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Deus Ex GMDX: Deus Ex Advancement Mod v9 Released!

Ivan

Arcane
Joined
Jun 22, 2013
Messages
7,471
Location
California
status of patch?
 

Cross

Arcane
Joined
Oct 14, 2017
Messages
2,983
I haven't had the opportunity to play with this yet, but did GMDX solve the exploit of being able to counter drowning with medkits/regen aug?
 

ArkStrike

Literate
Joined
Oct 18, 2017
Messages
5
Hey did they patch out the UMP? I heard there was a unique assault rifle in the game but I haven't found it yet and I already beat the game on realistic, going now full genocide in hardcore
 

Sjukob

Arcane
Joined
Jul 3, 2015
Messages
2,052
Are there any legitimate flaws in need of addressing before then?
Did you solve loot problem I pointed out before ? Like no LAWs being available and only 4 scramble grenades to be found in the game ?
 

Sjukob

Arcane
Joined
Jul 3, 2015
Messages
2,052
There are LAWs in the game, and there are definitely more than 4 scramblers available.

Git gut at finding stuff.
I was playing version 8 on realistic difficulty and I did scavenge a lot , besides it wasn't my first playthrough of Deus Ex .

I still remember locations of those scramble grenades . You can purchase 3 from the thief chick when you escape UNATCO and there is one more in Vandenberg tunnels . Where did you find more ?
 

T. Reich

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Joined
Apr 15, 2013
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Location
not even close
I replayed DX (and played GMDX v9 on realistic) 4-5 months ago, so I can't exactly place where I saw them; plus, I never use scramblers and LAWs in my playthroughs.

I'm pretty sure that the Smuggler had some grenades at some point, as well as seeing some in the Ocean lab UC compound.

Regarding LAWs, there is one 100% found in the Lebedev Airfield level, and there's one somewhere in Hong Kong.
 

Ash

Arcane
Joined
Oct 16, 2015
Messages
6,226
Ivan said:
status of patch?

Aiming for a release before the end of the month.

ArkStrike said:
Hey did they patch out the UMP? I heard there was a unique assault rifle in the game but I haven't found it yet and I already beat the game on realistic, going now full genocide in hardcore

Scrapped for not being good enough for Deus Ex.

Sjukob said:
Scramblers and LAWs

Scrambler counts are the same as vanilla. Two or so LAWs are removed on higher difficulties only.

Cross said:
I haven't had the opportunity to play with this yet, but did GMDX solve the exploit of being able to counter drowning with medkits/regen aug?

Yes. Regen aug is nerfed to a less insane extent. As for medkits, If playing on hardcore or with the real time UI option enabled, medkit water spam is less viable (though still doable, but regen aug was the core issue).
 

ArkStrike

Literate
Joined
Oct 18, 2017
Messages
5
Any chance we get some unique weapons in the game? I like the special weapons that Shifter (or was it biomod) implemented. Made my build feel more wholesome and special, kinda wanna see it play out in Hardcore too.

Also, some keypads had their codes changed, case in point Smuggler's mirror keypad, it was 432 (though I don't know how anybody figured that one out) but the new code is four digits and I'm not about to go try each and every single combination possible. Are the new codes obtainable or do those keypads just don't have any codes to make them bypassable only? By the way, is the "Overwhelming Odds" mode implemented properly? I think some levels did have more enemies in them but so far I get the feel its the same amount plus 1 or 2 extra enemies here and there.
 

chobbes

Educated
Joined
Jan 23, 2015
Messages
56
Currently playing v9.0.2 on Realistic difficulty.
I'm very very near to the endgame.

Some pointers for new and veteran players.
Caution : spoilers ahead.


- There are about 3-4 LAWs, 4-5 silencer upgrades, 4-5 scope upgrades, and about 5-6 scrambler grenades in the entire game if you search thoroughly.

- the Grays are very resistant to sniper bullets, but vulnerable to a very short-range weapon.
riot prod
- DTS, Combat Strength and Targeting are very useful for locked doors

- MiBs can be disabled in at least two ways to get their loot
gas bomb or pepper spray, then baton or tranq dart to the head. Or 3 x tranq darts to the head if you're fast enough
- for sneaky types, Radar Transparency is useful in many situations where there's cameras and bots.

- don't waste LAMs or rockets on bots, use Microfibral Muscle and those metal crates lying around ...

- pepper spray and a fully upgraded pistol (not the stealth pistol) are surprisingly useful all the way into endgame

- pepper spray and blue lasers don't get along well with each other ...

- save your scrambler grenades on large bots with many hostiles nearby

- how to OHKO Walton Simons in 10 seconds
attach LAMs on either side of the doorway and let him run up to you to trigger the conversation, retreat afterwards and fire a rocket into the doorway as he chases you.
- you will get hurt, so upgrade your Medicine skill to at least 3/4

- lockpicking is more important than electronics, if you want to maximise loot

- for an extra upgrade canister, let Jaime Reyes join TT

- during the confrontation at 'Ton Hotel, remember to clear the entire level (all the way to the hotel main door) if you want to help your brother ...

- give a pistol (or any other light weapon) to Gilbert Renton for a happy ending

- for another happy ending, inform Smuggler that Gunther is coming before you leave Hell's Kitchen

- for a 3rd happy ending, be suspicious of all aircraft mechanics

- installing a scope mod on GEP Gun allows you to view and control the rocket's trajectory

- there's a secret character for lore reasons in Morgan Everett's mansion
hint : mirror
- use flares instead of Light aug to conserve biocells

- circle strafe the Delta-2 Peacebringer Bot with a DTS until its down to 5% health, then step safely away for the finishing move. This way you get to conserve explosives.

- much useful loot can be found underwater (deep deep underwater), so upgrade accordingly

- Power Recirculator, always



Hello Ash

Thanks for your immense effort and time put into this wonderful mod.

Very few nitpicks except one case where an odd amount of skillpoints was added to player (I think it was in HK or before).

Also, the infinite upgrade canister bug still exists (upgrade canister still incremented by +1 each time the Player speaks with Savage, if inventory=full)
Still doesn't make much difference as this happens sometime very late into the game.

Finally, the unopenable door after where the Gray breaks down the door (where the alien holograph is).
I noclip'ed beyond the door and found out that its just an empty void.
 
Last edited:
Joined
Jan 7, 2012
Messages
14,149
Drama!

My hand was forced.

Revision is not built on the same principles, it's clearly ignorant of them and the intricacies of the game in general. It even goes as far as to introduce supernatural elements to Deus Ex, and supposedly that's preservation. Again, this would be acceptable if the mod were not offered as a OFFICIAL replacement/improvement of the original game of sorts.

Didn't play Revision past liberty isle, what supernatural elements did it add? That just sounds silly.

Also, some keypads had their codes changed, case in point Smuggler's mirror keypad, it was 432 (though I don't know how anybody figured that one out) but the new code is four digits and I'm not about to go try each and every single combination possible. Are the new codes obtainable or do those keypads just don't have any codes to make them bypassable only?

There was no way to obtain it in-game, it was changed to spite people using code guides :lol:. I think that's the only one.
 

RoSoDude

Arcane
Joined
Oct 1, 2016
Messages
727
Drama!

My hand was forced.

Revision is not built on the same principles, it's clearly ignorant of them and the intricacies of the game in general. It even goes as far as to introduce supernatural elements to Deus Ex, and supposedly that's preservation. Again, this would be acceptable if the mod were not offered as a OFFICIAL replacement/improvement of the original game of sorts.

Didn't play Revision past liberty isle, what supernatural elements did it add? That just sounds silly.

See this episode of Kim Wincen's "Let's Vivisect Revision" series for more on Revision's supernatural elements:


Also, some keypads had their codes changed, case in point Smuggler's mirror keypad, it was 432 (though I don't know how anybody figured that one out) but the new code is four digits and I'm not about to go try each and every single combination possible. Are the new codes obtainable or do those keypads just don't have any codes to make them bypassable only?

There was no way to obtain it in-game, it was changed to spite people using code guides :lol:. I think that's the only one.


As for the codes, more have been changed than just Smuggler's (but only those that can't be obtained normally). It's revealing how many people are asking for the new codes -- cheating is ubiquitous among DX players, apparently.
 
Last edited:

HansDampf

Arcane
Joined
Dec 15, 2015
Messages
1,471
- MiBs can be disabled in at least two ways to get their loot
gas bomb or pepper spray, then baton or tranq dart
The prod works too.
- lockpicking is more important than electronics
rating_citation.png

Multitools are so versatile with wireless hacking, and many doors can be opened with the Sniper Rifle force.
 
Joined
Jan 7, 2012
Messages
14,149
See this episode of Kim Wincen's "Let's Vivisect Revision" series for more on Revision's supernatural elements:


A 16-part series of ~45 min videos on how a single mod is bad?

Don't know whether to
:what:
or
:kingcomrade::avatard::whatho:

As for the codes, more have been changed than just Smuggler's (but only those that can't be obtained normally). It's revealing how many people are asking for the new codes -- cheating is ubiquitous among DX players, apparently.
Past the early game I always have tons of multitools. Too bad you can't cheat with lockpicking!
 

Sjukob

Arcane
Joined
Jul 3, 2015
Messages
2,052
Can anyone tell me how they feel about heavy weapons in gmdx ? When I was playing version 8 I got the impression that they are losing to rifles pretty hard . Thanks to nerfed item placement you get less ammo for GEP gun , and a lot of explosive rockets were replaced with napalm ones , in the second half of the game there are a lot of enemies resistant to burn/energy damage , which makes most of your weapons useless against them . Plasma rifle is really good when you are fighting regular enemies , but that's like the only saving point for heavy weapons . So the ammunition is scarce , there are plenty resistant opponents and it takes a lot of space and slow you down until certain skill level . I had to rely a lot on pistol and throwing objects in my playthrough . Compare it to rifles that are very common , you get a lot of ammo for them , the only resistant targets are bots and rifles don't penalize you for not speccing into them .

So am I right ? Is heavy weapons specialist playthrough is like an additional self-inflicted challenge for player ?
 

RoSoDude

Arcane
Joined
Oct 1, 2016
Messages
727
Can anyone tell me how they feel about heavy weapons in gmdx ? When I was playing version 8 I got the impression that they are losing to rifles pretty hard . Thanks to nerfed item placement you get less ammo for GEP gun , and a lot of explosive rockets were replaced with napalm ones , in the second half of the game there are a lot of enemies resistant to burn/energy damage , which makes most of your weapons useless against them . Plasma rifle is really good when you are fighting regular enemies , but that's like the only saving point for heavy weapons . So the ammunition is scarce , there are plenty resistant opponents and it takes a lot of space and slow you down until certain skill level . I had to rely a lot on pistol and throwing objects in my playthrough . Compare it to rifles that are very common , you get a lot of ammo for them , the only resistant targets are bots and rifles don't penalize you for not speccing into them .

So am I right ? Is heavy weapons specialist playthrough is like an additional self-inflicted challenge for player ?

I did a playthrough as "The Dentonator" for the version 9 beta, which revolved around throwing things with Microfibral Muscle, Heavy weapons, and melee. Combat only, minimal stealth. I also never got hacking and never even picked up a lockpick or multitool.

The beginning of the game was pretty forgiving, save for Liberty Island where some stealth is maybe required. The flamethrower is ridiculously powerful vs early enemies, and thrown barrels can also be quite effective. You're right that Heavy weapons rely on pretty scarce ammunition, but they are a very potent complement to other sources of damage. You can make mincemeat of entire groups of enemies with a few well placed rockets or douses of napalm. I unfortunately had to drop my flamethrower so I could fit both the plasma rifle and the Dragon's Tooth Sword in my inventory, but you're right in that flame damage becomes much less viable vs MJ12's better outfitted troops. Thankfully, the plasma rifle more than makes up for it, and is even a fine tool for spider bots and Commandos alike due to some GMDX tweaks. Slap some range mods on it and the projectiles go quite fast.

I think the skill is in a good spot -- those weapons already take up two fewer inventory spots as compared to vanilla, the plasma rifle isn't bugged to have lower multiplayer damage values, and the ammo distribution feels fair. The main difference is just that GEP rounds are less plentiful, which is a very good thing to help balance out lockpicking/electronics. Now every rocket spent in combat or vs doors is a real choice.
 

chobbes

Educated
Joined
Jan 23, 2015
Messages
56
Just finished the game and watched all three endings.

I enjoyed all the thought-provoking conversations with Daedalus, Icarus, and Helios.

Speaking on a purely-logical level, the AI ending makes the most sense.
For the old-world romantic, the Illuminati ending is the most appropriate.

A game made even more relevant in today's world, with fears of future AI going rogue, global unhappiness, and unpopular unilaterism.

The best mod for the one of the best games ever.
Is this the end of the GMDX journey?

Thank you Ash for your unwavering effort in perfecting this mod throughout the years.
 

Sjukob

Arcane
Joined
Jul 3, 2015
Messages
2,052
Ash
Is it me or it looks like microfibral muscles got nerfed , can no longer use corpses as a weapon , they no longer explode in giblets when thrown ... I am so fucking dissapointed , dude I've never seen a game where you can use enemies corpses as a throwable , effective , fun and visually pleasing weapon , did you seriously go "Duh , that's kinda too good , need to dispose of that" because if you did , than you killed some fun portion of the game , I encourage you to unfuck this shit immediatly rethink your decision .

P.S.
Actually found LAW
GMDX_2017_10_21_21_55_00_39.png
 
Unwanted

†††

Patron
Joined
Sep 21, 2015
Messages
3,544
It's possible to stack items one above other in the inventory. If you have a weapon mod, instead of dragging the mod to the pistol, you drag the pistol to the mod and bam, pistol is stacked over the mod
 

RoSoDude

Arcane
Joined
Oct 1, 2016
Messages
727
Ash
Is it me or it looks like microfibral muscles got nerfed , can no longer use corpses as a weapon , they no longer explode in giblets when thrown ... I am so fucking dissapointed , dude I've never seen a game where you can use enemies corpses as a throwable , effective , fun and visually pleasing weapon , did you seriously go "Duh , that's kinda too good , need to dispose of that" because if you did , than you killed some fun portion of the game , I encourage you to unfuck this shit immediatly rethink your decision .

The ability to power-throw corpses by default was disabled in GMDX v9. You can see the reasoning in the v9 announcement post.

Yes, the removal of content is a marketable element of version 9.0. If GMDX is truly to be the "Definitive Deus Ex Experience", then it must be the faithful perfection Deus Ex deserves. Additional weapons added in previous versions are scrapped for numerous reasons, gore effects have been toned down considerably, and you can no longer power-throw corpses with the strength augmentation and splat them up walls like tomatoes for comical effect. GMDX is dedicated to retaining the original game's identity.

It was far too powerful of an ability -- killing an enemy would give you the "ammo" to kill another enemy, ad infinitum. This would also destroy corpses, so guards wouldn't go on alert. And also very immersion breaking.

However, you can re-enable this in the Advanced Options menu, unlocked by completing the game once. Disable "Persistent Corpses", and power-throw corpses to your heart's content. Not available on Hardcore mode, which is supposed to be a balanced, challenging experience.
 

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