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Regarding QoL suggestions:1. Don't see why. Interaction auto-holster allows you to frob physics objects without first needing to holster your weapon by temporarily holstering for you (and draws again once you drop them), while double-click holstering acts as a protection against permanently holstering when attempting to frob general objects with a single click. If the former required a double click with the latter enabled, the frob interaction would be less intuitive as you would lose the ability to single-click frob general objects, when the purpose of enabling double-click holstering is precisely to make that safer and easier.
6. Dislike this one. What if the player wants to lock they door they just unlocked for some reason (that reminds me, can NPCs always open locked doors if they have the pathing through them? Must investigate)? Now they have to slowly equip and unequip the GEP gun. I get the impetus behind the suggestion but I don't think it's wise to make anything automatically re-equip gear except for secondary items.
11. Non-trivial to implement, and bit at odds with a one or two augs (e.g. Spy Drone). I think the current options are satisfactory, but it's not a bad idea.
Aliases[21]=(Command="ActivateAugmentation 4|onrelease ActivateAugmentation 4",Alias=SprintSpeed)Shift=SprintSpeed
12. Non-trivial but probably worth my time. One issue -- if it activates the currently highlighted aug when you let go, you're always stuck with activating an aug or deactivating them all (an aug button or the deactivate all button is always highlighted). This isn't like typical weapon wheels where you can highlight your currently equipped item or some neutral position to cancel the action. Instead, I think it's probably better if you still have to click highlighted augs to activate/deactivate them, but there's an option to make the menu work on hold rather than on toggle.
Aside: I also wanted to copy Mankind Divided's radial aug menu hotkey assignment concept. It would need to be separate from the existing F1-F12 hotkeys, where you configure four keybinds that you can then press during the aug menu to assign an aug to that slot. Not sure I'll get to it, but it's a nice idea.
13. Ha, joke's on all of you RMB frobbers, I have interact on F in every game! Even System Shock 2 and Thief! F IS FOR FROB BABY!...*ahem* This is a decent idea, but the use key is already pretty overloaded as it is. As I said in #1, the purpose of double click holstering is to prevent accidental holstering when attempting to frob objects (particularly small buttons). If this option also associates weapon scoping to single-click frob, then it trades accidental holstering for accidental scoping, which is more unpleasant/jarring and makes it that much harder to center your view on the object you meant to frob.
1. I don't like it only because DX doesn't actually have consistent hub zones. You loosely have UNATCO as a hub for the first act and Tong's base for the second, but after that you're traveling from one map to the next until the end of the game. This kind of feature stands out to me as out of place in that context. I totally see the impetus, but I'd also argue that there's a strategic layer to long-term inventory management -- clearing a space for the Ambrosia vial in the Superfreighter mission comes to mind as a moment where the player has to weigh gameplay concerns with narrative consequences. One last thing -- if it's not depicted clearly, the presence of old items you dropped in your office might mislead the player into thinking that UNATCO isn't worth re-exploring for loot on subsequent visits.
2. Disabled in v9 precisely because it was unbalanced and immersion breaking. Corpse power-throwing allowed you to chain kill platoons of enemies without a trace of evidence since the corpses were disintegrated in the process. The tomato splatting on walls was also gaudy and unrealistic (if fun). You can revert this change by disabling "Persistent Corpses" in the Unlocked Options menu if you still want to screw around with it, otherwise JC simply won't power throw corpses (or inventory items, per vRSD changes). For the record, other physics objects break on power thrown impact to stop the sort of near-unlimited chain killing with boxes you get in Half-Life 2 or Bioshock, making it an empowering but strategic option in combat rather than one that breaks the ammo resource economy.
3. There are at 20 throwing knives up to and including the Lebedev mission, and they're also recoverable (now 100%, but only 1 per corpse). Can't add new purchase options without voice acting.
5. The Alex log is good because it cautions the player that the encounter may not be a typical stealth/combat affair like they might expect from a traditional game. Even stealth players will be knocking enemies unconscious. The bot log is a problem, though. If there are any no-brainer immersion-breaking logs like that, let me know.
7. ACK! I'll see if I can hide binocs when active.
8. I removed the Augmentation Override Canister that makes Aqualung/Enviro automatic for this reason -- I dislike any energy drain that is not directly under the player's control. I had the same idea for toggled automatic augs, makes sense. I can consider reverting Aqualung from Passive and doing that, maybe (still not a fan of the AOC item though).
10. That shouldn't happen... Are you sure he wasn't just wandering around?
11. You're forgetting about the niche element of player skill when attempting to tool doors and keypads underwater and constantly getting buoyed upward! ...yeah, the real reason I'm wary to change it is that the mechanic becomes ripe for abuse/exploitation if the tool count isn't deincremented on the initial press. Could be lots of unintended consequences, which outweighs the annoyance factor for me.
12. Consistent energy drain is the standard, though I've already gone against it by making laser grids drain Radar Transparency at 4x the rate. Maybe -- it's lackluster compared to the other torso slots otherwise.
13. You can use tech goggles/rebreathers in concert with other wearables, but only one torso piece at a time. Ballistic armor and hazmat are a tactical choice (ballistic vs bullets and melee, hazmat vs tranq), and also more believable as exclusive choices. Switching between torso pieces is much more straightforward now, so I'm happy with where it is.
14. Addictions are listed in the Health status screen in precisely the location you suggested
Crate bug: AGH NOT THIS AGAIN
I hope I'm not coming across as overly dismissive -- I definitely appreciate the feedback, and the reasoning behind your ideas is valid. I try to examine suggestions from every angle I can think of, and the benefit has to outweigh the implementation effort in addition to any drawbacks, some of which comes down to subtle aspects of design consistency and taste.
#### BETA 2.0 CHANGES ####-Increased NSF basement security terminal hacking requirement from Trained back to Advanced-Fixed bad mover pivot points on several maps -01_NYC_UNATCOHQ -02_NYC_Hotel -14_OceanLab_Lab -09_NYC_Ship-Fixed reverted MJ12 Troop corpse assignments on the following maps: -12_Vandenberg_Cmd -13_Oceanlab_Silo -14_Vandenberg_Sub -15_Area51_Entrance-Reduced hacking requirements on several plot-critical computers -OceanLab UC -Missile Silo launch-Fixed non-functional shower faucets on the PCRS Wall Cloud upper decks and fixed their alignment-Renamed "Unlocks the Security area access panel" nanokey description to "Security Area Access Panel key" in PCRS Wall Cloud upper decks-Fixed Flight Control Deck 1 inside door button opening a vent grating in the barracks instead of the adjacent door-Removed illogical event trigger from MJ12 Prison Nanotech Lab alarm to release Greasels from containment (now activate manually with button/computer as vanilla)-Swapped the third ADS/Spy Drone canister in the DuClare Chateau for a third Speed Enhancement/Run Silent augmentation canister-Added a box of rubber bullets to the UNATCO armory on the first visit-Added a button to the Ocean Lab to prevent a softlock-Fixed Area 51 Sector 3 door at the end of the Gray jumpscare hallway appearing to be interactable-Fixed Area 51 Sector 3 door leading to waste pool not responding to melee attacks-Removed all miniplasma bots from Area 51 Bunker ground level on non-Hardcore difficulty-Corpses no longer spawn flies in sterile environments and underground bunkers -Maps: UNATCO, MJ12 labs, 747, Versalife, Canal Road, Shipyard interior, Catacombs, Everett's, Vandenberg tunnels/comms, Ocean Lab, Area 51-Fixed the UNATCO security bot on the Liberty Island dock turning against you if it sees the NSF security bot attacking you (the two now fight)-Added more shotgun shells to mid-late game areas (+30), some replacing excess boxes of Sabot next to one another on the same map (-24)-Added more pistol bullets to Hong Kong (+10) and Paris (+15)-Removed a 7.62mm clip and a napalm canister from a secret location in Hong Kong-Removed 5 throwing knives from Paris Cathedral-Rebalanced door strengths and removed one Hazmat Suit from MJ12 Versalife labs locker room-Telegraphed goodies behind descructible walls in the Catacombs more clearly-Removed some barrels in the Catacombs room with the broken electrical junction that made mantling too easy-Replaced miniplasma security bots in the Paris metro station with standard security rollers-Made the Rooks women unfazed by signs of distress so a junkie fleeing from the death of the zyme dealer doesn't set the whole gang after the player-Made the bouncers in the Club de la Porte de L'Enfer hostile if the player brandishes weapons like they warn-Renamed "Osgood" key to Osgood and Sons front door key as in vanilla (key moved from NSF inventory to world)-The PS20 is no longer listed as variably lethal in the weapon tooltip-Removed reload finish sound from Mini-Crossbow to stop overlapping with dart load sound-Bullets now penetrate breakable glass-Deactivating (or frobbing deactivated) alarm panels shuts off all active camera alarms in an area-Fixed Assault Shotgun double-firing with maxed ROF on full-auto after switching ammo types-Spy drones on standby are now deactivated before map transition-Fixed the player's view getting spun to their previous camera view when the spy drone is destroyed-Fixed players being able to resume control of disabled drones when returning to maps after deactivation-Fixed incorrect cloak/radar textures on the lockpick and nanokeyring viewmodel-Fixed skin colors not updating on all vanilla weapon models and the multitool-Removed dangling "Restores" in biocell tooltip-Fixed crosshair user toggle being reset when loading a save game with the laser mod or radial menu active (byproduct of earlier fix)-Nerfed Blast Energy perk falloff plasma rifle maximum damage falloff reduction from 50% to 25%-Removed projectile flight path dependence on hidden projectile accurate range stat, plus other changes: -In vanilla, nearly all projectiles would only start to drop beyond their accurate range (rockets/plasma bolts etc. had extremely high range values) -In GMDXv9, some projectiles dropped immediately (rubber bullets), while others (darts, throwing knives) would drop after modified ranges -Now all relevant projectiles drop immediately, resulting in a consistent and predictable parabolic trajectory -Darts are only affected marginally, while throwing knives require more drop compensation from the player -20mm HE rounds have 20% increased gravity, speed reduced from 1550 units to 1400 units -Range mods still increase projectile speed, and hence distance traveled -Grenades retain old thrown arc (half gravity on throw, full gravity after 50 ft) -Range modifications can now be applied to the pepper gun to increase speed and lifespan of teargas clouds-Decline Combat Knives option now always deletes combat knives from looted inventories instead of only doing so 85% of the time-Added a new playthrough modifiers system. Press the "Modifiers" button in the character creation menu to enable new gameplay effects-Added Crate Randomization playthrough modifier: -Crate contents can be swapped for other items if they are located in predefined loot tables -Each item in the loot table has a certain chance to drop which is determined by the actual amount of crates containing that item in all of the maps -Loot tables are organized into %u201Clots%u201D which group items by relative value and use case so as to not unbalance locational rewards and playstyle support -i.e. 7.62mm ammo can get swapped for .30-06 ammo and shotgun shells, but never 10mm ammo -Lots: pistol/rifle/nonlethal/anti-robot/heavy/explosive ammo, as well as lockpicks/multitools, wearables, and misc. pickups -Crate contents are randomized on first map load only so as to discourage savescumming-Added Weapon Mod Randomization playthrough modifier: -Same as crates with loot tables governed by in-game distribution, but encompassing weapon mods both in crates and in the world. -Lots: handling (accuracy/recoil/range), ammo (clip/reload), ballistics (damage/RoF), attachments (silencer/scope/laser/full-auto) -the Silencer in the Hong-Kong shop and the Full-Auto mod in the Paris shop are fixed, guaranteeing at least one of each for purchase-Added Aug Canister Scramble playthrough modifier -The ordering of aug canisters is scrambled on New Game -The total number of each aug canister type in the game is unchanged-Standardized the ordering of Drone/ADS and Cloak/Radar choices in aug canisters-Removed non-functional "Cancel" button from HDTP Model Toggles menu (Restore Defaults and OK are sufficient)-Fixed edge cases around alcohol health manipulation, e.g. where zyme withdrawal while sober could artificially grant the player an extra 5 HP-Fixed biocell recharge amount displayed in the log rounding down by one point-Fixed "(NPC name)" missing from the frob display window when killing unconscious NPCs, e.g. "Unconscious (UNATCO troop)" -> "Dead Body"-Fixed animal carcasses getting mislabled as "Dead Body" instead of "Animal Carcass" when kiling from unconscious-MIB/WIB corpses now explode when killed from unconscious if the Persistent Corpses option is disabled (forced on in Hardcore)-Fixed Health status screen displaying a speed penalty even if it was cancelled by the Perserverance perk-Fixed Health status screen not displaying accuracy penalties due to alcohol withdrawal-Fixed Health status screen not automatically updating torso max health from alcohol buff/zyme debuff-Fixed Health status screen average health not correcting for head/torso max health from Medicine skill/alcohol buff/zyme debuff-Fixed log window appearing behind inventory windows due to new or delayed log messages with Real-Time UI enabled, now waits for inventory window close-Re-added minor crash protection code which was accidentally deleted during the radial menu port-Added exact ranges to Aggressive Defense System description-Added exact damage bonuses to Combat Strength description-Renamed Pan2 from "Pot" to "Saucepan" and Pan3 from "Frying Pan" to "Saucepan"-Fixed "DEFAULT WEAPON NAME" when using Targeting aug tech 2 to gather weapon data on enemies with built-in attacks (melee, rockets, etc.)-Moved the addiction system to a playthrough modifier (disabled by default) -With the option disabled, cigarettes deal 2 damage, alcohol heals 2 HP, and zyme and alcohol shake the player's view again -Restricted Metabolism once again stops the player from consuming alcohol when full, except when the addiction system is active -The GMDX v9 pedometer returns in the health status screen except when the addiction system is enabled-Changed the Assault Gun's firing operation from 5-round burst to 3-round burst -This is a buff to fire rate, as the burst timings overlap slightly -Slightly decreased the effectiveness of ROF mods to compensate and ensure animation stability -Decreased base magazine capacity from 35 to 30 and reverted each clip size mod from +5 to +3 -Decreased 7.62mm magazine pickup ammount from 35 to 30-Fixed crosshair flickering on after hitmarkers when disabled by laser sight or user option, also an edge case changing the user option-Hitmarker color is now always white when using laser sights, since IFF is otherwise disabled (also helps with seeing red laser dot)-Fixed conversation bug allowing players to repeatedly increase their augmentation upgrade canister count even with a full inventory-Fixed GEP fly-by-wire control not matching the player's Invert Y-axis setting-Added the ability to rotate items in the inventory by pressing the Spacebar while dragging them -To swap two items of equal size, rotate the source item to the same orientation as the target item -Note that alt-tabbing breaks keyboard inputs in game menus -- to fix, press the "Exit" button and bring up the main menu -Some bugs may occur when swapping/dropping/combining items, or during map transition. Please report any issues you find!-Added an blue indicator to show where the target item will go when swapping items of equal size-Added a keybind for Hold Augmentation Wheel. Note that it must be a standard key or mouse button, not something too modern like mouse 5-Fixed loot window displaying the wrong amount of ammo picked up from bodies when the user is near full-Fixed script log errors: -Generalized stamina drain rework -Reworked breath scaling underwater -Augmentation menu displaying added GMDX v9 aug slot -HDTP weapon rotation fix -HDTP NPC flamethrower fire offset fix -Melee attack speed tooltip with Combat Speed#### BETA 2.1 CHANGES ####-Fixed corpse fly changes only applying to animal carcasses (doy)-Fixed decimal damage increases not displaying in weapon tooltips as intended-Fixed expanded secondary items (flares, binoculars, tech goggles, medkits/biocells) not resetting when dropped/used up-Fixed projectile gravity rework nerfing NPCs firing crossbow darts-Decreased player dart gravity from 50% to 45%-Reverted a "fix" that gave diminishing fall protection from Run Silent due to a misinterpretation of code, now again on par with Speed Enhancement-Fixed datacube referencing Energy Transference aug (now replaced by Ammo Capacity)-Fixed Regeneration aug not deactivating properly when at full health due to average health now properly accounting for additive bonuses-New decimal damage variation now only applies to enemies to avoid edge cases with damage thresholds-Fixed close-range tracers so zoomed weapons still consistently produce water splashing-Removed stray rectangular texture in skills window with HUD translucency enabled-Added a failsafe to ensure patrolling MJ12 Elites do not cloak on game load-Added a failsafe to ensure weapons retain the proper inventory icon when at default rotation-Fixed weapon tooltip implying ROF mods decreased weapon ROF-Fixed weapon tooltips truncating base value in decimal rounding (e.g. 0.99 rounded to 1.0 displaying as 0.0)-Fixed sniper rifle viewmodel acquiring the wrong textures when transitioning from FOMOD Beta -> vanilla-Fixed script log errors: -Aug Canister Scramble debug logspam -Difficulty modifier logspam -GMDX fixes and balance changes for items transferred in conversation -Secondary item quickdraw finish when out of ammo -Secondary item equip tooltip -Belt HUD ammo text for grenades -New repairbot window -Corpse fly spawn check -Corpse name fix -Pistol/Sniper Rifle HDTP toggle during reload anims-Increased base 10mm ammo capacity from 40 to 50-Disabled secondary item usage when carrying physics objects (e.g. crates)-Decreased Sam Carter's 7.62mm ammo given for showing restraint in Castle Clinton from 64 to 60 (2 clips) -Reworked Weapon Mod Randomization, all weapon mods now in the same pool to increase variance and discourage scumming for specific mods-Changed cigarettes max copies from 10 -> 5 to make management more involved-Sniper Rifle base damage reduced from 28 to 25 (vanilla), as it was simply too potent as an alternative lockpick-Super MIB health on Hardcore reduced from 850 -> 800 so two Master-level sniper rifle headshots are still enough to kill-Removed targeting info (crosshair IFF, accuracy reticles, targeting aug window) when aiming at cloaked enemies without infravision-On Hardcore difficulty, the last wearable in a stack is now deleted upon depletion as in v9-Nicotine withdrawal now reduces stamina regeneration by 50% only, no effect on running stamina drain-Alcohol withdrawal now reduces accuracy by 20% instead of 15%-Reverted Military Bot rocket damage (240->100) and blast radius (24ft->15ft) nerfs on Hardcore difficulty-Removed Assault Gun underbarrel EMP attack from enemies except on Hardcore difficulty
Faulting application name: GMDX.exe, version: 8.1.0.0, time stamp: 0x56c63d6aFaulting module name: Core.dll, version: 0.0.0.0, time stamp: 0x3ab15e85Exception code: 0xc0000005Fault offset: 0x0002ed37Faulting process id: 0x5acFaulting application start time: 0x01d605e89137f4d7Faulting application path: C:\Games\Deus Ex GOTY dmdx10b\System\GMDX.exeFaulting module path: C:\Games\Deus Ex GOTY dmdx10b\System\Core.dll
is there any other (blue) laser tripwire that is not triggered by objects, like the one from the subway hostage situation? basically, what I don't like here is that the same object works differently, sometimes getting triggered by objects while other times not. if the subway wire is the only one that can be cheated around with crates, maybe make that not possible (it does feel kind of cheap, if you ask me).
Bob Page: Your appointment with FEMA should be finalized within the week. I've already discussed the matter with the Senator.Walton Simons: I take it he was agreeable?Bob Page: He didn't really have a choice.Walton Simons: Has he been infected?Bob Page: Oh yes: Most certainly. When I mentioned we could put him on the priority list for the Ambrosia vaccine, he was so willing it was almost pathetic.Walton Simons: This plague... the rioting is intensifying to the point where we may not be able to contain it.Bob Page: Why contain it? Let it spill over into the schools and churches, let the bodies pile up in the streets. In the end, they'll beg us to save them.Walton Simons: I've received reports of armed attacks on shipments. There's not enough vaccine to go around, and the underclasses are starting to get desperate.Bob Page: Of course they're desperate. They can smell their death, and the sound they'll make rattling their cage will serve as a warning to the rest.