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We have released update 1.1.2! The following issues and changes are addressed in this update:

Training (Final):

  • Added a medical bot at the end of the course.

Intro Cinematic:

  • Changed the doctor to talk.
  • Removed the military bots and commandos that were from the real level.

Liberty Island (First Visit):

  • Changed a terrorist’s voice to the one matching his conversation.
  • Readded Gunther’s pistol ammo, which makes giving him a pistol more useful.
  • Gave Gunther a crowbar instead of a combat knife.
  • Alex now plays an infolink about the NSF bot if the player didn't disable or destroy it.
  • Fixed rain.

UNATCO HQ (All Versions):

  • Fixed JC facing the wrong way when talking to Manderley.

UNATCO HQ (First Visit):

  • Changed the rusty metal vents to neater ones, matching the other variations of UNATCO HQ.
  • Fixed the dead terrorist’s hand clipping through the surgical bed if using HDTP models.
  • Fixed the goals stating that the break room was on level 2 if you got the goal from Jaime instead of the infolink.
  • Fixed a logic error causing Anna to not tell you to get your stealth pistol from Carter.
  • The NSF bot now appears in the armoury if it wasn't destroyed.

Battery Park (First Visit):

  • Changed the female hostage’s name from “Bum” to “Hostage”.
  • Further improved pathing, including fixing pathing for the male hostage.
  • Fixed a corrupt pathing node causing a terrorist to continuously walk into a wall.
  • Fixed a bad texture on a sign.
  • Fixed the rain again.

Hell’s Kitchen (All Versions):

  • Swapped the “HOTEL” sign that was visible from the subway to reduce confusion.

Hell’s Kitchen (First Visit):

  • Added another infolink trigger if returning from the elevator.

Free Clinic (First Visit):

  • Added junkie.

Hell’s Kitchen (NSF Warehouse):

  • Added another infolink trigger to warn about the snipers on the rooftop if you didn’t take the elevator.
  • Changed a pigeon generator so the pigeons spawn flying, fixes a glitch where pigeons would sometimes spawn in midair and fall to the ground.
  • Disabled a piece of debris that had a bad animation when the generator was destroyed.
  • Removed some scissors that were inside a computer’s keyboard.
  • Fixed a book having glitchy characters in it.

UNATCO HQ (Second Visit):

  • Changed a trooper’s voice from “Man” to “UNATCOTroop”.

Battery Park (Second Visit):

  • Fixed a bad texture on a sign.
  • Added a copy of the control panel from chapter 2 at the subway.

Brooklyn Bridge Station:

  • Texture fixes.

Tunnels near the Brooklyn Bridge Station:

  • Terrorist commander no longer fights.
  • Moved some panels to be attached to the wall instead of floating slightly.
  • Texture fixes.
  • Adjusted the new tunnel so the final exit bugs less often.
  • Increased the length of a pipe in the same tunnel so it doesn't end mid-air.
  • Fixed logic for displaying the water, it was inverted before.

LaGuardia Airfield:

  • Lowered an alarm panel so the AI can use it.

LaGuardia Airfield (Hangar):

  • Added crates and items.

LaGuardia Airfield (747):

  • Fixed a newspaper not using its HDTP texture.
  • Trashcans no longer spawn rats.
  • Doors now spawn metal fragments instead of wood.
  • All doors are breakable.

UNATCO (Third Visit):

  • Slightly extended map.

Hell’s Kitchen (Second Visit):

  • Fixed the door to Osgood and Son's being one unit off.

NSF HQ:

  • Fixed the skyline having glitchy textures.
  • Fixed venting button not being centred.

Battery Park (Final Visit):

  • Added a copy of the control panel from chapter 2 at the subway.

New York Majestic 12 Facility:

  • Changed the end of the level to match the start of the next level.
  • Changed Paul’s body to be able to be picked up and destroyed after Daedalus’ infolink.
  • Fixed Paul spawning infinite blackjacks in Biomod/Shifter.

UNATCO HQ (Final Visit):

  • Alex's computer can now give access to the hand-scanners.
  • Removed JC's login from Alex's computer.

Hong Kong Majestic 12 Helibase:

  • Made Jock play his idle lines.

Wan Chai Market (Market Area):

  • Fixed pathing.
  • Slightly extended map.

Wan Chai Underground Mall & Lucky Money:

  • Texture fixes.
  • Fixed an upside-down knife.
  • Fixed pathing.
  • Moved Max Chen close to his desk so he can be talked to from the other side.
  • Added bodyguards to the bar when Max Chen and Gordon Quick are there.

Tonnochi Road:

  • Switched the graphics for the buttons for the elevator to Jock’s room.

Versalife Advanced R&D (Level 1):

  • Fixed Dr Casswell’s conversation not working.
  • Texture fixes.
  • Upon stealing the ROM encoding all cameras now become hostile.

Versalife:

  • Upon stealing the ROM encoding all cameras now become hostile.

Brooklyn Naval Shipyards (Interior):

  • Added food and decor to the ship’s kitchen.

PRCS Wall Cloud:

  • Fixed pathing.
  • Texture fixes.
  • Added a keypad that allows the player to temporarily change the main corridor’s lighting.

NYC Cemetery:

  • Made the gatekeeper neutral so killing him doesn’t deduct points in Biomod.
  • Commandos now spawn in the graveyard if Shea knows about Dowd (and isn't dead) and now don't spawn if Joe Greene knows (but is dead).

Paris Streets (Near Denfert-Rochereau):

  • Added rockets.

Denfert-Rochereau Metro Station:

  • Bots no longer go into stasis.

La Porte de l’Enfer:

  • Added more food to the storage.

DuClare Chateau:

  • Added clothes to the closets.
  • Added fire extinguishers.
  • Increased the amount of money Beth leaves from 100 to 550.

Cathedral du Paynes:

  • Added more food to the kitchen fridges.
  • Fixed a floating camera.

Metro Station near Cathedral du Paynes:

  • Changed Joseph to not mention Atanwe unless the cathedral has been completed.

Morgan Everett’s Home:

  • Added more food to the kitchen.
  • Fixed the security bot’s pathing.
  • Changed the security bot to not go into stasis.

Vandenberg Air Force Base:

  • Lowered the timeout of the camera by the elevator from 20 to 5.
  • Changed the doors to the barracks to have a metal explosion sound instead of wood one, halved the time it takes for them to open, and made the AI able to open them.
  • Moved a datacube from the comm building to the tunnels.

Tunnels under Vandenberg Air Force Base:

  • Moved a datacube from the comm building to the tunnels.

California Gas Station:

  • Improved pathing.
  • Added more locations for Jock’s infolink to be triggered.

Submarine Base near Pasadena:

  • Increased the spacing on the elevator buttons.
  • Added another copy of the stairwell infolink if going to the main complex via the modules.

Pasadena Ocean Lab:

  • Fixed a door’s texture.
  • Fixed doors being visible behind cameras when opened.
  • Fixed the water in the construction area not acting like water.
  • Texture fixes.
  • Changed Walton Simons to run towards the player instead of standing in front of the door.

Pasadena Ocean Lab (UC Module):

  • Texture fixes.
  • Added medkits in the medical room.

Missile Silo near Pasadena:

  • Fixed an invisible hole that the player could fall through for all eternity.
  • Fixed the rails around Strong being glitched.
  • Texture fixes.
  • Removed an unneeded space in the card players’ conversation.

Area 51 (Surface):

  • The hatch under the elevator now continues moving if the player blocks it.
  • Added a copy of the fan infolink for if you lockpick your way in to it.

Area 51 (Sector 2):

  • Got the alternate infolink from Page at the elevator to work.
  • Centred the buttons on the final elevator.

Area 51 (Sector 3):

  • Fixed floating button geometry for the Aquinas Hub door.
  • Fixed a broken ladder.
  • Texture fixes.
  • Increased the size of some infolink triggers.

Area 51 (Sector 4):

  • Added medkits to the medical room.
  • Added another trigger for the infolink that tells you the code to the blue fusion reactors.
  • Fixed a computer's event not turning off the lasers like it said it does.
  • Fixed the computer stating "lazers" instead of "lasers".

(Ending) A New Dark Age:

  • Fixed an electricity emitter that was stuck in a wall.

Gameplay:

  • Enemies that don’t take damage from gas no longer try to get away from it.
  • Fixed a glitch allowing the player to stay invisible for free.
  • Fixed gas grenades spawning underground if crouching and aiming directly down.
  • Grenades are no longer triggered if the player has radar transparency enabled.
  • Increased the amount of damage that PS20s do to commandos from x2.5 to x3, for “Normal” gameplay mode.
  • Items are no longer damaged by halon gas.
  • Grenades no longer detonate if sprayed by a fire extinguisher.
  • Lowered Walton Simon’s reaction time from 2 to 0.25.
  • MiBs/WiBs play their critical damage sounds at 25%hp.
  • The ancient sword’s range now matches the Dragon's Tooth Sword’s.
  • The assault heartgun is now obtainable in Biomod and Shifter.
  • Holding a body now reduces damage by 10%.

Modifiers:

Added the following modifiers:

  • Armoured Enemies modifier, making all enemies take no damage unless the damage knocks out/kills them in one hit.
  • Aviation Mode modifier, where all enemies can fly.
  • Cloaked Enemies modifier, where all enemies have cloaks enabled (Hint: EMP can disable cloaks).
  • Crazed Turrets modifier, causing turrets to always be on and able to shoot directly down.
  • Explosive Extinguishers modifier, causing all fire extinguishers to explode when destroyed and shoot out their gas if damaged.
  • Hall of Mirrors modifier, turning all humans into copies of JC.
  • Heavy Items modifier, disallowing the stacking of any items (excluding grenades).
  • Loud Weapons modifier, where all weapons are ten times louder to the AI, unless silenced.
  • No Items modifier, where you are not allowed ANY items.
  • One Item Inventory modifier, where you can only hold one item in your inventory at a time.
  • Phantom Bots modifier, making all robots cloaked and silent.
  • Quiet Enemies modifier, where enemies do not speak when they sense you.
  • Suicidal Agents modifier, causing MiBs/WiBs to run into you and explode.
  • Unsatisfactory Hardware modifier, allowing you to only use the pistol and riot prod.
  • Zombie Mode modifier, an extension of “Suicidal Agents”.

Misc:

  • Added a toggle to disable Steam achievements.
  • Added a unique crowbar.
  • Added a new menu to disallow the pickup of certain items (e.g. all combat knives), listed under Settings > Controls > Item Refusal.
  • Added a new menu for stats on the main menu, only available in “Normal” gamemode.
  • Added extended options for HDTP (see below).
  • Added MeteorShower cheat.
  • Added descriptions for the HDTP menu.
  • Added hotkeys to the main menu.
  • Added 11 new achievements.
  • “Decked Out” achievement can no longer be awarded from the mini-crossbow, but can be awarded from the stealth pistol.
  • Biocells now display the correct amount of energy they restored, instead of the max amount of energy they restored, for “Normal” gamemode.
  • Fixed a glitch where an item would remain in limbo if it was equipped and dropped without closing the inventory menu.
  • Fixed a player’s shadow returning if changing levels while cloaked.
  • Fixed the plasma rifle/rail gun becoming silent after map transitions in Biomod/Shifter.
  • Fixed DisplayStats using the “Pepper Shot” stat for “Pistol Shots”.
  • Fixed stats displaying the incorrect amount of darts fired.
  • Fixed stats displaying the incorrect amount of fire extinguisher uses.
  • Fixed a grammatical error in one of the newspapers.
  • Fixed Biomod/Shifter weapons not using their custom icons.
  • Fixed the reload animations for the vanilla pistols and rifles.
  • New Game Plus option can now be changed in Settings > Gameplay Options, allowing the player to restart the game from the start after the credits while retaining all their equipment, skills, and augs. Disables all achievements on the return playthrough.
  • Now displays a message and plays a sound when "The Unavoidable Sacrifice" or "Xenophile" achievements are failed.
  • If the spydrone has one second left until it is rebuilt it will display “1 second” instead of “1 seconds”.
  • Removed "Mission 73" from the Biomod challenges menu.
  • Plasma now displays the fire icon on the HUD like it did pre patch 1.1.1.
  • Slightly increased the size of the third person models for the assault rifle, assault shotgun, and plasma rifle (visibly).
  • When aiming a laser at the skybox, it displays “Out of Range”.
  • JC's HDTP carcass is now as big as the original and no longer floats in the air.
  • FoV option now works automatically when using Direct3D 10 renderer.

HDTP:

Added options for:

  • Greasels, grays, karkians, both types of security bots, military bots.
  • All weapons (excluding the PS20, which doesn’t have a HDTP model).
  • All items (that have HDTP models).

Stats:

Started tracking these new stats:


Stats: Items:


BioCell Energy Restored, Candybar Health Healed, Forty Health Healed, Liquor Health Healed, Medkit Health Healed, Soda Health Healed, Soyfood Health Healed, Wine Health Healed, Cigarette Health Lost, Repair Bot Energy Restored, Medbot Health Healed, Medical Bots Used, Repair Bots Used, Lockpicks Used, Multitools Used, Thermoptic Camo Time, Ballistic Armor Time, HazMatSuit Time, Rebreather Time, Tech Goggles Time, Thermoptic Camo Uses, Ballistic Armor Uses, HazMatSuit Uses, Rebreather Uses, Tech Goggles Uses, Nanokeys Obtained, Time Carrying Bodies.


Stats: Props:


Toilets Flushed, Crates Destroyed, Vending Machine Uses, Water Containers Drained, Cameras Destroyed, Turrets Destroyed, Alarm Panels Destroyed, Cameras Disabled, Turrets Disabled, Alarm Panels Disabled, Control Panels Disabled, Turret Kills, Surfaces Destroyed, Keypads Hacked, Alarms Activated, Lasers Triggered, Computers Hacked, Consoles Hacked, ATMs Hacked, ATM Money Hacked.


Stats: Gameplay:


Damage Taken, Damage Dealt, Blood Leaked, Energy Used, Energy Lost, Skills Upgraded, Skills Mastered, Total Energy Restored, Total Health Restored, Swim Time, Conversation Time, Record Kill Distance, Underwater Enemy Kills, LifeTime Kills, LifeTime KOs, LifeTime Wins, Chapter 1 Completion Time, Chapter 2 Completion Time, Chapter 3 Completion Time, Chapter 4 Completion Time, Chapter 5 Completion Time, Chapter 6 Completion Time, Chapter 8 Completion Time, Chapter 9 Completion Time, Chapter 10 Completion Time, Chapter 11 Completion Time, Chapter 12 Completion Time, Chapter 14 Completion Time, Chapter 15 Completion Time, On Fire Time, Drugged Time, Poisoned Time, Zombies Killed, AI Zombie Kills.


Stats: Augmentations:


Aqualung Time, Ballistic Protection Time, Cloak Time, Combat Strength Time, Aggressive Defensive System Time, Spydrone Time, EMP Shield Time, Environmental Resistance Time, Regeneration Time, Synthetic Heart Time, Light Augmentation Time, Microfibal Muscle Time, Power Recirculator Time, Radar Transparency Time, Energy Shield Time, Speed Enhancement Time, Run Silent Time, Targeting Time, Vision Enhancement Time, Spydrones Created, Explosives Detonated via ADS, Augmentations Installed, Augmentations Upgraded, Augmentations Maxed.

Please note:




As a general reminder, when game content is updated in a patch, it cannot affect locations you have already visited in a saved game. This is because the saved game was created based on the older version of the game, and acts as a snapshot of that older version. Once you load a saved game and travel to a new location in the game world, you will begin to encounter the updated content.


Translators: If you want to translate the HDTP options, item refusal menu, or gameplay stats menus, translate the help text, not the choiceText.


Got a bug you want fixed? Suggestion you want implemented? Post it here: Bugs.dx-revision.com

1.1.1 Patch is Live

1.1.1 Patch is Live

News 12 comments

Contains additional updates, fixes, gameplay changes and modifiers for replayability.

1.1.0.1 Patch is Live

1.1.0.1 Patch is Live

News 4 comments

Minor patch with more achievements and minor map fixes.

1.1 - TEMPORA Patch is Live

1.1 - TEMPORA Patch is Live

News 6 comments

Large update consisting of major changes including extended maps.

1.0.4 Patch is live

1.0.4 Patch is live

News 3 comments

v1.0.4 released, installers updated. Combined patch available. Changelog within.

RSS Files
Deus Ex: Revision Patch 1.1.2 (cumulative)

Deus Ex: Revision Patch 1.1.2 (cumulative)

Patch 12 comments

This is a cumulative patch that includes the previous patches for the mod Deus Ex: Revision. Install this in your Deus Ex directory and the files will...

Deus Ex: Revision

Deus Ex: Revision

Full Version 92 comments

This installer contains all of the files necessary to play Deus Ex: Revision 1.1.1 on your computer. However, it is intended for use with a copy of Deus...

Revision Goodie Bag

Revision Goodie Bag

Wallpapers 8 comments

The Revision Goodie Bag contains some screenshots, wallpapers and ringtones. Happy Holidays from Caustic Creative!

Comments  (0 - 10 of 4,711)
SabineWren
SabineWren

This gets my Vote.

Reply Good karma Bad karma+1 vote
PetrenkaPie
PetrenkaPie

Mine too!

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2mg
2mg

Can anyone help me - I can't get ENB or SweetFX working with Revision.

They work with Dx9 un-modded and modded (ie New Vision) Deus Ex, but not Revision.

I'm using these files/dll:
Sfx.thelazy.net
Enbdev.com

I figured that some Revision Dx9 config settings are interfering with shaders - ENB works only bloom, and SweetFX won't load at all.

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ʟogan
ʟogan

I'm not sure about ENB, but I know you can load SweetFX presets into Revision through ReShade Reshade.me

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2mg
2mg

ENB/SweetFX don't play along with D3D9 config provided with revision:

"UseAA" breaks SweetFX.
"UseFragmentProgram" breaks ENB bumpmaps.

This uses some advanced Dx9 renderer that works:
Moddb.com

You can chain ENB and SweetFX in enbseries.ini:
- extract SweetFX
- rename D3D9.dll into SWEETFXd3d9.dll
- extract ENB series (preset+dll)
- edit ENB ini settings:
[PROXY]
EnableProxyLibrary=true (or 1). InitProxyFuncti (or 1).

ProxyLibrary=SWEETFXd3d9.dll
- launch the game (DX9), hotkey for ENB is Shift+F12, and ScrollLock for SweetFX
- turn off UseAA if SweetFX doesn't work with preferences or in config and try SweetFX SMAA/FXAA

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RomnyHasagawa
RomnyHasagawa

I /really/ have to ask this question:

Why did you guys choose to not to remix/revise the Area 51 Combat music(not inside the bunker, but the outside version often titled "Raging Battle") for Revision and instead opted for an entirely different track? (It also sucks that you guys didn't at least opt to remix said track for the Walton Simons combat track you guys released for the 1 year anniversary.)

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ʟogan
ʟogan

I started on a remix of it but got sick around that time :P John beat me to the punch so his version is the one you hear in game. I only got a few bars done, it sounds kind of goofy Dl.dropboxusercontent.com

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RomnyHasagawa
RomnyHasagawa

I'm not even kidding, it'd have been nice to hear that than an entirely different track. Would love to hear a finished concept/version(more than a few bars of course) someday.

Would have loved to have had it for the Walton Simon's fight in Area 51!

--
Believe it or not, a remix of this track in particular does not exist on any facet or engine I've attempted to search for it on. You could legitimately be the first to do it, should you choose to finish this track for posterity's sake. <3

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fleet84
fleet84

i just finished revision. i never actually finished the original though, i just got to a point and gave up. best story ever for a game, i chose the merge ending :P

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rolatis
rolatis

Really awesome that unifiedDeusEx icons work with Revision.

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113 votes submitted.

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Highest Rated (30 agree) 10/10

If you have a little know-how (basically just fumbling around with files), this mod is easy to install without Steam. If you have no know-how, this mod is easy to install without Steam using Kentie's Deus Exe. All in all, it's easy to install. It delivers on its premise - it remixes all of the Deus Ex levels in a believable way. It raises the graphic fidelity of the mod, thanks to smart design, New Vision and HDTP. It's basically Deus Ex: Master Quest. It's a fantastic mod that doesn't temper with…

Oct 13 2015 by Maiden_China

Lowest Rated (22 agree) 1/10

nice move ****, hope ur mod dies brutally and forgotten tomorrow

imagine ppl, what if this becomes a trend in all mods? u will have to pay for the game on steam just to get a mod

open your eyes and leave this piece of ***



>lie
>dodge
>steam
>square enix
>shit

Oct 13 2015 by Manox93

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