MADNESS
A mostly vanilla rundown with unique twists and spins on objectives, scans, etc.
By ThyUnsus
CHANGELOG
PATCH NOTES
6.9.5
6.9.50 - PARTIAL D-TIER RELEASE
Weapon Changes
- Swapped Revolver reload animation to (almost) match the old version, pre-R8
- If anyone would like any further weapon changes, feel free to suggest them in the feedback channel
(This does not guarantee said changes; but I am open to suggestions)
New Levels Released!
After a definitely-way-too-long wait, Madness has breached into the depths of D-tier.
- Now available: D1 - Matriarch
- Soon-to-be available: D2 - Abnormality (Fixing major softlock; ETA 2-3 days?)
- Soon?-to-be available: D3 - Inc#4[READ://ERR]
New Level Reworks!
- A2 rework! Reworked layout/objectives, see below for details
- B4 rework! Entire level layout/mechanics rework, see below for details
New Dependency!
- EOSExt_SecuritySensor by Inas07
A1 - Basis
- Rerolled markers for HSU spawn
- Planned partial level layout rework (unimplemented due to time constraints)
A2 - Re:Elevation
- Complete level layout rehaul for all layers + minor custom geo implementation
- Now has actual variations of LightSettings instead of one across the entire level (ooo pretty)
- Added some much-needed spice to the optional objectives
- Shortened the overall length of the level
B2 - Cryptography
- Added a Terminal & LoreFile to Secondary ;)
(to be repositioned appropriately at a later date pending custom geo creation)
B4 - Re:Twilight
- Completely new level layout for both Main & Secondary
- Main now has an entirely new objective + a level/lore-focused custom mechanic
- Secondary objective has received major tweaking + new mechanics
B5 - Awakening
- Slightly adjusted spelling of certain ObjectiveText words
- Fixed GenCluster Alarm (oopsies)
CX - Exfiltrate
- Now unspoilered
- Adjusted enemy spawnpoints due to migration from previous custom plugin
- Enemy spawnpoint re-position now occurs after reaching a certain depth into Z284 rather than timer-based
C5 - Bypass
- Modified initial Class VI Resonance Alarm -> Class III Resonance Alarm
(modified enemy counts/IDs to keep overall same difficulty, just less tedious)
- Changed door-unlock logic for Z300 (Sector D Access Gate) due to potential softlocking for Main only runs
- Modified Class I[corrupted] Alarm to auto-open the blood-door
Planned Changes
Planned Changes currently include:
- Rework of B2 level-design "error alarm spam moment"
- Adjustments to C2 Main objective (cheese prevention/less repetivity)
- C3 Main Dimension overhaul (fixing navmesh issues etc.)
- D3 release (motiviation, I beg)
- Remainder of D-tier release (6 expeditions planned; possibly more/less)
- More custom geomorphs for Madness
6.9.4
6.9.48 - HOTFIX
Dependency Addition
- WWiseGameParameterController by easternunit100
General Changes
- Custom voicelines inside the rundown can now be controlled via the `Dialog_Volume` slider in Audio settings
C4 - Signal
- Added hibernate spawns to Z494 maintenance corridor
- Changed Z495 plug to beeeg door
- Hibernates no longer spawn in the elevator room
- Reduced amount of enemies inside the Z496 bloodoor in Overload
C[://error]
- Shadows now properly spawn during the Generator Cluster alarm
- Checkpoint has been restored to its original location (99.9% less buggy, promise)
- Added a spawnpoint for the final wave push once players push far enough into Z283
- Slightly reduced difficulty for CellHunt path to encourage its path as a valid alternative to CellSkip path
- Added ScanAlign points for the Class V to Z284 to alleviate scan-RNG-induced-skill-issues
C5 - Bypass
- No longer spams NullRef errors on elevator drop
- Fixed the final alarm in Main causing an infinite alarm of BBCs when using BioscanSpeed+ boosters
- Added slightly more danger to the new alarm type in Secondary
Planned Changes
With the Standalone II competition now over, Madness update shall resume.
Planned Changes currently include:
- Rework of C2 Uplinks
- Rework of B2 alarms
- D1, D2, D3 release (packaged)
- More custom geomorphs for Madness
6.9.47 - LEVEL CHANGES & BUG FIXES
Dependency Reduction
- LGTuner by Flowaria (in favor of Hirnu's patch)
- PartialData by Flowaria (read above)
- AWO by Flowaria (read above x2)
Boss Tumor Changes
10cc has patched the base game to include all of the changes that were made
Disregard previous tumor changes in 6.9.46
C1 - Shutdown
- Supposedly fixed Checkpoint softlocking players (we hope)
C3 - Overrun
- Fixed issue where combat music would never end upon starting the Reactor
- (Also fixes the Reactor waves to proper values...again)
- Fixed issue where the final Overload punishment wave did not trigger properly
C4 - Signal
- Fixed typo on a named zone in Secondary
C[://error]
- Slightly nerfed hibernate spawns in Z283
- There is now an alternative option for Z285 depending on choice of entry to Z284
- Fixed issue where shadows would always spawn during extract regardless of choice
C5 - Bypass
- Designed a custom hub tile for the Main Objective to ensure static generator placement
- Rerolled a tile in Secondary to ensure Power Cell spawns
- Reduced the time before the error wave starts in Overload
Planned Changes
Madness updates will temporarily be on hold until I have finished my standalone sub.
Excluding any major bug fixes, don't expect (much) new content for a little while
Sorry :(
Planned Changes currently include:
- Rework of C2 Uplinks
- Rework of B2 alarms
- Adjustments to C4 Overload Blood Doors
- D1, D2, D3 release (packaged)
- More custom geomorphs for Madness
6.9.46 - LEVEL REDESIGN & MORE
Dependency Reduction
- Tweaker by Dex
Weapon Changes
Heavy SMG
- Renamed to HEL Heavy SMG
- Swapped Scope
- Added Overpenetrating Rounds
- Reduced Damage
- Decreased Reserve Ammo (200->180)
Boss Tumor Changes
Seeing as 10cc has decided to completely invalidate miniboss enemies, the following changes have been deemed necessary for rundown balancing
- Tumors no longer allow damage higher than tumor MAXIMUM HP
- Eg. 200 DMG is reduced to 126 DMG (regular mom)
- However, damage dealt to tumors are no longer clamped to CURRENT HP
- Eg. 126 DMG shot on 2 HP tumor = 126 DMG dealt to enemy
A1 - Basis
- Changed Secondary Zone numbers to 191-192 (previously 171-172) for ease of Terminal-ing
A2 - Elevation
- Fixed the 2nd Cell in Overload from not spawning (Let me know if it still does this!)
A3 - Contaminant
- Added WardenIntel pop-ups on activation & completion of the optional power reroute
- Fixed issue with fog becoming non-infectious for a brief moment during the Class V F
- Fixed issue with fog momentarily flooding the level after completing the Class V F
- Buffed the Class III Cluster Alarm in Secondary -> Class IV Cluster
- Fixed several issues with LevelGen, final zone in Secondary rerolled
- Updated ProgressionText on SECTOR B Access Gate to explain both Terminal commands
- Adjusted Extraction Alarm
C[://error]
- Majority of the level has been completely remade
- Ft. new/changed voicelines
- Added a small amount of ammo to the beginning areas
- Swapped ObjectiveTypes & added many SubProgressions
- Fixed issue where sounds/voicelines were cutting out for players
C5 - Bypass
- Swapped Secondary door Key req. to Cell req. bc Keycard spawned in void if the expedition was re-attempted after dying once (why tho)
- Fixed an issue where an alarm in Overload spawned more enemies than intended
- TIMED Alarm no longer punishes successful completions (oopsies)
- Added slightly more time for Overload
6.9.45 - PATCH / LEVEL DESIGN CHANGES
Compatibility Check
- Any events using 'AlertEnemiesInZone' no longer auto-open doors
- Keep in mind the area will aggro as soon as a door is opened, if not cleared
B5 - Awakening
- Fixed issue where Terminal command displayed wrong Zone number
C2 - Tether
- Fixed minor spelling issue
C3 - Overrun
- Increased enemy density of Secondary Reactor waves
- Slightly reduced medi supplies in Secondary Reactor
- Adjusted Flares command in Alpha Three to have a bit more pizazz
C4 - Signal
- Renamed Class E alarm to match others
C[://error]
- Renamed Class E alarms to match others
6.9.44 - PATCH
A2 - Elevation
- Main/Overload extraction progression now correctly states to go to Z114 instead of Z116
- Added slightly more time to Secondary reactor code hunts after failing first verify
- Changed Overload door to be unlockable only through Secondary completion
- Added a Terminal to each Cell Storage for easier CellHunt
C1 - Shutdown
- Fixed a mis-positioned scan in Main
- Moved some events around for QOL reasons
C2 - Tether
- Fixed enemies from the Class V Distant Cluster spawning behind the alarm door
- Fixed Uplink Zone not having Tool Refill scavenge packs (oopsies)
- Fixed Uplinks not spawning Hybrids (double oopsies)
- Increased Striker/Flyer waves during Uplinks
- Fixed Quarantine Alarm not starting an error afterward (I forgor)
- Redid most text-based progression for the level
C3 - Overrun
- Adjusted Secondary Reactor wave numbers to their correct values (bruh) to prevent super-late spawns
6.9.43 - PATCH / LEVEL DESIGN CHANGES
Activate Small HSU Tiles
- Fixed an issue where tiles with an Activate-Small-HSU machine (Depressurizer/DataSphereInject/etc.) would generate with a Neonate HSU pre-installed
- Yeeted the baby
Weapon Changes
- Added desc. change to both Scattergun & Sniper to indicate their R7 status
A2 - Elevation
- Redesigned the latter half of Main to shorten overall mission length
- Changed the 2nd wave of the Reactor in Secondary to have a...interesting CodeHunt, which will be used more in the future
- Consider revisiting Secondary at some point, or be surprised later on...
A3 - Contaminant
- Redesigned the level in Main to be based around zone altitude rather than THE FOG IS COMING PREPAREEEEEEEEEE
- Slightly reduced spitter values in all zones
- Edited the LogFile regarding Alarm Types inside of the Terminal immediately in front of the elevator
B1 - Triangulation
- Added a timer to the Class III R Alarm
B2 - Cryptography
- Fixed an issue where the Elevation scan in Main was 10x speed if 4 players were in the scan
- Renamed the alarm on Z126 to 'Class VI Security Elevation Sequence' from 'Class VI Evolving Alarm'
- Fixed an issue where enemy spawns for the Main objective were 1 room away instead of 2
B3 - Identity
- Fixed an issue where the Class IV Distant Alarm had bugged enemy spawns
- Adjusted the positioning of the generators inside the Main hub zone
- Reduced the amount of resources in all zones across Secondary
- Added additional enemies to Extraction Alarm if Secondary is completed
B5 - Awakening
- Powergrid instability worsened
- Slighty changed final door unlock method in Secondary to prevent checkpoint-related issues
- Fixed an issue where Containment Unit 1's auto-wake enemies were using the wrong AreaIndex
C2 - Tether
- Fixed level softlock where 2 Terminals related to the Main Objective willed themselves out of existence
C[://error]
- Slightly increased duration in-between Extract Wave spawns
- Slightly reduced enemy distribution inside of Z287
C5 - Bypass
- Renamed the Class E alarm to similarly match B2's
6.9.42 - PATCH
Rundown Balance
- Reduced Infested Striker melee range to better match the model
- Slightly increased Giant Charger speed to fix running animation (Will be reverted if too much)
Rundown Progression Overhaul
- A1, B1, C1 are now available to play on launch. The final levels of the previous tier still must be completed to unlock the next level
- Added text to indicate these changes above each first expedition upon completion (removed where irrelevant)
Terminal Uplinks
- Fixed an issue where starting an Uplink would cause the initial verification to loop
- Fixed an issue where the second verification onward would automatically fail & incur a timer on the player
Heavy SMG
- Increased ammo capacity
- Increased damage
C2 - Tether
- Fixed a bug in Main where more giant enemies would spawn than intended during certain Terminal Uplinks
C4 - Signal
- Fixed a Blood Door in Main that was spawning less enemies than expected
- Fixed an issue with duplicate/overlapping sounds on a certain alarm in Overload
- Overload Objective now functions properly
C[://error]
- Removed outdated voiceline
- Adjusted Terminal spawn in a certain zone
- Adjusted certain alarm waves/values
- Adjusted scan length for a certain alarm in Main
C5 - Bypass
- Fixed an issue with a Terminal Command being unintentionally accessible
6.9.41 - HOTFIX
A1 - Elevation
- Fixed invalid ID on Logfile in Elevator Zone
A3 - Contaminant
- Fixed invalid ID on Logfile in Elevator Zone & Zone 60
C3 - Overrun
- Fixed invalid ID on Logfile in Secondary/Overload
6.9.40 - C-TIER FINALE
New Levels Released!
The remainder of C-tier has arrived. Dare you venture downward into the depths..?
- Now available: C4 - Signal
- Now available: C5 - Bypass
- Now available: [://ERROR]
New Dependencies!
- PartialData by Flowaria
- AWO_PartialData_Hotfix by hirnukuono
- LGTuner_Dimension_Hotfix by hirnukuono
- AWO_Countdown_Hotfix by hirnukuono
- WardenIntelOhBehave by hirnukuono
A1 - Elevation
- Renamed a couple of zones
A2 - Elevation
- Swapped the Chargers in the Reactor for a more tier-appropriate alternative
- Renamed a couple of zones
A3 - Contaminant
- Fixed an issue where you could accidentally (or purposefully) re-infect the entire level
- Changed the Objective Zone in Main
B2 - Cryptography
- Renamed a couple of zones
B3 - Identity
- Renamed a couple of zones
B4 - Twilight
- Renamed a certain zone in Secondary
B5 - Awakening
- Renamed a couple of zones
- Swapped 2 Terminal locations in Main to make them more visible
- Added Progression popup in Secondary to prevent possible checkpoint "softlock"
- Changed how the waves in Overload function (overall same difficulty)
C1 - Shutdown
- Removed ability to cheese Error shutoff in Secondary
C2 - Tether
- Now with 100% less Matter Wave Projection
C3 - Overrun
- Added slightly more resources to Main following Objective Completion
- Fixed issue in Secondary where waves were 1/2 sized & sometimes mega-delayed
- Incorrect Overload Completion no longer forcibly skips a certain Alarm
- Incorrect Overload Completion Alarm now re-activates properly on Main completion
- Workshopped many text-based events
6.9.3
6.9.37 - HOTFIX
C3 - Overrun
- Fixed softlock if you decided to not do a Prisoner Efficiency Run (oops)
- Removed FogShift events if Reactor is completed before beginning Overload
6.9.36 - DEPENDENCY ADDITION
New Dependencies
- SecDoorTerminalInterface by GTFOModding
- EOSExt_SecDoorTerminal by Inas07
- EOSExt_Reactor by Inas07
A3 - Contaminant
- Upgraded Sector B Entrance Gate
B2 - Cryptography
- Fixed duplicating Cargo Crates
- Updated WardenObjective text
B5 - Awakening
- Fixed duplicating Neonates
- Updated WardenObjective text
- Upgraded Sector C Entrance Gate
C1 - Shutdown
- Shadow Error no longer restarts on Secondary completion
- Significantly increased Flyer error to compensate
C2 - Tether
- Moved Checkpoint from the Warp Gate to the previous zone
C3 - Overrun
- Small nerf to a certain enemy wave in Overload
- Overload progression will no longer cause ceiling scans
- Increased ScanSize of 2 certain scans to hopefully prevent sadness when playing with BOTS
- Changed the Team Scan on Overload to be a Class I F (remains non-alarmed)
- Added more hibernating enemies to Overload
- Added a Scout somewhere in Secondary
6.9.35 - PATCH
B2 - Cryptography
- Added slightly more Ammo to the level
C1 - Shutdown
- Fixed potential Progression issue if CellDoor is not interacted with before insertion
C3 - Overrun
- Extraction Scan speed is no longer pointlessly slow
- Adjusted Enemy Spawning
- Fixed several WardenIntel messages that were incorrectly formatted
- Fixed Progression popup not popping up
6.9.34 - HOTFIX
C1 - Shutdown
- Repositioned the checkpoint due to Vanilla bug issues
6.9.33 - PATCH
Scan Adjustments
Class U
- Changed to be Classification 'E'
- Updated the log file in A3 - Contamination to match the change
B2 - Cryptography
- Changed the Class V M U to a Class VI E
B3 - Identity
- Added ProgressionText on the entry to Z137 to provide better guidance
C3 - Overrun
- Slightly adjusted how the Fog shifts during Overload
6.9.32 - HOTFIX
C1 - Shutdown
- Slightly nerfed the Class VI
- Edited DoorText on Z385 SecDoor to better match Objective Progression
6.9.31 - HOTFIX
C1 - Shutdown
- Hotfix for potential softlock in Main
- Fixed mismatch of ObjectiveText in Secondary
6.9.3 - C-TIER DEBUT
New Levels Released!
C-tier has finally made its debut!
- Now available: C1 - Shutdown
- Now available: C2 - Tether
- Now available: C3 - Overrun
- (C4-C6 are WIP and will be released at a later date)
Weapon Changes
Heavy SMG
- Nerfed Ammo Capacity (40+200 -> 40+160)
- Nerfed Rate of Fire (0.078 -> 0.105)
B2 - Cryptography
- Fixed a missing Progression popup
B3 - Identity
- Removed 2 unnecessary scans from security doors
- Increased difficulty of extract waves
- Increased difficulty of blood door to better match the Class III alternative
- Also added a Cell req. to the above to ensure only 1 door may be chosen
6.9.2
6.9.2 - PATCH
A3 - Contaminant
- Workshopped some Warden Intel/Progression
- Added slightly more resources to Zone 61
B1 - Triangulation
- Workshopped some Warden Intel/Progression
- Added slightly more resources across the filler zones between Uplinks
- Fixed Events misfiring on the Class II R Alarm
B3 - Identity
- Changed the Class IV Cluster to a Class IV Distant on the door to Zone 184
6.9.1
6.9.1 - PATCH
Scan Adjustments
- Modifier 'F' scans with full team requirements now actually require all team members to be present
- Class 'R' scans now have distinct colors/text
A1 - Basis
- Workshopped some Warden Intel
A2 - Elevation
- Adjusted Fog visibility in Secondary
- Adjusted Fog infection rate in Secondary
- Slightly more resources in Secondary objective zone
- Removed/Adjusted text for certain doors/Warden Intel
A3 - Contaminant
- Rewrote the intel provided for Class 'R' scans on the log file
6.9.0
6.9.0 - RELEASE
- Rundown release!