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This is the GMDX v8.0 changelog ONLY.

For the vast majority of features in GMDX


see: http://genericname112.wix.com/gmdx

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MISCELLANEOUS

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Secondary Weapons:

-Assign secondary weapons of your choosing (such as grenades or throwing knives)


which can be used without having to change your primary weapon.
-Secondary weapon is assigned via the inventory and used via its own rebindable
key.

Perk System:

-Over 30 new empowering perks.


-Features skill requirements; you must first upgrade the respective skill to the
corresponding level to be able to purchase the perk.
-Enables new features such as the ability to toggle grenades that explode on
contact or timed, and the ability to hack security systems at range with
multitools.
-Click the "perks" button from the skills screen.
-More choice, more depth. How will you build your character?

Expanded Physics:

-Pickups and decorative objects now move when taking damage, meaning explosions
send objects flying, and hitting objects or shooting them
knocks them around.
-Force is transferred when one object hits another.
-AI are knocked back by high-powered weaponry.
-Improved the microfibral muscle object power throw physics.
-Pool ball and basketball physics improved, and various other physics tweaks.

New Stamina system:

-Stamina must be managed. Running out of stamina results in a penalty to movement &
jump height for a short period of time.
-Various RPG upgrades increase total stamina and regeneration rate.
-The stamina system has great impact on a number of systems and results in more
tactical and in-depth gameplay.

A vast wealth of new menu options. Here are some samples:

Option 1: Create your own custom color themes for both the HUD and Menus.
Option 2: Real Time UI: if enabled time is not paused while in the inventory/during
UI navigation akin to System Shock & Ultima Underworld.
Option 3: if enabled, player death event happens in first person perspective as
opposed to third.
Option 4: Toolbelt selection that functions similar to Deus Ex: Invisible War.
Option 5: if enabled, your currently held weapon automatically holsters weapons
when attempting to pick up carryable decoration.
Opyion 6: toggle hitmarker on/off. The hitmarker indicates that you hit the target.

----
Misc Other:

-When dragging & dropping in the inventory, two items of the same size can swap
positions.
-Improved & polished the mantling system considerably.
-Difficulty level options have been expanded upon considerably: AI stealth & combat
behaviour, environmental hazards, turret/camera range &
much more is now influenced by difficulty level, whereas originally only bullet
damage the player recieved was influenced.
-The conditions for dropping & throwing inventory items are far more lenient.
You'll see a "you cannot drop this here" message much less often.
-You can now destroy control panels as an alternative to hacking them. However,
they have a very high damage threshold.
-Once a fire extinguisher has been used up instead of disappearing it is thrown to
the ground and can be picked up and thrown around if desired.
-Changed some font styles to be less ugly.
-Added new hacking software inspired by Deus Ex: Human Revolution that lets you
temporarily pause the hacking bar or bypass skill requirements.
-Candy Bars heal 3 points of bioenergy. This is to create deeper choice over what
food to eat now that there is a drink/eat appetite limit.
-Improvements to the fragility of fragile objects such as being broken when stepped
on or having another object dropped on top.
-Cigarette & vending machines display how many credits are required.
-Added more new interactive decorations.
-Made further useful tweaks to the toolbelt.
-Refined player death event further.
-Occasionally when recieving skill points your total number of skill points will
also be displayed.
-Player no longer screams in pain when in halon gas (from Fire Extinguisher).
-added randomized tips that appear in the GMDX options menu.
-Flares stay ignited when tossed in water, last twice as long, emit high-res smoke,
and leave behind the empty shell when used as opposed to disappearing.
-Pickups such as wine bottles break when thrown against walls.
-Many, MANY more realism detail tweaks like the above.

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ARTIFICIAL INTELLIGENCE

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-Military-trained NPCs sometimes throw flares to illuminate the area when they
suspect the player is hiding in darkness (can be turned off via options).
-Military-trained NPCs can now competently throw grenades, and do so more
frequently.
-In combat, enemies do not *ALWAYS* rush your position when they lose line of sight
and are in close proximity, but instead hold back & wait for you to make the first
move.
-MJ12 commandos & military NPCs have a new melee attack.
-AI in the seeking state (such as seeking the source of a sound) continue seeking
post-opening a door (originally they would open the door, then give up, no
exceptions).
-Greasels now agressively jump at you if in close proximity and attempt a poisonous
bite.
-Enemies' helmets now play their role: Helmets can either deflect bullets, shatter
or be shot off the heads of enemies.
-If an alarm is sounded enemy backup is called in (in high security areas only).
-NPCs check for alarms over a greater distance.
-Snipers take their time to aim at the target on lower difficulty levels.
-Added two new variations of reaction to sound-based disturbances.
-Robots no longer open doors, but instead ram right through them.
-If chasing the player, doberman bark a ton and alert nearby enemies. Doberman also
have a new sighting sound, new variation of attack sound and run & attack
faster. Doberman also now have a charging attack which doesn't rely on the game's
dodgy AI melee system.
-All AI that use projectile weapons (rockets, Greasel spit, crossbow etc) have an
element of randomization to whether or not they will
use target leading to predict your future position when moving.
-Improved the conditions surrounding AI reacting to theft, as well as other
reactions.
-AI bark a little less frequently to cut down on bark spam.
-Blowing up NPCs doesn't destroy their inventories (Credit: Yuki of Shifter).
-Increased the range at which AI can use the flamethrower.
-If the player/enemy is hiding behind objects, AI will attempt to shoot through the
vast majority.
-If a military bot stomps over a corpse the corpse will gib.
-AI behaviour now scales extensively based on difficulty level, including the
behaviour of security systems.
-Improved various Karkian stats but lowered health.
-Shooting robots with high-damaging or armor-piercing weaponry tears their armor
off.
-Yet more appropriate variation in pain, death and knockout sounds.
-The late game MJ12 Elite class are immune to tear gas as a result of their facial
protection.
-Improved the various "bossfights" of the game.
-Men In Black Mk.II have a number of improvements, such as a new augmentation.
-Improved the new AI camping system implemented in earlier versions.
-AI burn faster/dont run around on fire for too long.
-Cameras now only detect corpses in hardcore mode, unless you enable the option
that can be found in the AI options menu.
-Grays are no longer immune to the plasma rifle, don't flinch quite so frequently,
and have an improved projectile attack.

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AI bugixes:

-Security cameras now no longer detect the player if he is using thermoptic camo.
-AI no longer consider small objects on the floor something to be navigated around
(pathfinding improvement).
-AI no longer set off their own blue beam triggers (in addition to laser alarm
triggers implemented in an earlier version).
-NPC melee attacks are cancelled out if a pain animation or death animation
interrupts the attack.

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WEAPONRY

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-Added weapon sway animation when running.


-When aiming through a scope the view is twice as big.
-You can Zoom in/out when aiming through a scope using next/prev weapon (default:
mouse wheel).
-Added new "scope-in" animation for weapons with scopes.
-You can now carry multiple PS20s.
-In an attempt to balance melee weapons better, each melee weapon has more unique
properties.
-Weapons that fire multiple projectiles no longer display the damage value of all
projectiles multiplied, but rather the value of a single projectile.
-Throwing knives now bounce off of objects that they cannot stick into, and can
then be retrieved.
-Yet more weapon bugfixes (see bugs category).
-The dynamic crosshairs (that represent accuracy) now draw for the throwing knives.
-Some weapons have greater or lesser headshot multipliers.
-Increased the base firing rate of numerous weapons.
-Paul weapon choices: if you choose the mini crossbow, you are also given some
normal & flare darts too. The rifle comes with one accuracy mod pre-installed.
-Refined the GEP gun remote controlled rockets behaviour.
-Nerfed rubber bullet damage.
-Reduced Taser dart ammo pickup count per pickup by 1 for all difficulty modes.
-[Insert a hell of a lot more pedantic weapon tweaking & polishing here].

----

Improved Shotguns:

-Shells must be loaded one at a time. You can cancel loading shells at any time by
pressing 'fire/shoot'.
-The Sawed-off shotgun now ejects shell casings when you cock the pump, not
immediately upon firing.
-Ejected shotgun shells also look different based on ammo type.
-The sawed-off shotgun has a headshot multiplier of 9 to give it another edge over
the previously superior assault shotgun.
-Improved shotgun muzzle flash, added subtle camera effects and various other
improvements. Also nerfed rubber bullet damage.

----

Recoil system further improved:

-Recoil also now affects yaw rotation (so rather than kicking straight up you get a
bit of side-to-side kick too).
-Once the initial recoil has kicked, view rotates back downwards somewhat.
-recoil duration is no longer determined by firing animation length.
-View interpolation is much faster.

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Inventory Weapon Information (the in-game window that shows weapon stats etc):

-Weapons that fire multiple projectiles no longer display the damage value of all
projectiles multiplied, but rather the value of a single
projectile.
-Max ammo carry capacity is now displayed (example: 10mm rounds: 10/128).
-Displays new information such as noise level (how loud the weapon is when firing),
lethality (lethal or non-lethal), headshot damage multiplier & whether a
weapon is semi-automatic or fully-automatic.
-Refined some other information for clarity.
-See more immediately below.

----
Further Weapon modding system expansions:

-Added a "Installed Modifications" display to inventory weapon information. This


shows all the weapon mods you have installed with clarity.
-New weapon mod types: damage & fully-automatic firing modes.
-Also updated and improved general weapon information info.
-Installing weapon mods produces various different sounds based on type.
-More weapons accept more types of mods.

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AUDIO

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-The HUD alerts you audibly when bioenergy is running low.


-Most weapons now have a middle reload sound, when previously they only had reload
begin and reload end.
-New ambient sounds added to maps.
-New sounds that replace old, low quality ones.
-Added various new sounds when landing onto surfaces from height, based on surface
texture (wood, metal etc).
-New sounds when in and floating on the surface of water.
-Frobbing locked doors plays a door locked sound based on material type.
-Added sounds for eating candy bars and drinking alcohol when previously there was
none.
-New "break legs" sound when falling from great height.
-various new sounds for installing weapon mods.
-A number of new sounds for UI interaction.
-New sounds for installing & upgrading augmentations.
-More new pain and death sounds for NPCs.
-Added a new death sound exclusive to headshots by bullets.
-Robots exploding can be heard to a realistic range, and other such realism tweaks.
-A 'item recieved' sound plays when an NPC gives you items.
-The pistol now has a reloadEnd sound when previously it had none.

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AUGMENTATIONS

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-The passive ballistic protection aug now drains energy by 1/8th of ballistic
damage recieved.
-The light aug can now be upgraded. Doing so doubles light radius and halves energy
drain.
-silent running now also reduces falling damage (as in Deus Ex: Invisible War) to
balance it VS speed enhancement.
-Lvl 4 of the Microfibral muscle aug renders you immune to dropping held objects
when shot.
-Radar Transparency now has a resonating visual effect when active.
-Improved cloaking activation effect.
-The combat speed aug now increases draw/holster speeds of all inventory items, not
just weapons.
-Rebalanced various energy drain rates.
-Updated various aug descriptions for clarity.
-Augmentations also have improved audio design, and cannot be turned on momentarily
if the player has no bioelectric energy.

----

The IFF augmentation can now be upgraded:

Level 1: IFF (default friend or foe recognition).


Level 2: the dynamic crosshairs representing accuracy are always displayed if a
weapon is readied.
Level 3: Environmental Hazards are detected by the HUD and their lethality and
damage type is displayed. Player light level is also displayed in the HUD which
represents how visible you are to enemies.

Spy drone:

-The Spy Drone now has cloaking (AI never reacted to the spy drone, so this gives
good reasoning as to why).
-Use mouse right click to emit noise from the drone and distract enemies from their
patrols.

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SKILLS

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-Tweaked skill costs as a result of the introduction of the perk system.


-Hacking now features skill requirements: some computers require advanced or master
hacking skill level to be able to hack.
-Stealth skill now also increases movement speed whilst walking and crouched, as
well as lean speed.
-Rebreathers now gradually restore breath over time as opposed to refilling your
breath instantly and keeping it full, and do not last as long.
Also placed a couple rebreathers back in the game world.
-Improved the effectiveness of the Stealth Skill's ability to reduce sound when
landing from height.
-The player is now only visible to NPCs whilst hacking if the real-time UI option
is enabled, or playing in hardcore mode.

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New Armor System:

-Ballistic Vests and Hazmat suits only degrade with sustained damage, like real
world armor. Tech Goggles, Rebreathers and Thermoptic Camos
remain time-based.
-Armor can be toggled on/off.
-You cannot wear more than one armor type at a time per body part.
-Biocells can be used to recharge armor via dragging and dropping in the inventory.

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GRAPHICS & EFFECTS

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-Various visual effects and levels updated with higher-res textures.
-Thermoptic camo provides a visual cloaking effect when active.
-Updated flamethrower effects.
-Shooting water results in a splash effect.
-When objects break, the spawned fragments fly faster based on damage dealt to the
object.
-Shooting wooden geometry causes wood chippings to fly off.
-Weapons use tracer rounds/emit a tracer effect, just like the enemies' weapons.
-Altered drug/poison effects (such as when hit by a tranquilizer dart): FOV isn't
lowered and held weapons do not disappear.
-Various new effects when shooting bots with different ammo types.
-Improved enemy cloak activation effect.
-Added animated effect to the bioelectricity bar in the HUD.
-Various decal effects improved and added.
-Cardboard boxes sometimes spill polystyrene when broken.
-Fragments spawned from decorative objects (when hit) now spawn from hit location.
-Fragments spawned from decorative objects (when hit or destroyed) now use the
object texture as opposed to a generic universal one.
-Crossbow Dart effect can be seen when fired by enemies too, making them easier to
dodge.
-Added glass crack decal when attacking glass with melee weapons or guns.
-Improved fire extinguisher spray effect.
-More explosion effect refinements.
-Improved heavy EMP damage effect.
-Updated various smoke effects.
-Improved the muzzle flash effects of both shotguns.
-Added new effects for when landing into water from height.
-New camera effect when throwing heavy objects and hitting with melee weapons.
-Destroying plant pots causes proportionate dirt to spill.
-New electro-shock effect when zapped by spiderbots. Only happens if shocked in the
head.
-Improved EMP grenade explosion effects.
-Refined simulated camera effects (when shooting, flinching, landing from height
etc).

----

Further expanded gore (all can be disabled via in-game options):

-Added head decapitation to high-damaging weapons.


-Improved the blood spurt effect when player and enemies are shot.
-Added new blood splat effect if a pint of blood goes in your face.
-Improved effects when attacking & destroying carcasses.
-Visual improvements to plasma gibs.

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LEVEL DESIGN

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All the maps have recieved a lot of attention as always. Expect greater
interactivity, polish, balance of paths, visual splendor and so on.
The level design work of GMDX focuses on improving the experience in every respect
whilst remaining very faithful to the original design direction of Deus Ex.
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BUGS & INCONSISTENCIES

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-fixed bug where accessing menus whilst zoomed in with scope would change default
FOV (vanilla bugfix).
-You cannot reload when you have only 1 clip loaded and no ammo to spare (vanilla
bugfix).
-You cannot shoot when dying. (vanilla bugfix).
-Fixed the flamethrower fire sound not playing under certain conditions (Vanilla
bugfix).
-Turret Rotation is optimal (Vanilla bugfix).
-Holograms no longer run away from projectiles. (Vanilla bugfix).
-The spy drone can no longer be used as a parachute by activating it in mid-air
(vanilla bugfix).
-Hipfiring with the sniper rifle is now unreliable unless you mod it and/or are
skilled in rifles (vanila bugfix).
-Grenades no longer explode upon contact with a corpse or item (Vanilla bugfix).
-Fixed MJ12 Lab inventory exploit (vanilla bugfix).
-Made darn sure the Castle Clinton non-lethal quest bug is fixed (vanilla bugfix).
-Dying then starting a new game before reverting to the main menu doesn't screw up
your inventory (Vanilla bugfix).
-When bioenergy is depleted augmentations cannot be activated for a split second of
time (Vanilla bugfix).
-The "I SPILL MY DRINK!" speech sound test doesn't play upon initilization of the
window, only when changing the slider value. (Vanilla bugfix).
-When the player is offered the option to arm an NPC, the player will not opt to
hand over modified weaponry (that you cannot get back) but instead any other
possible unmodified weapons (vanilla bugfix).
-Certain NPCs when giving ammo to the player no longer give rediculous amounts
(vanilla bugfix).
-Alarm Units no longer turn 100% black when triggered (HDTP Bugfix).
-Flares no longer ignite when thrown at NPCs. (GMDX bugfix).
-Fixed Heavy weapon inventory size reduction quirk where the weapon's size was not
reduced until they were in your inventory first. (GMDX bugfix)
-Fixed a number of bugs related to the synthetic heart. (GMDX)
-AI no longer get angered if they witness you kill a rat (GMDX).
-Removed the ability to drop inventory items by dragging them out of the inventory
as it was unstable (GMDX).
-The pre-placed LAMs on the training level are more lenient than in the actual game
(GMDX).
-Fixed a bug where the sawed-off shotgun could have infinite ammo when switching
between rubber bullets and sabot/buckshot (GMDX).
-In v7 death sounds were prevented from playing when an NPC is blown up. Instead
pain sounds decided to play in place of them, and this is now fixed.
-Fixed a bug where the radar Transparency aug only let you pass through laser beams
at aug lvl 1. (GMDX).
-Fixed stealth pistol rate of fire issues. (GMDX)
-Smoking fragments get doused out if in water. (GMDX)
-Refined gore behaviour - gore only sticks to the ceiling and walls, never the
floor. (GMDX)
-Fixed a bug that prevented the new lvl 4 energy shield visual effect from
displaying when taking energy damage (GMDX).
-Fixed an issue where rubber bullets would sometimes go into a bouncing frenzy.
(GMDX)
-Made some additional performance optimizations.

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