SPECIFICS:
Weapon Modifications:
- Assault Rifle: Increased the amount of 7.62 ammo you pick up from
corpses. (8-12 rounds, up from 1-4)
- Baton: Does a tiny bit more damage. (one point)
- Combat Knife: You can now carry 6 Combat Knives at once. This is
important since you can throw them using Alt-Fire.
- Crowbar: Increased the damage to make it worth two item slots.
- Explosive Rounds: I have placed a few boxes of explosive 10mm ammo in
a few places throughout the game. This ammo is somewhat scarce, as the
amount of damage it allows a basic pistol to do is quite remarkable.
- Grenades: You can now switch between the various grenade types
by pressing "Change Ammo" when holding a grenade.
- Hand to Hand Weapons: You can also cycle between hand to hand
weapons (e.g. Knives, Swords) similar to how you can with grenades. In
addition, most Hand to Hand weapons have an Alt-Fire mode, which simply
throws the weapon.
- Laser Sight Mod: A weapon equipped with a Laser Sight will come up
with the laser automatically activated. The laser "dot" will now wander
about within the range of your accuracy. When you fire the weapon, the
bullet will go EXACTLY where the laser is pointing. You can still turn
the laser on/off if you have a key bound to it, though why you would
want to is beyond me.
- Mini-Crossbow: Flare Darts will now set NPCs on fire. The length of
this burn is half of what you would get from the Flamethrower.
- Pepper Spray: Increased the live time of the pepper spray cloud. (Up
to about 3 seconds from < 0.1 seconds) This means you can actually stun
people without having to practically stand on them. As an interesting
and as yet unexplained side-effect, Greasels now shoot Tear Gas in
addition to their poisonous spit.
- PS20: Increased the damage and the explosion radius of the projectile
it fires. Worth using even late in the game now.
- Scope: You no longer have to wait between shots to zoom in/out. Much
less annoying, much more realistic.
- Stealth Pistol: Increased the rate of fire and damage by a slight
amount.
- Throwing Knives: Reduced the spread and increased the damage.
- Unique Weapons: Taking a page from Invisible War, I have added in a
number of Unique weapons. Some have been added as separate pickups,
some were added in via other means. You'll have to keep your eyes
peeled and your curiosity high to find them.
Augmentation Modifications:
- Augmentation Cannisters: Cannisters for augmentations you have
already installed will now allow you to upgrade that augmentation once.
You must use a Medical Bot to do it though. Cannisters with no
augmentations specified for them will contain a pair of randomly
determined augs. In the future such Cannisters may be incorporated into
NPC Random Inventory.
- Environmental Resistance: Enviro Resist will now decrease the length
of time you will experience "drunk" effects when it is active by an
amount based on the level of the augmentation.
- Power Recirculator: Power Recirculator will now automatically
activate whenever using it would decrease overall power use, and
similarly will automatically deactivate whenever it is using up more
power than it is conserving.
- Combat Strength: The Combat Strength and Muscle augmentations have
been consolidated into the Muscle augmentation, a la Invisible War. The
Combat Strength augmentation has been replaced with the Electrostatic
Discharge augmentation, also a la Invisible War.
- Regeneration: The Regeneration augmentation can be activated at any
time, and will stay active until you turn it off, instead of when you
are fully healed. It will drain a low amount of power when you are
healed -- i.e. when it is in the "idle" state -- and will use the
normal, high amount of power only when it is actively healing you.
- Synthetic Heart: Using the Synthetic Heart augmentation will now
allow you to boost most augmentations past their maximum level.
- Skull Gun: Perhaps the most amusing running joke in the Deus Ex
series is now an actual augmentation. Augmentation Cannisters
containing the Skull Gun aug have been placed in two locations within
the game; one relatively early in the game and one which is somewhat
late in the game.
General Modifications:
- Alt-Fire: There is now a separate keybind for Alternate Fire.
Several weapons have Alt-Fire modes, including the Plasma Rifle and
Combat Knife. Pressing Alt-Fire while using weapons without an Alt-Fire
mode will simply turn on/off the scope on that weapon, if it has one.
- NPC Inventory: NPCs will randomly carry extra items, chosen from a
set list. These items will include some items not commonly found in the
game, (Throwing Knives, Pepper Spray) as well as some generic items and
certain "special" items.
- Kills: You will now be given skill points for each kill/KO you make.
The amount of points is calculated based on the max health of the victim,
along with their affiliation and the method used to kill/KO them.
- Kills (again): Dying NPCs can now be affected by bullets and the like,
which means that if you shoot them with something powerful enough -- say
a Boomstick at point-blank range -- they just might be propelled a rather
considerable distance by the force of the bullets.
- Stealth: Due to complaints about the skill points for kills/KO system
slanted gameplay towards killing everyone (a valid point) there is also
a system for granting skill points based on how stealthy you are. The
determination is based on how close you get to an NPC without being
detected. "Minor" detections, where the NPC saw you but "wasn't sure,"
reduce the potential bonus by a fraction. Being fully detected removes
the stealth bonus for that NPC. Yes, killing them counts as being
detected for the purposes of the system.
- Charged Items: Items like Ballistic Armor, Hazmat Suits, etc. no
longer are one-use items. You can turn them on and off as need be. To
go with this some item functionality has been changed. For example, the
Rebreather now slowly refills your oxygen meter, rather than keeping it
at maximum level constantly.
- Vases, Plants, etc.: Throwing an item at an NPC will do "knock out"
damage to them, provided the speed the object is thrown at is high
enough and that you have the Muscle enhancement augmentation on. This
will also damage the item thrown; in general one or two throws will
shatter the item.
- Zyme: Since Zyme was pretty much useless in the original game, I have
modified it so it provides a temporary speed and skill boost. It also
initiates "bullet time" effects while it is active. Be wary though; once
the effects wear off there is a long period of "drunk-vision".
Click to expand...