Version 1.022 of the mod Hardcore Revival for Deus Ex Mankind Divided. The mod is for the PC version of the game only. NB: You may need to install the latest patches in order for the mod to work.
The modifications included in the mod Hardcore Revival 1.022 for Deus Ex Mankind Divided :
- Augmentations and upgrades which tend to decrease the game's difficulty now require more praxis kits to be enabled.
- The Health Regeneration is now disabled by default (Praxis kits are necessary to enable this aug, just like the others normal augmentations).
- The radar HUD doesn't display the targets anymore : It now just displays the environment and the objectives.
- The Rebreather augmentation now doesn't consume energy anymore (just like in Human Revolution).
- The TESLA augmentation now can only eliminate 2 targets (and not 4).
- The cloaking augmentation consumes more energy and the player can't stay invisible anymore if he performs a takedown (melee attack).
- The takedowns don't consume energy anymore but now to do them, it is necessary to be very close to the targets (This is done so they can't be spammed).
- The CHAFF upgrades now only delay the grenades for an additional 2.5 seconds (So with this upgrade enabled, grenades and mines will explode after 5 seconds : Just the time, the player needs to get the hell out of the damage zone).
- Focus consumes a lots more energy (as this augmentations really makes the game easier), same for the TITAN aug (But this one consumes just a little bit more energy, making it useful but not overpowered).
- The overheating mechanism is now improved as each upgrade of the experimental augmentations add +50 to the overclocking.
- Now, 2/3 of the energy bar recharges automatically (without biocells), instead of only 1/5.
- The space taken by the items in the inventory and how they stack have been changed so the player can carry more of them (The goal here is that the player doesn't waste too much time at managing the inventory : The mod exists in 2 versions : The normal version where ammos and items are limited and an optional version where the player can basically grab and carry everything he finds).
- The black market merchants now buy the player's weapons and common items at a very low price so it's complicated to accumulate credits rapidely (If you want to buy all the praxis kits sold by Tars, you will have to work hard). Also it makes grabbing common weapons one by one to bring them to the merchants quite useless
- The consumable items grant less health points and less energy : So, the player has to consume more of them (This way, the player can't accumulate too much biocells, painkillers and hypostims). Also, painkillers and hypostim can't give additional health points (Only the drinks can do that now and theses additional health points decrease over time, like normal)
- When the player drinks a beverage, now the blurred vision effects last only 3 seconds (and not 30 seconds like in the vanilla game, which was annoying).
- The base stats of the weapons (and in particular their range, damage and reload time,...) have been changed, as well as the bonus and malus granted to the stats by the scope, silencer and others weapons attachements, in ord to make the weapons more realistic... or to make weapons like the Côte d'Azur Combat Rifle finally useful. Also, when performing a headshot with the stun gun, the noise is now the same as when doing a bodyshot (so enemies who are close will notice).
- The grenades and mines are triggered from a bigger distance (It was necessary to be really close to them, now they behave more like they did in DXHR).
- EMP ammos have been nerfed and now they stun electronics devices for a very short time. So, you have to use a lot of them to stun electronic devices for some secondes : Now better use the Cote d'Azur or an EMP grenade or mine, but they aren't silent.
- The IA is a little better : Now the characters react faster and some actions made by the player make more noise, making them react.
- The XP bonus rewards have been adjusted so the player basically gets around the same amount of xp whatever how he chooses to play (even during social battles : Now you get the same xp, whatever the outcome, the only difference now are the infos you get, so you can say more what you want as you don't loose xp points).
NB : The mod works with the DLC campaigns and with the DLC weapons.
In short, the Hardcore Revival mod makes the game a little more difficult, more balanced, gives more choice when it comes to the dialogues and make the player chose more what augmentations he enables or not as it won't be possible to enable all augmentations during the same campaign.
Some videos which showcase some of the things which were changed (Below are the presentation videos for the old version 1.01 but it gives you a good idea in video about what the mod does :
Augmentations changes : Youtu.be
Weapons changes : Youtu.be
Consumables items changes : Youtu.be
Install instructions :
Simple replace the files indicated in the ReadMe.txt (also the archive contains screenshots of the files to replace. Just don't forget to make a backup of your original files before replacing them with my files (so you can uninstall the mod later if you want to).
Author : Grognougnou.
I like the idea of this mod, but it sounds like all it does is just make the game harder, rather than balancing it across the board. Is damage more equal or anything like that between player and enemy so both go down fast?
I didn't change the damage. In top of making the game harder, it's more a mod which tries to enhance the RPG aspects by making the player choose more :
- What he wants to carry and use,
- What playstyle he wants to use (Since not all Jensen's augmentations can be enabled during a single playthrough, it makes Jensen to be more customized at the end of the game).
Plus, since some augmentations can somehow compensate others and since the augmentations don't cost anymore the same number of praxis kits, it makes the player think more what augmentation he really wants to enable.
For example : The Radar now costs 5 praxis kits, which is a lots. But with only 3 praxis kits, you can enable the eye augmentations which make you see through walls and which can be used to spot where enemies are.
In this example, each one of these 2 augmentations has its advantages and disadvantages, but if you need praxis kits to enable another augmentation which costs a lots (like the cloaking augmentation), then you may go for the eyes augmentations and use it to detect enemies rather than with the radard. And if you don't need extra praxis, you may go for the radar (more practical and costs no energy,...).
Same if the inventory is full, you can enable the disassembler augmentation and use the created replacement parts to create multitools (which now take more places but can still stack infinitely, ect ...
The mod focuses more on things like that.
That said, if what you wanted to know if it was still possible to entirely "cleanse" levels from enemies when the mod is enabled, the answer is yes. You can still do that. It's not that easy but it's still possible.
NB : The version 1.01 adds additional features to the mod :
Weapons characteristics changed, large inventory, shorter blurred vision effect after using some consumable items, ect...
And the version 1.012 fixes a bug in the training optional mission at the TF 29 Headquarters : There wasn't enough spare parts to unkock the training pistol's automatic fire mod.
Thanks for keeping this mod going Grognougnou!
Thanks for updates.
I was wondering if it's possible to add outfits for Adam? Like his famous shirtless augmented outfit when he is talking with Sarif, if not add then maybe replace one of his existing outfits, would be cool.