
INTEGER
The Warden has issued new work orders, but things don't seem right. Something wicked is pulling the strings.
CHANGELOG
CHANGELOG
v0.0.10
B2
MAIN
- I forgot to remove the flyer error during the ninja turtle fight. Sorry!
v0.0.9
General Changes
- Rundown will no longer require you to install The Archive upon launching the game.
- Removed ItemSpawnFix dependency.
- Added progression system to Glucose (Thank you Auri!)
Enemy Changes
- Spongies now have a different look.
- Added pablo animations and tongue attacks to potatoes (yes that means they can run now)
Weapon Changes
Burst Cannon
- Reduced charge-up time from 0.7 to 0.5.
- Slightly increased shot delay.
HEL Machinegun
- Increased range.
- Increased rate of fire.
Autopistol
- Changed name to Covert PDW.
- Increased damage to 1.8
Machinegun
- Increased stagger multiplier from 1.5 to 1.8
Plasma Rifle
- Temporarily added a pierce of 2. This might change depending on how it behaves.
Shotgun
- Increased pellet damage from 3.01 to 4.01, dealing 40 per shot instead of 30.
- Decreased clip size from 8 to 6.
Double Tap Rifle
- Changed damage to 5.55 (I can't remember what the value was before so idk if it's a buff or a nerf)
- Slightly increased total ammo.
B1
MAIN
- Fixed unintentional zone marker changes.
- Replaced stealth scan in ZONE 98 with a full team scan.
- Added a full team scan to the warden door to ZONE 92 (Reactor room)
B2
MAIN
- Fixed unintentional zone marker changes.
- Fog is now greener.
- Fixed broken survival waves in the ending portion of the level.
- Added high-quantity fog repellers to ZONE 119, and a Fog Beacon to ZONE 120. You'll know it when you see it.
- Increased ammo in ZONE 118.
- Fog will now rise to a specific height if you do the easy and medium alarm in ZONE 118. This will not be the case with the hard alarm.
- Adjusted fog rise after countdown to be less aggressive.
- Removed flyers from the hardest alarm in ZONE 118.
- Removed flyer error alarm during the Ninja Turtle fight.
- Added a funny little surprise to ZONE 121.
- Increased enemy density during ZONE 116 alarm.
B3
MAIN
- Fixed unintentional zone marker changes.
- Moved one of the reactor shutdown scans to its intended position.
- Changed survival wave population of reactor shutdown sequence.
- Added new alarm to ZONE 13.
- Added more resources to ZONE 13.
- Slightly increased resources in ZONE 14.
- Slightly reduced sleeping enemy density in ZONE 13.
EXTREME
- Error waves now have more variety.
- Added a duo scan to ZONE 53
- Fixed elevator waves not stopping upon entering the terminal command in ZONE 55.
- Updated ZONE 55 terminal command description.
- Terminal command now requires to finish a duo scan first.
- Class Z alarm is now a Class II Z alarm
- Fixed enemy waves spawning 1 room away during Class Z alarm.
- Removed flyers from Class Z alarm, changed wave population.
- Finishing the bioscan to ZONE 51 will now lock the respawn rooms in Main for performance purposes.
- Added an additional duo alarm in ZONE 55 in order to make better use of the zone. Starting this alarm will stop the ongoing error waves.
- Turned ZONE 56 into a blood door, added a few surprises inside.
- Removed scouts from ZONE 56.
- Locked door to ZONE 52 so it cannot be pulled before the countdown ends.
- Fixed terminal position in ZONE 59.
- Updated ZONE 59 alarm description so it explicitly says it's a duo alarm.
v0.0.8
General Changes (once again by Auri)
- Glucose collection and progression should be fixed now (hopefully).
Weapon Changes
Precision Rifle
- Increased shot delay from 0.41 to 0.45
Bullpup Rifle
- Increased mag size from 40 to 45.
B1
MAIN
- Adjusted ending countdown color.
- Reduced time between extraction error waves.
- Made the extraction scan longer.
- Added extraction waves upon touching the extraction scan.
- Changed extraction scan type.
v0.0.7
General Changes (brought to you by Auri)
- Glucose is no longer going to ominously float in the elevator drop shaft.
- Spooky glucose haunting phenomena have been re-contained. This includes saving of secured/lost glucose as well as the permanent shadow effect after securing one.
Weapon Changes
HEL Gun
- Increased firerate.
Assault Rifle
- Increased damage from 2.6 to 2.8
Enemy Changes
- Spongies will now deal 8% per tongue attack.
B2
MAIN
- Door to ZONE 116 will now close upon starting the team scan to ZONE 123
- Added more time to the countdown when entering ZONE 117
- Fog will now rise properly when the countdown ends, sorry!
- Fixed awkward silence after opening ZONE 115 (due to giving both error waves a delay before spawning again)
- Gave a very, very very very slight precision multiplier to the ninja turtle (yes that's what I call it)
- Reduced the amount of flyers that spawn alongside the ninja turtle.
- Changed the ninja turtle spawn roar sfx.
- Added warden intel every time a new error wave is added during the first section.
B3
MAIN
- Added missing warden intel.
- Increased resource amount in reactor.
- Lights will now turn off after completing the shutdown sequence.
- Added an error alarm at the end cause the streets are too quiet :)
EXTREME
- Reduced countdown time.
- Added missing warden intel.
- Slightly increased tool amount in ZONE 51.
- Slightly reduced enemy density in ZONE 53.
- Locked door to ZONE 56. It'll unlock after the command is entered.
- Removed door locking mechanic to avoid bugs and other issues.
- Added an event that disables static corrupted scans after completing one of the duo scans in the ZONE 58 alarm.
- Removed unintended lock door event on the bulkhead door.
- Added missing resources to ZONE 58.
- Fixed invisible chargers accidentally being replaced with shadow BBCs in ZONE 53. Oopsies!
- Door to ZONE 54 will now open once the countdown ends, and not before.
v0.0.6
B2
MAIN
- Fixed weird scout wave spawns caused by EEC.
- Made some scans concurrent.
- Added more enemy variety to the ZONE 115 Alarm.
- Enemies from the ZONE 115 alarm will spawn from elevator direction now.
v0.0.5
Weapon Changes
Plasma Rifle
- Slightly increased max ammo.
Pistol
- Re-added piercing rounds.
Burst Cannon
- Reduced charge up time from 0.8 seconds to 0.7
A1
MAIN
- Re-added the event that opens the back door in ZONE 38. Oopsies.
EXTREME
- Fixed text displaying the wrong zones where the tanks come from.
B1
MAIN
- Fixed T scan in ZONE 99 being a duo scan. It's now a solo concurrent T scan. Sorry!
- Duo reactor waves will now have breathing room in between.
- Adjusted duo reactor waves to be less jarring.
- Fixed tank and mother roars coming from the wrong direction.
B2
MAIN
- Replaced shadows at the start with spongies.
- Temporarily removed the troll text from the first door and replaced with a glitchy one.
- Reduced spongies range to regular values.
- Error waves will be disabled during the surge alarm in ZONE 114. Will be re-enabled once it's completed.
- Added a few medpacks in ZONE 114.
- Removed shadows from ZONE 115, replaced with few small enemies to annoy you.
- Added missing warden intel.
- Added a nav marker to one of the alarms.
v0.0.4
General Changes
- Stamina will now affect charging speed like in vanilla.
- Updated some weapon descriptions.
Weapon Changes
- Changed Pistol sfx.
A1
MAIN
- Adjusted resource distribution in ZONE 35 and ZONE 38.
- Slightly increased small enemy density in starting zones.
- Changed terminal position in ZONE 36.
- Made the extraction scan longer.
- Added 1 (one) more striker to the ending error alarm.
- Adjusted the time to complete of certain scans in terminal alarm from ZONE 38.
- Slightly increased sleeping enemy density in ZONE 38.
EXTREME
- Adjusted resource distribution across all zones.
- Added sleeping enemies to ZONE 104.
- Added extra warden intel to hint at what to do.
- Added Alias prefix overrides to both HSU zones.
- Increased number of enemies in ending error waves from 8 to 12.
- Added terminals to HSU zones.
A2
MAIN
- Reduced resources in ZONE 85
- Slightly increased enemy density in ZONE 79 (The big donut room)
- Reduced resources in ZONE 79.
- Replaced stealth scan to full team scan in door to ZONE 80.
- Added chargers to ZONE 80.
- Added 1 more enemy to the ending error alarm, reduced time between wave spawns.
- Adjusted enemy population in second uplink waves.
- Added 1 more enemy to ZONE 81.
- Added sleeping enemies to ZONE 82 (extraction)
- Changed extraction waves.
EXTREME
- Removed all resources from starting zones (ZONE 125).
- Changed the lights color in ZONE 126 to look creepier.
- Changed the lights color in ZONE 127.
- Increased resources in ZONE 126.
- Slightly increased enemy density across ZONE 125.
- Added 1 more BBC to ZONE 126.
- Added sleeping enemies to ZONE 127.
- Adjusted resources in ZONE 127.
- Reworked Class IV alarm in ZONE 126 into a custom Class V alarm.
OVERLOAD
- Added extra warden intel to hint at what to do, and what's happening.
- Lights will now actually turn off after completing the reactor (hopefully).
- Changed the lights color of the reactor room (ZONE 231).
B1
MAIN
- Adjusted some reactor waves for performance reasons.
- Adjusted wave spawn timing issues.
- Door to respawn rooms (ZONE 93) will now close as soon as the reactor door opens, for performance reasons.
- Removed consumables from reactor and reactor bridge.
- Slightly reduced enemy density in ZONE 99 (The respawn donut room)
- Removed unintended spawn data containers.
v0.0.3
General Changes
- Updated stamina settings to match the R8 version.
Weapon Changes
DMR
- Increased mag size from 12 to 14.
- Slightly increased rate of fire.
Plasma Rifle
- Increased max ammo.
- Increased weakspot damage multiplier.
Precision Rifle
- Increased mag size from 11 to 12.
- Slightly reduced reload time.
A1
MAIN
- Fixed the level not completing after running the download blueprints command (oops).
- Adjusted ammo distribution in ZONE 38.
- Reworked ZONE 38 alarm.
- The T-Scans in the Class III M alarm from ZONE 33 are now concurrent, meaning both scans need at least one player in each for both to progress.
- Slightly increased resources in ZONE 36.
EXTREME
- Increased resource distribution across all zones, increased ammo.
- Reworked the terminal alarm.
- Removed Hybrids from the terminal alarm.
- Significantly increased resources in both HSU zones.
- Fixed unintended overlap of error waves.
A2
MAIN
- Removed unintended lore log in ZONE 80.
B1
MAIN
- Fixed extraction error waves.
v0.0.2
A1
MAIN
- Removed ammo and health from ZONE 36.
- Decreased resources in ZONE 35.
- Slightly increased ammo in ZONE 38
- Removed an unintended output line from the terminal command in Zone 38.
B2
MAIN
- Locked the security door to ZONE 122, it'll unlock upon going through one of the decon protocols.
- Adjusted resource distribution across ZONE 112, 113, 114, 115 and 116.
v0.0.1
- Initial Release.