AutogenRundown
Rundown generation mod for GTFO. New rundowns generated daily, weekly, monthly, and each season.
CHANGELOG
Changelog
See more at https://github.com/brgmnn/autogen-rundown
v0.78.4 — November 01, 2025
Changes
- New: Added support for merging Text data block files for supported mods
- Peer mods that utilize text data blocks should now have their text strings loaded as long as they don't collide with other mod text strings
- Balance: Reduced speed of Giant Nightmares
- Balance: D-tier global enemy cap increased from
25to30 - Balance: E-tier global enemy cap increased from
25to35
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.78.3...v0.78.4
v0.78.3 — October 29, 2025
New
- Added partial support for peer mod GTFriendlyO
Changes
- Fix: missing roars on custom enemies are now working
- Fix:
TerminalUplinkandCorruptedTerminalUplinkzone placement now correctly puts terminals in the right zones- Previously terminals were randomly placed across all target zones, instead of one per zone
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.78.2...v0.78.3
v0.78.2 — October 18, 2025
New
- Added total logs collected counter to Rundown selection screen
Changes
- Added support for 7 levels in a rundown tier
- Check and rerolled seeds for Winter '25 seasonal and November / December / January monthly's
- Fix: Resolved #22 both by ensuring max items per zone are rounded up.
- E.g. 13 items divided across 3 zones now round up to 5 per zone instead of rounding down to 4 per zone (resulting in 12 max spawning and hard locking the level)
- Fix: Removed directional door spawns for all Apex alarm challenges to improve level generation
- This often caused bad spawns as multiple doors were attempting to spawn in the same direction
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.78.1...v0.78.2
v0.78.1 — October 05, 2025
Changes
- Added full level clear tracking on logs archive
- Now when you read all the logs in a level, that level will still be marked as complete even if the level is re-rolled and a different quantity of logs are placed there
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.78.0...v0.78.1
v0.78.0 — October 04, 2025
New
- Added support for OmegaWeapons peer mod
Changes
- Balance: Added flat extra time to A/B/C tier survival missions timer
- A-tier: +80 seconds
- B-tier: +60 seconds
- C-tier: +30 seconds
- Balance: Increased alarm travel distance time factor from
1.2to1.4- More time is awarded to survival / reactor code fetches for alarm travel distance
- Balance: Adjust team scan component time duration by re-measuring scan times in game
- Team scan duration reduced from
10to8seconds - Slow team scan duration increased from
10to15seconds
- Team scan duration reduced from
- Fix: Issue where Daily rundown status text would slowly creep upwards
- Fix: Issue with Apex alarm C-tier corrupted uplink spawning uplink terminals in the hub zone
- Fix: Added additional zone expansion failure patch to fix some cases where zones would not build
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.77.0...v0.77.1
v0.77.0 — September 30, 2025
New
- 🌟 New Geomorph pack: SamDB's SamGeos V2
- 🌟 D-Lock Block Decipherer logs are now scattered throughout the rundowns
- Including audio logs! Enjoy the lore of GTFO again
- Read logs are tracked and displayed on rundown screen
- Rundown screen now shows timer displaying remaining time on each rundown
Changes
- Balance: Slightly increased alarm scan distances
- Balance: Reduced number of zones in
CentralGeneratorClusterlayout for high cell count missions- Main only levels are capped at 4 separate zone branches to gather cells
- Levels with side objectives are capped at 3 separate zone branches
- Note that generator clusters with more cells than branches will place multiple cells in some branches
- Balance: Weekly / Daily rundowns now use main objective pools for selecting objectives
- This matches how Monthly / Seasonal rundowns work, and ensures there are max limits on the number of each main objective that can be rolled in a rundown
- Change: Artifact heat level is now hidden from rundown level selection screen
- Change: More level names added
- Added approximately 200 more level name prefixes and 200 more level name suffixes
- Fix: Reduce chance of the same starting layouts occuring
- Fix: Patched several cases where Custom Geo's won't spawn
- Fix:
RetrieveBigItemcan now correctly roll more than 1 cryo case for several levels - Fix:
PowerCellDistributionnow rolls up to 1 cells higher as intended on all level tiers
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.76.1...v0.77.0
v0.76.1 — September 08, 2025
Changes
- Fix: Resolved issue with extraction zone intel showing "No zone" for entrance elevator extracts
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.76.0...v0.76.1
v0.76.0 — September 06, 2025
New
- 🌟 Levels can now spawn with forward extraction zones
- Around 50% of levels will use a forward extraction zone rather than the entrance
- This does not include
ClearPathorSurvivalmain objectives, as these automatically use forward extraction
- Added
Class VII Clusteralarm - Added Team Scan with secret Mother spawn door puzzle
- Added random fog settings on levels with no fog
- Environmental factors such as fog color, density etc. are now randomized across several pre-selected values
- Added "Fog Flood" modifiers to alarm scans
- Functions very similar to "Lights Off" modifier, but floods the level with fog over the course of the alarm
Changes
- Balance: Re-balanced door alarms for all tiers with the following average alarm length
- A-tier: Class 3 alarm average
- B-tier: Class 4 alarm average
- C-tier: Class 5 alarm average
- D-tier: Class 5-6 alarm average, with increased distance between scans
- E-tier: Class 5-6 alarm average, with largest distance between scans
- Wave difficulty and population is still independently rolled from alarm class
- Balance: Reworked Class 7 Mixed alarm puzzle components
- Class 7 Mixed now is:
Sustained Small- Small purple S-scanCluster Large- 2x large red circles, any team membersCluster- Cluster scan, 8x small orange circlesSustained SmallCluster LargeClusterSustained Small
- Class 7 Mixed now is:
- Balance: Added dynamic puzzle start distance and distance between components
- Easier tier levels should have alarms with shorter distances between components and typically no starting distance movement
- Harder tier levels should have longer distances between puzzle components
- Balance: Adjusted error alarm difficulty for error alarm variants of the
SpecialTerminalCommandobjective- In general reduced difficulty of some alarms when the objective is secondary/overload
- Balance: Uplink alarm waves now follow the same logic for enemy spawning as normal alarms and will spawn 2 rooms away
- Previously they followed the base games logic and always spawn in zone. This led to some very difficult corrupted uplinks in small zones
- Balance: Added fog repellers as possible small pickup spawn to most zones
- Change:
GatherTerminalobjectives now place a log file in the first zone of the bulkhead which lists the zones where the gather terminals are placed - Change: Removed all artifacts from levels
- Change: Added slight random delay to "Lights Off" alarm wave modifiers
- Fix: Reactor fog flood waves now correctly fill up / down instead of slowly getting thicker
- Fix: Zones are rolled in a random order for Door Alarms and Blood Doors. This fixes a probability issue where due to zones being iterated in order earlier zones were more likely to receive common alarms and blood doors than later zones
- Fix: Resolved rare crash where zone number calculation could be out of allowed range
- Fix: Reactor zones missing a short "Z" prefix, they will now display correctly on doors
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.75.3...v0.76.0
v0.75.3 — September 01, 2025
Changes
- Fix: Local progression for boosterless runs will now be tracked on the seasonal rundown, after a regression to the config was introduced
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.75.2...v0.75.3
v0.75.2 — August 31, 2025
Changes
- Change: Updated Thunderstore README
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.75.1...v0.75.2
v0.75.1 — August 31, 2025
Changes
- Change: Updated rundown selection screen title
- Change: Removed hard coded Seasonal rundown seed
- Seasonal can now be set via configuration seed as well
- Fix: Loading for the very first time on a clean profile should work correctly, instead of failing and loading the base game rundowns
- Fix: Zone numbers in intel messages now correctly show the right zone number
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.75.0...v0.75.1
v0.75.0 — August 29, 2025
New
- 🌟 New Seasonal Rundown: Fall '25 🍂 (released a few days early!)
- Added a new long lived rundown, the Seasonal rundown. Starting with Fall '25 this rundown is updated every 3 months and includes more levels and more PE missions
- Seasons follow meteorological seasons, so note that
Winterstarts in December and rolls into the next calendar year. - Seasons throughout the year:
Spring: March, April, MaySummer: June, July, AugustFall: September, October, NovemberWinter: December, January, February
Changes
- Balance: Adjusted hibernating enemy spawns to be more spread out across zones
- Balance: Limited number of flavors of enemies in each zone
- Only Chargers and Hybrids can spawn together in a zone now, Baseline enemies can always spawn with any of the three flavors
- Balance: Removed several point reduction chances for Nightmares on D/E tier and reduced point reduction on C-tier
- More Nightmares will be found sleeping in a zone now
- Change: Updated Zone number generation system so Main/Secondary/Overload can have zone numbers closer to each other
- Fix: level generation is patched to avoid spawning zones in dead end rooms within existing tiles that have no outgoing connections
- This should reduce the chance of levels generating that have bad zones
- Fix: Mothers & PMothers not spawning any units
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.74.0...v0.75.0
v0.74.0 — August 26, 2025
New
- 🌟 New Objective: Central Generator Cluster!
- Enabled on all three Complexes: Mining, Tech, and Service. Thanks to custom geomorphs from donan3967's Geomorph Pack 2
- Includes level generation patches to fix generator cluster spawn to be reliable
- 🌟 New Geomorph pack: SamDB's SamGeos. Expect to see some new tiles.
Changes
- Balance: Increased
ReactorShutdownC-tier Extreme hybrid waves on objective completion from12to16points (from 6 to 8 hybrids) - Balance: Removed
GiantNightmarestentacle attack. They will now directly charge and are more dangerous. - Fixed bug where error alarm doors would be stacked with regular alarm doors
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.73.1...v0.74.0
v0.73.1 — August 16, 2025
Changes
- Fixed issue where invalid defaults were written to config file for seeds
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.73.0...v0.73.1
v0.73.0 — August 15, 2025
New
- Reworked level generation for
GatherSmallItemsobjective - Added new door puzzle: unlock door from terminal
Changes
- Reactor Startup waves
- Slightly increased all difficulty reactor wave points by +10pts
- Adjusted wave duration calculation
- Fixed all miniboss waves having fixed 40s duration (most are reduced to much shorter durations)
- Reduced zone length by 1 for
RetrieveBigItemobjective layout for Matter Wave Projector - Changed extract exit scan time, now it's a flat 20-25s by default and is only adjusted up when there are exit alarms that must be defended against
- Fixed possible softlock with ActivateSmallHSU missions due to certain tiles having functioning NCR machines
- Fixed levels with multiple
GatherSmallItemsobjectives to use different items
Other
- Weekly and Monthly rundown seeds can now be set in addition to Daily seed
- Watermark now updates to show the seed for the currently active expedition and which rundown it's from
- This seed can be easily copied and set for replaying past rundowns
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.72.0...v0.73.0
v0.72.0 — July 31, 2025
Changes
No user facing changes in this release
Other
- Rolled seeds for August monthly rundown.
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.71.1...v0.72.0
v0.71.1 — July 15, 2025
Changes
- Fixed issue with blood doors not spawning Giant Strikers #19
- Update mod dependencies
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.71.0...v0.71.1
v0.71.0 — June 29, 2025
Changes
- Fix scouts not spawning
- Fix Terminal Uplinks with IPv6 codes not being recognized when input by the player. Fixes #18
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.70.0...v0.71.0
v0.70.0 — June 14, 2025
New
- Blood doors now correctly spawn many new enemies including Infested Strikers!
Changes
- Balance: Increased difficulty of blood doors
- Fixed: Bug with blood door groups not being available
- Fixed: Some enemy hibernation spawn groups overlapping
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.69.0...v0.70.0
v0.69.0 — June 11, 2025
New
- 🌟 New enemy: Infested Strikers
- Glowing weaker version of a striker, that on death spawns two babies and a tiny fog cloud. Be careful not to get swarmed!
Changes
- Balance: Updated
ExtremeandOverloadSurge Alarms to spawn only chargers / nightmares instead of mixed populations - Balance: Updated
OnlyNightmareswave populations to include Nightmare Giants - Balance: Infested strikers now available on Reactor waves and Door rolled population alarms
- Balance: Reactor waves should have shorter delays between spawns
- Balance: Increased wave pause max enemy cost for many waves. In general waves should feel faster.
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.68.0...v0.69.0
v0.68.0 — June 07, 2025
New
- Infection Hybrids can now spawn hibernating
- Boosters are no longer consumed when used in levels
- Glow stick colors can now be configured to show as player colors
Changes
- Balance: Increased glow stick fade in duration from
2to6seconds - Balance: Increased glow stick fade out duration from
3to12seconds - Balance: Increased glow stick lifetime duration from
60to75seconds - Fix: hybrids will now roll to spawn as hibernating enemies
- Fix: Errors thrown from attempting to spawn hibernating SquidBoss
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.67.0...v0.68.0
v0.67.0 — June 01, 2025
New
- Added Apex Error alarm doors (boss error alarms)
Changes
- Balance: Infectious fog levels now roll to spawn disinfection packs in fog zones
- Balance: Error alarm turn-off commands now only deactivate all current error alarms. Door alarms, objective exit alarms etc. are no longer deactivated.
- Balance: Added cap to number of randomly placed error alarms in the level. In general there should not be levels with too many error alarms now
- Balance: Rolled error alarms now scale in difficulty with level tier. D and E tier error alarms will be noticeably harder.
- Balance: Rolled error alarms can now roll different enemy populations based on level settings.
- Balance: Rolled error alarms turnoff chance increased from
50%to70% - Change: IPv6 addresses are displayed in upper case to avoid confusing when inputting into terminals
- Fix level objective selection to exclude objectives that use a timer if an existing objective already uses a timer
- Level timers such as survival timers do not work well together it seems
- Fix survival objectives to not have error alarms, also due to survival timers and terminal turnoff messages conflicting
- Fix for some level generation lockups
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.66.2...v0.67.0
v0.66.2 — May 22, 2025
Changes
- Fix scout waves not spawning
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.66.1...v0.66.2
v0.66.1 — May 21, 2025
Changes
- Fixed incorrect release version
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.66.0...v0.66.1
v0.66.0 — May 21, 2025
New
- Added support for mod VanillaReloaded
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.65.0...v0.66.0
v0.65.0 — May 18, 2025
New
- Added seven letter codes for E-tier
- Added IPv6 uplink addresses for D-tier and E-tier
Changes
- Adjusted
CorruptedTerminalUplinkcode per line in log files
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.64.0...v0.65.0
v0.64.0 — May 17, 2025
New
- Added longer, and more uplink codes for uplink and corrupted uplink objectives at higher difficulties
- Added longer codes for harder reactor levels
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.63.0...v0.64.0
v0.63.0 — May 16, 2025
New
- 🌟 Added
CorruptedTerminalUplinkobjective!- See R5C3 Main objective for an example of this objective in the base game
- Added 2 new surge alarms (surprise)
Changes
- Fixed
SpecialTerminalCommandKing of the Hill scans to have curated terminal placements on all tiles so no more terminals spawning in side zones - Fixed
TerminalUplinkhaving 1 fewer terminals and terminal rounds than it should have in it's max range for random rolls - Fixed several extract alarms not being correct
- Balance: Increased distance between many scan puzzle components for Class 5 and above alarm scans
- Balance: Enabled Class 2 Surge alarm on B-tier and Class 3 Surge alarm on C-tier
- Balance: Increase spawns for Mega Mother to match base game
- Balance: Change Mega Mother Tech boss tile to be the R3D1 boss tile
- Balance: Mega Mother room auto alerts shortly after opening door
- Balance: Changed Surge Alarms to only spawn strikers
- Enable stuck flyer fix from EEC
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.62.0...v0.63.0
v0.62.0 — May 10, 2025
New
- Added R8A1 third zone as hub tile for Service complex
- Added R8A1 exit elevator garden tile
- Added harder and a variety of scout waves
Changes
- Balance: Removed Class 9 alarms from regular security doors (Apex security doors can still have Class 9 alarms)
- Balance: Reduced difficulty of Matter Wave Projector exit scan
- Balance: Reduced chance of Nightmare enemies by 10% on C/D/E tiers.
- C-tier: 50% to 40%
- D-tier: 60% to 50%
- E-tier: 70% to 60%
- Balance: Slightly reduced number of fetch codes for
ReactorStartupobjectives on D/E tier as well as number of zones to search - Balance: Increased Giant Beserker health from
180to200, weakspot multiplier also increased from2.25to2.5- Sniper will still 1-shot Giant Beserker
- Balance: Increased Giant Beserker stagger threshold from
45to50 - Fixed some error alarms turnoff zones not having alarms to open them
- Fixed
RetrieveBigItemintel message prompt when entering the item zone to correctly display the zone number - Removed
geo_64x64_tech_data_center_HA_05tile from regular map generation pool due to consistent level generation failures due to it's layout - Removed garden tiles from general Service complex tile pool. They can still be placed as part of specific level generation, but they should be less common now
- Garden tiles added on chance basis for the last 3 final zones on
ReactorStartupcode fetching andReactorShutdownpassword retrieval
- Garden tiles added on chance basis for the last 3 final zones on
- Removed red strobe light seen in a few levels
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.61.1...v0.62.0
v0.61.1 — May 07, 2025
Changes
- Added support for mod: ArsenalityRebalance
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.61.0...v0.61.1
v0.61.0 — April 29, 2025
New
- New enemy: Giant Nightmare Striker
- Functions very similar to a Giant Charger, but with higher health and slightly increased crit multiplier on chest: 2.25x crit, 180hp
Changes
- Adjusted number of reactor waves, in general most levels should have fewer reactor waves total now
- Reworked reactor wave difficulty. Waves are generally harder with fewer easy starting waves
- Waves are broadly generated based on four groups: first wave, first half of waves, second half of waves, last wave
- Added reactor surge waves (points are continually spawned until wave points total is reached)
- Reactor levels requiring fetching codes now have the following logic:
- First wave code is always given for free
- Last wave code always requires fetching from terminal
- Remaining number of fetching code waves are randomly distributed between the first and last waves
- Removed progression requirements from weekly rundown
- Removed single use resource packs
- Reduced max rolled error alarms in E-tier level layout from 3 to 2.
- Chance of getting 3 was already very low (~3%) but now it's fixed at 2. A level can still have more than 2 error alarms (bulkheads are rolled independently and manually placed alarms are not counted).
- Reduced max bosses that can spawn per bulkhead level layout:
- C-tier: max 1 boss per bulkhead
- D-tier: max 2 bosses per bulkhead
- E-tier: max 4 boss per bulkhead
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.60.0...v0.61.0
v0.60.0 — April 19, 2025
New
- Added new variations for level starting area and bulkhead placements
- Added infection hybrids to be able to spawn on blood doors on non-infection levels
- Added 200 new predefined level names
Changes
- Balance:
ReactorShutdownobjective exit alarms reduced for non-main objectives- Extreme and Overload reactor shutdown missions now trigger either error alarms, finite point fixed waves, or for A tier extreme: no waves.
- Balance:
ReactorShutdownremoved stealth boss double PMother alarm and triple Mother stealth alarm. Replaced with PMother/Tank and double mother/shadow pouncer - Balance:
ReactorShutdownreplaced E-tier pouncer bosses with shadow pouncers - Balance:
ReactorShutdownremoved all completely free shutdown scans (stealth scans are now always boss bait) - Balance:
TimedTerminalSequenceall zone error alarms moved to only D and E tier levels (chance based).
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.59.0...v0.60.0
v0.59.0 — April 16, 2025
New
- 🌟 Added
HsuActivateSmallobjective! This is bringing the neonate / data sphere etc. to the depressurization room and optionally returning with it. See R3A1 for an example in vanilla. - 🌟 Added
GatherTerminalobjective! Players must find terminals and execute commands on them to download encryption keys. See R6D2 for an example in vanilla. - Added new
Servicecomplex armory dead end title from donan3967 geo pack 2 - Added chance for disinfection zone to spawn in infected fog maps
- 🌟 New error alarm: boss error alarms.
- See See R4E1 for a vanilla example
- 🌟 New enemy: Infection Hybrid
- Added to D/E tier blood doors pool
Changes
- Balance: increased door alarm difficulty floor. D-tier and E-tier levels have fewer easy scans now.
- Fixed missing weekly E-tier visual menu color
- Fixed several missing enemy spawns. Chargers and nightmares now spawn on C-tier and below
- Balance: Shadow giants added to hibernating enemy pool for shadow enabled D-tier
- Balance: Reduced hibernation points for Nightmares
- Balance: Slightly increased hibernating spawn points for shadows on E-tier
- Balance: Increased and reworked boss spawns
- Added pouncers and shadow pouncers into boss spawns
Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.58.1...v0.59.0
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
ReactorStartupfetch code zones: +5 ammo packs, +4 health packs, +3 tool packs - Fixed
ReactorStartupresources not being distributed to the entrance corridor - Reworked resource spawning in reactor area
- Fixed first time startup bug with Arsenality
- Fixed
ReactorStartupfog waves to return level fog to it's normal state at end of the wave instead of clearing it ReactorStartupfog 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.prefabfrom 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
TimedTerminalSequenceinto 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:
ReactorShutdownnow 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
HSUFindSamplemissions
Changes
- Added improvements to bulkhead zone direction placement to help reduce level lockup and broken level generation
- Removed
tech_datacenter_I_RLC_01.prefabdue to big item spawning issues - a65cb4972578377ed2042c9f6e7893cf4f3cd390 - Fix some cases where
ClearPathobjective would not correctly specify the exit zone number on some mod geomorphs - Balance: Slightly adjusted resources granted in
HSUFindSampleKing-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 (
2to1), 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.prefabgeo to reactor tile list.- R5D2 high reactor zone
- Mining / DigSite: Added
elevator_shaft_dig_site_04.prefabgeo to hub tile list.- R5D1 extreme first zone
Changes
- Fixed
ReactorShutdownnot 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_CONTAINMENTvariant 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
ReactorShutdownmissions 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
TimedTerminalSequenceobjective! [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
VeryHardalarm wave settings in D-tier and increasedHardsettings - 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
Survivalobjective go to elevator text - Added Nightmare/Zoomer scouts to E-tier
- Improve zone time factor estimates. For details see
GetClearTimeEstimateinZone. 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
Survivalobjective 🎉
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_VENTSvariant 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
Complexnot being set in D-tier reactor startup mission. Reactor tile should spawn correctly now. - Adjust reactor startup code fetch terminal placements from
AtEndtoNotAtStart. Terminals will now spawn in the middle/end of the zone instead of just at the end of the zone. - Update
GatherSmallItems,SpecialTerminalCommand, andHSUFindSampleto 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_Hardwave settings includingWeaklingenemy 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 1alarms 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 Clusteralarm 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
WavePopulationandWaveSettings.
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