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Deus Ex GMDX: Deus Ex Advancement Mod v9 Released!

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CyberP

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GMDX made the top 100 in the first half of the Moddb MOTY awards voting: http://www.moddb.com/events/2014-mod-of-the-year-awards/top100#vote22166
Keep those votes coming in!

Also:

v7 development in progress update:

-Improved Explosion effects once again: screen shakes if in close proximity, explosion fragmentation gives off smoke trails & light, variation of debris spawned & improved explosion sprites themselves.
-Fixed the plot conflict of the commercial-grade security bots having stealth technology (cloak) and rockets. Only the advanced model MJ12 uses has these now.
-Increased the size of all shell casing types.
-Improved throwing knifes significantly more.
-If upgrading Environmental Training skill Tech googles now stack in the inventory & last longer based on skill level too.
-Increased greasel attack rate.
-GEP Gun Scope remote control no longer automatically deactivates after the rocket is destroyed and remote controlled rockets move slower so they are easier to control.
-Various light fixtures & Hanging animal carcasses are highlighted when targeted as most other decoration types are.
-New right click interactivity for Hanging Pig, Hanging Chicken & TAD object types, which previously had no right click-triggered interactivity.
-New interactive objects in general (only Rock & Log so far)
-Text for books, datacubes and other readables scaled up so is easy to read at higher resolutions.
-Hardcore mode Plus: if enabled save points require 100 credits to use. The result is Risk vs Reward design is significantly enhanced and credits have more purpose.

-At low-tech trained both throwing knifes and darts are easier to see in flight, and improved the in-flight effect (no more light).
-Pickups no longer break to gas grenade explosions, and flares cannot be ignited by striking them with a baton.
-Optimized gore to be less performance-intensive.
-Unused textures for cigarettes, candy bars and soda cans are now used.
-Thrown corpses now produce audible sound upon impact, and this sound alerts nearby NPCs too.
-NPC death screams now alert neaby NPCs (just a few feet for gameplay balancing).
-If holding a carcass or TNT crate friendly NPCs may get frightened or attack.
-Increased the translucency of carried decoration even more so.
-simulated jumping & landing camera/FPP view model effects are less intense if holding pickups or a carcass, and also toned down fliching effect a touch.
-Refined the behaviour of the other new camera/FPP view model effects introduced in GMDX.
-Robots emit sparks if health is low.
-Multitools can now be used to hack devices at a distance. Range increases further based on multitools skill.
-Sped up tracers a little more.
-Decreased the collision radius of rats so they do not float over edges.
-Added variation to facial features of the NSF, MJ12 and Rooks gang.
-Cut down on the number of smoke-emitting objects spawned when an object is blown up as the particles can be resource-intensive.
-Improved Plasma Rifle effects further
-Cloaked enemies are now harder to see.
-Fairly rarely, an enemy may cloak immediately upon entering state attacking (spotted the player, activate combat).
-Added new cloak activation effects: visual and audible.
-MJ12 Elite always deactivate cloak upon losing the player.
-EMP damage always disables an enemies' cloak, and for good.

-Gave FireExtinguisher a more appropriate spray sound.
-Added the improved gore for the mechs that explode on death, which were special cases.
-Weapons no longer spawn silent bullet casings if it has a silencer on, meaning (very) nearby enemies will hear them hitting the floor and investigate.
-Increased AI reaction times a little more.
-Anna Navarre cloaks earlier.
-Increased environmental electricity damage a touch (spider bot attack values are already fine).
-Melee attacks now draw damage decals when striking level geometry, decal type dependant on texture group (if stone, crack. if metal, dent etc).
-Set cage light back to invincible for a number of reasons.
-Poisoned augmented MiB's play a unique pain sound.
-Flesh Fragments are less bouncy
-added a new MiB to the game that has different augmentations.
-Increased the duration of camera confusion after being hit by EMP
-Cameras take less time to spot the player (-1 second).
-Stealth skill level 2 sets camera alarm trigger timer back to vanilla levels instead of reducing footstep sounds now that run silent is no longer redundant.
-Master level stealth skill now also reduces the cooldown period of robots by 30%, and trangenically-modified animals (greasels & karkians) can be distracted from attacking by
throwing corpses as bait. Karkians no longer have this corpse-prioritizing behaviour by default, and both greasels and karkians eat faster to prevent bait being too reliable.
-New accessible inventory shortcuts: right click an item in the inventory to use or equip. Middle mouse to drop.
-The PS20 is now three times as deadly (same damage as a plasma rifle shot).
-Battery Park non-lethal bug fixed.
-Bullet impact effects now spawn if hitting metal decorative objects.
-Gave Minicrossbow a new satisfying fire sound, increased it's base rate of fire further, fired darts produce varied sfx upon impact dependant on what it is hitting,
and finally sparks are produced upon impact also.

-added metal impact sound for when landing from height onto metal.
-Reduced the damage of the crowbar and the combat knife ever so slightly.
-Increased AI animation rate for pushing alarm buttons by 10%, increased AI melee attack rate & tween time (small implementation with significant results), and decreased pain animation rates by 10%.
-Eating Soy Food now plays unique SFX (think the soda burp equivalent).
-Fixed a vanilla bug where the sawed off didn't play it's cocking sound after the last shell in a clip was fired, yet the animation still played.
-Gave the binoculars a zoom-in sfx.
-Alternate ammo is colour-coded in the toolbar.
-Fixed bug where if using a charged pickup upon entering mission 5 (Beneath UNATCO in the cell) it would bug out (code ripped straight from the Human Renovation mod).
-Gave stealth pistol a new fire sound.
-Increased the speed of all spawned fragments slightly, and robots spawn more fragments upon their destruction.
-Ballistic protection now eliminates flinching and protects against blunt weapons to be a balanced choice VS the passive variant.
-Robots are not set to friendly allaince for as long a time period when hit by a scrambler grenade. However, the time is multiplied by damage as it was vanilla.
The result is scrambler grenades are not as effective if used at untrained demolitions skill, but the effectiveness is improved as you upgrade said skill.
A direct hit at untrained skill is 20 seconds of friendly allaince, still very generous.
-Added the protection values of Energy Shield to the aug's description.
-New GMDX options menu: Enable/Disable Hardcore mode+, gore effects, color-coded ammo and so on.
-Advanced Level of Demolitions makes proximity mines beep periodically, revealing their locations.
-Improved Grenade Launcher effects a touch.
-Gave all Military Bots a spiderbot constructor grenade launcher, similar to the spiderbot grenades from invisible war.
-Bots have unique weapon select sounds rather than all using the assault gun select sound.
-New Ammo type: 20mm EMP grenades for the underbarrel grenade launcher.
-Some enemies make use of this new ammo type.
-Created a new type of spiderbot: a miniture one that can fit in vent shafts.
-Military bots can be heard stomping to a greater range, and the screen shakes a little more.
-Slowed the run animation rate of augmented MIBs.
-Increased the range in which AI can use the mini crossbow.
-Added double click option for holstering weapon to prevent accidental holstering of weapons when trying to interact with the world.
-Fixed a bug where if you were carrying decoration and then double click frobbed a carcass you could carry both the carcass and the decoration.
-Added sounds for attaching lasers, silencers and scopes.
-Reduced Spy Drone Bioelectricity drain a little more.
-Player can now choose # of autosave slots via the GMDX options menu.
-Enemy AI sometimes seek out the location they spotted the player (if they didn't confirm to be a threat).
-Enemy AI no longer react the same way to the player carrying corpses as they do to ones on the floor (it ignored all sighting code (reaction times, player lighting etc) and ran to the corpse as if you weren't standing there holding it, only to spot you as the AI got closer).

-scrapped max low-tech skill increasing range as it was unneccessary.
-Cut down on log spam + other code optimization.
-Improve the pepper gun a little.
-Player can be seen while laser mod is on even if cloaked.
-AI react to unconscious NPCs as well as dead!
-Sped up the holster anim rates for combat strength.
-Reset Radar Transparancy aug energy drain rates back to default.
-If using microfibral muscle's power throw, pillows and cardboard boxes cause non-lethal damage. Everything else is lethal.
-If an object is made of glass, it always makes a glass smashing sound when destroyed.
-Gore now slides down the walls under certain conditions, and more blood is spawned.
-NPC's that are blown up no longer have death screams.
-Hitting the head with the baton or prod now has a 8x damage multiplier as all other weapons do.
-Added additional effect when landing in water from height.
-Increased intensity of view flash upon death of player.
 
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CyberP

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"-AI react to unconscious NPCs as well as dead!"

The hilarious thing is, considering it wasn't a feature in the vanilla game, I was expecting it to be a complex problem requiring a lot of code, hacky solutions and such...turns out is was one fucking var. One fucking var...
 
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CyberP

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Perhaps it was intentional, because ideally it'd have complex systems for checking the unconscious NPC, realizing he is just unconscious, and attempting to wake him up or call for backup...hot damn, that gives me the idea to make them go for the alarm upon spotting corpses. :incline:
 

Jaedar

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Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
Perhaps it was intentional, because ideally it'd have complex systems for checking the unconscious NPC, realizing he is just unconscious, and attempting to wake him up or call for backup...hot damn, that gives me the idea to make them go for the alarm upon spotting corpses. :incline:
That would definitely be cool
 
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CyberP

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Indeed. There is only two alarm triggering options for Human AI currently: immediately upon spotting the player (I don't think this was even ever used vanilla, but I made use of it on a few occasions), or if they are fleeing/bleeding out after taking a certain amount of damage. Those alarm panels were never worth hacking as a result, so this will add more worth to doing so.

Now I've just got to figure out how to do this. AI code is code I fear the most, for it is the most complex of DX's code (and most flawed).
 
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CyberP

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And of course this makes hiding bodies well worth doing, enhancing the stealth experience, and also just makes the AI appear more life-like and simulated.
 
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jcd

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Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Bubbles In Memoria
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jcd

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CyberP

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Hmm, uncertain. Stealth has had plenty major updates this time around, and is much harder as a result. Especially this one: -Enemy AI sometimes seek out the location they spotted the player (if they didn't confirm to be a threat).

They don't come slowly walking over, they run to the position they think they saw something ("Maybe just a homeless guy"). This in addition to the other v7 improvements, and all the other AI improvements of the mod, well it's getting a little too hardcore, so if it happens it'd have to be exclusive to hardcore and realistic difficulty modes.

For now though, I think focusing on combat should be a priority considering there's still some pretty retarded behavior in this regard. Stealth I am satisfied with, following these new developments.
AI still cannot throw grenades competently (or even at all sometimes, they just outright fail), they still come charging blindly around corners without even firing their weapons at times, they still run into walls and such. Sigh. I struggle with the code for these.
 

bert

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Any release date on the new version? I'll be playing and recording my current playthrough over the holidays.
 
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CyberP

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Unsure. But as I said, I will privately update you if you want, though this comes the risk of incompatibility in minor ways unless you start again, as well as potential bugs.

I will be requesting testers before release also, so you'll know I'm closer to release when that time arrives.
 
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CyberP

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DeusEx_2014-12-17_06-48-57-437.jpg
 

bert

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Those security bots in the airfield were a pain in the ass.
 
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CyberP

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Those security bots in the airfield were a pain in the ass.

Ha. They used to destroy me also sometimes...until I realized you can pretty much run straight to the hangar, do the Lebedev events, then when you return to the airfield all enemies are gone, bots included, and the place is free to loot. Bit cheap really, maybe I should do something about that exclusive to hardcore mode or something, maybe not.
The bots also no longer have rockets and cloaking. Only the advanced models you meet later in the game have these.

Using the strength aug to throw explosive barrels at them works like a charm too.

Here's a video of the new carcass reactions:



They spot the NPC in the floor (unconscious or dead), run over, look around a little bit, then go for the alarm if one is nearby.
 
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CyberP

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If I had a team the incline under my design direction would be multiplied. This is why I call for support. Maybe if I didn't have these stupid tags people here would have more faith in what I am doing.

Nevermind, I'll soldier on as always.
 

bert

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Any possible way to make melee weapons throwable? Maybe only with higher levels Low-Tech or strength augment? This might be a pretty cool way to distract guards as well, since they have some pretty significant AI revamps now. :lol:

I'll try to test the new version once I'm done with my 6.3 playthrough. I'm thinking maybe a rambo playthrough, or heavy weapons. I'm honestly not very good at stealth, so someone else can try that :lol:
 
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CyberP

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Any possible way to make melee weapons throwable? Maybe only with higher levels Low-Tech or strength augment? This might be a pretty cool way to distract guards as well, since they have some pretty significant AI revamps now. :lol:

There are many possibilities since Deus Ex is very mod-friendly. Shame there are a lack of modders left for it.

Muscle aug does increase "drop" distance vanilla, at max level you throw crowbars and such fairly far, but no damage is dealt. Still can be used as a distraction though.
Honestly once you get muscle aug to max level you won't really care, nearly everything in the environment is a deadly weapon. The aug is shit at level 1-2, but 3-4 it is so damn fun.

I'm honestly not very good at stealth, so someone else can try that :lol:

I noticed ;) Combat has a lot more depth & polish now anyway. I'm still not 100% satisfied with it as previously mentioned, but it is a lot of fun.
 
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CyberP

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Honestly once you get muscle aug to max level you won't really care, nearly everything in the environment is a deadly weapon. The aug is shit at level 1-2, but 3-4 it is so damn fun.
.


And I know that's beside the point. Deus Ex is an Immersive Sim[ulation], the ability to throw inventory items with the muscle aug would fit right in, but it's really low priority and from a gameplay standpoint it may be a little balance-toppling. For example, carrying around sodacans as extra ammo to throw at people. With the other throwables currently you have to move to the object, pick it up, aim at the enemy and then throw, and there's a chance of dropping the object the shot too. Whereas with throwable soda cans etc it'd be like having extra throwing knifes/ammo always available to hand.
 
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CyberP

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Unsure. I'm probably being overly conservative. Implementing it really would do little harm. The positives outweigh the negatives.

There is the problem of key bindings though. There is no spare mouse button when holding pickups, and adding new key inputs directly is out of the question because all that stuff is handled natively. Mouse input is modifiable, key inputs are not, at least without a ton of hassle. Even double click, onhold, release or a combination of these input types etc are out of the question I think due to how pickups are handled.
 
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CyberP

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I could be talking out of my ass though. I program but I'm not a programmer. I am a designer :obviously:
 

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