CyberP
Unwanted
- Joined
- Aug 2, 2013
- Messages
- 1,711
V6.3 changelog in progress update:
-Movers & hackable devices now display damage threshold
-HEAL ALL button in the health interface always uses 1 medkit rather than them all so you can distribute your medkits more tactfully.
-Striking walls with melee weapons alerts nearby AI
-Significantly Improved greasel AI: enhanced offensive capability, manuevarability in water & visual improvements.
-New ammo type: 10mm AP ammo for pistols
-Riot prod damage multiplier override fixed (vanilla bug)
-Ammo not so scarce if not hardcore mode
-Weapon info displays the correct damage bonus from weapon skills, as well as the damage bonus gained to melee weapons from the combat strength aug
-Made alex jacobson, Hooker & Boatperson NPCs look slightly less retarded when running.
-Minor refinements to the conditions in which the HUD is disabled by EMP attacks.
-New gore behaviour doesn't work underwater & added finishing touches.
-Auto Turret damage threshold raised to 55.
-Destroying water coolers results in splash effects if it's not out of water.
-Said bottles/glasses can now be destroyed by shooting them, rather than throwing them only. Zyme & Ambrosia Vials also.
-Various other splash effects modified.
-In the battle with Walton Simons (should you choose to engage him) he cloaks immediately. One thing not mentioned in the notes of a previous
release is that EMP grenades disable an enemy's active cloak...
-Laser toggle Sound effects now apply to the pistol too.
-Gave Gunther some new augs.
-Fixed a bug that prevented turret activation alert from playing.
-Fixed an issue where control panels would play their bypassed SFX every multitool use.
-Added variation to emitted smoke of smoking objects.
-+25% Heavy weapon ammo per pickup at heavy weapon skill master level. Helps counteract further ammo reduction in hardcore mode and further rewards those that invest in the skill.
-Fixed a bug that prevented Medkits from nullifying poison at master or advanced medical skill level
-Fixed recoil system so that the last bullet in a magazine produces kick (vanilla bugfix).
-Fixed an player gibbing bug that caused slowdown.
-Fixed a lighting issue with metal crates.
-Tweaks to shotgun ranges.
-Rats, cats & pidgeons spawn gibs.
-Fixed headshot collision issues (vanilla bugfix).
-Improved various screen flash effects and added some new ones.
-Improved explosion effects further still.
-Fixed HDTP latest release reload issues for the sniper & pistol.
-Increased the recoil of the stealth pistol a touch & enabled recoil mod compatibility for it.
-Military Bot movement & attack speed increased.
-Disabled multiplayer as GMDX doesn't support it. This is arguably counter to the "Advancement" claim but Deus Ex never was about the multiplayer.
-Made plasma rifle a little more effective vs bots.
-Fixed the Assault rifle grenade launcher firesound bug (vanilla fix).
-Control panels can be broken, but doing so is a bad thing if you wanted to hack it.
-Improved Gray AI further.
-Removed vanilla functionality where unconscious carcasses that are gibbed, the gibs would pulsate. Looked odd in combination with the new gore.
-Set aqualung back to active.
-Created a new weapon for the new Military bot variant that is encountered late in the game.
-Possibility for two JOJO's to appear in the ton fixed (vanilla fix)
-Added the pick/hack values of multitools/lockpicks to the skill system descriptions.
-The USP no longer works underwater.
-Faster anim rate for security computer activation so you cannot open the computer and run and hide before the hacking interface comes up. (vanilla fix)
-Fixed hdtp lamp lighting problem
-Fixed a bug that caused the laser mod to deactivate if scope was toggled
-Security cameras no longer tag greasel and karkian carcasses
-Modified the attack range of all melee weapons a touch (aiming for realistic levels).
-Reset flare light radius back to vanilla.
-Enemies don't trigger their own laser beam alarms when passing through akin to Deus Ex: Human Revolution.
-Sabot rounds now give off unique impact sparks. Applies to the new 10mm AP rounds also.
-The UMP has a unique firing SFX when silenced.
-HUD text scaling: Enlarged the ammo counter text, Damage reduction display & augmentation binding display as vanilla was too small after the UI is scaled.
-Restored call to play bullet ricochet sounds, which mysteriously vanished.
-Minor changes to various decals.
-Camera-based simulated effects:
1. Improved shake effects when shooting.
2. Added new effects when swinging melee weapons.
3. Improved simulated landing effect.
4. Added minor flinching when shot.
-Further tweaks to microfibral Muscle augmentation:
1. Throwing objects at cameras, alarm units and turrets with microfibral muscle's power throw no longer breaks them.
2. Throwing corpes with microfibral muscle always results in gibbing as a means to hide primitive physics.
3. All thrown objects in general are more fragile.
4. Fixed a bug where thrown corpses would randomly disappear.
-Further changes to decoration behaviour:
1. more object types can be stood on (rather than throw you off)/have other objects placed on top (Van, Road Block, minisub, water fountain, Toilet, Toilet2, Phone, TAD).
2. More fragile decoration is easier to break if jumped on.
3. Added chances for containers to spawn a greater variation of useless crap when destroyed.
4. Player can push objects ever so slightly faster, but multiplied to a greater degree if they have the Microfibral muscle augmentation.
5. Deco that is blown up spawns smoking fragments.
6. Explosive decoration are less sensitive to being thrown (TNT crates etc).
-Pickups are now breakable with varying results:
-Destroying bottles of alcohol (Wine, Forty & Liquor Bottle) results in alcohol & glass splashing.
-Destroying fire extinguishers results in a pressurised explosion of halon gas which can be used as a somewhat useful tool.
-Destroying the various types of grenades results in their detonation as in Deus Ex: Invisible War.
-Destroying sodacans produces similar results to the alcohol.
-Flares ignite if shot or set on fire.
-Destroying candy bars, soy food, cigarettes, Binoculars, ambrosia & zyme vials simply results in their fragmentation.
-Maps:
I gave up logging map changes a long time ago as it is not a productive use of my time. Logging code-based changes is beneficial to me, doing the same for map-based changes is just a bloody hindrance. Since I am a one man "team" it's just not beneficial.
Immediate TODO list:
-Fix a minor issue with the new gore systems
-Melee behaviour: Hold down attack for power/charged melee strike
-Trace effect for Throwing knifes (maybe)
-Implement the incomplete ambrosia spill decal (maybe, not worth it considering there is only one ambrosia vial in the game & the big ambrosia containers need to remain unbreakable otherwise it'd be a plot conflict.
-Add mantling.
-Somehow find a 3D artist to contribute to the project. Further great things can be achieved.
-Movers & hackable devices now display damage threshold
-HEAL ALL button in the health interface always uses 1 medkit rather than them all so you can distribute your medkits more tactfully.
-Striking walls with melee weapons alerts nearby AI
-Significantly Improved greasel AI: enhanced offensive capability, manuevarability in water & visual improvements.
-New ammo type: 10mm AP ammo for pistols
-Riot prod damage multiplier override fixed (vanilla bug)
-Ammo not so scarce if not hardcore mode
-Weapon info displays the correct damage bonus from weapon skills, as well as the damage bonus gained to melee weapons from the combat strength aug
-Made alex jacobson, Hooker & Boatperson NPCs look slightly less retarded when running.
-Minor refinements to the conditions in which the HUD is disabled by EMP attacks.
-New gore behaviour doesn't work underwater & added finishing touches.
-Auto Turret damage threshold raised to 55.
-Destroying water coolers results in splash effects if it's not out of water.
-Said bottles/glasses can now be destroyed by shooting them, rather than throwing them only. Zyme & Ambrosia Vials also.
-Various other splash effects modified.
-In the battle with Walton Simons (should you choose to engage him) he cloaks immediately. One thing not mentioned in the notes of a previous
release is that EMP grenades disable an enemy's active cloak...
-Laser toggle Sound effects now apply to the pistol too.
-Gave Gunther some new augs.
-Fixed a bug that prevented turret activation alert from playing.
-Fixed an issue where control panels would play their bypassed SFX every multitool use.
-Added variation to emitted smoke of smoking objects.
-+25% Heavy weapon ammo per pickup at heavy weapon skill master level. Helps counteract further ammo reduction in hardcore mode and further rewards those that invest in the skill.
-Fixed a bug that prevented Medkits from nullifying poison at master or advanced medical skill level
-Fixed recoil system so that the last bullet in a magazine produces kick (vanilla bugfix).
-Fixed an player gibbing bug that caused slowdown.
-Fixed a lighting issue with metal crates.
-Tweaks to shotgun ranges.
-Rats, cats & pidgeons spawn gibs.
-Fixed headshot collision issues (vanilla bugfix).
-Improved various screen flash effects and added some new ones.
-Improved explosion effects further still.
-Fixed HDTP latest release reload issues for the sniper & pistol.
-Increased the recoil of the stealth pistol a touch & enabled recoil mod compatibility for it.
-Military Bot movement & attack speed increased.
-Disabled multiplayer as GMDX doesn't support it. This is arguably counter to the "Advancement" claim but Deus Ex never was about the multiplayer.
-Made plasma rifle a little more effective vs bots.
-Fixed the Assault rifle grenade launcher firesound bug (vanilla fix).
-Control panels can be broken, but doing so is a bad thing if you wanted to hack it.
-Improved Gray AI further.
-Removed vanilla functionality where unconscious carcasses that are gibbed, the gibs would pulsate. Looked odd in combination with the new gore.
-Set aqualung back to active.
-Created a new weapon for the new Military bot variant that is encountered late in the game.
-Possibility for two JOJO's to appear in the ton fixed (vanilla fix)
-Added the pick/hack values of multitools/lockpicks to the skill system descriptions.
-The USP no longer works underwater.
-Faster anim rate for security computer activation so you cannot open the computer and run and hide before the hacking interface comes up. (vanilla fix)
-Fixed hdtp lamp lighting problem
-Fixed a bug that caused the laser mod to deactivate if scope was toggled
-Security cameras no longer tag greasel and karkian carcasses
-Modified the attack range of all melee weapons a touch (aiming for realistic levels).
-Reset flare light radius back to vanilla.
-Enemies don't trigger their own laser beam alarms when passing through akin to Deus Ex: Human Revolution.
-Sabot rounds now give off unique impact sparks. Applies to the new 10mm AP rounds also.
-The UMP has a unique firing SFX when silenced.
-HUD text scaling: Enlarged the ammo counter text, Damage reduction display & augmentation binding display as vanilla was too small after the UI is scaled.
-Restored call to play bullet ricochet sounds, which mysteriously vanished.
-Minor changes to various decals.
-Camera-based simulated effects:
1. Improved shake effects when shooting.
2. Added new effects when swinging melee weapons.
3. Improved simulated landing effect.
4. Added minor flinching when shot.
-Further tweaks to microfibral Muscle augmentation:
1. Throwing objects at cameras, alarm units and turrets with microfibral muscle's power throw no longer breaks them.
2. Throwing corpes with microfibral muscle always results in gibbing as a means to hide primitive physics.
3. All thrown objects in general are more fragile.
4. Fixed a bug where thrown corpses would randomly disappear.
-Further changes to decoration behaviour:
1. more object types can be stood on (rather than throw you off)/have other objects placed on top (Van, Road Block, minisub, water fountain, Toilet, Toilet2, Phone, TAD).
2. More fragile decoration is easier to break if jumped on.
3. Added chances for containers to spawn a greater variation of useless crap when destroyed.
4. Player can push objects ever so slightly faster, but multiplied to a greater degree if they have the Microfibral muscle augmentation.
5. Deco that is blown up spawns smoking fragments.
6. Explosive decoration are less sensitive to being thrown (TNT crates etc).
-Pickups are now breakable with varying results:
-Destroying bottles of alcohol (Wine, Forty & Liquor Bottle) results in alcohol & glass splashing.
-Destroying fire extinguishers results in a pressurised explosion of halon gas which can be used as a somewhat useful tool.
-Destroying the various types of grenades results in their detonation as in Deus Ex: Invisible War.
-Destroying sodacans produces similar results to the alcohol.
-Flares ignite if shot or set on fire.
-Destroying candy bars, soy food, cigarettes, Binoculars, ambrosia & zyme vials simply results in their fragmentation.
-Maps:
I gave up logging map changes a long time ago as it is not a productive use of my time. Logging code-based changes is beneficial to me, doing the same for map-based changes is just a bloody hindrance. Since I am a one man "team" it's just not beneficial.
Immediate TODO list:
-Fix a minor issue with the new gore systems
-Melee behaviour: Hold down attack for power/charged melee strike
-Trace effect for Throwing knifes (maybe)
-Implement the incomplete ambrosia spill decal (maybe, not worth it considering there is only one ambrosia vial in the game & the big ambrosia containers need to remain unbreakable otherwise it'd be a plot conflict.
-Add mantling.
-Somehow find a 3D artist to contribute to the project. Further great things can be achieved.