Releases: brgmnn/autogen-rundown
Releases · brgmnn/autogen-rundown
v0.17.0
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
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
v0.14.0
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
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
v0.11.0
v0.10.0
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
v0.8.0
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: v0.7.0...v0.8.0