A Deus Ex Advancement Mod
Gameplay - Audio Design - Bug Patches - Level Design - Graphics

Mod of the Year Awards
Editor's Choice Worldy Award


Project Lead/Design by CyberP.
Additional Programming by dasraiser.
Installer by ggrotz

  • More life-like artificial intelligence, in addition to new enemy types.
  • Higher quality weaponry through attention to detail & polish.
  • Deeper and balanced RPG systems.
  • Further simulated systems.
  • Fixes many bugs.
  • Improved level design.
  • Enhances various visual effects.
  • Improved audio design.
  • Stabilizes Deus Ex's declining difficulty curve.
  • Adds an extra optional difficulty mode for those who seek additional challenge.
  • Many miscellaneous new features such as physics expansions, deeper interaction systems, a new options menu and much more.

For a step by step guide to installing GMDX click here

To learn more about the modifications in GMDX click here

Image RSS Feed Latest Screens
Perk System (Complete) v8 Updated Options Armor Degredation
Blog RSS Feed Report abuse Latest News: GMDX: ALL PERKS REVEALED

13 comments by CyberP on Jun 26th, 2015

The Early Access offer was tongue-in-cheek, yet GMDX is very polished as is and is also somewhat unique in that it is extremely content-packed and design-advancing unlike any other Deus Ex mod that came before, so early access would actually be a treat if you want it.

All perks will be immediately view-able in-game, so no need to fear potential spoilers.



NOTE: The bolded notes below will not be present in-game. They exist as elaboration & design reasoning.

TIER 1 (TRAINED) PERKS:


FOCUSED: PISTOLS

Description: An agent's standing accuracy bonus with pistols is accelerated by 20%.

Requires: Pistols (TRAINED)
Costs: 250 skill points.

NOTE: this just makes the crosshairs tighten faster.

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CLARITY

Description: An agent's vision is not impaired whilst drowning.

Requires: Athletics (TRAINED)
Costs: 75 skill points.

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BIOGENIC

Description: An agent receives additional bioelectrical charge when using biocells (+5).

Requires: Medicine (TRAINED)
Costs: 200 skill points.

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STEADY

Description: An agent's movement is not stunted when exposed to electrical and explosive-based environmental hazards.

Requires: Environmental Training (TRAINED)
Costs: 125 skill points.

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TRAINED PITCHER

Description: An agent can throw grenades harder and further.

Requires: Demolitions (TRAINED)
Costs: 100 skill points.

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AREA OF EFFECT

Description: the blast radius of GEP rockets is increased two-fold.

Requires: Weapons: Heavy (TRAINED)
Costs: 300 skill points.

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SHARP-EYED

Description: An agent can clearly see the traversed flight path of airborne darts and throwing knives.

Requires: Low-Tech (TRAINED)
Costs: 175 skill points.

NOTE: not only is this great for the player's mastery of darts and throwing knives, it also helps with dodging the enemies darts and knives.

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LOW THREAT

Description: Once a visual is lost bots give up tracking an agent and return to default routines 30% faster.

Requires: Stealth (TRAINED)
Costs: 75 skill points.

NOTE: this is a bit boring, and will probably be something else more worthwhile in the final release.

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FOCUSED: RIFLES

Description: An agent's standing accuracy bonus with rifles is accelerated by 20%.

Requires: Rifles (TRAINED)
Costs: 200 skill points.






TIER 2 (ADVANCED) PERKS:


WIRELESS STRENGTH

Description: Multitools gain considerably increased wireless signal strength,enabling an agent to hack security systems at range.

Requires: Electronics (ADVANCED)
Costs: 200 skill points.

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SONIC-TRANSDUCER SENSOR

Description: Nearby proximity mines emit audible feedback to your infolink, revealing their location.

Requires: Demolitions (ADVANCED)
Costs: 125 skill points.

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HUMAN COMBUSTION

Description: An agent modifies flare darts with a napalm combustion tube which ignites upon deep penetration of materials.

Requires: Pistols (ADVANCED)
Costs: 250 skill points.

NOTE: Set people on fire. Flare darts are rather rare in GMDX, however.

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MISFEATURE EXPLOIT

Description: An agent hacks additional restoration from medical and maintenance bots.

Requires: Hacking (ADVANCED)
Costs: 175 skill points.

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TOXICOLOGIST

Description: An agent can instantaneously remove poisonous toxins from the bloodstream by applying a medkit to the torso.

Requires: Medicine (ADVANCED)
Costs: 200 skill points.

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NIMBLE

Description: An agent is silent while mantling.

Requires: Stealth (ADVANCED)
Costs: 150 skill points.

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HARDENED

Description: If the bloodstream is exposed to toxic poisoning an agent's vision is not distorted and internal damage is reduced marginally.

Requires: Environmental Training (ADVANCED)
Costs: 250 skill points.

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PIERCING

Description: An agent is more likely to cause organic targets to flinch in pain when struck by low-tech weaponry.

Requires: Low-Tech (ADVANCED)
Costs: 250 skill points.

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ATHLETE'S DIET

Description: An agent can consume an unlimited amount of consumables.

Requires: Athletics (ADVANCED)
Costs: 250 skill points.

NOTE: GMDX features a simulated eat/drink system, this perk overrides it. GMDX also enables you to interact with and use consumables in the world without having to put them in your inventory beforehand, which combines with this perk exceptionally well.

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THOROUGH

Description: An agent discovers additional heavy weaponry ammunition per pickup.

Requires: Weapons: Heavy (ADVANCED)
Costs: 400 skill points.





TIER 3 (MASTER) PERKS:


CREEPER

Description: An agent's stamina regenerates even when crouch-walking.

Requires: Stealth (MASTER)
Costs: 350 skill points.

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PERFECT STANCE: PISTOLS

Description: An agent handles pistol recoil efficiently (-25%) and sway when looking through a pistol's scope is reduced marginally.

Requires: Pistols (MASTER)
Costs: 300 skill points.

NOTE: recoil systems have been improved considerably in GMDX. This perk is relevant as a result.

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PERFECT STANCE: RIFLES

Description: An agent handles rifle recoil efficiently (-25%) and sway when looking through a rifle's scope is reduced marginally.

Requires: Rifles (MASTER)
Costs: 300 skill points.

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IN BULK

Description: the inventory size of heavy weaponry is reduced considerably.

Requires: Weapons: Heavy (MASTER)
Costs: 500 skill points.

NOTE: finally heavy weapon builds are viable, but take note it is the most costly skill/perk tree and that heavy weapons aren't game-winners alone regardless of the many heavy weapon-related improvements due to enhancements elsewhere such as AI .

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ADRENALINE

Description: An agent does not suffer any stamina drain when striking with low-tech weaponry.

Requires: Low-Tech (MASTER)
Costs: 150 skill points.

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CRACKED

Description: An agent can bypass any hackable security system with a single multitool.

Requires: Electronics (MASTER)
Costs: 200 skill points.

NOTE: you must first level electronics skill to master to level get this. All systems are balanced to a very polished standard in GMDX.

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LOCKSPORT

Description: An agent can pick any mechanical lock with a single lockpick.

Requires: Lockpicking (MASTER)
Costs: 200 skill points.

NOTE: same as above but for lockpicking.

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DEADLY CONTACT

Description: An agent can toggle between contact and timed detonation modes for thrown grenades.

Requires: Demolitions (MASTER)
Costs: 300 skill points.

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NEAT HACK

Description: An agent hacks additional credits per credit chit obtained (+15%)

Requires: Hacking (MASTER)
Costs: 200 skill points.

NOTE: a much-needed additional incentive to level hacking to master level.

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TECH SPECIALIST

Description: An agent modifies tech goggles, implementing short-ranged sonar scanning enabling the user to see potential threats through solid material.

Requires: Environmental Training (MASTER)
Costs: 175 skill points.

NOTE: an inferior alternative to the vision augmentation.

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SPATIAL ECONOMIZER

Description: An agent can carry additional medkits and biocells (+5).

Requires: Medicine (MASTER)
Costs: 350 skill points.

Note: you carry less biocells by default as 30 was far too many. Medkits however remain the same.

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ENDURANCE

Description: An agent's stamina regenerates at a faster rate (+25%)

Requires: Athletics (MASTER)
Costs: 400 skill points.

The Perk System was implemented for a number of reasons. The primary reasons were gameplay depth (build variety, new empowering abilities and replayability) and balance (for example there is greater incentive to level hacking to master now).
The system fits in and complements Deus Ex's skill system (which itself has also been expanded and refined) exceptionally well.


Media RSS Feed Latest Video
Downloads RSS Feed Latest Downloads
C&C:R Laser Rifle

C&C:R Laser Rifle

May 6, 2015 Weapons Model 10 comments

A Laser Rifle ported from C&C: Renegade by Moddb Memeber Xyus.

GMDX 2027Music Add-on

GMDX 2027Music Add-on

Feb 16, 2015 Music 3 comments

Music Addon for GMDX. Adds eight new great tracks originally from the Deus Ex TC "Project 2027". All tracks replace music in specific maps where music...

GMDX v7

GMDX v7

Feb 12, 2015 Full Version 2 comments

Version 7 release of the Deus Ex Advancement Mod designed primarily for Immersive Sim enthusiasts and Deus Ex fans.

GMDX v6.3

GMDX v6.3

Nov 10, 2014 Full Version 4 comments

v6.3 release of the Deus Ex Advancement Mod designed primarily for Immersive Sim enthusiasts and Deus Ex fans.

Post comment Comments  (0 - 10 of 379)
dammets
dammets Jun 27 2015, 4:51pm says:

I've been keeping my eye on this mod for a long time, and I always decide to hold off on playing it in order to wait for an update that adds even more interesting things. With 8.0, I'm finally going to play it, and I am so excited. The work you do here is remarkable and commendable.

+3 votes     reply to comment
CyberP Creator
CyberP Jun 27 2015, 9:32pm replied:

My pleasure.

+3 votes   reply to comment
vardarac
vardarac Jun 29 2015, 6:51am replied:

Cyber, it's been a while since I've done any reviewing of GMDX - I apologize for that and am overjoyed that you've kept at it even after discouraging times. Your work is a product of smarts and perseverance. I hope it brings you the recognition you deserve.

+2 votes     reply to comment
CyberP Creator
CyberP Jun 29 2015, 8:34am replied:

Thank you. You'll love v8.0.

+2 votes   reply to comment
Blade_Sword
Blade_Sword Jun 23 2015, 10:56am says:

I just want to submit a few ideas for augmentations and probably if they can be made into the default stuff that wouldn't cause any harm either.

Aug n°1 (Arm aug)
Electroshock
Can short circuit bots and shock humans, it costs energy only if you hit something, the augmentation adds electric damage to any melee weapon and throwing knives
The default mod only adds damage and after upgrades it adds EMP and shock enemies

Aug n°2 (spy drone modifications)
Plasma attack (which depletes a lot of energy)
Gas detonation (acts like a poison gas tank but knocks enemies it also doesn't render cs gas useless and make them complementary for making enemies staying in the area)

Aug n°3 (Agressive system modification)
I think after playing 2027 I liked the EMP field a lot more
It's just a more useful augmentation even if it doesn't detonate explosives it's just better for combat style gameplay

Aug n°4 (leg, skin)
Sound dampening makes the player silent and noiseless if fully upgraded, can also make silenced weapons entierely silent and reduce sounds from noisy ones (impacts of these however are still noisy

Aug n°5
Holographic projection, throws a projectile that lures he enemy to an aimed point, further upgrades allows to place the hologram futher
Since it's an hologram it needs to be viewed by the enemy we want to attract

Aug n°6
Radar localozation
allows a visual cue regaring enemy noises (probably good if merged with something)

I tried to submit ideas that only require coding and probably some hud stuff, because other ideas are probably to ****** to implement and while I failed to help with my skills by the lack of tools and knowledge
I think these can help diversify the augs ...
Although some ideas came from some mods already ...

+4 votes     reply to comment
Silmarill_SK
Silmarill_SK Jun 27 2015, 5:59am replied:

"Electroshock" sounds like a great idea.

+1 vote     reply to comment
CyberP Creator
CyberP Jun 27 2015, 7:08am replied:

Too overpowered and would make multitools redundant. If it is only effective vs bots & organics (and not cameras, turrets etc) then that sounds very appealing but then we have a major illogical inconsistency...

Similar things can be said of the 2027 EMP field, which was extremely overpowered and ruined all bots and security systems just by walking within close proximity of them. At least it had high energy drain though.

+2 votes   reply to comment
omnitrix152
omnitrix152 Jun 22 2015, 2:07pm says:

Beautiful, good job.

+4 votes     reply to comment
[R]MeskY
[R]MeskY Jun 22 2015, 12:54pm says:

I'm hyped up TO THE MAX.

+4 votes     reply to comment
Guest
Guest Jun 22 2015, 12:51pm says:

This comment is currently awaiting admin approval, join now to view.

CyberP Creator
CyberP Jun 22 2015, 12:55pm replied:

You'll need to log in or give me some kind of contact address (via PM).
Testing will not begin right away, but soon, so you don't need to do that just yet. I'll let you know via a news update when the time comes :)

+3 votes   reply to comment
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CyberP
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Release Date
Released Feb 14, 2013
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Highest Rated (7 agree) 10/10

GMDX is a comprehensive "advancement" modification which aims to improve upon almost every aspect of the Deus Ex experience. Gameplay mechanics have been painstakingly tweaked and revised in order to provide far better balance between skills, augmentations, and expendable items. NPC and enemy AI has been altered to behave more realistically and challenge the player to a far greater degree than ever before. Meanwhile, each level has been retouched and/or expanded with a number of graphical, decorative…

Aug 30 2014, 8:58pm by WildcatPhoenix

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