
AutogenRundown
Rundown generation mod for GTFO. New rundowns generated daily, weekly, and monthly.
CHANGELOG
Changelog
See more at https://github.com/brgmnn/autogen-rundown
v0.58.1 — April 09, 2025
Changes
- Fixed incorrect JSON key for
Level.DimensionsData
.
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.58.0...v0.58.1
v0.58.0 — April 09, 2025
Changes
- Fix Pouncers/Snatchers crashing the game due to missing dimension arena
- Rerolled and checked monthly seeds
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.57.0...v0.58.0
v0.57.0 — April 08, 2025
Changes
- Balance: D-tier default per zone ammo increased from 4 to 5 ammo packs
- Balance: E-tier default per zone ammo increased from 4 to 6 ammo packs
- Add resources in
ReactorStartup
fetch code zones: +5 ammo packs, +4 health packs, +3 tool packs - Fixed
ReactorStartup
resources not being distributed to the entrance corridor - Reworked resource spawning in reactor area
- Fixed first time startup bug with Arsenality
- Fixed
ReactorStartup
fog waves to return level fog to it's normal state at end of the wave instead of clearing it ReactorStartup
fog waves are now infectious if the level fog is infectious- Change resource packs to allow 1-use packs to spawn
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.56.0...v0.57.0
v0.56.0 — April 07, 2025
New
- Add donan3967 data center reactor tile
- Added support for peer mod Arsenality
Changes
- Disable
geo_64x64_mining_reactor_open_HA_01.prefab
from reactor tile list
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.55.0...v0.56.0
v0.55.0 — April 03, 2025
New
- Added donan3967's geo_pack_2 geomorphs.
- Enabled the floodways hub and I-tile
- Enabled
TimedTerminalSequence
into the main objectives pool - Added warden mission description for multiple levels
Changes
- Changed monthly rundown to use more controlled random distribution for both main objectives and complex selection.
- Main objectives and complexes are now selected from a weighted pool of options, to ensure a more even selection for rundowns. This should reduce cases where many levels are the same objective and complex.
- Balance: Made skip doors "Security Controls" zone in Survival missions harder, error alarm is increased upon forcing open doors
- Balance:
ReactorShutdown
now has exit trickles for enemies when on main
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.54.0...v0.55.0
v0.54.0 — April 01, 2025
New
- Add boss fight tiles
- Add new enemy
- Disinfect packs can now spawn in some very specific zones!
- Reworked ClearPath objective level layout
Changes
- Balanced Survival Objective zones to always have a fixed number of extra resources
- Updated Survival Objective to build zones forward
- Fixed a bug where some zone settings would not be applied - https://github.com/brgmnn/autogen-rundown/commit/f165600e26ca9e8f9cd6c4048bb230d7e74a404e
- Fixed a bug where Terminal Uplink objectives would sometimes happen in a single giant zone - https://github.com/brgmnn/autogen-rundown/commit/3025ec09671f43162274a138129a35b386dfd78d
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.53.0...v0.54.0
v0.53.0 — March 20, 2025
Changes
- Balance: Reduce points of most nightmare alarms to account for their difficulty
- Fixed survival skip zones timer being hard coded at 60s
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.52.0...v0.53.0
v0.52.0 — March 15, 2025
New
- Added limited support for Security Sensors in some of the starting zones
- Includes new dependency on: EOSExt_SecuritySensor
- Added optional "Skip" for Survival objectives
- Side zone with terminal command to force open all security doors to the extract. However survival time is cut short.
Changes
- Fixed typo in ComplexResourceSet for dakgeos
- Causes crashes on level startup, fixes https://github.com/brgmnn/autogen-rundown/issues/16#issuecomment-2691918752
- Removed global backwards direction for layout generation
- Fixed Survival Timer for Secondary/Overload
- Changed "ZONE_123" intel messages to "ZONE 123"
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.51.0...v0.52.0
v0.51.0 — February 25, 2025
Changes
- Weekly / Monthly now require at least 1 A-tier clear to proceed. Previously rundowns with only 1 A level could be skipped.
- Fixed glitched text in one lore message
- Checked and rolled March monthly seeds
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.50.0...v0.51.0
v0.50.0 — February 21, 2025
New
- Added Warden intel messages for
HSUFindSample
missions
Changes
- Added improvements to bulkhead zone direction placement to help reduce level lockup and broken level generation
- Removed
tech_datacenter_I_RLC_01.prefab
due to big item spawning issues - a65cb4972578377ed2042c9f6e7893cf4f3cd390 - Fix some cases where
ClearPath
objective would not correctly specify the exit zone number on some mod geomorphs - Balance: Slightly adjusted resources granted in
HSUFindSample
King-of-the-Hill scans
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.49.0...v0.50.0
v0.49.0 — February 16, 2025
New
- Reworks HSU sample retrieval objective
- Added generator / keycard / error alarm / Apex Alarm variants
- Added several new Geomorph packs (new map tiles) and enabled most of the tiles
- donan3967 geo pack 1
- 2 new hub (X-tile) geos, and 1 new corridor (I-tile) geo
- DaksGeos
- 1 new exit geo, 1 new hub geo, 1 new corridor geo
- CheeseGeos
- 1 new exit geo, 3 new hub geo, 4 new corridor geos, 1 new dead end geo
- donan3967 geo pack 1
- Added AdvancedWardenObjective mod for additional events
- Added customizable lighting for some events
- Levels are now center aligned in the Rundown menu
- Added new Warden Elevator Drop Intel (instead of all levels having the same message)
Changes
- Fixed PlaySound events sometimes not triggering
- Fixed crash on first time startup due to attempting to remove EOS directory that doesn't exist
- Fixed #15
- Balance: Reduced free doors in A-tier alarm puzzle pack (
2
to1
), which slightly reduces the chance of doors with no scans - Balance: Increased base zone estimate time for enemy points from 1.2s/pt to 2.4s/pt
- This will slightly increase time given to fetch codes and clear areas based on number of enemies
- Balance: Reworked exit alarms for HSU collect sample
- Updated color on rundown screen for daily / monthly to be colored on E-tier
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.48.0...v0.49.0
v0.48.0 — February 03, 2025
New
- Tech / Labs: Added
lab_reactor_HA_02.prefab
geo to reactor tile list.- R5D2 high reactor zone
- Mining / DigSite: Added
elevator_shaft_dig_site_04.prefab
geo to hub tile list.- R5D1 extreme first zone
Changes
- Fixed
ReactorShutdown
not working in Secondary / Overload layouts - Increased difficulty of scans across all tiers
- Added stealth surprise scans to all tiers (with varying chance of occurring)
- Improve monthly randomness between levels
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.47.0...v0.48.0
v0.47.0 — January 31, 2025
Changes
- Add
RELEASE_CONTAINMENT
variant of King of the Hill / Special Terminal Command objective. - Check 02/2025 monthly seeds for level lock.
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.46.0...v0.47.0
v0.46.0 — January 28, 2025
New
- Completely reworked Reactor Shutdown
- Reactor Shutdown objectives can now have locked reactors requiring fetching a password
- Alarms and waves reworked
- Added King of the Hill special terminal command
Changes
- Fix Terminal Uplink objectives not having team scan to start the uplink
- Fixed open reactor layout to work for Reactor Shutdown
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.45.0...v0.46.0
v0.45.0 — January 22, 2025
New
- Added error alarm SpecialTerminalCommand objective
- Also re-balanced chances for each special terminal command type
- Add key puzzle in SpecialTerminalCommand objective layouts to appear 55% of the time
- Add some additional modifiers to alarm rolls
Changes
- Fixed Survival event timer restarting after adding Extreme extra time
- Adjusted more resources in Survival missions
- Finished HiSec Cargo Crate and Data Sphere objectives to have working exit alarms
- Adjusted down unlock requirements for monthly/weekly rundowns
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.44.0...v0.45.0
v0.44.0 — December 22, 2024
Changes
- Checked 2025/01 monthly rundown for level locks
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.43.0...v0.44.0
v0.43.0 — December 19, 2024
New
- Enabled "Unaugmented" (No booster) clear tracking via LocalProgression (still in testing)
Changes
- Fix LocalProgression not saving
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.42.0...v0.43.0
v0.42.0 — December 18, 2024
Changes
- Fix monthly rundown build seeds and validate entire rundown doesn't lock up
- Fix intel for retrieve big items always showing zone 20
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.41.0...v0.42.0
v0.41.0 — December 17, 2024
Changes
- Removed vanity items buttons from rundown screen
- Fixed floodways reactor tile using the wrong complex
- Reduced requirements to get to next tier in monthly/weekly in case of locked levels
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.40.0...v0.41.0
v0.40.0 — December 16, 2024
New
- Added Monthly and Weekly rundowns! 🎉
- Added nightmare enemies as possible sleepers
- Added infectious fog as possible fog roll
Changes
- Fix Rundowns to use local progression instead of existing rundown ID 🎉
- Reduced number of zones for retrieve big item to balance
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.39.0...v0.40.0
v0.39.0 — December 11, 2024
New
- Added R8B3 center room tower as option for Uplink Terminal objectives with one terminal
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.38.3...v0.39.0
v0.38.3 — December 10, 2024
Changes
- Fixed Open and Unlock door events not working in Secondary / Overload bulkheads
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.38.2...v0.38.3
v0.38.2 — December 09, 2024
Changes
- Fixed Terminal Uplink always spawning terminals in the first zone of the layer.
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.38.1...v0.38.2
v0.38.1 — August 04, 2024
Changes
- Fixed Scout waves to not be infinite
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.38.0...v0.38.1
v0.38.0 — August 03, 2024
New
- Added Zone prefixes for reactor rooms
Reactor, ZONE 123
- Reworked Timed Sequence to have closed doors until starting the sequence
Changes
- Fixed additional issues with Alarms not spawning correctly
- Fixed several issues with ReactorShutdown
- There are still known issues with
ReactorShutdown
missions not working on certain tilesets.
- There are still known issues with
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.37.0...v0.38.0
v0.37.0 — July 28, 2024
New
- Add new
TimedTerminalSequence
objective! [1] - Added in remaining FlowGeo's tiles
Changes
- Add fix for max connections on tiles not being respected.
- Fix issue with stealth scans attempting to randomize enemies.
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.36.0...v0.37.0
v0.36.0 — July 21, 2024
New
- Survival main objectives now add additional time when opening the Secondary bulkhead to clear secondary objectives.
- Survival main objectives with overload objective now has shorter overload (with no additional time to complete it, you just have to go fast!)
- Overload objectives for a survival main get 2x resources in the first zone
Changes
- Adjusted lower tiers (A/B/C) enemy points per zone to be higher
- Reduced enemy points by 40% in starting zone for 2x and 3x bulkhead custom spawns
- Reduced number of
VeryHard
alarm wave settings in D-tier and increasedHard
settings - Added extra variation in wave populations rolled for various level modifiers (chargers / shadows etc.)
- Fixed flyers wave populations not rolling
- Fixed level modifiers not being applied correctly
- Fixed surge alarms rolling their wave pops and settings
- Fix mod dependency version mismatch
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.35.0...v0.36.0
v0.35.0 — July 20, 2024
New
- Added FlowGeo's Datacenter exit tile
- Added FlowGeo's Datacenter elevator tile
Changes
- Fixed exit alarm not spawning
- This should fix a number of other issues including Survival objectives not unlocking the final door
- Adjusted zone coverage values to match more closely those set in geomorph prefabs
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.34.0...v0.35.0
v0.34.0 — July 19, 2024
Changes
- Added more level name variations
- Updated mod dependencies:
MTFO
- 4.6.1 to 4.6.2
- Reworked Alarm generation code, more variation in alarms will now appear
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.33.0...v0.34.0
v0.33.0 — July 14, 2024
Changes
- Add charger/shadow waves for certain alarms in D-tier
- Move survival level to D-tier
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.32.0...v0.33.0
v0.32.0 — July 14, 2024
Changes
- Fix
Survival
objective go to elevator text - Added Nightmare/Zoomer scouts to E-tier
- Improve zone time factor estimates. For details see
GetClearTimeEstimate
inZone
. Time estimates now add time base on the following factors:- Zone size, also increased time factor for coverage by 17%
- Alarm to enter zone: number of scans, sum of duration of each scan, distance between scans
- Blood doors to enter zone
- Total enemy points in the zone
- Fixed times per boss in zone and behind blood doors
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.31.0...v0.32.0
v0.31.0 — July 13, 2024
New
- Add
Survival
objective 🎉
Changes
- Fix incorrect spawn location for HSU Find Sample objective
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.30.0...v0.31.0
v0.30.0 — July 13, 2024
New
- Added Power Cell Distribution objective to Secondary/Overload objectives.
- Added
FLUSH_VENTS
variant of Special Terminal Command objective (bring your fog repellers!)
Changes
- Fixed issue with HSU Find Sample and some related zone placement code not returning any valid zones. Should fix several cases of Autogen crashes on startup
- Increased relative chance of Service complex spawning from 50% to 70%. Mining / Tech have 100% relative chance.
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.29.0...v0.30.0
v0.29.0 — July 12, 2024
Changes
- Fix
Complex
not being set in D-tier reactor startup mission. Reactor tile should spawn correctly now. - Adjust reactor startup code fetch terminal placements from
AtEnd
toNotAtStart
. Terminals will now spawn in the middle/end of the zone instead of just at the end of the zone. - Update
GatherSmallItems
,SpecialTerminalCommand
, andHSUFindSample
to use layout Planner both for zone placement and objective item placement. This should fix issues with items spawning before the Main bulkhead door. - Slightly reduce chance of Prisoner Efficiency missions. This is temporary to help reduce chance of level generation lockup.
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.28.0...v0.29.0
v0.28.0 — July 11, 2024
New
- Fixed artifact collection to work
Changes
- Changed D-tier reactor level to use random complex
- Fixed enemy spawning not happening in all zones
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.27.0...v0.28.0
v0.27.0 — July 10, 2024
New
- Added compact starting area spawns for 2x and 3x bulkhead
- Added a surprise to Reactor Startup
Changes
- Buffed some of the reactor D-tier enemy waves
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.26.0...v0.27.0
v0.26.0 — July 10, 2024
New
- Starting Area of level can now roll compact hub zone layouts for 2x and 3x bulkheads. These starting areas will only have 1 zone in the elevator drop zone.
Changes
- Add additional Warden Intel messages for HSU and Terminal Uplink main objectives.
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.25.0...v0.26.0
v0.25.0 — July 08, 2024
New
- Added fixed E-tier Clear Path objective level.
Changes
- Reduced number of zones before reaching reactors in Startup/Shutdown missions. Reactor I-tile/corridor now spawns immediately after the bulkhead door instead of several preamble zones.
- Increased reactor base wave duration back to 60s from 45s. All reactor waves should now have an extra 15s.
- Fixed incorrect bundling of dependency plugins in manual install package.
- Added custom README for Thunderstore listing and CHANGELOG file.
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.24.2...v0.25.0
v0.24.2 — July 07, 2024
Changes
- Fixed fatal missing directory error on first time startup
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.24.1...v0.24.2
v0.24.1 — July 07, 2024
Changes
- Fixed folder structure issue causing crash on startup
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.24.0...v0.24.1
v0.24.0 — July 06, 2024
New
- Added Reactor Geomorph for Service Complex. Reactor startup/shutdown missions previously could not be used in the Service complex (Floodways, Gardens) as there was no geomorph in those complex tilesets. This release adds a dependency on FlowGeos which provides a reactor geo for floodways.
Changes
- Reactor Startup D-tier mission is now a fixed regular level, not just a test level
- Fixed Service complex to use both Floodways and Gardens
- Fixed several warnings being thrown by duplicate alarm names
- Fixed
Baseline_Hard
wave settings includingWeakling
enemy types. This fixes many waves spawning shadows which should not have.
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.23.2...v0.24.0
v0.23.2 — July 03, 2024
Changes
- Fixed
Class S 1
alarms duration being too short. Duration is now 100s (was previously 25s) - Increased size of code fetch terminal zones to try and reduce chance of soft locks with bad terminal placements
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.23.1...v0.23.2
v0.23.1 — July 02, 2024
Changes
- Disable keyed zone rolls as there are still map generation hard locks happening with it
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.23.0...v0.23.1
v0.23.0 — July 02, 2024
Changes
- Added Zoomer and Nightmare scouts to rolls
- Added Nightmare wave to reactor startup
- Added Tank in baseline wave to reactor startup
- Added additional Potato Tank rolls to reactor startup waves
- Fixed baseline charger / nightmare reactor waves using baseline hybrid wave populations
- Reduced Reactor hybrids only wave from 28pts to 16pts
- Reduced reactor wave fixed base time from 60s to 45s
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.22.0...v0.23.0
v0.22.0 — June 30, 2024
New
- Added some Nightmare enemies for several alarms
Changes
- Fixed
Class V Cluster
alarm only having 4 scans - Rebalanced D-tier alarms
- Reduced number of zones spawned for each area and weighted distribution of zone count selection
- Automated release artifacts upload
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.21.0...v0.22.0
v0.21.0 — June 30, 2024
Changes
- Reduce health multiplier in Reactor Startup
- Slightly reduce time factor for enemies/coverage in Reactor Startup fetch codes
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.20.0...v0.21.0
v0.21.0-beta — June 30, 2024
Changes
Test release for verifying automated workflows
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.20.0...v0.21.0-beta
v0.20.0 — June 27, 2024
Changes
- Reduced difficulty of reactor base waves
- Easy:
- Points: 40pts -> 30pts
- Duration: 30s -> 40s
- Medium:
- 60pts -> 40pts
- Duration: 60s -> 50s
- Hard:
- Points: 80pts -> 50pts
- Duration: 70s -> 60s
- Easy:
- Reworked D-tier reactor waves for more variety
- Added Tank Potato as possible D-tier reactor enemy
- Slightly increased time scale factor for D-tier in all metrics
- Reduced resource multiplier for D-tier Reactor Startup
- Increase reactor wave times by 15s
- Added more lore text for Reactor Startup and Reactor Shutdown objectives
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.19.0...v0.20.0
v0.19.0 — June 26, 2024
Changes
- Reworked door key puzzle generation. Keys for locked doors should no longer spawn behind those doors. Fixes #9
- Added additional zone direction hints to help with generation deadlocks
- Moved test level to D-tier
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.18.2...v0.19.0
v0.18.2 — June 25, 2024
Changes
- Added direction hinting for bulkhead zone generations
- Updated required version of
Inas07-LocalProgression
- Updated vanilla data blocks for
WavePopulation
andWaveSettings
.
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.18.1...v0.18.2
v0.18.1 — January 01, 2024
Changes
- Issue with mod being flagged by the automod in Thunderstore due to some NuGet packages which are already bundled by BepInEx.
- The fix is to use the package from BepInEx instead of from NuGet.
v0.18.0 — January 01, 2024
Changes
- Rundown 8 game updated! 🥳
v0.17.1 — November 25, 2023
Changes
- Reactor Startup
- Increased reactor enemy wave population points totals for Easy / Medium / hard.
- Easy: 25pts to 40pts
- Medium: 30pts to 60pts
- Hard: 40pts to 80pts
- Increased wave failed time for fetch code waves from 30s to 1/2 the verify time.
- Increased wave verify time granted from puzzle component travel distance.
- Increased reactor enemy wave population points totals for Easy / Medium / hard.
v0.17.0 — November 24, 2023
New
- Reactor Startup - Code fetching 💻
- Reactor startup objectives can now spawn with additional areas that must be access to fetch codes from terminals
- Set manual install BepInEx logging to disk to
All
Changes
- Issue where some fixed data blocks were being saved last instead of first
- Added workaround to reduce chance of failed level generation on Reactor Startup
- Adjusted "Class S I Alarm" to use 100s sustained scan instead of 140s scan.
v0.16.0 — November 21, 2023
New
- New objective! Reactor Startup
- Currently with simple input codes (no code fetching yet)
- Chance for triple bulkhead starting area to spawn in Digsite using
Assets/AssetPrefabs/Complex/Mining/Geomorphs/Digsite/geo_64x64_mining_dig_site_hub_SF_01.prefab
Changes
- Matter Wave Projector objective having the wrong help text
- Zone numbers possibly colliding between Main/Secondary/Overload
v0.15.0 — November 19, 2023
New
- Big pickup item - Matter Wave Projector: Custom level layout generation
- Fog turbine in starting area zones for fog levels
Changes
- Big pickup having a low number of zones for single or two items.
v0.14.0 — November 19, 2023
New
- Fog level modifiers!
- B-Tier and below can now have fog covered zones
- Fog zones and starting zone will get fog repellers on fog levels
- All glowsticks can be found now: green, yellow, Halloween (orange), and Christmas (red)
Changes
- Increased chance for bosses to roll in D-tier
- Added 2x mother and 2x tank rolls
v0.13.0 — November 12, 2023
New
- Retrieve big item objective! Things like Cryo Crate, Neonate, Datasphere etc. #10
- Reworked hibernating enemy spawns
- Better mix of base enemies, charger only, shadow only, and mix of all groups.
Changes
- Custom build directors having their objectives overridden by build layout
- Fixed shadow's incorrect point value
- Reduced chance of clear path exit geo being blocked from spawning
- Removed "Special Terminal Command" from Main objective pool.
- Enemy balance:
- D-Tier base zone points: 25-30pts to 30-35pts
- E-Tier base zone points: 30-35pts to 35-40pts
- Slightly reduced chance of giant shooter spawns
v0.12.0 — November 10, 2023
New
- Added v1 boss spawns (hibernation)
Changes
- Fixed duplicate objectives in a single level, subsequent layouts cannot roll the same objective as previously generated layouts.
v0.11.0 — November 08, 2023
New
- Added error alarm locked room for turning off the error alarm
Changes
- Fixed Mixed class alarms only spawning a few hybrids.
v0.10.0 — November 07, 2023
New
- Distribute Power Cells objective added!
- 1 to 5 cells can be rolled (minimum 1 on A/B, only E can roll 5 cells to be placed).
- Added custom geomorphs, currently used mostly for distribute power cells objective.
- Hub Custom Geomorphs
- "I" (corridor) Custom Geomorphs
- Reworked level generation to primarily use internal planner. In turn this improves the bulkhead placement.
Changes
- Zone Placement Weights not being weighted enough
- Adjusted starting zone size to avoid boxed in zones
- Fixed some chained puzzles not being loaded to the data blocks
- Fixed chained puzzle packs sometimes running out for longer levels
- Generator Cluster objective added but disabled. Marker seed re-rolling isn't possible with generating levels via this mod, and only about 50% of rolls result in a generator cluster spawning.
v0.9.0 — November 03, 2023
Changes
- Zone indexes for secondary / overload incorrectly not starting from 0 with the new planner
- Fixed broken objectives from keycard branching zones
- Fixed uplink zone spawns
v0.8.0 — October 30, 2023
New
- Enable D-Tier!
- Enable E-Tier!
- Added locked zones with key card entry
- Added Shadows roll to enemy generation
- Added Charger/Shadow giant chance rolls to respective specialty zone rolls
Changes
- HSU Sample Collect: Fixed an issue with zones being too small for the number of HSU's
- HSU Sample Collect: Always place HSU's in final zone
- Special Terminal Command: Always place Terminal in final zone
- Reduced chance for blood doors to spawn and lowered cap on B/C/D levels.
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.7.0...v0.8.0
v0.7.0 — October 24, 2023
New
- Add Terminal Uplink objective
- Add fully custom enemy spawning
- Custom hibernation groups
- Individual enemy spawns
- Custom alarm waves
- All vanilla waves and spawns preserved
- Add fog EventBuilder events
- Add Charger hibernation rolls
- Add level modifier system with charger modifiers
Changes
- Increased S-Class I scan distance from door from 6.0 to 12.0
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.6.0...v0.7.0
v0.6.0 — October 17, 2023
Changes
- Reworked enemy points spawning system, scouts now included in points count for rolls
- Scouts have 50% reduced chance of spawning in zones with a blood door entrance
- Slightly reduced max number of zones for all layouts
- Removed surge alarm from reactor shutdown roll pool
- Fixed scout spawns to manually spawn exact numbers of scouts
- Reduced max number of scouts that can spawn
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.5.0...v0.6.0
v0.5.0 — October 15, 2023
Changes
- Reworked blood doors for more varied enemy spawns
- Changed bulkhead keys to spawn one in each bulkhead area
- Fixed issue with incorrect scan for first alarm scans
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.4.0...v0.5.0
v0.4.0 — October 15, 2023
New
- Added C-Tier
- Secondary / Overload missions
- Bulkhead DCs with Keys to access
- New objective: Reactor shutdown
- Reactor specific lighting
- Reactor shutdown specific scans
- New objective: Input Special Terminal Command
- Added random light selection
- Added watermark for mod version and seed
- Added scaling exit scan times
Changes
- Adjusted enemy spawning points
- Adjusted room sizes down
- Removed Memory Sticks from small item collection
- Reworked level layout planner to reduce chance of failed map generation
- Manual install: BepInEx terminal is disabled by default now
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.3.0...v0.4.0
v0.3.0 — October 10, 2023
Changes
Add manual install builds and documentation
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.2.1...v0.3.0
v0.2.1 — October 09, 2023
Changes
- Update README.
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.2.0...v0.2.1
v0.2.0 — October 09, 2023
New
- HSU Sample collection
- Scouts
- Blood door and error alarm rolls
Changes
- Balancing of enemies
- Fixed exit zone for HSU
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.1.0...v0.2.0
v0.1.0 — October 06, 2023
Initial release 🎉
New
- A Tier levels
- B Tier levels