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Deus Ex GMDX: Deus Ex Advancement Mod v9 Released!

catfood

AGAIN
Joined
Aug 28, 2008
Messages
9,591
Location
Nirvana for mice
Has anyone managed to get the mod running on Linux? I've tried running it Lutris and the Heroic Games Launcher, both with Wine as well as Proton, and every time I have the same issues. Basically it goes like this:

I install the base game, but when I launch it the window fails to load maximize fully and constantly alt-tabs. It's basically unplayable.

Then I install the mod and everything seems to run fine (because I am able to set the game to launch in borderless fullscreen window which fixed problem above) except for the fact that for some reason I can't save the game. It tells me that there isn't enough space on the disc, which is untrue. Autosaves and quicksaves work, but regular ones don't because the game tells me that I only have 7 MB of free space!

But even worse is the fact that I can only run the mod ONCE after I install it, because afterwards when I try to run it the game launches in this fucked up version where the main menu is all messed up with menu options overlapping each other. Basically the mod fails to load correctly and I am stuck with dysfunctional vanilla game.

Anyone have any idea what's going on?
 

Gargaune

Arcane
Joined
Mar 12, 2020
Messages
3,614
Has anyone managed to get the mod running on Linux? I've tried running it Lutris and the Heroic Games Launcher, both with Wine as well as Proton, and every time I have the same issues. Basically it goes like this:

I install the base game, but when I launch it the window fails to load maximize fully and constantly alt-tabs. It's basically unplayable.

Then I install the mod and everything seems to run fine (because I am able to set the game to launch in borderless fullscreen window which fixed problem above) except for the fact that for some reason I can't save the game. It tells me that there isn't enough space on the disc, which is untrue. Autosaves and quicksaves work, but regular ones don't because the game tells me that I only have 7 MB of free space!

But even worse is the fact that I can only run the mod ONCE after I install it, because afterwards when I try to run it the game launches in this fucked up version where the main menu is all messed up with menu options overlapping each other. Basically the mod fails to load correctly and I am stuck with dysfunctional vanilla game.

Anyone have any idea what's going on?
Long shot, but my own notes on using Kentie's D3D10 renderer and executable on Windows say to not use Borderless Full Screen because it caused menus (in-game charsheets and the main menu) to hang for multiple seconds. My own solution was to use native Fullscreen, though I did come across a comment I never tested that said to use Borderless and disable Deus Exe's FPS cap, maybe give that a look. No idea on the save space.
 

catfood

AGAIN
Joined
Aug 28, 2008
Messages
9,591
Location
Nirvana for mice
Has anyone managed to get the mod running on Linux? I've tried running it Lutris and the Heroic Games Launcher, both with Wine as well as Proton, and every time I have the same issues. Basically it goes like this:

I install the base game, but when I launch it the window fails to load maximize fully and constantly alt-tabs. It's basically unplayable.

Then I install the mod and everything seems to run fine (because I am able to set the game to launch in borderless fullscreen window which fixed problem above) except for the fact that for some reason I can't save the game. It tells me that there isn't enough space on the disc, which is untrue. Autosaves and quicksaves work, but regular ones don't because the game tells me that I only have 7 MB of free space!

But even worse is the fact that I can only run the mod ONCE after I install it, because afterwards when I try to run it the game launches in this fucked up version where the main menu is all messed up with menu options overlapping each other. Basically the mod fails to load correctly and I am stuck with dysfunctional vanilla game.

Anyone have any idea what's going on?
Long shot, but my own notes on using Kentie's D3D10 renderer and executable on Windows say to not use Borderless Full Screen because it caused menus (in-game charsheets and the main menu) to hang for multiple seconds. My own solution was to use native Fullscreen, though I did come across a comment I never tested that said to use Borderless and disable Deus Exe's FPS cap, maybe give that a look. No idea on the save space.
I can't use native full screen because I have the problem with it failing to maximize properly and constantly alt-tabbing.
 
Unwanted

†††

Patron
Joined
Sep 21, 2015
Messages
3,544
I last played GMDX years ago using WINE and it didn't give me any problems. I don't know how it is under Proton.
 

Gargaune

Arcane
Joined
Mar 12, 2020
Messages
3,614
I can't use native full screen because I have the problem with it failing to maximize properly and constantly alt-tabbing.
I meant stick with Borderless but see if there's an FPS cap you can disable, someone specifically suggested that as a solution to menus hanging, maybe your issue's related. Can't say much more since I'm just running vanilla Kentie on W10.
 

catfood

AGAIN
Joined
Aug 28, 2008
Messages
9,591
Location
Nirvana for mice
Well I decided to just install it on my Windows 7 partition instead. So apparently I didn't read carefully. You need to launch the game from the desktop shortcut that the mod creates, not directly from the executable itself. I have no idea how to launch the game with the help of that shortcut through Wine so I guess I'll just have to play it on Windows 7 then. The only weird thing is that yet again the mod does not calculate the free disk space correctly. It says I have only 4 GBs left when I have 108 or so. It's not a big issue, it's just strange that it has this bug.
 

fuzz

Liturgist
Joined
Aug 26, 2011
Messages
161
Location
Bakersfield
Running fine with Lutris here. Follow instructions from https://gmdxmod.com/download-gmdx/:
1. Install Deus Ex and launch it once.
2. Run the GDMX installer in the same wine prefix.
3. Change the Executable path to GDMX's shortcut.

You can set the path of the shortcut GMDX creates as the Executable path in Lutris. It will work.
 

Ash

Arcane
Joined
Oct 16, 2015
Messages
7,055

But it isn’t like wiping off a chalkboard, we would still have modern advancements and sensibilities.. I fail to see how it would work in the long-term

Even today the people that talk about revolution often only do just that, talk.. it would take a concerted effort from all sides to stop corruption

Revolution is impossible. Society is fragmented on the internet instead of a in-person community. Many people only consume what they're "fed" also: news feeds, algorithms. Off the internet, nations are increasingly multicultural, living together but not as one. Not only would we have to unify vastly divided mindsets, we would also have to overcome all misinformation and attempts at control, such as cancelling the revolt's leaders. Then, there's the issue of surveillance. How can you revolt if they know your every move? So say against all odds you overcome all this, and action in the real world is taken. Have you seen modern riot control technology? e.g active denail systems as one example: giant mobile microwave emitters. Stay back peasant! Lastly, the increasing oppression of the people economically. We have no money, they have it all. It's over.

And to add one more VITAL reason why the internet has fucked over humanity: Pre-internet, when people suffered injustice, or were otherwise pissed off with something regarding the system, they would write to their local representative. Go to the town hall and kick up a fuss. Write to the press, whom had some level of respect and was widely read by everyone. Make a public outcry. Cause a scene. Do something drastic*. Now, when people are pissed they bitch and moan in some niche echo chamber, get it out of their system, and move on. Nobody with power is actually reading that...

*It is said men used to have higher T levels too, and year on year they decline. It is allegedly not known why (probably the garbage ultra-processed food, docile conditioning, micro plastics, and maybe also intentional covert chemical poisoning of the masses. Probably not but I wouldn't put it past the elite given their track record) and this also adds to why we're all cucked bitches and won't ever revolt/stand up to the evil in the world. That and we live too comfortably and have lots of stuff to distract us thanks to modern technology.
Video games are also to blame. They keep us stationary at home. But they're one of the greatest pleasures in this world if you play the correct ones, I definitely wouldn't change that.
 
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Ash

Arcane
Joined
Oct 16, 2015
Messages
7,055
That is how you should play though

:positive:

Well...kinda. He clearly put everything into pistols. A valid choice as is anything, but you miss out on goodies that way.
 

cretin

Arcane
Douchebag!
Joined
Apr 20, 2019
Messages
1,492
Whats the recommended difficulty for GMDX?

Ive been playing on realistic and enjoying it, but in CQB it feels like the enemy reaction time is superhuman/cheating. When I peek it feels as if they are almost prefiring my movement, i get hit before i can even see them.
 

Ash

Arcane
Joined
Oct 16, 2015
Messages
7,055
Whats the recommended difficulty for GMDX?

Ive been playing on realistic and enjoying it, but in CQB it feels like the enemy reaction time is superhuman/cheating. When I peek it feels as if they are almost prefiring my movement, i get hit before i can even see them.
This is vanilla and will not change even if you put it on easy. While in combat they know where you are at all times and will fire upon you the moment their trace connects, the only exception being if they are currently moving to a destination or some other action like reloading. Perhaps an overcompensation made with System Shock 1's lean spam (which breaks the game) in mind, in addition to the enemies not being highly accurate. Ultimately it's not a big deal and is kind of needed, but a slight variable delay (in milliseconds) wouldn't have hurt I guess.

As for difficulty, hardcore is where it's really at and my true vision, but not everyone is going to have the ability to handle it unfortunately, understandably in many cases. If realistic is too much for you, open the console,

set human bcheatsenabled true

set combatdifficulty 2

that will downgrade you from realistic to hard.
 
Last edited:

Ash

Arcane
Joined
Oct 16, 2015
Messages
7,055
Hello Butter.

https://rpgcodex.net/forums/threads/gmdx-deus-ex-advancement-mod-v9-released.85250/post-7118931

For reference, there are 163 lockpicks spread across the game, and 158 multitools (as of GMDX v9). So definitely balanced in raw count, just perhaps not in how easy they are to find, nor how relevant they may be for your playstyle. Multitools have a much broader use case, but players often choose to be stingy with them, vs lockpicks which are used frequently.

Also, please no resetera posts in my thread. Much appreciated.
 

Butter

Arcane
Patron
Joined
Oct 1, 2018
Messages
8,586
I'm just about to enter the Paris catacombs and I've found 34 lockpicks and 40 multitools (I'm keeping a tally like an autist). I feel like I've been exploring pretty thoroughly, but I guess the game still has a lot of secrets from me. Every time I play Deus Ex I find new things. Just now, I wanted to get into a building but didn't want to spend the lockpicks or explosives. So I downed a guard and left his body in plain sight. Another guard found him and went to trigger an alarm, but the only alarm was inside the building, so he opened the front door for me. The amount of incline is off the charts.
 

Lord_Trashcan

Novice
Joined
Mar 29, 2023
Messages
39
For reference, there are 163 lockpicks spread across the game, and 158 multitools (as of GMDX v9). So definitely balanced in raw count, just perhaps not in how easy they are to find, nor how relevant they may be for your playstyle. Multitools have a much broader use case, but players often choose to be stingy with them, vs lockpicks which are used frequently.
Did gmdx increased or lowered these numbers?
How many lockpicks and multitools are in vanilla game?
GMDX decreased the numbers, especially on the harder difficulties. It also added more locked doors/containers and made the lockpick/electronics skills have a more balanced scaling.
 

Ash

Arcane
Joined
Oct 16, 2015
Messages
7,055
Hey trashcan, why are you not posting your new gmdx fork? I approve of its changes and there are many here that appreciate more stuff for gmdx ;)
 

Lord_Trashcan

Novice
Joined
Mar 29, 2023
Messages
39
Still working on it; I only have 40 changes or so. Here's the list of changes for anyone interested.

- Vision Enhancement energy drain reduced to 35, now allows you to see behind walls at level 2, and level 4 allows you to see further.
- Increased Targeting energy drain to 55.
- Removed the stealth bonus from Energy Transference.
- Aqualung now automatically activates when you take stamina damage.
- You now only need to invest one aug upgrade in the IFF (EUAS) Aug to get the full benefit.
- New activate/deactivate sound for automatic augmentations.
- Automatic augmentations are now green when activated.
- Added the debug dash Aug 'Icarus' to replace the stealth silent running.
- Added a button to Environmental Training items that allows you to 'discard' the top item, useful if it your vest at a low percentage and you want to enter a fight with a fully repaired one.
- Increased Environmental Training cost to 5,950 from 5,250.
- Increased Advanced lockpick usage on Hardcore from 15% to 20%.
- Decreased Medicine skill cost from 7,350 to 6,300 and changed the skill health gained from 30/60/75/90 to 30/45/70/90.
- Decreased Rebreather recharge to 10%, to further improve Aqualung and Athletics.
- New Master Heavy Weapons perk. Deadly Ordnance: An agent perfects the use of every hand-held heavy weapon known to man, maximizing their efficiency. +30% plasma radius, +50% rocket radius, flamethrower inventory size decreased by half.
- New Advanced Heavy Weapons perk. Ammo Specialist: An agent masters ammo conservation, resulting in increased yield when scavenging brand-new ammo. +4 Plasma Clip, +1 Rocket, +30 Napalm Canister.
- Sharp-eyed particles now only spawns after .1 seconds.
- Binoculars now have a rangefinder, plus they along with Tech Goggles could be assigned as a secondary item.
- New 30-06 variant. Subsonic: Deals a lot less damage than 30-06, but produces significantly less sound and is overall more common (goal was to make the sniper rifle more useful for combat without turning it into a lockpick.)
- Increased the size of the Sniper Rifle from 3x1 to 4x1.
- Increased Stealth Pistol's damage from 8 to 9 and fixed the RoF bug with full auto mod (courtesy of RoSoDude.)
- Decreased most special ammo to half, to warrant using them and their rarity compared to normal ammunition.
- Decreased maximum range of 20mm grenades and increased their gravity, now you need to aim higher for them to hit your target.
- Decreased LAW inventory size to 3x1.
- Increased Rubber damage and ammo gained, this should hopefully make using them worth a damn.
- Increased Sabot damage to 17, effectiveness on commandos, and reduced it to a single slug. Reduced Sabot count overall.
- Multi-projectile weapons/ammunition now show you how many projectiles they fire next to the damage.
- Reverted the name changes of all guns back to vanilla for consistency, but kept some of the detailed descriptions since some weapons were pretty vague and boring compared to others.
- New case sounds for the Pistol, Assault Rifle, Sniper and Shotgun.
- New textures for Sabot/Rubber shells/boxes.
- Replaced Combat Speed's icon with Combat Strength, opposite is true for Combat Strength. Looks cooler that way.
- Made Gas Clouds affect your stamina a lot more than before, and made Poison (Greasel Spit and Tranq Darts) also affect stamina.
- Minor changes to Gunther and Walton Simon's damage resistances to make them less cheese-able and more vulerable to heavy weapons.
- Added the Chinese sword to the MJ12 sewer armory's first visit to make melee builds more viable early on, and because you hardly use it before finding the DTS.
- Added a combat crate containing an Assault Shotgun in the water path in mission 3.
- Added a robot to the mall in the MJ12 raid on Hardcore.
- Removed the silencer in Paul's apartment on Hardcore.
- Reduced the number of ballistic vests and hazmat suits on some maps.
- Minor resource rebalance (Sabot removed, more buckshot/10mm added mid-game, ridiculous lockpick/multitool requirements, etc.)
- Minor map fixes (Crates without any content)
- Fixed the cabinet in second UNATCO visit not opening.
- Fixed some visual glitches related to the UI (Armors not displaying correct recharge value, PS20 being 'variable' in lethality, etc)
 

Butter

Arcane
Patron
Joined
Oct 1, 2018
Messages
8,586
I just completed the game on Realistic doing the Illuminati ending. I found 75 lockpicks and 71 multitools in total. It felt like the game was raining lockpicks on me in the last third, but I still missed more than half of them across the game as a whole. Talk about finding something new every time you play the game, I only just realized that the endlessly respawning enemies in the last area were being created by UCs, and that I could actually lock those down to stop dealing with them.
 

agris

Arcane
Patron
Joined
Apr 16, 2004
Messages
6,926
Still working on it; I only have 40 changes or so. Here's the list of changes for anyone interested.

- Vision Enhancement energy drain reduced to 35, now allows you to see behind walls at level 2, and level 4 allows you to see further.
- Increased Targeting energy drain to 55.
- Removed the stealth bonus from Energy Transference.
- Aqualung now automatically activates when you take stamina damage.
- You now only need to invest one aug upgrade in the IFF (EUAS) Aug to get the full benefit.
- New activate/deactivate sound for automatic augmentations.
- Automatic augmentations are now green when activated.
- Added the debug dash Aug 'Icarus' to replace the stealth silent running.
- Added a button to Environmental Training items that allows you to 'discard' the top item, useful if it your vest at a low percentage and you want to enter a fight with a fully repaired one.
- Increased Environmental Training cost to 5,950 from 5,250.
- Increased Advanced lockpick usage on Hardcore from 15% to 20%.
- Decreased Medicine skill cost from 7,350 to 6,300 and changed the skill health gained from 30/60/75/90 to 30/45/70/90.
- Decreased Rebreather recharge to 10%, to further improve Aqualung and Athletics.
- New Master Heavy Weapons perk. Deadly Ordnance: An agent perfects the use of every hand-held heavy weapon known to man, maximizing their efficiency. +30% plasma radius, +50% rocket radius, flamethrower inventory size decreased by half.
- New Advanced Heavy Weapons perk. Ammo Specialist: An agent masters ammo conservation, resulting in increased yield when scavenging brand-new ammo. +4 Plasma Clip, +1 Rocket, +30 Napalm Canister.
- Sharp-eyed particles now only spawns after .1 seconds.
- Binoculars now have a rangefinder, plus they along with Tech Goggles could be assigned as a secondary item.
- New 30-06 variant. Subsonic: Deals a lot less damage than 30-06, but produces significantly less sound and is overall more common (goal was to make the sniper rifle more useful for combat without turning it into a lockpick.)
- Increased the size of the Sniper Rifle from 3x1 to 4x1.
- Increased Stealth Pistol's damage from 8 to 9 and fixed the RoF bug with full auto mod (courtesy of RoSoDude.)
- Decreased most special ammo to half, to warrant using them and their rarity compared to normal ammunition.
- Decreased maximum range of 20mm grenades and increased their gravity, now you need to aim higher for them to hit your target.
- Decreased LAW inventory size to 3x1.
- Increased Rubber damage and ammo gained, this should hopefully make using them worth a damn.
- Increased Sabot damage to 17, effectiveness on commandos, and reduced it to a single slug. Reduced Sabot count overall.
- Multi-projectile weapons/ammunition now show you how many projectiles they fire next to the damage.
- Reverted the name changes of all guns back to vanilla for consistency, but kept some of the detailed descriptions since some weapons were pretty vague and boring compared to others.
- New case sounds for the Pistol, Assault Rifle, Sniper and Shotgun.
- New textures for Sabot/Rubber shells/boxes.
- Replaced Combat Speed's icon with Combat Strength, opposite is true for Combat Strength. Looks cooler that way.
- Made Gas Clouds affect your stamina a lot more than before, and made Poison (Greasel Spit and Tranq Darts) also affect stamina.
- Minor changes to Gunther and Walton Simon's damage resistances to make them less cheese-able and more vulerable to heavy weapons.
- Added the Chinese sword to the MJ12 sewer armory's first visit to make melee builds more viable early on, and because you hardly use it before finding the DTS.
- Added a combat crate containing an Assault Shotgun in the water path in mission 3.
- Added a robot to the mall in the MJ12 raid on Hardcore.
- Removed the silencer in Paul's apartment on Hardcore.
- Reduced the number of ballistic vests and hazmat suits on some maps.
- Minor resource rebalance (Sabot removed, more buckshot/10mm added mid-game, ridiculous lockpick/multitool requirements, etc.)
- Minor map fixes (Crates without any content)
- Fixed the cabinet in second UNATCO visit not opening.
- Fixed some visual glitches related to the UI (Armors not displaying correct recharge value, PS20 being 'variable' in lethality, etc)
are you building on RoSoDude 's variant of GMDX? If not, can you outline big conceptual differences between what you're doing and RoSo's work?
 

Lord_Trashcan

Novice
Joined
Mar 29, 2023
Messages
39
Still working on it; I only have 40 changes or so. Here's the list of changes for anyone interested.

- Vision Enhancement energy drain reduced to 35, now allows you to see behind walls at level 2, and level 4 allows you to see further.
- Increased Targeting energy drain to 55.
- Removed the stealth bonus from Energy Transference.
- Aqualung now automatically activates when you take stamina damage.
- You now only need to invest one aug upgrade in the IFF (EUAS) Aug to get the full benefit.
- New activate/deactivate sound for automatic augmentations.
- Automatic augmentations are now green when activated.
- Added the debug dash Aug 'Icarus' to replace the stealth silent running.
- Added a button to Environmental Training items that allows you to 'discard' the top item, useful if it your vest at a low percentage and you want to enter a fight with a fully repaired one.
- Increased Environmental Training cost to 5,950 from 5,250.
- Increased Advanced lockpick usage on Hardcore from 15% to 20%.
- Decreased Medicine skill cost from 7,350 to 6,300 and changed the skill health gained from 30/60/75/90 to 30/45/70/90.
- Decreased Rebreather recharge to 10%, to further improve Aqualung and Athletics.
- New Master Heavy Weapons perk. Deadly Ordnance: An agent perfects the use of every hand-held heavy weapon known to man, maximizing their efficiency. +30% plasma radius, +50% rocket radius, flamethrower inventory size decreased by half.
- New Advanced Heavy Weapons perk. Ammo Specialist: An agent masters ammo conservation, resulting in increased yield when scavenging brand-new ammo. +4 Plasma Clip, +1 Rocket, +30 Napalm Canister.
- Sharp-eyed particles now only spawns after .1 seconds.
- Binoculars now have a rangefinder, plus they along with Tech Goggles could be assigned as a secondary item.
- New 30-06 variant. Subsonic: Deals a lot less damage than 30-06, but produces significantly less sound and is overall more common (goal was to make the sniper rifle more useful for combat without turning it into a lockpick.)
- Increased the size of the Sniper Rifle from 3x1 to 4x1.
- Increased Stealth Pistol's damage from 8 to 9 and fixed the RoF bug with full auto mod (courtesy of RoSoDude.)
- Decreased most special ammo to half, to warrant using them and their rarity compared to normal ammunition.
- Decreased maximum range of 20mm grenades and increased their gravity, now you need to aim higher for them to hit your target.
- Decreased LAW inventory size to 3x1.
- Increased Rubber damage and ammo gained, this should hopefully make using them worth a damn.
- Increased Sabot damage to 17, effectiveness on commandos, and reduced it to a single slug. Reduced Sabot count overall.
- Multi-projectile weapons/ammunition now show you how many projectiles they fire next to the damage.
- Reverted the name changes of all guns back to vanilla for consistency, but kept some of the detailed descriptions since some weapons were pretty vague and boring compared to others.
- New case sounds for the Pistol, Assault Rifle, Sniper and Shotgun.
- New textures for Sabot/Rubber shells/boxes.
- Replaced Combat Speed's icon with Combat Strength, opposite is true for Combat Strength. Looks cooler that way.
- Made Gas Clouds affect your stamina a lot more than before, and made Poison (Greasel Spit and Tranq Darts) also affect stamina.
- Minor changes to Gunther and Walton Simon's damage resistances to make them less cheese-able and more vulerable to heavy weapons.
- Added the Chinese sword to the MJ12 sewer armory's first visit to make melee builds more viable early on, and because you hardly use it before finding the DTS.
- Added a combat crate containing an Assault Shotgun in the water path in mission 3.
- Added a robot to the mall in the MJ12 raid on Hardcore.
- Removed the silencer in Paul's apartment on Hardcore.
- Reduced the number of ballistic vests and hazmat suits on some maps.
- Minor resource rebalance (Sabot removed, more buckshot/10mm added mid-game, ridiculous lockpick/multitool requirements, etc.)
- Minor map fixes (Crates without any content)
- Fixed the cabinet in second UNATCO visit not opening.
- Fixed some visual glitches related to the UI (Armors not displaying correct recharge value, PS20 being 'variable' in lethality, etc)
are you building on RoSoDude 's variant of GMDX? If not, can you outline big conceptual differences between what you're doing and RoSo's work?
Nope, this is built on v9.0.3. I was originally going to make it for Aug wheel mod but I couldn't get in contact with the author and he specifically warned others from using it without his permission. Right now, the biggest differences between them are;

1. Automatic Augmentations are still a thing, and they're improved with new sound effects and balance (aqualung is now useful since poison drains stamina.)
2. 30-06 Subsonic to make people use the sniper rifle for combat instead of being a glorified lockpick.
3. Icarus Aug to replace Silent Running, it allows you to dash and could be used either defensively or aggressively. it'll be an optional addon that comes with the mod because it's a bit buggy right now and I need more feedback on it.

Besides those, there aren't many major differences besides my mod being a lot less polished and with less content overall because I only started working on it relatively recently and my modding skills are close to nothing, I'm going to polish existing vanilla GMDX content first, like fixing bugs and balance before I start working on new things I want to implement. I have some ideas for the future to make this fork different like alternative master perks so you'll be able to choose between two perks when you fully max a skill, but I need to find more perks to implement this.
 
Last edited:

agris

Arcane
Patron
Joined
Apr 16, 2004
Messages
6,926
I'm going to polish existing vanilla GMDX content first, like fixing bugs and balance before I start working on new things I want to implement.
Careful with that, many a modder has lost their fedora simply by "balancing" things.
 

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