the_tavern-AutogenRundown icon

AutogenRundown

Rundown generation mod for GTFO. New rundowns generated daily.

CHANGELOG

Changelog

See more at https://github.com/brgmnn/autogen-rundown

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.

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 increased Hard 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 in Zone. 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 to NotAtStart. Terminals will now spawn in the middle/end of the zone instead of just at the end of the zone.
  • Update GatherSmallItems, SpecialTerminalCommand, and HSUFindSample 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 including Weakling 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
  • 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 and WaveSettings.

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.

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