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)