the D2 tommorow
- Tear Gas PGL
- reduced light stagger time: 24s -> 18s
- reduced boss stagger time: 3s -> 2s
- reduced light stagger strength
- Bullpup Smg
- armor pierce: 45% -> 20%
- Standard Revolver
- removed RRAA (RareRandomAimAssist) [oops]
- Stocked Revolver
- removed lies about it having RRAA
- Prototype Machinegun
- increased stagger strength
- removed [BOT] variant of the Prototype Machinegun from play
-
0.6.2
- Fixed a duplicate unused Custom Scan ID causing 2 levels to never load x)
-
0.6.1
- Forgotten to add dependency strings, lol
-
0.6.0
- Wiki with enemy information for new levels will be updated later, if anyone cares!
- Unlocked: CX & D1 introducing 5 new enemies
- Reorganized the rundown tree using ExtraRundownCustomization (praise Cheese!)
- C2 balance fixes:
- Increased time between error waves in C2
- Decreased amount of enemies spawned from blood door in C2 (slightly)
- Made scans not go to the same spot in some of the custom cluster scans
- Weapons:
- Heavy Pistol:
- less recoil & viewmodel jump
- can oneshot shooters when close
- slightly smaller magazine
- increased effective range
- Bolter:
- slightly more damage
- slighly more precision damage
- increased effective range
- Tear Gas PGL:
- boss stun time: 3s (unchanged, just mentioning)
- normal enemy stun time: 24s (unchanged, just mentioning)
- Heavy Pistol:
- Added ExtraRundownCustomisation
- Added ExtraChainedPuzzleCustomization
Weapons:
-
Heavy Pistol:
- less recoil & viewmodel jump
- can oneshot shooters when close
- slightly smaller magazine
- increased effective range
-
Bolter:
- slightly more damage
- slighly more precision damage
- increased effective range
-
Tear Gas PGL:
- boss stun time: 3s (unchanged, just mentioning)
-
Added ExtraRundownCustomisation
-
Added ExtraChainedPuzzleCustomization
-
0.5.1
- fixed new profiles having tool-weapons broken
-
0.5.0
- unlocked C2 - might be a difficulty spike...
- sligtly increased ammo capacity on Heavy Shotgun Sentry
- slightly increased ammo capacity on Sniper Sentry
- increased base damage and pierce on Sniper Sentry
- adjusted a few things in C1
-
0.4.0
- unlocked C1 - probably needs feedback on difficulty? (if too low) - but also, finally - no checkpoints :)
- undeciphered C2, not unlocked yet though, will be soon - that is if I get to finally test it...
- changed [B2 Main - last door alarm] enemies to nightmares as intended
- increased Portable Machinegun reload speed
- added unique pings to nightmares enemy family
- added unique pings to shadows enemy family
- changed infectious projectile barrage for all enemies that use that attack
- added StuckEnemyFix
- removed NoBotFriendlyFire
-
0.3.0
- Huge nerfs to all weapons (expect minimal weapons category)
- All weapons have less max ammo
- Some weapons lost fire rate or damage
- Some weapons lost gimmicks due to lower gap between this and the Vanilla level of balance
- Only Minimal Stick has healing properties
- Most weapons lost ThickBullet property which made it easier to hit your shots - only applies to the majority of semi-automatic weapons
- Redone B2 Overload
- Changed B2 non-error waves for Main (added giants)
- Added EEC_H as a dependancy
- Added MovementSpeedAPI as a dependancy
- Huge nerfs to all weapons (expect minimal weapons category)
-
0.2.2
- Added back some missing files, oops..... and changelog notes
-
0.2.1
- A1 : Made extraction slightly easier (reduced ERROR alarm)
- B2 : Made level harder in general. This thing came out easier than A1 or AX, lol
- Changed Heavy SMG into a slow firing one with low stagger, max ammo increased
-
0.2.0
- B2 is out! Brutal side objectives as far as I've tested, lowered difficulty pre-update, need feedback if too low or not
- Changed a lot of text for AX
- Changed some text for B1
- Fixed gear descriptions
- Changed comms and mission description for A1
- Recolored the rundown tree (cuz it fits the levels colors ingame or whatever)
- Blitz Mine Deployer
- +20% max ammo
- noted that it doesnt work on bots
- Heavy Shotgun Sentry
- 33% slower fire rate
- Standard Sniper
- 3 -> 2 magazine size
- Added Tweaker, EOSExt_LevelSpawnedSentry and RundownTitleFix as dependencies
-
0.1.6
- bruh - forgot delist CConsole
-
0.1.5
- bruh - forgot to hide an unfinished level
-
0.1.4
- ACTUALLY changed revolver shotgun magazine size
- Hirnus ItemMovementAnimations file fix
- Fixed A1 being unplayable due to crappy forward extract problems - Thanks Hirnu
- Changed ProgressionGear GearToggle on some gears
-
0.1.3
- Removed Archive from dependencies - oopsies 2
-
0.1.2
- Removed GTFOReplay and RagdollMod from dependencies - oopsies
-
0.1.1
- Changed some text
- Revolver Shotgun magazine size: 8 -> 7
- Fixed alternative weapons getting unequipped after reloading a checkpoint in B1
- Turned off the fake alarm sounds during extract in B1
- Lowered the amount of configs
- Moved the data files to plugins instead of GameData (will probably need a reinstall with this update)
- Forced on LocalProgression
-
0.1.0
- Initial Release