Last updated | 2 years ago |
Total downloads | 470 |
Total rating | 0 |
Categories | Rundowns |
Dependency string | Ripply-Onyx-1.0.9 |
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: 2.0.1README
Onyx
version 1.0
Intro:
Hi, I'm Ripply, been playing GTFO since R4, deceided to finally start trying to create content. I normally play with my brother only and always want more content to play through without getting totally stomped. I.e assume you are playing with duo + some bots or solo + bots. My first rundown, I feel like I've sorted most of the stuff I've seen playing it myself but no doubt something will have slipped through.
Anyway, I hope I've uploaded correctly and everyone can give it a try! My next Rundown goal is to be less linear!! Please don't expect extreme difficulty I'd say its for the more casual player. Plus, balancing is a bitch!
With love, from Scotland.
*Notes:
1.0.0 Release 06/08/22
1.0.5 Release 08/08/22
1.0.9 Release 10/08/22
*Changelog:
1.0.5:
-Adjusted logs throughout expeditions to have shorted inputs ~ Rips_Ideas_XXXXX
B1: Adjusted SZ Zone scan to a bit more interesting Adjusted error alarm towards end of expedition to prevent waves spawning on top of our poor team.
B2: Adjusted enemies behind a certain "exit" point. Adjusted last terminal zone so enemies don't spawn in room with you (I HOPE). Changed Class I -> Class 3 with a twist. Increased ammo slightly to compensate.
B3: Fixed locked progression, can now access the rest of the level (Changed locked with no key type to security key type) Changed intial Class III -> Class V. Reduced tool a small amount.
C1: Increased enemy spawns in various zones.
C2: Reduced ammo slightly Reduced tool slightly Increased certain enemy spawns
1.0.9:
General tidy up of text and files throughout.
A1: Changed pointless stealth scan, sorry stealth lovers! Added blood door Moved to checkpoint to add more player choice.
B1: SZ Alarm changed entirely Added my own lighting to old SZ alarm zone. Pretty. Adjusted wave population of new alarm in place of SZ.
B2: Adjusted end zone slightly.
B3: Adjusted reactor to be more "b" friendly Adjusted "on win condition", no more double reactor! Added wave to reactor to compensate Changed waves of reactor drastically, nice mix of enemy types.
C2: Slightly reduced tool.
Bonus: Finally started DEV tools so I don't need to play these levels repeatedly.. Fully.. to see if change worked. No, really.