- cross-posted to:
- deus_ex_randomizer@lemmy.mods4ever.com
- cross-posted to:
- deus_ex_randomizer@lemmy.mods4ever.com
cross-posted from: !deus_ex_randomizer@lemmy.mods4ever.com - https://programming.dev/post/18741005
Download DXRandoInstaller.exe
in the Assets section under the changelog or download from Mods4Ever.com. It is safe to update in the middle of a playthrough.
Use vanilla (optionally with Lay D Denton) to get all of the Randomizer’s features, best QoL improvements, and the most polished experience. Our installer has an option to install Lay D Denton for you automatically.
Trailers
Click to show trailers
If you don’t know what Deus Ex Randomizer is, then here’s our trailer which shows a breakdown of how it works:
Here’s a trailer for WaltonWare mode. WaltonWare mode is focused on quick wins by completing a single bingo line, and increasing difficulty after every win. The bingo goals are all scaled to their minimum settings and you start in a random area. All bingo goals will be completable within just a few maps!
Here’s a trailer for our new Mirrored Maps feature in v2.5. Play through the game with a random mix of mirrored maps, which will keep you on your toes even more than the randomizer has before!
See the full README here. Also check out our Discord and Mods4Ever.com
(The change log since v3.0 was too much for Lemmy’s character limit, so check the comments!)
General Balance Changes
- Buffed regular sword damage and speed
- Reverted old nerf of master pistol 180% vs vanilla 200% (this catches us up with old changes like helmets being added)
- Buffed range mod, nerfed ranges for pistols and assault rifle
- Buffed accuracy for pistols
- Laser sight mods can now be applied to crossbows and plasma rifles
- Fixed quick scope exploit, scope view now has instant shake
- Stealth pistol base damage buffed to 9 instead of 8, so the chances of it overtaking the regular pistol are a bit more likely
- Slightly increased pistol ammo, rates are still lower than vanilla
- Buffed EMP Shield by making levels 1 to 3 slightly stronger (level 4 was already 100% resistance), and all levels make you immune to scrambler grenades
- Buffed Energy Shield by making it use 25 energy per minute like multiplayer, instead of 40 like vanilla
- Heavy Weapon skill (from 100% to 160%) now linearly increases movement speed with heavy weapons instead of only increasing it at the 150% cutoff
- Each level of Microfibral Muscle now also increases movement speed with heavy weapons
- Synthetic Heart now allows boosting some augs past max level (Speed Enhancement aug level 4 is 170%, level 5 is 180%)
- Tweaked combat difficulty scaling for environmental effects, plasma shots should be slightly less punishing for the player now, electricity emitters and pain zones should be doing slightly more damage now due to fixing a bug
- The Untrained Environmental skill’s passive is slightly less punishing for the player now
- Zero Rando enviro passive was: -37%, -12%, 12%, 37%
- Zero Rando enviro passive now: -28%, -6%, 14%, 37%
- (hopefully it will still be worth upgrading, especially for using armors)
- Robots have been given a slight damage resistance to plasma again, but still less than vanilla (25% instead 75%)
- Increased darts and flare darts ammo quanitites (not tranq darts)
- Free and infinite Aqualung at level 1, and it can’t be upgraded anymore
- Slightly buffed levels 1 and 2 of Vision Enhancement
Major Changes
- Area 51
- Goal locations are now randomized (sorry speedrunners)
- The keypad for the Aquinas Router door is now always unhackable
- So you need to find the computer or datacube to open it
- Hint: When you approach this door, Helios will give you the password for the computer that opens it
- The code for the Blue Fusion Reactor keypads in Area 51 is now learned after you use it once
- Keypads now allow you to type numbers to interrupt the DENIED message (allowing you to guess the last digit of the Blue Fusion Reactor code more quickly)
- The Aquinas Router keypad code datacube no longer has an incorrect code in the GOTY edition
- Made some small fixes and tweaks for the Tong ending
- Fixed some enemy in-fighting on the Page map
- Fixed too many enemies incorrectly spawning at UC 3 in Area 51 Sector 4
- Liberty Island changes
- Goal locations mutual exclusions
- For speedruns this can reduce the difference between good seeds and bad seeds, meaning fewer resets.
- Crosshair color range increased to 1000 feet instead of 500 feet, to help spot Leo from a distance
- Slightly moved the boat’s Top of Statue location so it’s easier to see from UNATCO
- Goal locations mutual exclusions
- The NSF HQ rooftop transmitter computer vanilla location is allowed again
- The dockyard crane keypad has been changed back to a regular button like in vanilla (originally we thought the crane route was overused, but now it isn’t)
- The values at all skill levels are now visible in the new game screen
- Small autoturrets now fire at half the rate of full sized turrets, and all turrets in the game use their default firerates
- Spawned autoturrets can now randomly be small or large
- Descriptions for weapons/skills/augs now tell you if it’s a good roll or a bad roll by showing the default values
- Added a Gas Station TNT crate for Tiffany in Speedrun mode that explodes automatically 15 seconds after an alarm goes off
- Goal Rando computers now get a modified texture to differentiate them
- Updated the Hong Kong Helibase Purge Gas radius to match visuals, and changed from tear gas damage back to Poison Gas damage (same as vanilla)
- Added the DXMP quick skills menu to single player, and a new similar aug upgrading menu
- To use them, you have to go to Keyboard/Mouse settings and bind keys for “Activate Multiplayer Skill Menu” and “Activate Quick Aug Menu”
- You can close the menus by pressing the bound button again, or escape
- You can now use Augmentation Upgrade Canisters without picking them up, as long as it is highlighted, using either the Quick Aug Menu or the normal Augmentations menu
- Crosshairs now ignore death markers (don’t worry, they didn’t actually help you aim, it was only an illusion) and have lower highlight priority
- Added auto consume to item refusal system
- Item highlighting is more responsive now (should help with picking up items while jumping)
- Fixed an exploit where you can sometimes grab items through suspension crates or cabinet walls
- Datacube glow has been moved up slightly on the Z axis, to fix it not being very visible on some surfaces
- Increased rates randomization
- This is how much variety you will see in the overall rates of items, enemies, and weapons for enemies
- Hopefully this will make different seeds feel more unique, since you might see a seed that is extra heavy on greasels, or commandos, or enemies with pepper spray
- Fixed weapon mods being rerandomized when going to jail
- The Nervous Worker in VersaLife now has a unique look
- Fixed shooting LAWs through narrow walls
- Added Zero Rando Plus mode, same as Zero Rando but with more of our balance changes included
- Fixed issues with some displayed damage numbers, and PS40s not breaking doors as advertised
- Horde mode improvements
- Repair bots can now spawn
- When there are too many barrels/TNT crates on the map, instead of swapping them, now 1 damage is dealt to the oldest ones each wave
- Fixed not resetting augs on start
- Added number of enemies scaling with difficulty and Enemy Randomization % in Advanced settings
- Horde mode 100 bottles of wine on the wall (you can carry up to 100 now)
- Cats now purr when you pet them!
Minor Changes Part 2
Click to expand Minor Changes
- The MJ12 jail Guard (Rick) isn’t given a randomized name when memes are disabled
- Restored an overheard conversation in the superfreighter over a “loudspeaker” in the helibay
- Restored the last infolink from Helios in Area 51
- Fixed the “Critical Loctaion Bonus” typo in Area 51 Sector 3
- Restored Jojo’s barks
- dxvk.conf now defaults to a max of 500 fps, just to prevent issues from arising with future computers
- Intel GPUs default to not using DXVK (issue #898)
- More piano practice for JC
- Item swaps fail if they move to the other side of a wall (so items won’t be placed too far from where the randomizer intended to move them to)
- Vandenberg Computer, Oceanlab UC, and Area 51 bunker fans are highlightable so you can see how much damage you’ve done
- Crowd Control “give item” effects now become selectable based on the loadout in use, so you can’t try to give a SWTP player a gep gun and have it rejected by the loadout
- Gary Savage doesn’t give you an aug upgrade on post gas station starts
- Fixed a water cooler in one of the VersaLife break rooms facing wrong way
- Restored Everett barks
- Slightly nerfed the Computer skill Trained speed in Zero Rando so that the “defaults” display lines up better with randomized values, note this has no effect on randomized values since those only check the range of lowest to highest
- Teleporters now block NPCs
- CleanerBots no longer move when disabled
- Restored riot cop barks in the 'Ton in the return to New York mission
- Renamed the Boatperson DTS location to Canal Waterside Apartment
- The Free Clinic goal location in the return to New York mission is now closer to the door
- Fixed the Computer skill description for Zero Rando
- All holograms in the game should now be fearless and no longer run away
- Fixed “12” keypad code being found in some datacubes
- Fixed minor bugs when upgrading some augs
- Paul’s infolink in the NSF HQ map can now play multiple times if you fail to align the satellite dishes
- Entrance Rando spoilers no longer show dummy connections
- Some DataLinkTriggers are now marked as important so they interrupt others
- Gunther on Liberty Island will no longer go into WaitingFor orders if you have already talked to him
- Bob Page tells you to jump if you enter the Area 51 fan entrance through the hatch
- The set of double doors leading to the Area 51 gray room can no longer be closed, which would soft lock the game
- Some desk lamps on Liberty Island start turned off
- Keypads unlock (without toggling) their door by default
- Disabled a couple infolinks on Liberty Island after finding Leo
- In the final UNATCO map, Alex’s computer still has the closet code when it has part of Anna’s killphrase
- Conversation music is no longer played in Speedrun mode (the switch and switch back is annoying when you only hear it for like 1 second)
- Fixed Mastodon bot retries time
- Augs that have less than 4 levels now show X-marked icons filling the impossible upgrade slots
- Improved animals with nanokeys
- NPCs can no longer destroy weld points by getting too close to them
- Fixed Bob dying explosions
- Partially fixed some alt+tab issues (if your game is acting weird after an alt+tab, press alt again so the game resets its state)
- Fixed an exploit in the return to New York mission that let you avoid MJ12 spawns
- Reworked clothes randomization, including glasses!
- The Bar Dancer gets new shades that will make you shudder
- Fixed clothes racks with LDDP when memes are disabled
- Disabled the clothes rack third person view in Speedrun mode
- Realtime menus now partially hide the HUD
- Infolinks and logs are shown side-by-side when your screen is wide enough
- Speedrun splits now track standard deviations in DXRSplits.ini
- Vanilla datacubes with descriptions of medbots/repair bots are no longer deleted (we used to use these as the hint datacubes but now we have custom text for them instead)
- You don’t move or take damage or consume energy while loading/saving/randomizing anymore
- Fixed auto augs spamming the activate sound when you run out of energy
- The Linux installer works with alternate library paths, and an extract option was added to the CLI
- Enabling and releasing the friendly Vandenberg bots opens the Comms door, and their walking path has been fixed
- Vandenberg Command keypads now glow better
- No more spaces around randomized passwords, since we have autofill now and you don’t need to copy/paste
- Option to disable fog effects for more performance in some areas
- Tweaked save names for autosaves
- Dynamic patrol routes tweaks
- Added beeps for messages about inventory full, etc.
- Fixed Ling thinking you paid for her company after the Lucky Money raid
- New Game+ general setting for enabled/disabled/according to game mode, and moving it outside of the flagshash
- Nicolette is now fearless
- Fixed opening the in-game web browser links (such as the Discord button) causing some bugs inside the game
Minor Changes Part 1
Click to expand Minor Changes
- Bingo/WaltonWare stuff
- More bingo goals!
- The player now starts with Smuggler’s password on all starts from the defection mission to the return to New York mission
- Many fixes for different starting locations, especially the newer mid-mission starts
- Visiting NSF HQ allows the player to tell Paul they won’t defect, without needing to talk to the guard
- Pianos will now make sure all songs get played an equal number of times, while also allowing certain songs to be weighted more
- Fixed the “You can dance if you want to” goal sometimes not being marked
- Bingo goal titles can now be singular, and some titles have been fixed
- Chateau DuClare bingo goals now have a fixed number (tour 5 parts, and collect 3 keys)
- The Vandenberg comm building doors are open immediately on Gas Station/Ocean Lab/Silo starts
- Fixed not being able to talk to the junkies in the Brooklyn Bridge station on later starts
- Cigarette machines can now be used for the “All Sold Out!” bingo goal
- If you fix the water in the Brooklyn Bridge station, the pool in the Mole People hideout can now be used extinguish yourself if you’re on fire
- Ceiling fans can now be turned on and off
- Fixed the “Kill Jerry the Vent Greasel” bingo goal, it now doesn’t get marked when other greasels are killed
- Crowd Control stuff
- Summoned NPCs face towards or away from the player if they are an enemy or friendly
- Some new effects
- Added new spam datacube messages
- Added more stupid questions
- Fixed the number of Crowd Control effects used shown in the credits
- Coronas now get properly restored after Matrix Mode ends
- Medbot/repairbot hint datacubes are closer on Z axis to the bot (using Z*3, imagine a squished ball)
- Fixed flags not getting cleared when skipping the Intro too quickly (you can’t skip the Intro too quickly anymore)
- Fixed the Intro conversation sometimes not starting
- Removed the trap door under the giant hand in the Intro to fix a Z Fighting graphical glitch
- The Lucky Money freezer door password datacube is no longer allowed in the safe
- The Lucky Money freezer door is now breakable in Speedrun mode
- Fixed carried crates falling out of the world (again)
- Updated WCCC’s OpenAugTree to v1.8
- Fixed randomized robot names
- Gunther and Gilbert have ammo for the possible weapons you can give them
- Fixed a bug with Gunther and Gilbert when using Confix
- Throwing grenades and turning to a wall now only gives you your ammo back if it’s before frame 0.7, which is when it notifies and tells the game to spawn the grenade projectile
- Smoke and gas leaking from barrels will now be moved when the barrel is shuffled
- Enemies in the Hong Kong Helibase robot bays can no longer open/close the doors themselves, and need to wait for the alarms to be set off
- Lowered the alarm panel inside the LaGuardia airfield boat house, which was too high up for enemies to use
- Fixed some teleporters that you could sneak past because they were too small
- The splits overlay is now an Advanced game option and can be used in any mode
- Gave “Trash” and “Not Trash” separate keyboard shortcuts
- EMP disables NPC cloaking
- Bingo/WaltonWare stuff