AutogenRundown
Rundown generation mod for GTFO. New rundowns generated daily.
CHANGELOG
Changelog
See more at https://github.com/brgmnn/autogen-rundown
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