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Releases: brgmnn/autogen-rundown

v0.17.0

25 Nov 03:51
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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

21 Nov 09:51
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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

19 Nov 22:34
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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

19 Nov 17:42
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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

12 Nov 16:12
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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

11 Nov 04:06
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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

09 Nov 05:54
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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

08 Nov 07:46
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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

04 Nov 02:50
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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

31 Oct 05:42
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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