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Releases: brgmnn/autogen-rundown

v0.38.1

05 Aug 05:00
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Changes

  • Fixed Scout waves to not be infinite

Full Changelog: v0.38.0...v0.38.1

v0.38.0

04 Aug 04:12
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New

  • Added Zone prefixes for reactor rooms Reactor, ZONE 123
  • Reworked Timed Sequence to have closed doors until starting the sequence

Changes

  • Fixed additional issues with Alarms not spawning correctly
  • Fixed several issues with ReactorShutdown
    • There are still known issues with ReactorShutdown missions not working on certain tilesets.

Full Changelog: v0.37.0...v0.38.0

v0.37.0

29 Jul 03:43
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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: v0.36.0...v0.37.0

v0.36.0

22 Jul 04:44
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New

  • Survival main objectives now add additional time when opening the Secondary bulkhead to clear secondary objectives.
  • Survival main objectives with overload objective now has shorter overload (with no additional time to complete it, you just have to go fast!)
    • Overload objectives for a survival main get 2x resources in the first zone

Changes

  • Adjusted lower tiers (A/B/C) enemy points per zone to be higher
  • Reduced enemy points by 40% in starting zone for 2x and 3x bulkhead custom spawns
  • Reduced number of VeryHard alarm wave settings in D-tier and increased Hard settings
  • Added extra variation in wave populations rolled for various level modifiers (chargers / shadows etc.)
  • Fixed flyers wave populations not rolling
  • Fixed level modifiers not being applied correctly
  • Fixed surge alarms rolling their wave pops and settings
  • Fix mod dependency version mismatch

Full Changelog: v0.35.0...v0.36.0

v0.35.0

20 Jul 22:42
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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: v0.34.0...v0.35.0

v0.34.0

20 Jul 05:21
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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: v0.33.0...v0.34.0

v0.33.0

15 Jul 04:47
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Changes

  • Add charger/shadow waves for certain alarms in D-tier
  • Move survival level to D-tier

Full Changelog: v0.32.0...v0.33.0

v0.32.0

15 Jul 00:02
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Changes

  • Fix Survival objective go to elevator text
  • Added Nightmare/Zoomer scouts to E-tier
  • Improve zone time factor estimates. For details see GetClearTimeEstimate in Zone. Time estimates now add time base on the following factors:
    • Zone size, also increased time factor for coverage by 17%
    • Alarm to enter zone: number of scans, sum of duration of each scan, distance between scans
    • Blood doors to enter zone
    • Total enemy points in the zone
    • Fixed times per boss in zone and behind blood doors

Full Changelog: v0.31.0...v0.32.0

v0.31.0

14 Jul 05:18
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New

  • Add Survival objective 🎉

Changes

  • Fix incorrect spawn location for HSU Find Sample objective

Full Changelog: v0.30.0...v0.31.0

v0.30.0

14 Jul 01:14
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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: v0.29.0...v0.30.0