- 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!