Releases: brgmnn/autogen-rundown
Releases · brgmnn/autogen-rundown
v0.38.1
v0.38.0
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: v0.37.0...v0.38.0
v0.37.0
v0.36.0
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: v0.35.0...v0.36.0
v0.35.0
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
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
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
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: v0.31.0...v0.32.0
v0.31.0
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
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