-Hitting corpses with your melee weapon seems to produce a hit sound depending on the surface beneath the corpse rather than the organic 'squish' sound when you normally hit someone with a melee weapon
-Weapons can be holstered by double-tapping the use button, but can only be unholstered by pressing the respective number key on your toolbelt? Considering my last weapon I just used is highlighted on the toolbelt, I'd expect that pressing the fire or use key would unholster that weapon, but it doesn't, and having to press the respective number key again is a bit unwieldy
-Grenades as secondary weapon are equipped and have to be thrown afterwards, rather than being immediately thrown once you press the Secondary Weapon key, unlike thrown and melee weapons, which kind of defeats the purpose of secondary weapons
-In the Liberty Island level, I picked up and immediately dropped one of the many UNATCO troop corpse, which alerted and prompted a nearby patrolling NSF soldier (who should have already seen that corpse and ignored it long before I entered the scene) to check out the corpse and the surrounding area. Does the NSF AI on Liberty Island ignore UNATCO corpses as long as you don't move them?
-Are there no Build Engine-style bloody footprints when you step in a puddle of blood?
-Are fire extinguisher gas and pepper spray supposed to trigger tripwires?
You can't use your secondary weapon when holding items in your hand other than weapons, such as flares, extinguishers, and so on.
-Wouldn't it be more useful to have some kind of indicator when you're aiming at someone's head/back and are ready for a backstab? Sort of like how Spy in TF2 raises his knife when he is in backstabbing range. Stealth games operate on a very thin margin of error, and alerting the enemy just because you missed a vague hitboxes by a few pixels isn't really that fun
-I remember (in another mod?) being able to click the use button on a locked door which would automatically pull out my keyring for the sake of convenience. Is this feature not present in GMDX? (the same could also be done for locked doors and lockpicks, security and multitools, and so on)
-When you don't have anything equipped, pressing the secondary weapon key in order to attack with your melee weapon instead equips your melee weapon first, and doesn't let you attack with the secondary weapon button once you have the weapon assigned to the secondary weapon button equipped, which is quite confusing
-Minor suggestion: displaying the Hacking level required in order to hack a device just by aiming at it (like displaying lock/security strength) would be useful
-Minor gripe concerning basketball physics: IRL basketballs keep rolling around after a bit after they stop bouncing, whereas in GMDX they come to a complete standstill
Ah, that fixed it.Assuming you have the "Inivisible War Toolbelt" option enabled, right clicks holster and draw weapons. Disable the option for vanilla weapon switching.
My mistake, this ties in to the aforementioned tidbit of the secondary weapon key only equipping the secondary weapon when you have nothing equipped. I can throw grenades as secondary weapons just fine when I have a gun or melee weapon equipped.Pretty sure you are mistaken. Can you try again to confirm?
No idea, but I think it should be buffed either way because mantling largely does the job of higher jumping for free.Also, is it me, or has the speed augmentation been nerfed from vanilla? I swear having the speed aug at level 4 let me run and jump much higher and faster.
Whenever I try to quick load while getting hit/dying game crashes with this error message:.
Durandal said:Also, is it me, or has the speed augmentation been nerfed from vanilla? I swear having the speed aug at level 4 let me run and jump much higher and faster.
Still happens. Nevermind, guess I had to restart.Disable the "First Person Death Perspective" option. Fixed in v9.0.
Made some progress, just finished the airport level / found all ambrosia.
A balance issue I think - there seems to be a lack of lockpicks early in the game. I have more multitools than I know what to do with them, but just not enough lockpicks, even though I've been saving them by blowing doors up and looking for keys as much as possible. Couldn't open the secret room at the airport, hope I didn't miss an aug upgrade there. Both electronics and lockpicks are at advanced level. Btw, advanced is really underwhelming for these skills - just 15%? I feel like it should be 20% (double of trained), it really feels like a weak investment unless I'm planning on then taking master for 50%.
And a question - passive ballistic protection seems useful, but it also looks like it could drain a lot of power if I get hit badly enough, and so far power seems like a scarcer resource than health. Will power recirculator also reduce its energy drain when hit as well? Also, can I later replace augmentation with another or is the procedure permanent?
It's true that multitools have more general purpose uses, but the problem is there isn't much that justifies using them for those even under GMDX's system. Example: it's great that you can hack a turret to stop it from firing when there's an alarm in progress, but you can also usually hack it using a security terminal if you know the code. Ditto for cameras, and while the perk that zaps people trying to use hacked alarm panels sounds like a decent empowering feature of the skill, the opportunity to actually uses it rarely arises, because some AIs are coded to immediately attack you upon discovery while others are coded to run for the alarm panels, and the distinction isn't very clear.
I understand that Ash wants people to invest all the way to Master to open stuff, but the 5% increase barely makes the jump from Trained to Advanced feel worthwhile, at best it saves like a lockpick/multitool or two.
Yeah, I also agree that the taser darts feel a bit too rare. They aren't even all that powerful, they're just ranged riot prod shocks, but the low number of them makes them feel like "too good to use" ammo and actually actively discourages using them, since they keep feeling like power ups you should be reserving for something very important rather than ammo that complements your general attacks.
In theory, yes. In practice there are very few doors and devices on which you get these savings. Take for example something with a decently high lockpick/multitool strength, like 50%. The trained user uses 5 lockpicks/multitools, while the advanced user uses.. 4 lockpicks/multitools. Yay!It can save up to 3 more picks/tools per door/device over trained. That's a lot.
Playing it on Medium. I find it impossible to walk in that cave without them spotting you. I used the cloak augmentation to sneak past them (killing only the Karkians in the small room on the side) because it was very hard to sneak past all of them. The cave is full of them.Nice!
I'm scratching my head as to why Simons and the greasels weren't fighting before you had your conversation though. Maybe there was a few stray greasels in the darkness that you didn't kill so simons and the greasels never spotted each other until you started fighting?
Or maybe you are on a low difficulty mode, which makes all AI have poor (vanilla old man style) eyesight.
About this aug, it really does not feel worth upgrading since all it does is reduce cost, but you just pop it for a second or two as you cross laser and camera/robot view range.radar transparency aug enabling you to pass through laser triggers without sounding the alarm
This video is a simple demonstration of how GMDX faithfully enhances the visual experience of Deus Ex. Think what was shown in this video, applied to the whole game.
IIRC Ion Storm did the same thing in Deadly Shadows.-Wouldn't it be more useful to have some kind of indicator when you're aiming at someone's head/back and are ready for a backstab? Sort of like how Spy in TF2 raises his knife when he is in backstabbing range. Stealth games operate on a very thin margin of error, and alerting the enemy just because you missed a vague hitboxes by a few pixels isn't really that fun
Nothing much since you can configure to be the same settings.What's the difference between DX9 and DX10 renderers?
Thanks, won't bother then.Nothing much since you can configure to be the same settings.
However I had a problem with GMDX + DX10 that caused some dark areas to flicker when illuminated by flashlight, so I switched to DX9.
I do have a problem with a chunk of wall/floor meshes going invisible when looked from a certain position but it's p. rare and mostly when crouching at or near stairs. Not sure if caused by DX9.