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0 Changelog
Note: this only covers ~50% of v9.0 features, and nothing from earlier versions of
GMDX.
_Localization_
--------------
English
French
German
Russian
Spanish
_ARTIFICIAL INTELLIGENCE_
-------------------------
_PLAYER-CONTROLLED MECHANICS_
-----------------------------
_PHYSICS_
---------
-Rotational velocity is applied when throwing objects with the Microfibral Muscle
augmentation.
-Exploding fire extinguishers will send nearby objects flying, making use of the
version 8.0 physics system expansion.
-Push carts now roll along when shot/whacked etc.
-Dropping stacks via the inventory results in the dropped items spread out over a
slightly wider area, to prevent immersion breaking towers.
-Standing on objects that cannot be stood on will throw you off more realistically.
-Player Buoyancy is more realistic.
-Items will reset pitch rotation when landing on the ground, much like the
decorative objects always have done in Deus Ex.
-More types of fragile objects break when something heavy lands on top of them.
-Fine-tuned other physics elements.
_CONVERSATION-
--------------
-Receiving ammo during conversations now displays how much ammo you were given.
-JC no longer puts away his weapon in conversation when shit hits the fan or the
conversee is a potential threat.
-Kaplan gives sensible ammo counts to the player when purchased.
-Vanilla Bugfix: fixed the item duplication bug wherein items are dropped at the
feet of NPC vendors when your inventory is full.
-Vanilla Bugfix: Stephanie Maxwell will converse with you even if the conversation
between her and the MJ12 troop does not trigger.
-Vanilla Bugfix: fixed a rare game breaking bug wherein the dragon heads would not
talk to you at the temple.
-Vanilla Bugfix: fixed a moderately rare bug where Paul refused to converse with
the player in the Hotel after having sent the NSF signal.
-Vanilla Bugfix: The mechanic that sells you items on the UNATCO Escape mission no
longer gets you stuck in an infinite conversation loop if you attempt to buy all
his wares.
_WEAPONRY_
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_User Interface/HUD_
--------------------
-The health and augmentations screens now display a variety of general statistics
(can be disabled).
-Added a number of functional & cosmetic improvements to the augmentation screen.
-ATM windows now enable you to withdraw all available credits at the press of a
button providing your skill level is Advanced or greater.
-With the real time UI option enabled only one toolbelt is displayed when browsing
the UI.
-The perk window now features stylistic aesthetic additions such as icons.
-Minor audio design additions.
-Improved dynamic crosshair behaviour.
_AUDIO DESIGN_
--------------
_AUGMENTATIONS_
---------------
###Microfibral Muscle###
###Vision Enhancement###
###Targeting###
-Now displays the player's current accuracy in percentage.
-The Target Augmentation's scanning text has now been moved to the location of the
target window so as to not distract the player.
###EUAS###
-Light level HUD readout now represents how visible the player is more accurately.
###SpyDrone###
-The spy drone now bounces off of level geometry upon collision, rather than losing
all velocity.
-The spy drone now requires 3 bioenergy points to detonate.
-Reduced Drone size by 25%.
-Removed v8.0 cloaking effect.
###Combat Speed###
###Combat Strength###
###Environmental Resistence###
###Ballistic Protection###
###Energy Shield###
###Speed Enhancement###
###Aqualung###
###Energy Transference###
-New Passive augmentation that transfers bioenergy and stamina from hostiles upon
death or KO by melee weapon.
-Stealth kills grant more energy and stamina.
_MISCELLANEOUS_
---------------
-stamina now regenerates when crouched (if idle), among other stamina system
improvements.
-Approximately 15 new interactive objects.
-Laser alarms will continuously sound an alarm if something is blocking the beam on
higher difficulty modes.
-There is now a displayed name distinction between quicksaves and autosaves.
-The conditions for picking up carryable objects are more lenient (less "no room to
lift that").
-On hardcore mode breath/stamina meter is not automatically refilled when entering
water.
-Default control scheme is partially customized to meet modern standards.
-Updated tutorial.
-Corpses do not infinitely spawn a blood pool. Once only.
-The hunger system is now exclusive to Hardcore Mode.
-If the player runs/jumps/falls into glass at high velocities the glass will break
and the player will go right through it.
-Tied a number of new headbob and camera interpolation effects added in GMDXv8.0 to
the vanilla headbob option for those that suffer with motion sickness.
-Pressing the "Secondary Weapon" key while your secondary weapon is in your hand
equipped (as if a primary weapon), you will attack with said weapon.
-Added some new config options, including the ability to decline the game's
hundreds of combat knifes when looting.
-The MJ12 Attack force that "converges in on your position" in the final visit to
Hell's Kitchen can now lose track of the player. Once they do, they will
patrol the streets extensively looking for you.
-Minor refinements to the first person death perspective.
-The keyboard/mouse binding options now display which augmentation is bound to what
key.
-IF the player dies in the sewer during the UNATCO raid events, he is not captured.
-In addition to the above, many of the game's scripted events have been updated and
polished in a faithful manner.
-After inputting the correct passcode the Keypad window is automatically closed in
half the time it was vanilla.
-Log object is now flammable.
-Hard difficulty mode is restored.
_SKILLS/PERKS_
--------------
-The Tech Goggles now amplifies light, aiding you see in darkness.
-The Tech Goggles comes with Infra-Red Amp (highlights NPCs) by default.
-Leaning speed now scales with the stealth skill on a per level basis.
-Four new perks.
-Further improvements to the armor system.
-Lockpick and multitool "strength" values are set back closer to vanilla, except on
hardcore mode.
-Thermoptic camo only enables you to pass through laser alarms undetected if you
have the "Tech Specialist" perk.
-The "Nimble" perk now makes climbing ladders silent, in addition to mantling.
-The 'Neat Hack' perk grants +50% credits, as opposed to +20%.
_BUG FIXES_
-----------
-Vanilla Bugfix: stacked items left in the armory upon capture by UNATCO are no
longer duplicated when frobbed.
-Vanilla Bugfix: ensured an end-game scenario cannot be met at the Hong Kong
Helibase event if Jock misses his shot at blowing up the door.
-Vanilla Bugfix: finally got that darn new game inventory bug, including when
travelling from the training maps to new game.
-Vanilla Bugfix: fixed the speed enhancement super jump exploit.
-Vanilla Bugfix: you can now successfully throw objects while running forward
(originally you'd run into the object as it is thrown, causing it to drop
straight to the floor).
-Vanilla Bugfix: augmentations cannot be used while dead.
-Vanilla Bugfix: Projectile-based weapon accuracy now matches the current crosshair
representation closely.
-Vanilla Bugfix: Fixed an edge case game breaking bug where sometimes Page would
not spawn in the holoprojecter at vandenburg.
-Vanilla Bugfix: the assault gun's fire sound plays per bullet rather than playing
a five round burst sound regardless of # of shots fired.
-Vanilla Bugfix: Weapons dropped to the floor by NPCs give ammo, as opposed to
none.
-Vanilla Bugfix: When burnt to destruction, fire goes out as the object is
destroyed, rather than 1 second before.
-Vanilla Bugfix: shooting unconscious NPCs, throwing them in water and so on kills
them.
-Vanilla Bugfix: saving while crouched, then loading that save game doesn't force
you to the standing position.
-Vanilla Bugfix: when picking up objects under rare circumstances you are no longer
forced to drop it.
-Vanilla Bugfix: carried/throwable objects will no longer magically disappear from
your hands when climbing ladders and under other rare circumstances.
-Vanilla Bugfix: Added a successful (this time) fix to the amount of ammo Kaplan
and Carter give you.
-Vanilla Bugfix: Starting a new game after completing the training with items you
found on the final test will no longer start you with those items.
-Vanilla Bugfix: frobbing ATMs with 'interact' bound to a key no longer causes the
key's character to be input to the ATM account.
-Vanilla bugfix: various overlooked objects now have names, which will display when
viewed with the targeting aug.
-Vanilla bugfix: Picking up incense burners puts out the smoke they emit.
-Vanilla bugfix: Turrets ignore rats and flies
-Vanilla bugfix: JC no longer plays a third person shoot anim if the player
attempts to shoot while reloading
-Vanilla bugfix: Player can't use augs when dead.
-Vanilla bugfix: UNATCO troops ordered to kill you by Simons @NSF Warehouse should
no longer attack the Medbot if drawn to that room.
-Vanilla bugfix: the targeting aug uses familiar name for NPC name display, as
opposed to bind name. Also displays the correct name for overlooked objects.
-Vanilla bugfix: JC won't scream in pain if damage received is <= 0
-Vanilla bugfix: Page is now invincible in the HongKong_MJ12 LAb
-Vanilla bugfix: Drug/drunk visual effect is no longer preserved when exiting a
level while high, then returning to the same level
-Vanilla bugfix: 747 Hangar: UNATCO Troop no longer has a chance of floating by
being lifted into the air by the Plane loading ramp.
-Vanilla bugfix: When told to "make a break for it" on the surface, Miguel will go
and wait over by the chopper. Rescuing Miguel also rewards a small # of skill
points.
-Vanilla bugfix: Once the player blows up the generator, Jock is removed from the
Underworld Tavern if you return to it (as he's supposed to be waiting in the
chopper).
-Vanilla Bugfix: the vision aug and tech goggles won't reveal NPCs that are hidden
from the world, nor display duplicate "ghosts" when interacting with corpses.
-Vanilla bugfix: throwing a grenade and then facing a wall doesn't override the
grenade throw anim with the wall place one and result in all your grenades
disappearing.
-Vanilla bugfix: frobbing the reactor overload button A51 exploit fixed.
-Vanilla Bugfix: Private Lloyd only spawns in-world after getting to the top of the
statue. cant draw him out of UNATCO.
-Vanilla bugfix: Enemies won't stupidly strafe out of sight all the time.
-Vanilla bugfix: Fixed lockers making explosion sounds in vandenberg
-Vanilla Bugfix: PS20 and Plasma Rifle both now do damage to doors.
-Vanilla bugfix: carrying barrels from map to map will retain their skin and
potential explosive properties.
-Vanilla bugfix: Nicolette should say the appropriate lines at the correct
location, instead of talking about the garden when indoors etc.
-Vanilla bugfix: Picking up incense burners puts out the smoke they emit.
-Vanilla bugfix: vision augmentation doesn't display hidden actors
-Cloak/Radar effect won't turn off when using both simultaneously, then only
disabling one.
-Hazmat should spawn properly from the box in Jacobson's cupboard, UNATCO first
visit.
-Picking up/dropping armors should be non-exploitable
-The custom color theme should now work without flaw.
-The "do not place" test box bug when interacting with corpses if you have the the
interaction auto holster option enabled is now fixed.
-Vanilla bugfix: throwing a grenade and then facing a wall doesn't override the
grenade throw anim with the wall place one and result in all your grenades
disappearing.
-Fixed an ai cooldown issue affecting a bot activated via an alarm being triggered
in the dockyard map.
-Fixed a BSP error on the Brooklyn Bridge Station map.
-fixed a rare issue where pawns with the pistol would not immediately turn to face
the target before shooting.
-JoJo now finds a path to the Rentons, and the UNATCO ambush event happens without
error.
-The "Short Fuse" and "Combat Medic's Bag" perks now actually work properly.
-The advanced security bot with cloaking now deactivates it upon returning to
patrol (just like the humans with cloaking do post-GMDXv6.0), and can also be
destroyed by the plasma rifle without error.
-Fixed a bug leading to medbots and repairbots not recharging after two uses on
lower difficulty modes.
-Fixed occasional crashing when quickloading upon death.
-Pepper spray and other gasses no longer trigger laser alarms, same as in vanilla.
-Fixed a pathfinding error on the batterypark_02 map.
-Cameras on higher difficulties that have tagged the player do not go into stasis
until they've forgotten the player's existence.
-Fragments no longer spawn splash effects when hitting water for performance
reasons.
-The "Death Perspective" option no longer causes occasional crashing if set to
First Person.
-Throwing Knives assigned as a Secondary Weapon no longer can be thrown underwater.
-Tear gas doesn't produce splashing effects when entering water.
-Fixed bug where right clicking inventory icons while dragging another caused the
dragged item to disappear.
-Fixed a minor visual inconsistency on the Skills UI screen.
-The New Dark Age ending works without using the glitch.
-The 'Neat Hack' perk applies to credits frobbed from corpses.
-Max Chen appears at the bar for drinks, and stays at the bar rather than returning
to his desk.
-Ensured the player cannot set all custom color theme colors black, as this will
result in a broken menu.
-Used a superior method of playing a sound effect when a body hits the floor after
being thrown.
-Amended a couple typos.
-Fixed a subtle visual anomaly with MJ12 Elite troops' helmets.
-You no longer "auto-mantle" at the top of ladders if you press the jump key while
on the ladder at any point.
-Made some additional performance optimizations.
-Reduced Synthetic heart energy drain considerably and halved the light aug's
drain.
-Grenades are inaccurate on hardcore mode unless you have the respective skill.
-There was already more ammo available on the lower difficulty modes. Now even more
is available.
-Further additional handicap tweaks for lower difficulty modes.
-You now cannot assign any melee weapon as a secondary weapon without the
"inventive" perk.
-Reduced the damage of the starting melee weapons.
-Altered stamina drain values.
-Toned down the ranges at which AI hear you smacking things (like crates) with
melee weapons.
-TNT crates are set back to their unstable, extremely dangerous former self.
-Reduced the health of the minature spiderbot variant.
-The Gep Gun's Lock-on timer is longer on hardcore mode.
-The MJ12 ambush in Area51 now detects if the player has been ghosting/non-
lethaling, and if so this ambush event does not happen.
-Minicrossbow steel dart damage reduced by 4.
-WP rocket damage more finely balanced.
-Prod default clip size increased to 3.
-Drowning damage now scales based on difficulty level.
-Biocells are half as effective at recharging suits and armors.
-Taser darts incapacitate enemies for half the duration the riot prod does.
-Cameras have slightly less health (to increase the effectiveness of AP 10mm ammo
and sabot primarily).
-Mini crossbow darts hitting walls alerts guards at a more realistic range.
-Added a couple extra assault gun clips in the interest of ammo balancing.
-The large green metal shiiping crate can now be destroyed.
-Enemy assault rifle ammo drops range from 1-5 bullets, with additional odds in
your favor of a good drop.
-Nerfed the damage of rubber bullets & thrown inventory items, and improved rubber
bullet behaviour.
-Increased the plasma rifle's effectiveness VS bots.
-Removed UMP, USP and Laser Rifle (to be available via optional add-on).
-Removed 20mm EMP grenades.
-NPCs are no longer scared or turn hostile when the player is running around with a
crate of TNT.
-Removed "drops of blood on your shades" effect.
-Removed plasma rifle gibbing.
-Walker bots no longer use flamethrowers.
-NPC Head decapitation is disabled as was originally intended (because it's
incomplete).
-Removed power-throwing of corpses