Deus Ex
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Philerenz

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Philerenz

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About this mod

Some adjustments to GMDXv9 to have a slightly different experience the next time around. Major changes include passive energy regeneration, overhauled Synthetic Heart and Targeting augmentation as well as minor adjustments (more Vision range, faster drone, stronger AR, immersive Crowbar, ..)

Permissions and credits
This mod changes GMDXv9 just enough to give you a somewhat fresh experience, building your run differently and maybe having more fun using augmentations overall. Use it or don't, I just dump it here to have an additional backup and maybe make someone happy.

General
  • passive energy regeneration up to a max, governed by medical, influenced by a few augmentations
  • Increased Pistol damage slightly (11 -> 12)
  • Increased AR damage (3 -> 4)
  • Crowbar now deals more damage against doors and containers, finally being useful for what you think it is (8 -> 26)

Augmentations
  • Drone: faster, damage values tuned to give more value to higher levels. reconstruction time scales down with increased level
  • Speed: just faster, zooming around might not be what the original design intended but it is a massive QOL
  • Vision: sonar starts at level 2, range increased dramatically for level 4
  • Target: overhauled to be a non-lethal projectile weapon, drawing energy to knock out targets
  • Synthetic Heart: overhauled to boost passive energy regeneration a lot. Decision for Recirculator/Heart is about how you want to manage energy now. automatic -> passive
  • Recirculator: automatic -> passive
  • Energy Shield: also adds a bit of energy regeneration
  • Healing: lowered cost. why? in GMDX it is useless to counter drowning/radiation, so at least the energy/health ratio should be worth it
  • Ballistic (Active and Passive): recycles some of the bullets it absorbs the damage of
  • (removed Augmentation activate/deactivate messages. the log is cluttered enough as it is)
  • Overdrive AquaLung activates sooner (70% oxygen -> 95% oxygen)




if you want to know the exact changes, here you go:
- pistol
    - damage: 11 -> 12
- assault rifle
    - damage: 3 -> 4
    - damage mods: 4 -> 5
- crowbar
    - damage (against things, not people): x3.3 (8 -> 26)
    
---

- added passive energy regeneration
    - up to 5 energy (base)
    - at 0.05 energy/second (base)
    - governed by medical skill: base x(1,2,3,4)
    - displayed in the Aug Status UI

---

- AuqAqualung automatic activation (overdrive cannister) at 95% stamina (formerly 70%)
- AugDrone               
    - speed: 30,60,105,150 -> 60,100,200,400
    - damage: 50,100,175,250 -> 36,60,120,240
    - blast radius: 80,160,280,400 -> 60,100,200,400
    - reconstruct timer: 30s -> 12s,9s,6s,3s
- AugSpeed                
    - speed mult: 1.1,1.2,1.3,1.4 -> 1.2,1.4,1.8,2.25
- AugVision            
    - sonar range: 0,0,320,880 -> 0,300,700,1200
- AugTarget
    - now a non-lethal projectile weapon
    - damage: 80(4x20),180(6x30),280(8x35),400(10x40)
    - recharge time: 10s,7s,4s,1s
    - cost: 10,8,6,4 (during recharging)

- AugShield
   - passive energyrate: +(0.02, 0.03, 0.04, 0.05)
- AugHealing
    - cost: 110 -> 50
    
- AugPower                
    - now passive
- AugHeartLung
    - now passive
    - removed boosting mechanic entirely
    - passive energyrate: x(1.5, 2, 2.5, 3)
    - passive energy: +(5,10,20,30)

- AugBallistic
    - will recycle some of the bullets hitting the player
        - active: 0,1,2,3 per hit
        - passive: 0,0,0,1 per hit
        - only common pistol/rifle/shotgun ammo

---

- removed aug activated/deactivated messages


for the morally flexible there are 3 more options to start your game (as commands)
- DropMagePackage
- DropStealthPackage
- DropGunnerPackage
each giving you something that is unobtainable otherwise and changing the flow of your game early on