STMT-EXTRACT icon

EXTRACT

Latest Update: EXTRACT:D1 added. 4 rundowns. EXITPLAN, EXAMS, EXTRACT, SONAR. Under construction.

Last updated 3 weeks ago
Total downloads 3831
Total rating 2 
Categories Rundowns
Dependency string STMT-EXTRACT-1.3.5
Dependants 0 other packages depend on this package

This mod requires the following mods to function

dakkhuza-MTFO-4.6.1 icon
dakkhuza-MTFO

The premier in GTFO DataBlock editing ;^)

Preferred version: 4.6.1
BepInEx-BepInExPack_GTFO-3.2.1 icon
BepInEx-BepInExPack_GTFO

BepInEx pack for GTFO. Preconfigured and includes Unity Base DLLs.

Preferred version: 3.2.1
Inas07-LocalProgression-1.2.0 icon
Inas07-LocalProgression

Record Modded Rundown Clears on your PC!

Preferred version: 1.2.0

README

Update log

  • 2024/03/29 1.3.5

    • Fixed EXAMS:A5 ZONE_104 unexpectedly had 3 BigShadows by mistaking copy and paste from A4.
  • 2024/03/05 1.3.4

    • Weapon Balancing

      • HeavyAR CostOfBullet 1.92->1.475.
      • Short Rifle Semi->Auto, FireRate 0.1.
      • LowRPM MG CLipSize 30->40. Same as vanilla except FireRate.
      • Burst Cannon -> Gauss Cannon, BurstShotCount 3->1, CostOfBullet 5.0->6.75, ChargeUp 0.7->0.2.
      • Precision Rifle ReloadTime 3.3->2.0.
      • Sniper ClipSize 2->3.
      • Burst Pistol Damage 3.2->4.64, CostOfBullet 1.8->2.738, StaggerDamageMulti 1.0->1.15.
      • HeavySMG Damage 2.45->3.2, CostOfBullet 1.5->2.19, PrecisionDamage 0.8->0.91.
      • Burst Rifle ClipSize 30->42, HipFireSpread 2.5->1.0, BurstDelay 0.15->0.1, ShotDelay 0.04->0.03.
      • Slug Shotgun FireRate 0.75->0.45.

      Finally started to resurrect dead weapons. Rollback shit updates and adjust them for the rundowns. Dead options slightly got new possibility. And most of the changes are for making better feeling guns, not making them into the same average of meta. About DoubleTap, I will save it for someone who enjoying it. The concept of the gun has been taken by Burst Pistol already.

    • Fixed EXITPLAN:A1 missing translation of a terminal command.

    • Fixed EXTRACT:D1 Unique door buzzer fades more quicker.

    • Fixed Critical mistakes in SONAR. ECHOES:1 and ECHOES:2 wave settings were overwritten by EXTRACT:D1 and EXAMS expedition waves.

    • Fixed error featured by official update in SONAR. C2Se Generator Cluster couldn't be spawned.

    • Fixed all the bugs that always give one less bullet when reloading from empty. By the way, does Mr.DMR have the ability to think?

  • 2024/02/17 1.3.3

    • Adjusting Spear precision damage and charging time for the instakill birther problem same as Scattergun is having now.
  • 2024/02/14 1.3.2

    • Fixed official update issues and weapon changes. By the way, what is the meaning of QoL they said in the announce ? Still we have -1 reload and now PumpShotgun got too now.
  • 2023/12/25 1.3.1

    • Fixed WardenIntels of usually SONAR:TerminalUplink objective which was sharing undeveloped EXTRACT:D1 Secondary texts.
  • 2023/12/10 1.3.0

    • EXTRACT:D1 added.
    • Fixed official update issues as always. Thanks for Inas07.
    • Weapons are updated same as official except severals.
  • 2023/06/30 1.2.9

    • EXAMS:B1 added.
    • Fixed R5 update issue for weapons and outfits.
  • 2023/06/18 1.2.8

    • Fixed R5 update issue for CustomGeoMorph.
  • 2023/06/14 1.2.7

    • Weapon Balancing
      • Low-RPM MachineGun: AmmoCapability(CostOfBullet) 1.35->1.64. too OP by mistake.
  • 2023/06/09 1.2.6

    • BX added. This is just a quick level for playing something new. But intended easy-D1.

    • Fixed the problems for current GTFO.

    • Restore AX.

    • Fixed A2 ExtractionScan wouldn't appear because of system update.

    • Weapon Balancing (Almost roll back to fine version because many guns became garbage by the update.)

      • Low-RPM MachineGun: ClipSize 40->30, Firerate and AmmoCapability rolled back.
      • High Caliber Pistol: ReloadTime 2.4->2.0
      • BurstCanon: Balanced Recoil, Damage 19.0->20.1.
      • HEL Auto Pistol added.

      Everything else was updated as current version but with applying previous modding.

    • Fixed the bug sometimes SONAR:E Tier levels were unselectable. (Btw sometimes still they are unselectable, but that is another bug. You can make them selectable with switching screen.)

  • 2023/03/04 1.2.4

    !WARNING! You have to remake a profile of the rundown. Otherwise CustomGeomorph cache will cause of error.

    • Fixed SONAR:E2 The sec_door on first zone was locked down for no reason. Adjust to latest vanilla build.
    • Suspended EXTRACT:AX CustomGeomorph has trouble to build.
  • 2023/01/17 1.2.3

    • Fixed accidentally GearCategoryDataBlock messed up which cause of HEL Revolver glitch.
  • 2023/01/17 1.2.2

    • EXTRACT AX Added.
    • EXAMS A1-A5 Added.
    • Weapon balancing:There were some dead weapons. Still every fine weapons are same as vanilla to reserve your play experience(BullpupRifle clip 40->80, HeavyAR improved recoil, HighCaliberPistol clip 6->8, PrecisionRifle clip 8->12, Spear runnable during charging, Normal Precision 1.0->1.3, Charged Precision 1.3->3.0).
    • Fixed SONAR: B3 Only 2 generators to fill in Secondary.
    • Fixed SONAR:B4 both MAIN and SECONDARY require same item to gather.
    • Fixed SONAR:B6 Bad DC spawn in Datacenter wall as usual.
    • Fixed SONAR: C3 no reason to access ZONE_708, made it as forward exit.
    • Fixed SONAR D5,E6,BHK locations to avoid too easy situations.
  • 2022/12/12 1.2.1

    • Fixed SONAR: Zone_825 unintendedly had 140% resources.
  • 2022/12/12 1.2.0

    • New rundown SONAR added.
  • 2022/12/04 1.1.6

    • Balanced C3 Resource rooms require cell are now 6 use each from 3 use. Last error resource rooms are now 6 use from 4 use. Alarmed resource rooms are now 4->2, 5->3, 5->4. Because no cell resource run is too easy from feedback.
    • Fixed EXITPLAN:C1 There was unintended CELL in ZONE_101.
  • 2022/11/07 1.1.5

    • Fixed B3 Changed enemy spawn on Z101, from 3 P-birthers to 1 P-birthers and 2 birthers. I apologize for inconvenient.
  • 2022/11/04 1.1.4

    • Fixed B3 Changed enemy spawn on Z101, from 3 birthers to 3 P-birthers.Clearing Z101 way was too easy from feedback, but try to keep it doable.
  • 2022/11/03 1.1.3

    • Fixed B1 Critical mistake as only the first error door down the fog. Added fog down effect for other doors (Z102-Z106).Doesn't matter if alarms turned off.
  • 2022/10/30 1.1.2

    • Added C2.Fixed C1 add notification for EMC_AIRFLOW_VENT at first. Fixed A3 Reduce Rapid shooters on motion detected door to a half.Add birther tumors on the walls on Z104.
  • 2022/10/26 1.1.1

    • Fixed for recent update of build 32254 and BepInEx3.1.0.
    • Added First rundown [EXITPLAN] and 2nd rundown[EXAMS], but [EXAMS] is temporal placeholder, it is not working now.
  • 2022/10/19 1.1.0

    • Fixed C1:Unintentionally Z108 had a power-cell.(Still works on build 31994)
  • 2022/10/19 1.0.9

    • Fixed C1:Lighting on doors are wrong in Z104,Z108,Z112(Error doors are red, others are green.). Decrease amount of spawn for safety. Add system error intel on descent.
  • 2022/10/15 1.0.8

    • Fixed C1:BroadCasted Alarm with team scan have wrong degraded text, BC waves fixed (Later wave 25sec->60sec), Health rooms have now Disinfection station and more medipacks(200%->320%).
  • 2022/10/15 1.0.7

    • Added C1. Fixed B1:Correction of BC alarm wave(45sec->60sec).
    • Fixed A2:Deleted wrong command from terminal in Z102.
    • Fixed:C3 Translation correction of "1 minutes" and old text "Lighting circuit, Ventilation system, Security alarm".
    • Fixed:All RECEDED ALARM to RECEDING ALARM.
  • 2022/10/09 1.0.6

    • Added B2,C3.
  • 2022/09/10 1.0.5

    • Added B3.
  • 2022/08/21 1.0.4

    • Fixed B1: First terminal has EMC_AIR_VENT accidentally.
  • 2022/08/21 1.0.3

    • Added B1.
  • 2022/08/18 1.0.2

    • Fixed the problem of RundownDataBlock which is [If there is ID:1, and it isn't loading rundown, it is failure because, GTFO always switch loading rundown ID(Key?) to 1.]
  • 2022/08/16 1.0.1

    • I couldn't find a way to delete wrong upload. It had to be overwritten as 1.0.1.
  • 2022/08/15 0.0.5

    • Fixed A2:No translation texts for warden intel. Nerfed A1:ClassXV wave reduced cause of too much difficultly and EXITPLAN balancing.
  • 2022/08/02 0.0.4

    • Fixed A1:unintentional stopping wave and establishing fog after finishing ClassXV.

■RUNDOWN PROTOCOL: EXTRACT

Base concept (conditions that are always followed): Always provide more than one way to clear a level. Limit "mandatory load-outs" to one level. Focus on time management required in the division of labor, rather than always sticking to a four-person team. Maximize the impact of resource management on play by controlling resource allocation. Design for communication between players to be effective against threats.

Rundown Concept (Rundown Specific): Level design according to the basic design of the GTFO system. Design and configuration in around 1 hour. A short, simple level consisting of a single independent idea that is followed from Alpha to Rundown1. Variety of play experiences created by the combination of components.

New elements being conceived and introduced:

From EXITPLAN (1st rundown in R5)

Degraded Alarm: Alarms without team scan. Provides new ways to divide labor, such as activating multiple doors at the same time.

Reactor Level: Explicitly states the number of steps as a level. The level is indicated on the lockdown door, and the player is notified in advance which door will be opened at which step.

From EXAMS (2nd rundown in R6)

EmergencyCall: All locked-down doors are opened or unlocked by EmergencyCall (EMC). Bulkhead doors and apex doors are unlocked only.

EMC_AIR_VENT: Fog is lowered as an emergency measure. However, it only attenuates the current status by 50%. Therefore, it makes sense to do this multiple times in a row. The fog will rise again. It can only be used once for each terminal.

EMC_OVERRIDE_LOCKDOWN_Z??? : Attempt to open the specified zone door. When the door is forced open, the fog temporarily decreases and then begins to rise again. similar to EMC_AIR_VENT. if the doors are opened too quickly in a row, the method of lowering the fog is lost.

EMC_SEQ_Z??? -Z???? : Starts the forced opening sequence of the doors, which open every minute in the order of the zone number. In combination with trapdoors, this creates a situation that requires an understanding of the map and the enemy's wave. Mine deployers, in particular, must be set up quickly.

Firewall: If a security door is protected by a firewall, an attempt to open that door with an EMC will trigger an alarm scan from the terminal. Normally, a Firewall door can be opened manually with only one small alarm scan. If the door is locked down, it may be necessary to split the labor between the two locations: in front of the door and at the terminal. If the Firewall door is opened by a sequence, a wave is spawned.

From EXTRACT(3rd rundown in R7)

Receding Alarm: An alarm scan in which the team scan appears last instead of first. Unlike Degraded, it requires a team, thus weakening solo play that ignores allies. In addition, all team members must keep track of the progress of the scan during the division of labor or communicate with each other.

Broadcasted alarm: Just an error alarm that causes a big charger to spring up. As far as I remember, for some reason it was only done on R5B1 in vanilla. It is a threat that needs to be dealt with regularly, and can add a sense of urgency to even the most mundane map configurations. Also, the loadout is greatly altered by this.

■ランダウン プロトコル: 抄出

ベースコンセプト(常に踏襲されている条件): 必ず2つ以上のクリアの方法を用意する。1レベルに対する"必須となるロードアウト"の抑制。常に4人で固まるのではなく、分業の中で必要となるタイムマネージメントへの注力。リソース配置のコントロールによりリソースマネージメントがプレイに与える影響を最大化する。プレイヤー間の連絡が脅威に対して有効に働くための設計。

ランダウンコンセプト(ランダウンスペシフィック): GTFOシステムの基礎的な設計に沿ったレベルデザイン。1時間前後で設計と構成。AlphaからRundown1までは踏襲されている、独立した単一のアイデアからなる短くシンプルなレベル。構成要素の組み合わせによって造成されるプレイエクスペリエンスの多様性。

考案・導入されている新要素:

EXITPLAN (1st rundown)より

Degraded Alarm: チームスキャンのないアラーム。複数のドアを同時に起動するなど新しい分業の方法を提供する。

Reactor Level: レベルとしてステップ数を明示。ロックダウンドアにレベルが表記され、どのステップでどのドアが開放されるかを予めプレイヤーに告知する。

EXAMS(2nd rundown)より

EmergencyCall: ロックダウンされたドアはすべてEmergencyCall(EMC)によって開放または解錠される。バルクヘッドドア及びエイペックスドアは解錠のみ。

EMC_AIR_VENT: 緊急措置として霧を下降させる。ただし、現状を50%減衰するのみ。よって複数回連続で行う事にも意味がある。霧は再び上昇する。使用できるのは各ターミナルで1回のみ。

EMC_OVERRIDE_LOCKDOWN_Z???: 指定されたゾーンドアの開放を試みる。ドアが強制開放されると、霧が一時的に減衰し、再び上昇し始める。EMC_AIR_VENTと同様。doorsを連続で早く開け過ぎると霧を下げる方法を失う。

EMC_SEQ_Z???-Z???: ドアの強制開放シークエンスを始動。1分毎にゾーンナンバーの順に開いていく。トラップドアとの組み合わせによって、マップへの理解と敵のウェーブの把握が必要な状況を生む。特にマインデプロイヤーは素早く設置にいかなければならない。

Firewall: セキュリティドアがFirewallで守られている場合、そのドアをEMCで開放しようとするとアラームスキャンがターミナルから始まる。通常、Firewallドアは手動で開けると小アラームスキャン一つで済む。ドアがロックダウン状態の場合、ドア前とターミナル2つの場所において分業しなければならない事もある。シークエンスによってFirewallドアが開放される場合は、ウェーブがスポーンされる。

EXTRACT(3rd rundown)より

Receding Alarm: チームスキャンが最初ではなく最後に出現するアラームスキャン。Degradedと違い、チームを必要とするため味方を無視したソロプレイが弱体化する。さらにチーム全員が分業中もスキャンの進行状況を把握しているか、または味方同士連絡し合う必要がある。

Broadcasted alarm: ただのビッグチャージャーが湧くエラーアラーム。記憶している限り、何故かバニラではR5B1でしか行われていなかった。定期的に対処しなくてはならない脅威のため、平凡なマップ構成にも緊張感を与えられる。また、ロードアウトがこれにより大きく変化する。


■RUNDOWN PROTOCOL:SONAR

Rundown:SONAR is a procedural rundown that is almost 100% in line with GTFO's productivity concept.

GTFO's primary content is fortunately in gameplay, primarily new levels, and there is significantly more demand for new levels than for skins, achievements, stories, etc.

GTFO's core system is essentially designed to create new levels one after the other with little effort. Parts of the current system are marred by deterioration and prevent effective data resource recycling, but once those parts are circumvented, any number of non-conceptual levels can be created.

All 30 levels were created at random from a prepared data set. Periodic reconfigurations will always satisfy the need to "play a level somewhere for the first time at random".

On the downside, relevance can be hard to find from the map. Occasionally, chance will only produce it. It is also difficult to play all 30 without getting bored. It only matches the demand to play somewhere random. Finally, because the difficulty level fluctuates wildly depending on the combination, it is not possible to arrange the levels from easiest to hardest. Thus, from A to E, the difficulty levels are almost random: the likelihood of a difficult level occurring increases as you get to E, but the probability of an easy map occurring is not zero.

New Technology from SONAR

ResonanceCascade - A Matter Wave outburst can spill over into the surrounding area as a resonance when a door is opened, triggering a lockdown of all unopened zones.

Echoes - To deal with Matter Wave outbursts, the terminal provides Matter Wave Dampening commands. When activated, it produces echoes that improve the situation by generating waves that neutralize the outburst for a certain period of time. However, the echoes also affect the surrounding bio-reactions during the effect, resulting in an attack by a swarm of enemies. At the end of the effect period, all doors will be locked again and the enemy attacks will stop.

■ランダウン プロトコル: 音査

Rundown:SONARは、GTFOの生産性コンセプトにほとんど100%沿ったプロシージャルなランダウンです。

GTFOの主要コンテンツは幸運なことにゲームプレイ、主に新しいレベルにあり、スキンやアチーブメント、ストーリーなどよりも格段に新しいレベルに需要があります。

GTFOのコアシステムは本来、新しいレベルを労力をかけずに次々に創出することが目的です。現在のシステムの一部は改悪によって傷付き、有効なデータリソースリサイクルの実現を妨げていますが、その部分さえ回避してしまえばコンセプチュアルではないレベルはいくらでも生み出すことができます。

30のレベルは全て、用意されたデータセットからアトランダムに創出されました。一度クリアしても、定期的に再度マッチングを図ることでいつでも「適当にどこか初見のレベルをプレイしたい」というニーズを満たしてくれます。

欠点として、関連性をマップから見出すことは難しいでしょう。時折、偶然がそれを演出するに留めます。また、やはり30全てを飽きずにプレイするのは難しいでしょう。あくまでも、どこか適当にプレイしたいという需要にしかマッチしません。最後に、組み合わせによって難易度が乱高下する都合上、どうしても簡単なレベルから難しいレベルへと並べることはできません。よってAからEまで、難易度はほとんどランダムです。Eになるに連れて難しいレベルが発生する可能性は上昇していますが、簡単なマップの発生確率はゼロにはなりません。

SONARからの新技術

ResonanceCascade - マターウェーブの暴走が一部のゾーンの開放によって周囲へ共振として波及し、開放されていない全てのゾーンのロックダウンを誘発します。

Echoes - マターウェーブ暴走に対処するため、端末はマターウェーブ弱化コマンドを提供しています。起動すると残響が発生し、暴走を中和する波動を一定時間発生して事態を改善します。ただし、残響は効果中周囲の生体反応にも影響を与え、結果として敵の群れが襲来します。効果時間が終了すると再び全てのドアは封鎖され、敵の襲来も停止します。