MADNESS
A mostly vanilla rundown with unique twists and spins on objectives, scans, etc. Now with 100% more Rundown 8 compatibility & 3 new levels!
By ThyUnsus
CHANGELOG
PATCH NOTES
6.9.4
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)
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
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
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!