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Changelog

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

v1.1.2 — September 23, 2026

Changes

  • Roll October monthly seeds
  • Bump dependency mods

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v1.1.1...v1.1.2

v1.1.1 — September 01, 2026

Changes

  • Fix: Resolve crash in Weekly Week 35, preventing Autogen from starting

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v1.1.0...v1.1.1

v1.1.0 – Unreachable Depths — August 31, 2026

New

  • 🌟 Increased E-tier difficulty
    • Reduced default ammo per zone from 6 uses to 5 (matches D-tier now)
    • Increase Shadows group size from 4 to 8-10
    • Increase Giant's weighting across all enemy types
    • Reduce normal scouts chance and increase Shadow/Nightmare scout chance
    • Add signature level modifiers that can roll on E-tier levels
      • Boss error alarm on land, cleared on completing main (R4E1)
        • Default per zone ammo uses increased by 1 for this modifier
      • Continuous snatcher spawns on interval, no alarm (R7D1 Overload)
        • Stamina is unaffected between snatcher waves
        • Default per zone ammo uses increased by 1 for this modifier
      • Start with max infection (R5E1)
        • No disinfection packs or station are guaranteed
      • Cycling fog for the entire level (R8C1 Overload)
        • Fog cycles between clear and fully flooded across the whole level
  • 🌟 Add rebuild cap with graceful exit
    • When hitting the rebuild cap on a level, clears will be granted for it and the level marked as locked for that seed + version of Autogen
    • Locked levels are "Unreachable"
  • 🌟 Add Alpha Six desert camp dimension to AlphaTerminalObjective
  • Add more variety to PowerCellDistribution objective
  • Add more variety to GatherTerminal objective
  • Add Tech geo_64x64_tech_lab_HA_03 to Generator Cluster tile list
  • Add advanced configuration settings for modders/developers
  • Add more warden intel drop messages to various objectives / challenges

Changes

  • Balance: Adjusted spitter rolls, there should be a few more zones but fewer spitters overall in those zones now.
    • 1-2 zones per layer are picked for normal infection
    • 2-3 zones per layer are picked for heavy infection
  • Fix: Extreme/Overload bulkhead doors could be placed in deadend zones causing infinite level rebuilds. This path now correctly filters by open zones first.
  • Fix: D-Lock Block Decipherer logs spawning in inaccessible zones on Cryptomnesia levels
  • Fix: Levels no longer fail to load with CycleAllAligns spawn placements for bosses in some specific geo tiles
  • Fix: Clear time estimates (survival timers, reactor code fetch timers) not granting additional time for hibernating bosses
  • Fix: Several custom geos were not added to the custom geos tile list causing levels to fail to build, they're now correctly loaded

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v1.0.5...v1.1.0

v1.0.11 — August 23, 2026

Changes

  • Fix: Rare mod crash when building disinfection zone
  • Bumped several dependencies

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v1.0.10...v1.0.11

v1.0.10 — August 11, 2026

Changes

  • Change: Reworked travel scan pathing to improve issues with scan clipping through the floor
    • Includes a new mod dependency: BorkenCellGeoFix
    • BorkenCellGeoFix ensures the navmesh is correct which the reworked travel scan pathing makes more use of
    • This new dependency fixes a lot of other issues in the game and should be an overall quality improvement

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v1.0.9...v1.0.10

v1.0.9 — July 31, 2026

Changes

  • Rolled August monthly rundown seeds
  • Fix: Lore logs sometimes failing to spawn on terminals
  • Fix: Custom terminals failing to register as objectives and in warden intel after rebuilds
    • This would cause levels to become hard locked if their terminals failed to spawn as objectives

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v1.0.8...v1.0.9

v1.0.8 — July 22, 2026

New

  • Added scan speed normalization for team scans and related scans
    • Scans that require the whole team to progress but which have different scan speeds for 1, 2, 3, and 4 players are now normalized to always progress at the 4 player speed.
    • This mostly affects Team scans and S-Class scans

Changes

  • Fix: Class 7 Cluster scans were incorrectly labeled "Class VI Cluster", they are now correctly labeled "Class VII Cluster"
  • Performance: Spitters no longer spawn in unreachable zones in Cryptomnesia levels

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v1.0.7...v1.0.8

v1.0.7 — July 18, 2026

Changes

  • Change: Replace killable spitters code with standalone mod dependency

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v1.0.6...v1.0.7

v1.0.6 – Goodbye Spitters — July 13, 2026

New

  • 🌟 Spitters can now be killed
    • Gun's and mines, but not melee damage, will damage and kill spitters when shooting at them
    • Spitters have 30 health
    • C-Foam kills spitters with one blob after a 0.7s delay
    • Can be disabled or adjusted via Autogen config settings

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v1.0.5...v1.0.6

v1.0.5 — June 30, 2026

Changes

  • Roll July monthly levels
  • Fix: Clean up some spitters not being reset in level rebuilds

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v1.0.4...v1.0.5

v1.0.4 — June 23, 2026

Changes

  • Balance: Heavily reduce random spitter rolls on zones
    • ~70% of zones which previously had spitters have been removed
    • There should be significantly fewer spitters in levels now

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v1.0.3...v1.0.4

v1.0.3 — June 20, 2026

Changes

  • Fix: Some terminals that unlock doors in reactor missions were not spawning
  • Fix: TimedTerminalSequence alarm control zone not unlocking in Secondary / Overload objectives

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v1.0.2...v1.0.3

v1.0.2 — June 11, 2026

Changes

  • Change: Bots now no longer trigger spitters
  • Fix: Incorrect spitter distribution values would cause all spitters to cluster in the final zone. Spitters are now more evenly distributed across zones that contain them
    • Also applied the same distribution values fix to mother egg sacks spawns in mother zones
  • Fix: Portal zones now always have the same altitude as their parent zone and forward zone, stopping them from becoming soft locked by their geometry being incompatible with altitude transition gates

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v1.0.1...v1.0.2

v1.0.1 — June 07, 2026

Changes

  • Reduced base spitter counts by 33%
  • Reduced ManySpitters modifier from 2x spitters to 1.5x spitters

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v1.0.0...v1.0.1

v1.0.0 – Dimensions & Pablo — May 20, 2026

This release is a big milestone for AutogenRundown as it is now fully released. The major elements from the base game are represented in the mod with a diverse set of generation to meet the original goal of the mod: a replayable vanilla+ GTFO experience. Development will continue, there's still many things to improve and fix, but the main mod is complete. See the README for the list of base game features present in Autogen. Thank you all!

New

  • 🌟 Added Dimensions! 🖼️
  • 🌟 New Custom Objective added: "AlphaTerminalObjective"
    • A recreation of several levels such as R6B1 "Hexahedrons"
    • This is a SpecialTerminalCommand objective where the terminal is in one of the Alpha static dimensions, and players must get to the portal room with the Matter Wave Projector to teleport there
    • Once in one of the Alpha dimensions, players must find a terminal and execute a command before successfully getting back to extract
  • 🌟 New Custom Objective added: "Cryptomnesia"
    • Recreation of R6D4 level of the same name
    • This a GatherSmallItems objective for Tampered Data Cubes with each data cube distributed across a different dimension
  • 🌟 Added Immortal Tank (Pablo) enemy
    • The Immortal only spawns in a limited number of specific situations, in the new objectives
    • Level design is done to avoid having any players need to babysit the Immortal
  • 🌟 Added Big Flyer (Meatball) enemy
    • Currently only appears in the alpha (desert) dimension where it can path normally without issues
  • Enable several previously unused custom geomorphs now that scan distance is based on nav distance rather than geometric distance
    • Mining hub: Assets/Custom Geo's/Digsite/digsite_x_tile_1/digsite_x_tile_1.prefab
    • Service hub: Assets/Custom Geo's/Floodways_x_tile_4/floodway_x_tile_4.prefab
    • Service hub: Assets/Custom Geo's/Floodways_HUB/Floodways_hub.prefab
  • Spitters added to many levels 💀
    • Chance for Spitters to be spawned on levels flagged as infectious, with each zone rolled for Spitter spawns.

Changes

  • Balance: Disinfection zones no longer spawn scouts
    • Previously they could be quite punishing if spawning with scouts and blood door in a single zone
  • Balance: Adjusted Class VIII (8) through Class XII (12) alarms distance between components:
    • Distance from start to first scan reduced from 20 to 0. Very first scan now always starts at the door.
    • Distance between scans reduced by 33% from 35 to 23
    • These scans were not adjusted after the scan placement rework in v0.83.0 – Travel Scans
  • Change: Adjust PowerCellDistribution level layouts on Main only missions where levels were too short
  • Change: D-Lock Block Decipherer logs can now spawn on fixed spawn terminals
  • Change: Added cross layer seed re-rolling to level rebuilds
    • Should allow better generation for secondary/overload failures
  • Change: Filtered out many questionable words from the code list for Terminal Uplinks / Reactor Codes / Passwords etc.
  • Change: Reworked Dead-end zones for Apex Alarms / King of the Hill scans to force them to always have two rooms to allow enemies to spawn in them
    • These alarms should now be harder to defend with enemies able to spawn from multiple directions
  • Change: Removed sound played when cycling in room security sensors
    • The on/off sound played globally, causing players to hear this throughout the level even if they are nowhere near the room with the cycling sensors. The sound has been removed for now until appropriate local sounds can be replaced
  • Fix: Added more D-Lock Block Decipherer logs migrations for when levels are re-rolled
  • Fix: Some king of the hill terminals would collide with other scenery
  • Fix: King of the hill terminals would sometimes be just a screen and keyboard on the floor instead of a full terminal
  • Fix: GatherTerminal log file listing zones formatting issue when more than 4 zones are present
  • Fix: UplinkTerminal intel adjusted for single terminal objective missions
  • Fix: Issue with forward extracts sometimes being placed in dead end zones that would fail level generation
  • Fix: Security sensors getting stuck on if cycling while an alarm is completed
  • Fix: Travel Scans overwriting parent zone tiles causing levels to fail to build
  • Fix: Numerous other small level generation issues
  • Fix: Removed T-Junction geo from the hub geo list
    • This was causing some level generation to always fail when attempting to build more forward zones than the T-Junction can handle
  • Fix: Zone intel message in RetrieveBigItems objective

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.83.7...v1.0.0

v0.83.7 — April 27, 2026

Changes

  • Rolled May 2026 monthly seeds

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.83.6...v0.83.7

v0.83.6 — April 19, 2026

Changes

  • Change: Added angular spread ranking for scan placements for multiple scan puzzle components (cluster, 4x red scan etc) to encourage scans to fan out
    • This should help stop alarm scans with multiple scans from all being placed in a cluster, especially smaller clusters
  • Switched to ExcellentObjectiveSetup for objective customization
    • Includes a fix for the reactor query crash bug

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.83.5...v0.83.6

v0.83.5 — April 13, 2026

Changes

  • Change: Add fixed PersistentID's for consumables for reliable overriding via GameData-Custom
  • Change: Add adjustments for GTFuckingXP watermark UI to prevent overlapping with other watermarks (Fixes #28)
  • Change: Add rundown tier graphics for rundowns with a single E-tier level
  • Fix: Incorrect pluralization on TerminalUplink objective intel

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.83.4...v0.83.5

v0.83.4 — April 11, 2026

Changes

  • Change: Bump mod dependencies
  • Fix: Resolved typos and incorrect objective intel for DistributePowerCells in non-main missions. It now now longer instructs players to bring cells from the elevator but instead from the first zone.
  • Fix: Incorrect zone number used for some objective texts in the first zone of extreme/overload

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.83.3...v0.83.4

v0.83.3 — April 09, 2026

Changes

  • Fix: Resolved an issue with terminals being stacked on top of each other on some tiles
  • Other: Fixed the CHANGELOG page including unreleased releases

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.83.2...v0.83.3

v0.83.2 — March 30, 2026

Changes

  • Fix: Bug with some alarm doors not spawning any waves / empty blood doors
  • Fix: Several bugs resolved for log tracking
  • Roll April monthly seeds

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.83.1...v0.83.2

v0.83.1 — March 26, 2026

Changes

  • Balance: Zone Security Scan density values lowered
    • Low unchanged at 1.5 scans per unit
    • Medium from 3.0 to 2.375 scans per unit
    • High from 4.5 to 3.125 scans per unit
    • Very High from 6.0 to 4.0 scans per unit
  • Fix: Zone Security Scans will now no longer appear in the first area of the elevator zone

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.83.0...v0.83.1

v0.83.0 – Travel Scans — March 24, 2026

New

  • Added Travel Scans ➡️🟠
    • Travel (T) scans can now appear in level generation. They are able to appear in any tile.
    • Reworked pathing logic for Travel scans is now dynamic within the area it's patrolling
  • Added Sustained Travel Scans ➡️🟣
    • New scan type for Autogen, functions like a sustained scan that moves like a travel scan
    • Has the same movement logic that the newly added Travel scans have
    • Team members exiting the scan will cause the scan to move backwards slowly
      • Scan will stop moving at 0% progress
  • Overhauled alarm scan placement logic 🟠
    • Alarm scans now target WantedDistanceBetweenPuzzleComponents and WantedDistanceFromStartPos as the distance to place scans instead of using those values as minimums when selecting placements.
      • Distance of 10 units should take approximately 5 seconds to walk while crouched
    • Alarm scans placement now uses navmesh path distance instead of direct euclidean distance when evaluating scan positions
      • No more "short" distance scans that require circling the room to get to the floor above!
    • Larger selection of candidate placements used when searching for scan placements, this should reduce bad placements that usually end up right next to existing scans
    • All alarm scans have had their target distances reworked to account for these new changes
  • New layout generation for SpecialTerminalCommand objective (lights off, king of the hill scan, fog flood etc)
  • GTFriendlyO syringes are now supported
    • MedBay can spawn all syringes, with a variety of options for what will spawn
    • Tech complex can spawn all syringes with at least a low chance
    • Other complexes can spawn many of the syringes
  • Added CollisionGeos
    • One new lab hub tile added
  • Add support for customizing datablocks locally

Changes

  • Balance: PowerCellDistribution cell count adjusted based on Secondary/Overload/PE as well as level tier
    • In general cell count is reduced to alleviate long levels, no more 4 or 5 cell distributions on secondary
    • 5 cell objectives have been removed entirely
  • Balance: Stealth scans are now majority free and only occasionally contain surprise waves. This inverts the current behavior where they usually contained surprise waves with a small chance of being actually free.
  • Change: Security Sensors now have a 1.5 second grace period when re-appearing, they will appear blue and are not able to be activated
  • Change: Reworked some of the Cluster alarms to include the mega cluster puzzle component (25 scans instead of 8)
  • Change: Updated "Expedition Metrics" on the rundown screen to remove artifact heat and show level complex and number of retrieved logs (if the level supports logs)
  • Change: Log progress is now reported during level drop after intercepted transmission (where artifact heat used to be)
  • Fix: Added missing objective completion events when picking up multiple cryo cases
  • Fix: Added some missing scan duration numbers, improving timer accuracy
  • Fix: Bug with start area build logic for levels with no main bulkheads could sometimes fail
  • Fix: Rundown names not appearing when RegenerateOnStartup is set to false
  • Fix: Bug with some survival duration timers being far larger than expected

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.82.0...v0.83.0

v0.82.0 – Syringes & Reactor Shutdowns — February 28, 2026

New

  • New layouts for PowerCellDistribution objectives
  • New layouts for ReactorShutdown objectives
  • Added cycling fog modifier for some objectives
  • Added many new level names
  • Syringes have been added 💉
    • Higher chance on Lab/Datacenter levels
  • MedBay zone can now spawn in levels 💊
    • Contains a lot of med packs, disinfect packs, and syringes

Changes

  • Balance: Added more exit waves and challenges on several objectives
  • Balance: Reworked scout waves to have much more variety and increased scout wave points:
    • Normal difficulty waves from 15 to 18 points
    • Hard difficulty waves from 18 to 24 points
    • Very Hard difficulty waves from 24 to 32 points
  • Balance: Zone security sensors elevator exclusion area changed to entire first room of the elevator zone. This should help give players a better chance of not running in to them immediately
    • Note: High sensor densities can still cause sensors to spawn in the elevator room. This is a known issue being worked on.
  • Change: Improved fog handling across levels, now slow rising fog penalties (from Overload or other objectives) will cause alarm modifiers to not include fog change events which were overriding the slow fog rise
  • Change: Main only levels now no longer place Main bulkhead doors/keys/DCs.
  • Change: Main layout doesn't always have a Main bulkhead door now. Some levels will have only bulkheads for Overload/Extreme and associated keys for them.
  • Change: Bulkhead keys are now placed in more interesting places, not just the first zone of each layout
  • Change: Remove level name modifiers (!!! and !?) for boss and error alarms. These alarms haven't been changed, they'll just no longer be identified in the level names.
  • Fix: Host/Client desync issue occurring on Terminal Uplink objectives resulting in only the host being able to input verification codes
  • Fix: Zone security sensors not appearing for 5s on first level load
    • First host sensor state broadcast now occurs after 1 second, so sensors should appear 1s after exiting the elevator

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.81.3...v0.82.0

v0.81.3 — February 12, 2026

Changes

  • Change: Updated TimedTerminalSequence to allow completion by solo players
    • Solo players receive 60s to enter confirmation code. Hopefully enough time to run back to the terminal.
    • Lobbies with more than 1 player still only have 10s to enter the verification code.

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.81.2...v0.81.3

v0.81.2 — February 10, 2026

Changes

  • Fix: Events not executing on clients when triggering zone security sensors
  • Fix: Desync event relating to lights
  • Fix: Steam presence now cleanly shows the rundown and level names

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.81.1...v0.81.2

v0.81.1 — February 01, 2026

Changes

Change: Bump mod dependencies Fix: Resolve slow client loading issue with security sensors not loading for them

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.81.0...v0.81.1

v0.81.0 – Zone Security Sensors — January 31, 2026

New

  • 🌟 New: Red Security Sensors overhaul! 🔴
    • Error red security sensors can now be spawned in any zone, and are only placed in walkable areas. No more sensors floating in the middle of space or only in the elevator drop zone
    • Security sensors can now also move, patrolling their area
    • Security sensors can be individually triggered, so activating one sensor won't activate them all
    • Customizable size, style, and text on the sensors is available now. Some security sensors will be large, others small.
    • Security sensors can trigger any set of warden events, spawning enemies, fog, etc.
    • Events to turned off, turned on, or fully reset security sensors are available, and used.
    • These have been added to several objectives layouts as a new set of challenges
  • Reworked level generation for TerminalUplink objectives
  • New layouts for D and E tier Overload GatherTerminal objectives
  • New layouts for HsuFindSample objectives
  • New alarm modifiers added:
    • Alarm lights (cycling lights) in zone for the duration of the scan
    • Security sensors in zone for the duration of the scan

Changes

  • Balance: Reduced max number of TerminalUplink terminals on D-tier Secondary/Overload from 3 to 2
  • Balance: Reduced chance and max number of Cluster Alarms on all tiers
  • Balance: Fog flood alarm modifier total time to reach max fog has been reduced by 33%
    • Alarms with the fog flood modifier will be harder now as the fog will rise quicker and should engulf players part way through the alarm
  • Balance: Fog flood alarm modifier now rolls independently from lights modifier, roll chance reduced to compensate for increased chance of appearance
  • Balance: Fog flood alarm modifier will now not roll on zones already in fog
  • Balance: Lights off alarm modifier chance reduced and placed after alarm lights roll
  • Balance: Added additional free Team Scan's to every tier, E-tier now can roll team scans (1 per bulkhead) on doors
  • Balance: Terminal Uplink waves completely reworked, with much more variety in enemies and difficulty
  • Balance: Corrupted Terminal Uplinks waves also reworked, and are adjusted down compared to Terminal Uplinks to account for the additional players on terminals
  • Change: GTFriendlyO now will correctly set infectious fog rates to 0.005. Fixes #29
  • Change: Terminal Uplinks now only stop their own waves, not all waves when completing the uplink. Same applies to Corrupted Terminal Uplinks
  • Fix: Add ItemSpawnFix to help fix issues with core items not spawning
    • Helps resolve things like missing generator cells or keycards which can cause softlocks
  • Fix: Several issues with log archivist icon on success screen
  • Performance: Added per level custom geo pruning to reduce memory usage. Saves between 1 and 2 GB of memory on average.
  • UI: Artifact text is hidden from success/failure screens

As of this release Autogen now no longer depends on EOSExt_SecuritySensor. You can safely remove it if your mod manager doesn't.

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.80.0...v0.81.0

v0.80.5 — January 28, 2026

Changes

  • Fix: Levels failing to build when LobbyExpansion is installed as a peer mod
  • Fix: Rebuild indicator not clearing between levels, it now increments from 1 again when you load a new level

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.80.4...v0.80.5

v0.80.4 — January 27, 2026

Changes

  • Fix: Added LGTuner to reduce memory usage
    • In testing, this seems to be a significant reduction of 30-40% less memory being used

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.80.3...v0.80.4

v0.80.3 — January 17, 2026

Changes

  • Change: ArsenalityRebalance support for version 1.0.6
  • Fix: Generator cluster objective zone number style, from "ZONE123" to "ZONE 123"

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.80.2...v0.80.3

v0.80.2 — January 07, 2026

New

  • New config value UnlockAllLevels, disables the tier requirements and unlocks all levels

Changes

  • Fix level seeds not using invariant locales
    • Now users with OS locales other than en-US will still generate the same default seeds for rundowns

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.80.1...v0.80.2

v0.80.1 — December 28, 2025

Changes

  • Fix double enemy spawns on level rebuilds
  • Fix game cleanup not running in some cases on level rebuilds

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.80.0...v0.80.1

v0.80.0 – "Valiant" — December 11, 2025

New

  • 🌟 New Custom Objective added: "Reach KDS Deep"
    • Similar to Clear Path, and is a tribute to R8E1
  • 🌟 New Geomorph pack: TheDoggyDoge's DogsTilePack
  • 🌟 New Geomorph pack: ProjectZaero's ZaeroGeos
  • Added warden intel for the remaining objectives which were missing them

Changes

  • Balance: Zone coverage clear time factor reduced from 1.3 to 1.2
  • Balance: Zone coverage clear time changed to use average coverage instead of max coverage
  • Balance: Zone coverage clear time includes time to open security door
  • Change: Warden intel messages no longer show secondary/overload objective specific messages
    • This turned out to be more confusing than helpful. Level build specific messages like fog/error alarm etc are still also candidates along with main objective specific messages.
  • Fix: Level wins via "WinOnDeath" are now correctly recorded
  • Fix: Bug where sometimes alarms were contributing negative times to zone clear estimate times
    • Reactor code fetching, survival clear times, and some other places should now have more time for certain alarms
  • Fix: Several errors are now included in rebuilds
    • sourceExpander is null from zones unable to find starting areas from their parent zones
    • A common null reference exception also from zones entering a failed state
  • Fix: Enemies are cleaned up across rebuilds, some cases where duplicate enemies are spawning should be resolved now
  • Fix: Typo in geomorph path causing some levels to fail to build

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.79.1...v0.80.0

v0.79.2 — November 23, 2025

New

  • Added support for Gale mod manager
    • Peer mods will now be loaded correctly when using Gale

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.79.1...v0.79.2

v0.79.1 — November 18, 2025

Changes

  • Fix Infected Hybrids ranged attack doing more damage than it should. Fixes #24

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.79.0...v0.79.1

v0.79.0 — November 17, 2025

New

  • Add full level re-rolls on error detection during elevator drop. You will see "Rebuild #x" message if a rebuild occurs with the count of rebuilds. This release includes rebuilds for the following errors:
    • Missing navmesh generations, fixes #23
    • Custom geos failing to spawn, fixes forward extract being at spawn or loading in to a level with extract already started. Currently only the zone and parent zones are re-rolled.

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.78.5...v0.79.0

v0.78.5 — November 15, 2025

Changes

  • Add game data folder cleaning on startup
    • This should resolve some issues after removing peer mods which used datablock files
  • Peer mod GTFriendlyO - Added support for the following data blocks - #27
    • EnemyBalancing data block
    • EnemyMovement data block
    • EEC custom files

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.78.4...v0.78.5

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 25 to 30
  • Balance: E-tier global enemy cap increased from 25 to 35

Full Changelog: https://github.com/brgmnn/autogen-rundown/compare/v0.78.3...v0.78.4

v0.78.3 — October 29, 2025

New

Changes

  • Fix: missing roars on custom enemies are now working
  • Fix: TerminalUplink and CorruptedTerminalUplink zone 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

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 1.2 to 1.4
    • 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 10 to 8 seconds
    • Slow team scan duration increased from 10 to 15 seconds
  • 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 – D-Lock Block Decipherer — 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 CentralGeneratorCluster layout 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: RetrieveBigItem can now correctly roll more than 1 cryo case for several levels
  • Fix: PowerCellDistribution now 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 – Pushing Forward — 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 ClearPath or Survival main objectives, as these automatically use forward extraction
  • Added Class VII Cluster alarm
  • 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-scan
      • Cluster Large - 2x large red circles, any team members
      • Cluster - Cluster scan, 8x small orange circles
      • Sustained Small
      • Cluster Large
      • Cluster
      • Sustained Small
  • 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 SpecialTerminalCommand objective
    • 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: GatherTerminal objectives 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 – Seasons — 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 Winter starts in December and rolls into the next calendar year.
    • Seasons throughout the year:
      • Spring: March, April, May
      • Summer: June, July, August
      • Fall: September, October, November
      • Winter: 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 – Generator Cluster — 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 ReactorShutdown C-tier Extreme hybrid waves on objective completion from 12 to 16 points (from 6 to 8 hybrids)
  • Balance: Removed GiantNightmares tentacle 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 GatherSmallItems objective
  • 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 RetrieveBigItem objective 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 GatherSmallItems objectives 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 – Infestation — 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 Extreme and Overload Surge Alarms to spawn only chargers / nightmares instead of mixed populations
  • Balance: Updated OnlyNightmares wave 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 2 to 6 seconds
  • Balance: Increased glow stick fade out duration from 3 to 12 seconds
  • Balance: Increased glow stick lifetime duration from 60 to 75 seconds
  • 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% to 70%
  • 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

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 CorruptedTerminalUplink code 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 CorruptedTerminalUplink objective!
    • See R5C3 Main objective for an example of this objective in the base game
  • Added 2 new surge alarms (surprise)

Changes

  • Fixed SpecialTerminalCommand King of the Hill scans to have curated terminal placements on all tiles so no more terminals spawning in side zones
  • Fixed TerminalUplink having 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 ReactorStartup objectives on D/E tier as well as number of zones to search
  • Balance: Increased Giant Beserker health from 180 to 200, weakspot multiplier also increased from 2.25 to 2.5
    • Sniper will still 1-shot Giant Beserker
  • Balance: Increased Giant Beserker stagger threshold from 45 to 50
  • Fixed some error alarms turnoff zones not having alarms to open them
  • Fixed RetrieveBigItem intel message prompt when entering the item zone to correctly display the zone number
  • Removed geo_64x64_tech_data_center_HA_05 tile 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 ReactorStartup code fetching and ReactorShutdown password retrieval
  • 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

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: ReactorShutdown objective 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: ReactorShutdown removed stealth boss double PMother alarm and triple Mother stealth alarm. Replaced with PMother/Tank and double mother/shadow pouncer
  • Balance: ReactorShutdown replaced E-tier pouncer bosses with shadow pouncers
  • Balance: ReactorShutdown removed all completely free shutdown scans (stealth scans are now always boss bait)
  • Balance: TimedTerminalSequence all 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 HsuActivateSmall objective! 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 GatherTerminal objective! Players must find terminals and execute commands on them to download encryption keys. See R6D2 for an example in vanilla.
  • Added new Service complex 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 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

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
  • 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

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


Older releases are listed on the GitHub releases page.

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