ReturnToBase
You and your team is lost across different worlds, find a way home through the monsters, Return To Base. This is a Story Driven Rundown.
CHANGELOG
Patch Notes
This DOES contain spoilers, you have been warned!
v1.0.8: Small Changes
L4, L7, L8, and L9 (Main Dimension)
- Increased Ammo and a few other resources across the levels.
L4 Changes
- Changed the Wave Spawning direction to always come from the Entrance Elevator direction
L9 Changes
- Made it so that the Zone 8 Door (Last zone for the Main Objective Terminal) is locked behind deactivating
the Alarm started from Zone 5 Security Door
R2L1
- It's still not ready yet, I also forgot to change the display information because it's still not ready (yet)
You can still go into the level, but it is clearly marked as a WIP still and there's no objective set.
v1.0.7: Small Fixes and small changes
L9 Fixes and changes
- Thanks to Hirnukuono: Removed some *slight* cheese involved with the Deactivate Alarms.
Once you open the Checkpoint (Zone 4 Door), the Deactivate Alarm commands from Zone 2 and
Zone 3 (If they're still there) are removed.
- Fixed the Ending screen if you escape to the new dimension. Wasn't working exactly previously
- Fixed issue where if you went Main after Main Objective complete that it actually counted as a completion
- Fixed the Ending screen if you went main and got exploded at the end
- Changed the activation of the Secondary Objective to close Zone 9 and Zone 4, while re-opening Zone 5 for funneling
- Added a few more resources throughout the Secondary :3 (just in case you need it)
v1.0.6: Small Changes
L3 Changes
- Reduced the amount of Scouts patrolling in each zone. (Ending zone had 14 -> 9. Goes increasing: 4, 5, 6, 7, 9)
L8 Changes
- Reduced the amount of hibernating enemies in the Storage Room
- Reduced amount of resources in Storage Room
- Added a Nav Marker for the Main Terminal in the Timed Sequence, after opening the Apex Door
v1.0.5: Small Fix
L1
Hopefully fixed an issue where players would not all be teleported to the Evil Dimension after transporting MWP
L9
Hopefully fixed an issue where players would not all be teleported to the Evil Dimension after collecting MWP
General
Removed the "Double guns" effect for all missions. Rundown 2 Guns will only appear in, Rundown 2
v1.0.4: More Level and Puzzle Changes, Fixes, and a few Additions
L9 Changes, Fixes, and Additions
- You're given a "Find an Escape" message during the Secondary Adventure
- Correct MWP to pickup at the end of Secondary has been labeled as 'active'
- Surely by now the Betray text won't appear BEFORE it happens bleh
- You can actually beat the level after Warping (Apparently I never correctly added the right command)
- Added a few resources here, removed a few resources there between all zones (I can't be assed to remember)
- After unlocking the elevator zone in Dimension 1, a new tank is spawned and is very pissed.
- Main Layout: Zone 2 Door has been changed from type 6 to type 8 (Large team scan)
- Main Layout: Zone 5 Door has been turned into a Mixed scan type, with a medium S and large S scan
- Main Layout: Zone Door 6 and 7 have been changed from type 8 to type 20 (Very Large Team scan)
- Main Layout: Zone 8 Door has been changed from Eror Class IV Exponential -> Eror Class VI Exponential
- Secondary Layout: Zone 4 Eror Class II S Surge has been changed to both type 32 scans instead of 14 and 32.
- Secondary Layout: Zone 0 Class II surge and Zone 1 Class III surge alarms are now just fully type 8 scans.
- Dim 1 Main Layout: Added a Class IV Alarm to enter Zone 2 with only Chargers.
v1.0.3: I made an oopsie lmao
Oopsie!
- I had a typo in the Text DataBlock and it ruined a lot of things lol
L3 Fix
- Maintenance Log command was too long to read the log lol
L8 Change
- Added a red marker for the data extractor and noted to complete download scans before proceeding
L9 Change
- Added just a few more resources in Zone_9 Storage
v1.0.2: Multiple Level Reworks/Fixes
New Additions.
- Added a Secret :3
L4 Changes
- The ending Shadow error alarm after HSU DNA sample has been marked as an Error alarm
and spawn settings increased 2 -> 3 rooms away
L5 Changes
- Wave 9 and Wave 10 have had a reduction in the amount of waves that spawn for each one.
- Queued Waves of enemies are stopped after the Reactor Sequence is completed.
L6 Fixes/Changes
Local Index Zone_7 geo causing issue making the Splines for the S and P alarms just not work properly
- Security Scan VI P and Medium S alarm have fixed points to counter Spline issue
(P alarm stays along the top, while the S alarm immediately spawns at the bottom like the T alarm)
- Zone_9 (The second Medium S Alarm) Also has a fixed forwards position inside the fog :P
L7 Changes
- The Error Alarm at the end of the Overload Objective has a reduction from 300 seconds -> 180 Seconds
v1.0.1: Level and Scan updates
L9 Patches
- Main Layout: Reduced the amount of resources across all of the Sector (Especially the Storage Zone).
- Main Objective Fix: Fixed a minor error where the objective update happens too fast before the Security Door close procedure starts
- Main Objective Update: If players do not go secondary and try to escape, you will still win upon death.
- Secondary Layout: Added more enemies in the later Zones, increased the amount of resources marginally,
Added a Hybrid Scout in every zone instead of just some Zones (Even the last zone).
- Secondary Objective Update 1: Modified Secondary Door start- Countdown to Detonation starts immediately instead of when the door opens
- Secondary Objective Update 2: Countdown Detonation timer from 20 min -> 12 min
- Secondary Scans:
Class II Surge Alarm: All [type 6 -> type 8]
Class III Surge Alarm: Scan 2 [type 6 -> type 8]
Error Class V P Alarm --> Class V Surge P Alarm
Class II Surge S Alarm --> //:ER0R Class II Surge S Alarm: Scan 2 [type 14 -> type 32]
- Surge Alarm Modifications (For all the surge alarms in the Secondary): 8 Second Spawn between waves -> 6 Second Spawn between waves
- Dimension 2 LevelLayout: Added a few Spitters in the Elevator Entrance, Added more Chargers.
- Dimension 2 Fix: Objective update misplaced in the wrong zone, corrected/removed.
- Dimension 2 Update 1: Added more respawn sacks (Though they don't do anything (for now)).
v1.0.0: Initial Release
Rundown Released!
Hooray! Yippie!