Descent
://UPD 0.9: New orders received..configuring weaponry for ideal results..awaiting drop...
Last updated | a week ago |
Total downloads | 1439 |
Total rating | 3 |
Categories | Rundowns |
Dependency string | Yukitty-Descent-0.9.1 |
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: 3.2.1Inas07-EOSExt_SecDoor
Customize security door. Now only with interaction prompt customization.
Preferred version: 1.0.0GTFOModding-SecDoorTerminalInterface
(Plugin Dev Libaray) Attach Terminal to Security Door with API
Preferred version: 1.0.7Inas07-EOSExt_SecuritySensor
Configurable Security Sensor and Movable Sensor. Now added with text / color customization
Preferred version: 1.1.7hirnukuono-AdvancedWardenObjective
Flowaria's AdvancedWardenObjective with a few fixes, tweaks, and addons
Preferred version: 1.2.7randomuserhi-KillIndicatorFix
A client-side mod that makes kill indicators consistent when you are not host.
Preferred version: 0.1.6Localia-ResourceHelper
Mark all the resources you and your teammates have found.Now support ExtraResourceHelper.
Preferred version: 3.0.1Red_Leicester_Cheese-CheeseGeos
Containing 11 custom geos and 3 modified geos (Lab tile overhaul begins now)
Preferred version: 0.4.2hirnukuono-WardenIntelOhBehave
Attempts to fix the disappearing WardenIntel
Preferred version: 0.0.1Untilted-ConfigurableGlobalWaveSettings
Makes some hardcoded wave-related settings configurable per level
Preferred version: 1.2.1Dinorush-ExtraWeaponCustomization
Adds several new features to customize weapons.
Preferred version: 2.14.1README
Descent
Overview
Danger awaits deep in the complex. You and your team will be sent in to explore and clear specific key areas and retrieve any crucial data as to what happened in the desolate facility. 25+ custom/enhanced vanilla weapons to choose from!
Roadmap
2024
- Main team storyline completion
- New weapons, new features from plugins
- Balancing issues
Early/Mid 2025
- v1.0 Release - lore logs + DXE2
- HXC2, HXD1 & HXD2
- New Honour weapons
- Chinese, Japanese, Korean localization
2025+
- Continuation of Honour
- EMP plugin (if AWO lights are compatible by then)
- Level exclusive weapons
Latest Update
v0.9.0-1
v0.9.1
- DXE1 ground enemies in dim are finite and should stop much sooner (exception of boss)
- DXE1 stop wave event delayed by 1 min after objective counter ends
v0.9.0
- DXE1 Anatomica released - the finale to the main team's adventure...
- DXD3 more changes to the difficulty to create pressure. Stop wave event was replaced because of this.
- HXC1 last alarm changed again to be less strained
- HXC1 first alarm changed strictly strikers instead of mixed enemies
- Revealed all of Honour pending levels
Weapon Changes
- Moonlight trait buff: 15% > 50% chance to restore 3 > 6 health on kill
- Resolution increased dmg 27.01 > 30.01; increased pierce by 1; changed trait for better versatility
- Hercules increased bleeding effect
- Grendel reload time decreased 3.3 > 3.1
- Yurei increased shot count 8 > 10; range 5m > 6m
- Tyrant decreased charge up 0.4 > 0.2
Dev note
- This is the last major content update for 2024 - fixes/balancing patches are exceptions. See you next year!
Feedback
Comments and questions are needed and appreciated. Contact my discord .kiyu or use the feedback thread in the GTFO Modding Discord. Follow my feedback thread for news and updates!
Credits
- Dakstar for general help/getting started
- RandomBoy42069 for help with markers
- Amorously helping with lgtuner
- Geomorph developers for sharing their tiles for public use: Sam_DB, Flowaria, DarkEmperor, Red_Leicester_Cheese
- And to all the people who played, thank you!
Previous Patches
v0.8.0-3
v0.8.3
- DXD2 terminal command no longer spawns big chargers; dimension zone is less strained on time
- DXD3 fixed error alarms to better align difficulty; reduced the time for increased threat and increased ammo for balance
- DXD3 extract scan was made full team
- Manually added weapon & sentry stats (melee ignored; vanilla stats basically) - remove WeaponStatShower file or create new profile
v0.8.1-2
-
Removed scouts from DXD2 after tp back; added more ammo to the level
-
Fixed DXD3 blood doors not on lockdown; added a stop wave event on first terminal
-
Adjusted second half of DXD3
-
Removed WeaponStatShower as a dependency (v0.8.3 will implement detailed stats for Descent weapons & sentries)
-
Fixed a duplicate name causing an error upon launch
HXC1 Fixes
- Respawn zones now have cocoons to indicate it is a respawn room
- z140 tile was changed, scan sequence altered to better match difficulty
- Attempt to fix Secondary waves spawning from host location (vanilla issue; advised to have client to depart)
Weapon Changes
- All current Honour weapons now have a special trait
- Moonlight model was changed
- Resolution reserve ammo reduced
- Eris fire rate reduced
v0.8.0
- *Access the NEW duo-recommended level HXC1
- D2 Primed and D3 Illicit released
- D1 includes two new sound events, additional resources added towards the end
- B2 Secondary error no longer spawns from elevator
- New dependencies were added
Weapon Changes
- *8 NEW weapons (with 2 variants) exclusive to Honour levels
- Seraphim: switch to special slot + stat rework
- Ichor: switched to main slot + stat rework
- Regalia: switched to special slot + stat rework
- Plunderer: damage 12.26 > 12
- Dogma: precision 1.5 > 0.8
- Revenant: damage 7.79 > 7.29
- Serration: mag size 14 > 12
- Dread: range 20m > 30m
- Boreal: range 40m > 35m
- Tyrant: reload 2.7 > 4
- Vertigo: mag size 32 > 33
- Tidal: mag size 12 > 16
- Tempest (sentry): max ammo 877 > 809
- Scarlet (sentry): damage 20.1 > 35 / max ammo 47 > 44 / startfiredelay 2 > 2.5
v0.7.0-v0.7.4
v0.7.4
- B2 changes: Overload waves fixed, Main reactor waves should have a greater chance of spawning front, air filtration time reduced
v0.7.3
- B2 changes: Zone 712 enemies reduced, Zone 330 enemies reduced, Zone 715 now has a disinfection station
- Fixed B2's main objective unlocking Secondary after reactor startup
Weapon Changes
- Seraphim: reload time 3.0 > 2.0
v0.7.2
- Added a missing dependency that required A1 to function properly
- C3 changes: Zone 44 layout changed, Zone 47 ammo supply significantly increased to compensate large waves
v0.7.1
- B2 turbine added (I forgot!)
- More balancing to Seraphim
v0.7.0
- C3 Quickstart released
- A1 and B2 remastered levels released
- New icon!
- Certain levels will now start with reduced ammo & tool
- Dependencies up to date
Weapon Changes
- Seraphim rework
- Plunderer: mag size 50 > 40 / chargeup 0.45 > 0.5
- Knife: zzz multiplier 2.0 > 1.5
v0.6.0-v0.6.8
v0.6.8
- C2 enabled, A1 is disabled for now
v0.6.7
- C2 and C3 are undergoing a proper rework in light of recent situations. All levels and its content will be handled by me (Yukitty) to prevent confusion. I'm sorry for this major inconvenience! The A1 and B2 remastered versions are still underway, but another patch will occur for C2 to be able to play again. Thank you for your time!
v0.6.0
- D1 Eruption released
- Changed scout wave settings for certain levels to be more unforgiving
- Adjusted difficulty on the following levels: A2, B1 and C2 (see feedback thread for more info)
- Certain weaponry will refill less % for balance; exception of Tyrant (66 > 75 per refill)
Weapon Changes
- Dread: prec. multi 0.87 > 0.89 / reload 2.5 > 2.6 / max ammo 88 > 83
- Vermin: max ammo 426 > 396
- Akatora: chargeup 0.4 > 0.6
- Dogma: mag size 3 > 4
- Hank: max ammo 15 > 13
- Temptation: damage 1.51 > 1.41
- Glast: max ammo 419 > 378
- Tempest (sentry): fire rate 0.08 > 0.12
pre v0.6.0
v0.5.9
- B3 final door is now a team security scan, instead of open door; first alarm is now a surge
- C1 revamped; specific zone layouts have been slightly changed, Secondary is now accessible at the start instead of the end of Main with new twists!
- B1 tool resource nerfed
- Rundown menu updated - good bye connect to yukidown
- Perfection badge added - do you have what it takes to go boosterless?
- Added new QoL dependencies
- New main weapons: Monster - a deadly double barrel shotgun; Banshee - powerful and efficient smg
- New special weapon: Glast - the "vanilla" crowd clearing mg
- Minor fixes implemented
Weapon Changes
- Yurei and Hank visual overhaul
- Yurei: decreased mag size & max ammo, decreased reload time
- Hank: decreased damage, increased mag size by 1
- Dogma: increased damage & max ammo, decreased precision multi.
- Grendel: increased charge up
- Temptation: changed sight, increased mag size by 1 & reload time, decreased max ammo
- Fenrir: removed pierce, increased max ammo
- Jackal: increased fire rate
- Ichor: increased max ammo
- Revenant: decreased max ammo, increased reload time
- Akatora: changed recoil, decreased max ammo & range
- Dread: decreased range
- Boreal: muzzle flash changed
- Vermin: removed pierce, decreased max ammo
- Vertigo: increased damage, decreased max ammo
- Serration: decreased damage
- Tyrant: changed recoil, increased mag size, decreased max ammo
- Quarry: decreased damage & fire rate
- Tidal: increased damage, decreased reload time
v0.5.0-v0.5.1
v0.5.1
- B3 changes: first zone layout slightly changed, removed extract error, 2 extra uses of ammo in Distilling Unit
v0.5.0
- B3 Desecrate release
- C2 level adjustments: bridge tile inside layout changed to prevent cheesing, Secondary floodgate zones now contain enemies, zone 58 now contain enemies
- D2 name changed on rundown menu
Weapon Changes
- Dogma and Jackal switched sights
- Dogma reduced 1 max ammo
v0.4.0-v0.4.2
v0.4.2
- B2 difficulty changes: z723 alarm changed from chargers to regular enemies, Secondary sector wave nerf, fog altitude slightly lowered (Dev note: These changes are intended to be more aligned with its tier and difficulty scaling)
v0.4.1
- A2 extraction intel fixed
v0.4.0
- A2 Awakening release
- C2 secondary alarm should have a longer cooldown between waves now
Weapon Balancing
- Knife: charged attack from 5.5 to 7.5
v0.3.0-v0.3.3
v0.3.2 & v0.3.3
- see below
v0.3.1
- Rundown files (hopefully) fixed
v0.3.0
- C2 Catalyst release (with help of obsessivebun)
- C1 changes: added subobjective when approaching z264 door, added fog repellers to z257 and z258, changed lights to be consistent, Secondary sector resources buffed
- 3 new level display in rundown menu (with info)
- E1 display fix in rundown menu
- Updated weapon descriptions, Kilowatt mag update
- Other minor fixes
Weapon & Tool Balancing
- New main weapons: Dread and Akatora
- Quarry: increased stagger to 5
- Seraphim: increased mag size and max ammo, removed pierce
- Hank: decreased max ammo
- Fenrir: increased range and fire rate
- Temptation: increased reload time
- Virtue (burst sentry): decreased fire rate
- Hammer: Charged stagger increased to 2
- Knife: Sleeping multiplier increased to 2
- Spear: You are now able to run at full sprint while charging
v0.2.0-v0.2.3
v0.2.3
- C1 secondary error should no longer spawn in front & 1 room away. It will spawn behind and at least 2 rooms away.
v0.2.2
- Added 1 extra use of resource in C1 z258 and z665
- C1 z260 terminal position fixed
- Scarlet sentry nerfed (again)
v0.2.1
- Added LocalProgression as a dependency
v0.2.0
- C1 Sinister released
- B2 adjustments: weaker infect fog, respawn zone no longer spawns scouts again
- Reduced B1 resources
- Snatchers now take damage when shooting at its armor
- C3 name fixed in rundown menu
Weapon & Tool Balancing
- Seraphim: greatly decreased prec multi., max ammo, mag size (more adjustments soon)
- Regalia: increased dmg, decreased max ammo
- Ichor: increased dmg
- Kilowatt: increased max ammo
- Yurei: decreased mag size, max ammo
- Scarlet: decreased fire rate
v0.1.0-v0.1.3
v0.1.3
- B1 secondary fixed
v0.1.2
- Grendel: reduced range
- Hank: slightly inc damage, inc reload
v0.1.1
- Serration: reduced max ammo
v0.1.0
- Public release