Vanilla? Madder AKA VMD or VMD Sim is a Deus Ex vanilla conversion focused heavily on RPG and roleplay elements, immersive sim gameplay, modernization/QOL, and more. Skill trees, hunger/stress/smell systems, in depth character customization, status effects from foods, and so much more are included. It also boasts the ability to run with almost any mod, and, in the future, will be able to be used as a near-universal starting point for any total conversion. Note: While not beta or demo, the project is in phase 1 of development. The project will reach its ultimate form at phase 4. Even at this relatively early point in its life, it is ready for quite a few hours of gameplay and boasts many fun features. Arguably, it is very much worth at least one try. Or not. You're allowed to dislike it, too.
Finally released. I'm gonna dump the full details in the main post. To summarize: Now features custom difficulty, appearance presets, enhanced difficulty and 2 new difficulty options (including Condemned, an Iron Man run from hell), a crafting system, 2 drone sidekicks you can party up with, bug fixes out the whazoo, and the all new skill map. Now includes a player guide PDF for those wanting to know what's going on specifically
Alright, gang we're here. Make sure to check out the PDF player guide for all you need to know about this. I hope you all enjoy.
This got postponed a lot due to perfectionism...Here's some notes. Some of these exist between closed testing versions, but here's my (Flawed) changes regardless. Some of these are obviously humorized versions for use on the discord where development news is posted in real time.
v1.67:
Fixed relative range calculations not actually being ran
Added tranquilizer ammo to sniper rifle
-At less than 20 feet, its damage type is that of a standard gunshot
-Deals half damage at all times, due to its DOT effect
-Suffers a 22.5% accuracy debuff. 7.5% with rifle ammos talent, making nonlethal users have more reason to pick up the talent.
-While its noise radius in unchanged, when unsilenced it emits 25% less raw volume, making it slightly harder to identify by enemies as a gunshot. This is indicated by its signature "hiss" that accents its gunshot noise
Fatness is now stored during travel and after picking up or dropping bodies
Some variables that previously did not travel on in hand carcasses now do
Having your torso submerged in water will now negate all smells being generated for its duration, regardless of blood or food presence before or after
Changed text color slightly in MenuUISkillInfoWindow
Added "units" on the end of "vital coverage"'s description
Fixed cigarettes mass value, as 2 lbs for a single pack is not very accurate
Added descriptions of exact damage and speed modifiers that combat strength enacts, instead of describing "effectiveness"
doors that cannot be lockpicked no longer display a bar as if they had a resistance left to being picked
Manderley in hotel carone will no longer react to terrorist threats or combat in general, creating a problematic "search" loop that would seldom end
Datacubes are always automatically identified in the dark, due to their signature glow
Pickpocketing ammo will now always leave 1 mag of ammo in the weapon on the NPC in question
Light switches are always automatically identified in the dark, due to their signature glow
The sniper rifle now has a 2 setting zoom on its scope. Pressing scope once will turn on the scope at ~16 FOV. Pressing scope again will set it to ~8. Pressing one final time will zoom out with the scope and turn it off. Previous FOV was only 10
Explosions and armor piercing rounds now wear down ballistic armor twice as fast when worn by a player, relative to damage taken. This will be relevant for counter play to ballistic armor later
Dogs may now only use their jump attack once per 4 seconds, to encourage variety
NPCs will now use grenades and other explosive weapons less at less than 16 feet in range
NPCs are now less shy about using tasers on a player, recognizing the unique status effect they can give players, which gives a decent advantage
When your legs are broken, you can no longer receive a bonus to scope sway and accuracy from crouching
Brute Force description now describes that it is relative to low tech skill level, not an unnamed skill level
Bumping into hostile NPCs that are in a seeking state will make them engage in combat with the player. Bumping into hostile NPCs outside a seeking state will make them begin seeking.
Sandra renton is no longer afraid of dead bodies in 04_hotel, as this caused some issues with conversation placement.
Gilbert renton is no longer afraid of dead bodies or combat-esque things in 04_hotel, on a similar note
Grenade throws into walls are no longer canceled, as DXT already makes sure they don't cost ammo, and this could maybe result in duplicating grenades in theoretical scenarios
Updated dog jump delete method (when not desired based on game settings) to be done a little cleaner, and with more time for initialization to catch up. While not proven to be useful, this is done for the sake of caution.
Medical and repair bots will give a unique message when the player attempts to frob them after they're been disabled by EMP
Turrets shooting enemies can no longer give headshot feedback
NPCs no longer reload weapons at the start of fights for no reason
OpenSesame can now open non-deus ex movers, such as some elevators or weird barriers
Drawing the nanosword will now produce noise NPCs can hear, given its distinct sound
Installed framework for camera tweaks from pumping weapons, changing firing modes, zooming in/out on scopes, and playing any kind of animation
Installed dynamic recoil with semi randomized indices, producing "patterns"
Added recoil decay over time, so recoil starts off strong and then tapers off
Made recoil have both X and Y axes as potential factors
Installed default recoil behavior that imitates vanilla's overall recoil balance as stock, so modded weapons behave approximately normal
Installed scope jump behavior so zooming in and out slightly alters aim, making quick scoping less viable
Installed toggle tilts for changing fire modes tweaking camera position for flavor, but in small, meaningless ways
Added view-tilting recoil (but not aim bloom) to mini crossbow, flamethrower, and PS20
added recoil patterns to the pistol, stealth pistol, mini crossbow, ps20, assault gun, assault shotgun, sawed off shotgun, sniper rifle, plasma rifle, gep gun, and law
Added screen tilt to peppergun and flamethrower firing, so they sway the view slightly as they fire, in tandem with their swing.
Added full set of tilt sequences to assault gun
Added full set of tilt sequences to pistol
Added a full set of tilt sequences to sawed off shotgun
Added a full set of tilt sequences to the sniper rifle
Modified scope jump to always be a static base number of adjustment, as to not make the sniper rifle too high of a skill floor to operate smoothly.
However, scope jump now also scales with current accuracy. More focused aim reduces the amount of scope jump when zooming in or out. Effectively, this also reduces the amount of scope jump experience on a rifle that is modded to be more accurate or the user has a higher amount of skill with.
Added full set of tilt sequences to stealth pistol
Added full set of tilt sequences to assault shotgun
Added experimental recoil for the minicrossbow that pushes slightly down
Added a full set of tilt sequences for the mini crossbow
Made mini crossbow recoil degrade faster, as half the animation is rebound
Made recoil magnitude static, so recoil patterns are the only influence on where a weapon is pointed after taking a shot. Recoil was already randomized every frame, so the net result is very similar, but this means it also runs slightly lighter on the CPU (which I'm sure tilt sequences contradict anyways, but hey)
Removed 50% ammo reduction on firing the assault gun on semi, as this was far too generous in regard to aim bloom, letting it still build while firing at max ROF
Added a full set of tilt sequences to the ps20
Added a full set of tilt sequences to the pepper gun
Added a full set of tilt sequences for the LAW
Added a full set of tilt sequences for the GEP gun and flamethrower
Added a full set of tilt sequences for the plasma rifle
Created new change firing mode exec command. It defaults to hotkey "P", next to toggle scope and toggle laser
Removed hacky code that changed firing mode when using a laser or scope on a gun that could not have laser or scope, respectively
Slightly optimized tilt sequence code by reverting to a name switch/case instead of a capitalized string switch/case
Having weapon tilts effects (not to be confused with bump effects) can now be toggled in the options menu
Sniper rifle base accuracy modified from 75% to 77.5%, to offset its higher skill floor and recent shake-up with a fixed relative range effect
Replaced silencer mod in 14_OceanLab_Silo with a reload mod, due to its blatant copy/paste nature with Vandenberg_Gas
Fixed mismatch in dog jump behavior, finally fixing dog jump's status on non-gallows difficulty
Changed method of checking for dog jump to be somewhat delayed, as to make sure initializing inventory is completed before trying to delete the item, further solving issues with dog jump
Overhauled how jump cooldown on dogs works, as to forcibly limit jumps to once per 7.5 seconds
Modified dog weapon behavior to swap weapons after landing, so they can keep their bites out for bump damage mid-jump, but will swap back to bite once the jump is over, provided the cooldown is still active
Added tilt sequences to the prod
Updated tilt sequences to be able to account for fractions of a single radian unit, increasing accuracy for mild tilt sequences
Added tilt sequences for the LAM weapon, being very careful to balance things with the new fractional radians so that the place where the grenade is emitted is the same place where you originally had your aim pointed when you pushed left mouse. Additionally, no tilt is being used for the place animation, as it would be imbalanced by nature, and mess up precise placement of mines.
Added a complete set of tilt sequences for the gas grenade
Added a complete set of tilt sequences to the emp and nanovirus grenades
Added tilt sequences for the combat knife. As always, the balance for all attacks has been weighted such that the sum difference of all coordinates is 0 by the time the attack is fired, as to not disrupt aim
Added tilt sequences to baton, crowbar, sword, and nanosword. As stated prior, all thrown and melee weapons offset their attacks to not disrupt aim. Restating this for posterity about ones I didn't prior.
Added tilt sequences to shurikens. However, a concerted effort was made to keep their strength low on the attack animations, and to make sure the sum total of one attack animation sequence keeps the camera at the same spot by the time it finishes. This allows for tilts to not disrupt aim mid-usage, save for only an inch or so, but consistently the same spot it disrupts to, even then
Set default blood smell level to -1 in VMDBufferPlayer, letting it travel between maps with full reliability, as per the noted bug with travel ints and travel floats with default values of 0.
Instead of dealing damage to the player directly, having energy during the killswitch segment of the game will still rapidly drain it, but instead convert it to killswitch progress. For every 1 point of damage the player would have taken prior, 2 seconds of time is added to the killswitch instead. Bear in mind that it takes 5760 seconds for the killswitch to reach fatal levels. Fully charging your energy would add nearly 200 seconds to the timer. This change, much like many changes to otherwise crude systems introduced in alpha, smooths things out and makes the experience more urbane. Similarly, players may now more freely use augs during the killswitch segment, given the fact it won't immediately kill them, allowing for more nonlinearity in how the segment is played out with regard to augmentation usage.
Fixed craving message being given twice on travels where you craving wasn't cured and the mission number has incremented once
Patched alliances to be more accurate for LDDP versalife employee
Fixed starting health values not displaying on targeting properly. For instance, MJ112 troops.
NOTE: Change log became corrupt and incomplete after this point. Oops.
Major systems:
-New skill talents screen
-New skill talents
-New crafting screen
-New items (toolbox, chemicals, chemistry set, scrap metal, ritegel medigel, combat stims, grenade housing)
-New options (dynamic player camera, crafting on/off, crafting instant yes/no, tilt sequences on/off)
-More subtle feature expansion/QOL stuff. Fuck me.
v1.68:
Fixed medbot crafting button crashing game in some cases
Fixed stupid checkbox bullshit because inventory window has an IQ it can count on one hand. Hand holding ensues.
Fixed WP rockets not being able to be broken down
Rebalanced cost tables for crafting, giving more back for complex products
added cigarettes to breakdown list for 50 base chemical breakdown, which is horrible... But it's free chems
Chemicals and scrap no longer require 1 free inventory space to pick up from item form
Added an indicator of how much of any item you own in the inventory display for crafting stuff
Item discovery sound only plays if you have at least 1 rank in the skill you are discovering a recipe for. Text log is kept for transparency sake
Added ability for taser and spider bot electricity to potentially fry grenades. Good luck using a prod on a LAM last second, though
Fixed 1 pixel texture error on chemistry/toolbox crafting windows' icons for required items
Added refund label to indicate amount given on breakdown for chemistry/toolbox windows
Added quantity label under names of items in chemistry/toolbox window to show how many of items in the list you own
Fixed crafting/breakdown of shotgun shells being based on 12 instead of 8, their updated counts
Made crafting status properly travel between maps
Fixed melee animations on the player 3rd person playing at 20x speed. Hory shet
Fixed improper scope/binocular texture on import
Added WASD/Arrow key controls to skills screen to scroll manually around the map
v1.69:
Item tiles now update when using instant crafting or robots, to update current counts of stuff remaining
Breaking down or crafting multiple items in sequence, using a chemistry set or toolkit, will take more time, equal to a multiplier of the square root of quantity done.
So, 1, 2, 3, 4, and 5 items becomes 1, 1.414, 1.732, 2, 2.23
Removed DIY from tactical gear tree, due to it being overkill for sources of crafting components. Instead, because Mayhem will soon be adding gear to enemies, it's been replaced by "Gentle Touch", which is advanced level, with no prior talents required. Gentle Touch is now required to loot charged pickups from enemies. This pick is substantial in terms of impact.
Made scrap and chemicals always displayed on toolbox/chemistryset windows, for reference
Made scrap quantities dropped from crates being 15 * 1-4, instead of 30 * 1-4, due to the extreme frequency with which scrap drops on gallows
Rewrote max grenade tweak code to be nicer to DX Rando
Improved theoretical stability of Map Fixer and Autosave actors
Made robots incapable of reacting to physical bumps as a form of presence, because they do not have a nervous system
Updated toolbox desc to not be jumbled
Fixed 1 whole known instance of HVAP 3006 rounds still spawning instead of Tranq rounds, due to them being swapped in-world and not from an item crate
Made EMP actually nuke pickups on non-robot pawns. Oh my god. How did I never test this?
Made tear gas and halon gas filtered by wearing a hazmat suit. IE, hazmat users will have no reaction to being gassed. An effect will be presented instead.
Made medical bots, repair bots, and computer lockout/hack timers ran in the player instead of the individual. This both stops the timers not ticking when off-screen, AND stops the exploit of pausing the game
Medbots, repair bots, and computers only update 1x per second for every conceivable player class, thus optimizing the logic somewhat for their ticking
Medbots, repair bots, and computers reset their cooldowns and timer effects when you start leaving a map. No more coming back to tong's to wait for 30 seconds for a medbot, when you've been gone for 20 minutes already
Made commandos no longer have a sense of smell
Charged pickups are always destroyed if a corpse is gibbed. They are too delicate
Made GEP gun capable of having a laser, since it can help offset scope
Added ability to disable control panels with megahertz, since they are security related most often, and would probably not like being EMPd
Updated description of Megahertz to suck less
Fixed turrets and cameras not disabling in a clean way when hit with megahertz
fixed blue lasers being unaffected by megahertz, unlike their red counterparts. Oops.
Fixed damage wraparound in a very narrow sweet spot (namely, nightmare pistol. Weird) inducing damage overload that could prove lethal in one shot, despite damage gate
Added 0.5% tolerance to brute force/soft spot, to compensate for possible unevenness in lockpicking as a primer
Lowered max biocells to 15, instead of 20. Also, stopped lingering code that accidentally still gave them 5 extra units with wraparound. oops
Fixed corpses giving 100% damage reduction instead of like 50-35%
Extended prod max range by 16 units because it is comically inconsistent
Added mayhem system in initial phase. It uses logical routines to reinforce and beef up opposition if you get too spicy with kill count. Minimize force used for the least amount of pushback.
v1.70:
Lowered the cost impact of crafting being enabled. Medical costs have been reduced by two-thirds. Mechanical costs have been reduced by half, since mechanical crafting offers quite a few more possibilities.
Fixed A51 "monkey man" mechanic getting froggy about you shooting grays. He doesn't like them that much
Fixed mercedes having 1 bookoo buck instead of 100
Fixed bad reactions for several dudes around Vandenberg Command
Added "unlimited" label for when medical and repair bots have no limit to recharge/healing
Upgraded skill map hover tip max length from 600 to 720, for use in some edge cases.
Added options menu setting for dynamic camera. Supposedly, this can cause motion sickness in rare cases, so it's important to have this configurable.
Healing wraparound now works during killswitch's reduced health. Oof.
Added theoretical fix for mayhem variables, theoretically, not always playing nice on travel
Changed starting scrap/chemicals to 100, instead of 50, because 50 is deadass useless as a denomination
Fixed a datacube falling out of world in 05_MJ12 lab
Fixed grenades dropping busted amount of ammo in MJ12 lab
Removed the ability to step on or shoot the invisible, micro cleaner bots in 22_OtemachiKu of Redsun2020, which might be a source of rare softlocks
Added cooldown icon with bar for fall and tactical roll
Fixed cur scrap display on breakdown-only recipes not using label text. oops
Added a hacky and bullshity (albeit unavoidable) fix for NPCs hitting themselves with their own HEAT rounds and the necessary game crash thereafter. Scripted pawns doing damage to themselves, unless done with a projectile, time delayed intermediary, always causes crashes. I've had experience with this before
Fixed killswitch running during convos. Good thing I double checked
Added prospective fix for walk cycle glitch on sec bot 2 nanovirus reboot
Fixed nightmare and gallows advanced limb damage only dropping in-hand weapon if you were left handed, regardless of which hand it was
Fixed excessively long item names (only known example being EMP grenade) causing text row breakage in chemistry set/toolbox windows
Lowered price of crafting gas grenades and EMP grenades by 3/7ths. This is due to the fact that they already have built in cost for grenade housing and their component filling. This should maybe make grenades actually worth it
Increased the screen movement of assault gun's recoil, as it was almost recoilless at base
Rebalanced infamy enemy gear loadouts. LAWs are no longer given instead of GEPs in 1 of 4 GEP cases. All high tier weapons are weighted to a weight of 3/20 instead of 4/20. assault rifle and shotguns raised to 5/20 chance each. Hazmat suit is now a low level pickup, which are added in addition to high level pickup giving on high infamy levels. As such, enemies can no longer spawn with both ballistic and hazmat. However, EMP grenades, LAMs, and LAWs are now given as high level equipment
Added a fake enviro skill level var to enemies. This determines what skill level they mimic when wearing ballistic armor or hazmat suits.
Level distribution:
-HumanCivilians: Untrained
-HumanThugs: Trained
-Terries: Trained
-Other HumanMilitary: Advanced
-MJ12 Commando/MIB/WIB: Master
If nothing else, this should prove extremely interesting. Bear in mind, sabot slugs and explosives are only reduced half as much vs ballistic armor, and bypass body armor/helmet effects.
Damage reductions vs bullets for ballistic vests total as follows:
-Untrained: (1.0 + 1.0) / 2 = 1.0 * 0.5 = 50% reduction
-Trained (1.0 + 0.75) / 2 = 0.875 * 0.5 = 56.25% reduction.
-Advanced(1.0 + 0.5) / 2 = 0.75 * 0.5 = 62.5% reduction.
-Master (1.0 + 0.25) / 2 = 0.625 * 0.5 = 68.75% reduction
while these changes seem minor, AI previously defaults to an untrained level. To determine a difference in lifespan, it's important to check new values against old values. For instance, at 62.5% reduction for an MJ12 troop vs 50%, is 0.5 / 0.375 = 1.33, or 33% longer survival rate. For a commando, however, this stacks up to 0.5 / 0.3225 = 1.55, or 55% longer survival rate. These changes compound to make some mean, mean sons of bitches when given protective gear. As always, though, the gear has variable protection against various types of damage, and has limited lifespan before it's worn out.
Updated desc of fasten up to list the fact that it reduces EMP's zap effect vs wearables by 50%, a fact even I had forgotten about
Updated tactical gear to use their relevant skill when soaking damage. This should've always been the case
Fixed ballistic armor and hazmat causing skill based reduction for NPCs regardless of damage type taken. This was due to some bad logic.
v1.71:
Added fire and poison "status effects" to let you know how long you're going to be miserable
Fixed a typo in deep, steady
Fixed log errors from toolbox/chemistry set windows
Fixed bad blood smell threshold on travel, for message giving sake
Fixed indoor stress check being inverted
Fixed max inebriation not completely nerfing stress gain
Added the mother fucker status screen, ihr schwanzlutscher
Made sniper rifle users added by infamy system no longer inaccurate as hell
Fixed crafting crashing on travel
v1.72:
Defaulted status effects being preferred to true, for new user friendliness, and because the alternative is minimally useful
Changed plural of ticks to tick(s) for fire and poison status descs
Camera kicks are no longer given if you're reading something, or might be very soon
Lasers can no longer trigger on flies and rats, and other insignificant pawns
Fixed crash from activating augmentationupgradecannister with the "use" button in inventory screen
Made medical bot always read out statuses instead of part info, because that is cool to do
Made health screens update status info once you take actions like healing
Fixed bad line crop rate for Deep, Steady
Removed ability to type in preset selection menu's preset display... Because it doesn't do anything
Made mayhem now rooted in the player's seed, so results should randomize consistently upon level load
Made travel variables actually travel lmao for crafting aura
Fixed fake buff auras not tracking player between maps, causing null bars
Fixed roll cooldown aura being busted.
Fixed poison timer aura being busted.
Fixed fire timer aura being busted.
Made auras for fire, poison, and roll cooldown create after travel if they weren't present for some reason, and the effect is active
Made everyone in UNATCO HQ in M01 not fear or hate you for being covered in blood. All other times, your blood washes off in chopper rides.
...Made player seed actually a travel variable. You know, that variable that is essential to making some elements of each experience random, yet predictable
Prospective fix for dudes being cloned into occupied seats, as well as said dudes not having proper alliances
The first letter of the wonderful, run on sentence describing all your stress factors is now capitalized
Fixed lowering weapon not resetting zoom in count. WARNING: Save games where a weapon is being lowered might be unstable now
in non-vanilla campaigns (silly), 2/5 times an assault gun would be given at high mayhem, instead a standard pistol with HEAT rounds is given
in non-vanilla campaigns (silly), 1/2 of the time a plasma rifle is given at high mayhem, the mythical nanoplague plasma is given instead. Have fun.
Fixed excess right arm damage healing torso, instead of damaging it
Buffed drop rate of nanoplague plasma packets from nano molds. Previous rate allowed a net gain of 10%. Accounting for more human error, and leaning on the side of fun, profits can now occur at a rate of up to 60%. Math is fucked like that.
Fixed depleted repair bots not bringing up crafting screen like medical bots would
Fixed repair bots also not giving a crafting screen when killswitch is active
Fixed grenade launcher on travel glitching bullshit out
Hunger damage now starts at 1 whole point once you're starving, but increases over time. One more point for every minute. IE, JC can be starving for almost 2 hours before he'll get one shotted by hunger... But it's best not to take any if you can help it
Hunger no longer makes you drop carried decorations or send external distress
After eating food, your hunger can no longer exceed 110% of its starvation point after having eaten. You can still be in food debt, but not super deep
Added a unique starving status message, and updated more tenses of status messages to use (s) when the number can be singular
Tiles whose workspace or skill requirements aren't met in crafting lists are faded out, instead of highlighted
Additionally, requirements that are not met during crafting are faded out, instead of highlighted
Attempting to use a chemistry set or toolbox without any recipes lets you know you don't own any recipes
Activating food (say, wine) on the ground that would have a craft/breakdown recipe now adds it to your list of recipes
Attempts to frob chemicals or scrap you don't have room for now gives you a message about being full
Lowered pepper ammo, medkits, and poison darts to trained level required instead of advanced, to throw trained crafting a bone
Lowered grenade housing to trained level instead of advanced, since taking advance in both medicine AND hardware to make teargas grenades from scratch is absolutely brutal
Pushing "show health info" with no part selected now clears the info window's text, for sanity sake
Added hotkeys to crafting window
Changed mayhem owed to have a floor of -35, instead of a dorky -0. This allows for some forgiveness on top of difficulty... Like would be sane
Set owed mayhem factor to be capped at 175 (max level + 50), as opposed to the -50 floor (min level - 50). Previously this was not capped
Fixed mayhem being lost message in status screen using a float instead of an int. Arg.
Finally added a universal fix for credits being 1 instead of 100 or etc for characters. This is actually piggybacking on the improved artificial item injection system being used for pawns. Thanks, infamy system
Fixed utter jank and hell caused by chateau duclare brick wall
Fixed corpse random ammo drops not scaling 1 ammo down on nightmare+, unlike gibbed items, apparently. Huh.
Using medkits underwater now halves the effectiveness of using them. This can stack with the half healing level penalty of having no arms with advanced limb damage
Weapons dropped from advanced limb damage now turn off lasers and scopes if they were active while in hand last
Instead of also giving 10mm ammo 50% more material penetration, Deadeye's additional bonus has been changed to an additional 35% effective accurate range, multiplicative, increasing projectile speed, bullet/projectile range until drop occurs, and decreasing damage falloff at distance
Fixed dislodge being able to duplicate ammo from stuck projectiles
Added desc to hazmat/ballistic for protection factor given at base. To be built upon later.
Regen now heals at appropriate times during killswitch. How often would this be relevant? Not often, but hey, here we are
repair bot and medical bot in 04_NSF_HQ now are limited uses, since the map falsely turns up as a positive for "hub area"
Medical bots now clear poison and drug effect from the player during healing
Using a combat stim now clears drug visual effects (be it alcohol, poison, or even zyme) every second for the first two-thirds of its duration. It now pairs very well with zyme, except for the part where the zyme will make you take double crash damage from the stim
Added clarity desc to combat stim descs in status and inventory
Mayhem dudes will now always keep weapons drawn for rifles and heavy weapons, since that tends to be the trend in vanilla
Lowered cost of medigel by another 50 chemicals base, down to 150, in preparation for use with MEGH
Increased turret ammo to 300 instead of 200
Zyme now continues to apply its visual drug effect for its entire duration, but will not do so if combat stim's clarity is still active
Pharmacist now halves the lifespan of zyme in your system, identifying it as a poison
Doing a combat stim while combat stim is already active deals 2x its base crash damage... But it does reset the duration to 25 seconds again
All items found on a corpse will auto-discover, including weapons' ammos, when searching a dead body
Added pickup model for combat stim
Added pickup model for medigel
Made icons for medigel and ritegel syringes
Fixed chemistry set not being able to be activated in-world, if on the ground
Made medigel and combat stim able to be fast activated in world but pushing left mouse on them with an empty hand
v1.73:
-Fixed frobbing frobbable, hidden deus ex movers not given full info
-Solved POV corpses with inventory on them shoving their inventory into the player for some unknown reason... I did this by deleting inventory on pretravel for POV corpses. It wasn't super important, anyways
-Added "depleted" instead of "0 left" for repair bot and medical bot frob display name, for neatness sake
-Unlike ion storm, apparently, the maximum lines the inventory, health, and augs screen can have for text is 1... Which is... All that it can hold. So basically, stopped text overflow
-Fixed personascreenhealth log message being offset wrong
-Cleaned up icons for chemistry set and toolbox
-Created 3rd person model tweaks for the toolbox, chemistry set, and syringes
-Set up some basic variables and some to-be-used functionality for AI using medkits
-AI will now pop medkits when their health drops below 50%, or below their minimum health (retreat value). They will wait half a second before doing so, to stop blocking of instant or near-instant kills
-Added damage gate to scripted pawns, exclusive to nightmare and gallows. When taking a single hit of damage from max health, and this damage did not exceed the gate break threshold (50 points of overkill on nightmare, 100 on gallows, for when you utterly destroy someone) if they have a value of health they will retreat at, they will be set to that value, -1 more HP, instead of dying. This damage gate is instantly negated if the hit was rendered to the back of the head, or if they were not aware they were in combat. The damage gate lasts 1 frame of the game, and hence, poisons, fire, explosives, or any old followup hit will likely render them incredibly dead
-With low levels of mayhem, instead of medkits being given vs adaptive armor below mission 10, nothing is given below mission 10
-"medium equipment" is now doled out above levels of 50 mayhem. One third of the time, this will be a medkit, as an experiment for medkit usage on pawns
-Fixed giving a pickup item from the player to an AI that they already had a copy of setting the player's remaining stack to be at 0,0 in their inventory afterwards
-Fixed rotating an item then closing the inventory making items get crammed into each other in an exploitable way
-Added overdose status effect info to health screen
-Fixed main menu in-game for Nihilum and hypothetical TCP not displaying gallows save gate status
-Assault 17 in nihilum no longer lets you change firing mode (even briefly) while scoped in
-Assault 17 in nihilum now lets you cycle between semi and auto when firing from the hip, allowing more freedom
-Fixed invincible clones being made with some nihilum NPCs who default to being invincible, but are not invincible, puzzlingly
-Enemies with no sit animation will not be assigned sitting state anymore
-Non-deus ex items will not be swapped on nightmare/gallows anymore, since it might softlock zodiac gameplay
-Fixed 1 mayhem kill flagging all enemies in the level as being mayhem worthy. Arg.
-Fixed a typo in "your flooded weapon fails to fire"
-Fixed inconsistent case when picking up items
-Added abbreviated and abruptly cut off-sounding death SFX for when players or NPCs are gibbed
-Fixed bad label on VMD options menu saying "Transcended settings"
-Fixed JoJo being displayed as "Jo Jo" in char skin selection menu. This happened because JoJo is capitalized twice inside 1 word, which confused the routines, and hell, even confuses me
-Made duck and jump behavior consistent.
-Without fit as a fiddle: Toggle crouch will no longer engage a duck mid-air, but will engage the moment you touch the ground. This gives no advantage over hold duck
-With fit as a fiddle: Toggle crouch can be engaged at any point in a jump with either toggle or hold crouch, and will give a proper boost either way (this is already what happened prior lol)
-Pawns that are allies by default, but are enraged by jackassery, will now continue to build aggro if attacked in this state while fighting the player themselves, instead of ignoring it because of being in combat. This was a bit of an oopsie related to friendly fire forgiveness
-Basic hit indicator is now given for melee attacks again, because headshots show up anyways and it's useful info
-Difficulty tips are now given when selecting a difficulty, including a confirmation prompt
-A tip is now given when entering the difficulty screen (because it's the first new game screen) telling you to check out the VMD player guide on youtube or moddb. If you've completed the new game process once before, it will not pester you with this.
-Fixed bad hit indicator initialization which caused issues with people whose default crosshair was set to not show
-Added discovery for MEGH drone when talent is purchased
-Made MEGH drone cost scale with drone armor talent, as intended
-Added keybind in options menu for "Issue Drone Order"
-Defaulted IssueDroneOrder to "O", next to "P" for change firing mode
-Made tear gas capable of extending militant cower duration
-Made robots incapable of taking stomp damage, except from other robots
-Made paul and MEGH always buddies, so he stops shooting the drone for waving a gun at people
-Terries will no longer be afraid to shoot robots with crossbow instead of melee, but it's far from their first choice
-Fixed theoretical accessed nones related to buff auras
-Fixed case lowering on case sensitive item names during pickup message
-Made MEGH incapable of triggering landmines
-Made AI delay shooting scripted pawns who are stunned with tear gas, to not waste ammo in full auto
-Made AI still shoot stunned dudes with tear gas if tear gas is their only weapon, instead of fleeing
-Altered out of ammo sound logic to only play when truly out of ammo
-Added custom frob name functions for pawns, for modifying small things on the fly
-Medical and repair bots now display their active cooldown on frob display when highlit
-Made MEGH have new health scaling based on mission number. At mission 1-4, it has 25/75 health (with/without armor bonus), but after mission 5 starts it has 50/150 health
-Fixed a typo on nihilum synopsis. oops
-Fixed a large icon bug with tranq 3006 ammo
-Fixed crashes in crafting windows caused by variabilities in runtime speeds
-Damage gate and healing no longer apply to robots
-Fixed damage gate leaving NPCs in a state where any wound would kill, including nonlethal and non-damaging weapons
-Fixed damage gate not healing the proper, intended amount to "bounce back" NPC health when gate is triggered
-Stopped MEGH litehack talent from appearing on hotel carone, redsun2020, zodiac, and nihilum, as all of these are not currently compatible and would make players waste points
-Fixed 240ish excess animation frames on every single mesh previously imported to VMD Assets. Damn stock settings. This saved about 9 MB
-Fixed jump gems on the new game screen using HUD colors for their unlit icon coloration
-Added support for Hotel Carone grenades for use with MEGH
-Fixed bad line breaking for rifle and pistol focus talent descs
-Updated desc of elbow grease to explain that drone costs scale with elbow grease's bonus as well
-Fixed bad text overflow in housing food as well as MEGH weapon tiles
-Crafting can now be performed at untrained level if you are specialized in the relevant skill, but only for applicable recipes
-Having the console open will now pause hunger, stress, and killswitch, since the player likely does not want to be disturbed by such things
-Playing pinball now reduces player stress
-Updated tooltip on skill screen to tell you you can use WASD to scroll as well
-Instead of Gentle Touch determining whether you can loot charged pickups at all from enemies, it now determines how much charge is left, but it's a 75% max charge allowed reduction. But if you're looting scraps to begin with, this isn't a huge difference, such as with degraded armor. For adaptive armor, however, the max loot charge goes from 65% to 16.25% on adaptive armor specifically, largely stopping it in its tracks still.
-if depleted, medbots and repair bots will display that they are depleted instead of their cooldown remaining, if applicable
-Bent the rules on the assault gun, so it does 3/4/5/6 damage based on skill level, instead of 3/3/4/6
-Fixed a bug with manually fired projectiles (not placed grenades or trace fire bullets) that made them do 100% extra damage. Big fucking ouch.
-Fixed bad MEGH handling of weapons being donated, when they have an alternate ammo type loaded
-Renamed specializations to resonations. Far from being a thing you pick out of character, they are further implied to be something that resonates with the character your are currently playing. "Resonation" and "Resonating" as the new terms as opposed to "Specialization" and "Specialized"
-Finalized the MEGH helidrone. It acts as a sidekick. It is most useful during combat, but is not without utility for nonlethal players, either.
-Fixed sequence breaks caused by scientists hearing gunshots in M73 of Zodiac
-Fixed bad logic was pausing mayhem reinforcement. Fucking oof.
-Mayhem (see: Infamy) now reinforces non-unique UNATCO troops on 04_NYC_NSFHQ
-Updated all classes to work with Phase 1.75 talents and skill costs, including a second set of classes that are adapted for a lack of crafting system being enabled. They all now list their skill and talent content, as well.
-To reduce redundant terminology, "illegal software" is now called "illegal modules". Using the skill's name inside the talent name is very cringe in this case
-Updated descriptions of aquadynamic and deep, steady to be more accurate to their current effect
-Fixed a potential crash using medbots that were destroyed with the window open
-Updated crafting buttons on repair bot and medbot to open for players with specialization but no skill in hardware or medicine, respectively
-Edited the wrap count on talent descriptions to be more like 50 characters instead of 55, taking up less horizontal space
-Added emergency failsafe (it was apparently only halfway secure) for when an invalid color theme is assigned. It will use the default grey from vanilla, which should raise questions as it is not green or yellow (Phase 1/2 colors)
-Added increased volume and lower pitch shift when running with a limp, specifically when stepping on the limping leg, during advanced limb damage handling
-Unlimited charge repair/medical bots now display their time left when recharging, as intended
-Postponed medbot and repairbot hub level checks by 1 frame, which solves issues with omega and some other mods. In essence, depending on the order in which the actors were added to the level in UED, sometimes the medbots and repairbots would count enemies before the would-be hostiles had initialized their alliances
-Right clicking an aug icon inside the augmentation window will now toggle its on/off status, including for passive augs
-Fixed crafting windows + housing windows not using proper colors
-Male children (the only kind) now produce a higher pitch unconscious sound when passing out, to stop sounding like adult men. RIP Louis Pan
-Updated mechanical crafting sound to be more varied, although its quality is still in question
-Patched a theoretical scenario where the received items display would display items being received if the quantity was 0
-Flashlight on the spydrone will now turn on if flashlight was turned on before deploying spydrone
-Fixed revamped dead eye not working properly, because oops. Forgot a word in skill name check, and UCC let me compile in a case that will always fail anyways
-Rewrote FormatFloatString, so now it stops reading ugly garbage out like 2.0 - 50% equaling 0.1 reload time. New method uses modulo to derive remainder, then subs remainder from the input value, then rounds that off relative to the appropriate decimal point.
-Example:
-Start conditions: 2.0 with 33.3333% reduction, being queried down to roundings of 0.1.
-2.0 * 0.666666 = 1.333334. 1.333334 mod 0.1 = 0.033334. 1.333334 - 0.033334 = 1.300000. 0.1 precision factor chops the last 5 digits off the end of the output, to save X.X instead of X.XXXXXX. Thus, 2.0 - 33% = 1.3, according to new math. This is approximately correct. As noted, this routine tend to round down instead of up. However, for the scope deus ex weapon stat screen, this is irrelevant.
-Update: Protocol was tuned slightly. Now it rounds up when appropriate, instead of down.
-Epilepsy reduction, a featured already inherited from DXT, now has a proper option, at the top of the VMD options menu, given the potential importance to players
-Fixed a 1 pixel margin error on the crafting toolbox/medbot/repairbot/chem set windows
-Added health scaling custom difficulty option. At present, it scales from 1.0 to 4.0. It is only used in Condemned difficulty by default
-Fixed MEGH bad heath scaling from health initialization
-Made MEGH and SIDD always take 1 damage from lethal melee, bullets, fire, and explosions, so long as the pre-reduction damage was at least 3 points (assault gun minimum, shotgun disregarded because holy shit it would murder MEGH at lightspeed)
-Fixed yet more ways the damage gate was broken. How these cropped up between modern test sessions and the previous truly is an eternal mystery
-Returning MEGH to item form, or traveling levels, now wipes all order actors that were created for active orders, to be nice and tidy
-Fixed yet more lingering issues with infamy counting. Pawns that were previously excluded ended up back into the running again. Exact cause unknown.
-Fixed looting of charged pickups, when inventory was full, not lowering charge according to max charge loot caps
-Fixed bad case when picking up beyond the first copy of a pickup
-Fixed Paul Denton getting froggy about MEGH and unloading on civilians by mistake. In fact, 02_NYC_Street paul denton shouldn't be able to start beef with anyone for his brief stint in the map
-Fixed terrorists in M01 surviving level transition due to damage gate. oops.
-Fixed attempts to pick up weapons you already had, but did not have the ammo type for, not giving you the ammo in question. For example: you have poison darts on liberty island, and are looting a dude who used normal darts
-Fixed the case of ammo names to be lowered (with exceptions for case sensitive ones) when receiving pickup messages
-Made vending machines in brookyln bridge station out of stock, because nobody restocks them down there I imagine
-Lowered the maximum room MEGH needs to drop as an item from 1.5 feet to 0.75 feet
-Added charged icons for medigel and combat stim items, instead of a medkit icon, dur
-Enemies under cloaking are now much more hidden without thermal detection active
-Enemies will now activate cloaking when engaging in combat, should they have it, with the exception of those that cloak on low health
-Enemies who are cloaked will no longer show up on the frob display or as red on the crosshair
-You can no longer swing melee weapons or throw grenades while tased
-Hid the hallies again
-Medkit usage flavor messages are now contingent on whether the user's medicine skill is at least advanced level. No message is given at trained level
-Made environmental sounds now also cover crafting sounds. They only apply to fresh crafts at this point, due to technical reasons. When environmental sounds are disabled, they will also not generate aggro
-Fixed Paul getting mad at MEGH in 02_Street if MEGH is, say, wielding a knife like a proud brit
-Pawns will no longer give "eh?" or "hey quite that" type reactions to you waving a muzzle at their face... So long as the muzzle is small and you have low profile. Goteem.
-Added custom difficulty modifiers for smart weapon swap, computer use visibility, and M04 explosive disarming
-Added a difficulty modifier for extending enemy vision lines, when in larger, open spaces. The more open the space, the more vision extension occurs. This is enabled for nightmare+ by default
-Made bumping alerting enemies a difficulty modifier, and not constant. It is on by default on realistic and up
-Added ability for targeting aug (at levels 2 and higher) to show what charged pickup(s) enemies are wearing.
-blood smell is now applied to a lesser extent for lighter weight (see: smaller) corpses. Larger than normal has no effect.
-Fixed child male 1 & 2 having adult weight level (150 vs 80) for their carcasses
-Fixed picking up a weapon you used to own, after owning a different copy of that weapon, giving an ammo pickup icon as if you'd picked up ammo along with the weapon. A message about being unable to pick up is now given along with it
-Excess melee weapons you already have a copy of will now be dropping on the ground during corpse looting, for drone purposes
-Fixed grenades and other spicy weapons dropping error box ammo on the ground during corpse looting. Instead, they will drop their weapon form with the appropriate amount of ammo. A message about being unable to pickup is now given instead.
-Made guns that you're full on ammo of drop their ammo in a packet on the ground, instead of sending it to the void, during corpse looting. This was originally done on accident but is recognized by modern scholars as being incredibly based
-Added individual cloaking textures for every texture index on weapons. While this might seem weird, this stops janky issues where the cloaking texture stops animating on items you have in hand
-Whether a rat drops from a trashcan/bag is now tied to the object's randomization seed, so it cannot be exploited by load/save... Weird to say, but rats do indeed net a couple of advantages, should they spawn
-Technical glitch now also applies to scrambler grenades
-Updated health screen tip about the arms to reflect the fact that arm damage sharing impact on accuracy is only a thing for two handed weapons. One handed weapons are governed solely by the dominant hand or the hand that's holding them. That is to say "For the single handed weapons, only the hand holding them is of concern" (or some such)
-Pickpocketing cooldown changed from 0.65 seconds to 1.0. This cooldown is reduced by 25% per skill level of infiltration you have.
-Increased the time to kick addictions by 2 to 4 fold. Finally, increased the relief given by using cigarettes, alcohol, and zyme by 3 fold, reducing how much of an ethanol pipline you have to turn yourself into. Ultimately, cravings take more time to pester you again, but also more time to kick, making them more of a chronic attribute held by a character and less of a short term affliction
-Fixed bad drug effect timer ratios. Beer had gone to 10 seconds, and wine/liquor to 5. Why. Now these values are swapped back around, where they belong.
-Added buff aura for drunk timer when drinking alcohol. This gives you an idea how long you will be drunk for, as well as how drunk you are
-Fixed a bug where being an alcoholic would lower your stress level, even when not drunk, for the entire time you were an alcoholic
-Added ability to click category names in the custom difficulty screen to switch everything in the category over by 1
-Lowered the Mj12 troop boost of 15% to all health to a mere 10% boost, in exchange for actually fixing the fact that their core health variable was not being properly scaled
-Made custom name entry the default selected field in the MEGH window, as was intended prior
-Updated the backend data for StartNewGamePlus experimental command, to use the new difficulty screen
-The flashlight now uses no power when below 5% energy, but has severely reduced light output. Its description has been updated to clarify this. The flashlight can now be activated with no energy.
-Fixed fucky behavior with turning on passive augs at 0 energy
-When picking up weapons off the floor, only the amount of ammo you can fit will be removed from the weapon in question. The rest will remain in the gun, and the gun will not be destroyed until it is empty. This works with any non-melee weapon
-Vital coverage now only costs 2 points, instead of 3. The motivation for this is complicated, but relates to the possibilities of various point expenditures for medicine, and the likelihood of spending 5 whopping points on one branch is a modern near impossibility
-Due to a mismeasurement of sorts, mayhem spawn weight now treats standard infantry as 2 weight, and MJ12 commandos as 3 weight, vs 1 and 2. Apparently, enemy cap was being reached based on quantity of enemies available to dupe far before spawn weight was being expended
-Solved a bug with weapons looted from corpses somehow allowing you to pick up duplicates of melee weapons (And also the LAW, lol)
-Frobbing a weapon whose ammo type you do not own will now take that ammo out of the gun and give it to you, as you might expect in a natural world
-Tripled the sound radius given for pushing decorations around, in respect to alerting enemies. Instead of the incredible 8 whole feet of sound radius, it is now about 24
-At long last, when heavily impaired by the killswitch, or half the time during being tased, or suffering zyme withdrawl, swimming controls are inverted alongside walking controls, solving a number of problems with transitioning from water to land for zyme junkies
-Add 5 appearance save slots per gender when customizing vanilla or vanilla-like JC, for 10 slots total. You can now save your very cool guys (or gals) for later
-Lowered low blow down to 1 point cost vs 2, because let's be honest, it's not quite that good
-Added a sound for expending enemy damage gates
-Added a sound queue for when you are disarmed via advanced limb damage
-Added a sound queue for when frangible rounds fail to set in
-Added bullshit fallback method so MEGH will always spawn during level transfer. How? If it fails to spawn, a non-colliding, invisible "intention actor" will sit around, and every 1 second will attempt to spawn MEGH again, until successful
-Added an error message to be given when no grid is available for pathing
-Fixed damage gate sound playing when the player was not the invoker of the damage gate being popped
-MEGH health and EMP health are now doubled when Infamy is enabled, because holy shit does it need it
-Further improved functionality for estimating MEGH max health values, for better future proofing. Long overdue.
-Rebalanced enemy medicine/enviro skill levels. Terrorists are now untrained level with tactical gear, and trained with medicine. Most human military are trained medicine and enviro. Soldiers, HK military, and MJ12 troops (later game enemies, in other words) have advanced medicine/enviro skill, like prior
-Grenades, shurikens, the LAW, and melee are now an exception to weapons you don't own, can't fit, and don't own the ammo to attempting to give you the ammo from the weapon
-Raised base cost of MEGH from 200 metal to 300, to attempt to balance its overly casual nature
-You can now left click on a MEGH pickup item on the ground to activate it
-Overhauled how MEGH recon mode handles alliances. When in recon mode, it completely forgets all previous alliances it has, and will not make any new changes to its alliances. Instead, it caches its alliances and makes changes to the cached alliances for later, while leaving its current alliance set blank and innocent.
-Made recon mode MEGH stop caring about whether a unit is it enemy, and instead only care about if the unit in question is an enemy to the player. It will mark out any hostile units to the player, and only those units
-Fixed MEGH having a failure to play out of ammo sound
-Fixed persistent issues with MEGH and reloading to full ammo. Turns out clip count was being checked instead of reload count - current ammo left, which is a more reliable formula by far
-Fixed lingering, janky behavior where MEGH would "touch base" with the player before resuming patrol, after killing something while on patrol. Now it just goes back to work
-Installed a prospective fix for MEGH elevator encroachment killing the player
-added a prospective fix for MEGH flying out of world
-Fixed potential crashes with using chemistry set and toolbox
-Updated weapon skill descriptions to explain the tweaks to accuracy better
-Patched damage gate to disable after the first damage taken, regardless of whether in combat
-Fixed inventory crafting not closing when starting
-Fixed credits count patch not actually working as intended
-Fixed Paul Denton in M05 having hearing that makes him get in a scuff with various troops
-Fixed hunger damage occurring at a bad rate, as well as hunger predictions being 1/2 of what the actual damage taken would be
-Lowered base duration of rebreather from 50 seconds to 12.5. With skill investment, this increases further
-Fixed inability to charge drone when it is at full health
-Further improved reactions of dudes in 12_cmd to not freak out when meeting the player
-Further rebalanced push sound audability to be 320 vs 368, but that's only for metal. Non-metal is now 160 range, vs 128 vanillla (which is really sad and anemic and nearly unhearable)
-Added detailed readout of all active charged pickups on the health screen (see: tactical gear), including their damage reduction tables, percent left, and duration left
-Added a text suffix on charged pickups (see: tactical gear) to indicate how much time they have left, if they consume charge at a meaningful rate over time
-Made MEGH drop its weapon on top of the drone in M05, if drone was captured alongside player
-Fixed MEGH falling out of elevators when using the new anti-crush elevator code
-MEGH's electricity generator should now track with movement. Additionally, recharging MEGH fully should clear the sparking effect entirely.
-Roll cooldown timer now travels
-Fixed MIB cloaking having the wrong texture on the eyes
-Increased the delay before NPCs use medkits from 0.5 seconds to 1.5 seconds
-Made NPCs unable to activate medkits when rubbing their eyes, tasered, or on fire
-Improved alliance tweak that was attempted on 09_NYC_Ship to stop sailor and guard infighting
-Hazmat suit now gives players immunity to being blinded by tear gas and halon gas - a utility that adds much to its otherwise niche value
-Updated status screen and hazmat suit desc to describe the aerosol immunity granted by new tweak to hazmat suit
-Robots, animals, scuba divers, and MJ12 commandos, at stock, are noted as being immune to peppergun, and MEGH will stop trying to gas them with the weapon in question. Additionally, if an enemy blocks a aerosol based attack at any point, they are marked as known for being aerosol immune, and MEGH will ignore them as much as possible when choosing tear gas targets
-Updated compound 23's talent description to give a better description as to what it does
-Improved the defuse time listing on demolitions, although only marginally. False insinuations of 10%, 25%, 50%, etc increases to defuse time were described as "Slightly", "moderately", and "heavily" increased instead. However, the talent for frequency tuning has been updated to reflect that it quadruples defuse time available, which IS accurate. Unfortunately, due to how detection math is calculated, they cannot be described as precisely as other talents. This is because the values, in addition to scaling wildly, also use clamp to determine valid ranges. So, as an example, trained and untrained without frequency tuning alot the same defuse time. However, frequency tuning at trained offers more time to defuse than frequency tuning at untrained. Ugh.
-MEGH now drops its syringe if it had a syringe loaded and was taken into M05 armory
-Patched an exploit where users suffering a limp from advanced limb damage could negate the limp by swinging a melee weapon repeatedly
-Moved damage gem that shows damage type taken and damage direction taken to not be underneath the smell icons
-Added ability for pistol ammo to be made from shotgun ammo and shotgun ammo from pistol ammo, with a scrap premium inbetween. The rationale is that because 7.62 and 3006 (similar diameter) are paired in a similar fashion, it feels weird for this not to be reflected elsewhere. Similarly, an argument could be made for a piece of 00 buck and a 10mm bullet being similar diameter as well, for those really trying to stretch logic to its limits here
-Added ability to take MEGH's syringe back, because turns out it was actually pretty easy
-When crafted, MEGH will now assume the max HP that is appropriate based on talents, mission progression, and infamy settings, instead of starting at a stock 25
-the LAW and other hypothetical, similar weapons are now dropped from dead bodies because they are treated as destroyed after one corpse search. Now they are preserved
-Fixed gunther getting froggy in 11_cathedral
-Made sure grenades will only drop with 1 max grenade when plopped out of dead bodies when you're full on grenades
-Fixed doors generating megafutz status when being picked, instead of the player. This leads to weird situations where the player can be unseen picking a door, but gets detected because the door was in view during picking
-Made spydrone's seconds left message round up when appropriate, to not tell you there's 0 seconds left as often
-NPCs with gep guns will no longer have the very loud lock sounds spammed when they are out of combat
-NPCs being gibbed in any context no longer builds mayhem. Instead, only the player gibbing them builds mayhem for the player, as intended
-You will no longer sigh and reset a roll cooldown the moment you start a new game
-Fixed the mythical breakable wall in 02_warehouse not being breakable at untrained demolitions
-Raised damage on EMP grenade from 50 to 75, and LAM from 150 to 200, to compensate for the damage multiplier bug that was fixed for projectile weapons
-Fixed crosshair still displaying in white over cloaked enemies. Sorry guys, you'll have to use the counters made available
-Lowered flamethrower burst size from 7 to 5, to reduce user's felt need to use canceling techniques. On the flip side, fire rate was reduced by 16.6_%
-Fixed invisibility cheat disabling its cloaking texture feedback effect after taking an attack
-Fixed a temporary bug where inventory chains in corpses weren't being respected
-One half of the difference between the enemy health multiplier option and 1.0 is now applied to robot EMP hit points. EMP is special, and is a very limited resource in availability, so it is being scaled less because of the limited availability of meaningful gameplay options around increased EMP hit points
-Fixed bad used up message for tech goggles and hazmat suit. Apparently it comes stock with improper spacing and case
-Fixed repair bot charging 75 points even when it doesn't have 75 points left to charge
-Lock on sounds will now always play as long as the lock on target is a player, for maximum feedback during seeking states
-Raised scrambled grenade damage from 50 to 75, in-line with post-fix demolitions damage tweak
-Raised lock time on enemy GEP guns
-Pickups you are full on will now drop from dead bodies, since inventory chains were deleting them prior
-When picking up some of a stack of items, but not all of it, you will get icon feedback in addition to a message
-Fixed duplicate shurikens spawning from dead bodies, leading to item exploits
-Added a prospective fix for charged pickups fuckery with max copies allowed. Apparently, variables were being relied upon instead of the configurable function, in this one case
-Added mod support variables for use with drone weapons. You can now set a boolean for a drone capable weapon, and another for if it's a grenade type weapon. You can also specify drone suggested min and max range. A default max range of 480 exists.
-Updated SIDD spinup talent from 33% to 400%, because real world values are a hell of a thing
-Made SIDD fucking exist, baby.
-Fixed sent signal conversation in m04 playing male JC convo when player is female
-Fixed inability to mark invulnerable pawns as ally with SIDD
-Lowered SIDD max health from 25/50/100 to 15/30/60, and EMP max health from 100/200 to 50/100
-Made SIDD always deploy with at least 1 health, until the bug can be more properly understood
-Updated damage tables for drones. Shotguns now deal damage to drones 65% of the time to MEGH, and 35% to SIDD, although not a lot. Bullet damage is no longer reduced by 75%, but instead 33% for MEGH and 50% for SIDD.
-Fixed bugs with SIDD health in some circumstances
-Gave enemies a 20% accuracy boost when shooting at drones (SIDD and MEGH)
-Made medkits no longer penalized in healing value underwater with deep, steady
-Made MEGH do half damage with combat knife and baton, because no full body step in
-Taught nurse how to use medicine at advanced level
-Difficulty screen now mentions PDF that will be bundled
-Fixed other possible male voice JC situations
-Began bundling renderext, to cure our old friend, anamolous singularity
-Added text wraparound to skill map hover tip. My goodness, is it better
-Fixed new game skills screen always giving a tip, no matter what (and conversely, failing to give a tip to new players)
-Fixed manual flicking of loot reduction type not working
-Rebalanced flamethrower from 5 shot burst to 6, inbetween 5 and 7, its 2 previous values
-Fixed missing talents on pacifist and surgeon class descs
-Reduced how much MEGH clings to the player when climbing box stacking puzzles
-Fixed hunger values have inverted effect on stress (low hunger was more stress, high hunger was less)
-Fixed passive aug disable status not saving during travel, for all 2 passive augs in VMD at the moment
-Changed explosive deco inside M09's em dampening field from a 300 damage 800 radius explosive down to a 100 damage 512 radius explosive. Now if you stand as far away as possible, the explosion shouldn't quite touch you. Also, if it does touch you, using forms of damage resistance can stop you from getting fully one shot
-Made credit amounts now display on credits when looking at them in-world
-Fixed player sighing right after using map change console commands
-Updated bar positions so energy isn't falling off the edge as much
-Fixed item duping via frob
-Fixed build string being cut off on DX Transcended text
-Fixed duplicating custom difficulty screen being able to be duplicated
-Ammo names and max ammo caps are now listed in ammo window of inventory
-Fixed dead animals pre-placed on maps not being labeled animal carcass
-Fixed lack of line break in aug canister desc
-Stopped augs being toggled by dual map keys during restricted sequences
-Removed recon mode from SIDD because recon is for babies
-Fixed KS section repair bots not pausing game
-Made MEGH stop colliding with player when it's not in combat and the player is in water
-Added prospective fix to rare scenarios where MEGH is given more ammo than it can hold
-Fixed typo in check sum
-Overhauled how item names for items on the ground are displayed. Credit chits, aug canisters, ammos, weapons, pickups, charged pickups, and SIDD/MEGH now all have custom cases. SIDD and MEGH display their names, ammos and weapons display ammo contained, credit chits credit, charged pickups energy % left, and what augs are on canisters, in no particular order
-Fixed ability to issue drone orders in restricted states
-SIDD and MEGH windows now focus on the reload button by default, as it's the most used button. No more randomly typing into the drone's name field instead
-Completely overhauled corpse looting to blow far less ass than it did previously. Good fucking heavens, what a shitshow vanilla corpse looting is.
-Fixed corpses that are pre-spawned on maps, that are then picked up and dropped, having empty parentheses for a non-existent bind name in their new item name
-buffed baton damage against prodded targets specifically by 2 fold
-Rounded MEGH melee damage with baton/combat knife to 3 instead of 2
-Adjusted cost tables of run silent from 160/120/80/40 to 120/90/60/40
-Added baton to the "small stature weapons" list on Low Profile, since MEGH can also equip batons, implying they are small stature. Additionally, its equip times suck and it's about the same size as a combat knife when drawn... And arguably less shiny, so whatever
-Fixed MEGH getting a free syringe instead of ability to hold a syringe when redeployed
-Made MEGH stop suffocating the player when they are in water, in terms of proximity
-Reduced patrol point doubling from infamy reinforcement on patrol routes
-Stopped infamy reinforcing a dude in 04_NSFHQ that could result in the door being permanently blocked
-Improved patrol reinforcement randomization on infamy further, by better diversifying patrol spawn spots
-Disallowed enemies whose orders are "wandering" from being reinforced more than once from infamy, vs the rule of 2 per for other situations. This is because wandering handles like ass and it's not fun to fight against.
-Added recoil reduction information to skill level descriptions
-Updated description of muscle aug to list that it improves heavy weapon movement speeds while active, even if relatively marginal without at least trained skill
-Updated the way skills are printed on the skill screen so they read out the exact values of the skill itself, should the value have changed
-Updated inconsistencies and bad readout for how crafting efficiency works relative to skill level. The old values didn't even always agree lol
-Added potential readout for skills when baseline levels are, in fact, not baseline
-Doubled the effect of muscle aug on carrying heavy weapons
-Allowed player to loot grenades and shurikens through item refusal settings, since they're manually initiating it
-Fixed item refusal not being given for pickups. Oddly, this seems intentional, but why is not clear
-Fixed non-JC skinsets not swapping out properly, such as with nihilum
-Made scuba divers unable to smell, although this was almost never seen
-Fixed bad play source for the soda can sound, giving weird effect in space
-Fixed laser and scope not disengaging during 05 capture sequence
-Stopped reinforcing the guy who talks to secretary in m05, due to its impairment on essential, non-sequence broken stealth in this mission
-Stopped reinforcing the guy outside the cell in m05, due to its its severe impairment on essential stealth in this mission
-Crafted items now instantly bypass item refusal, as you have clearly consented to obtaining the item
-Fixed indefinite taser duration in situations where taser isn't normally ran
-Fixed slomo not always conforming on travel. Last fix was incredibly lazy and didn't always work. New strategy is to always set game speed to 1.0 on post-travel, since traveling slomo is really janky
-Fixed slomo not scaling footstep pitch
-Made deco push sound pitches play according to slomo level
-Improved modded food functionality. Now HungerValue and bIsFood variables are in deus ex pickup. SetPropertyText can use this for non-VMD dependent mods. If bIsFood is true, but HungerValue is set to -1, an item will be left clickable to activate while on the ground, and provide no food effect. All bIsFood actors can be activated while on the ground, though, to be clear.
v1.74:
-Computers can now have skill levels required via new UED variables, if genuinely desired. It is still off by default
-Smell units on foods and drinks will no longer be displayed when the smell system is disabled
-SIDD is now allowed to be crafted with skill talents disabled, like MEGH
-Added a prospective fix for new game menu sometimes sending you to main menu instead of to a new game
-Looting a partial stack of grenades now updates the belt count of grenades left
-Implemented a long list of individually niche fixes for crashes caused by state specific functions being called at bad times
-Disabled the prompt asking to do vanilla training when starting a new game. Now, we'll assume you've played vanilla enough to understand VMD. Worst case, there's still a -training button you can push later.
-Added the ability to use backspace or delete key to delete input characters on the keypad window, courtesy of DXT
-Added a fix for LDDP convo base not having aug canister get given by schick in M08, courtesy of the gang at DX Rando
-Hazmat suit now reduces poison gas and radiation (the classic hazmat threats) by 50% each at base, instead of 25%. All other statuses are still 25%.
-Buffed PS20 mini plasma bolt damage by 50%, since its damage sucks after doubled projectile damage was fixed
-Fixed EN text on hit display not rendering the letter "N"
-relabeled AX bar from AX to ST, since Anxiety is never used as external terminology
-Fixed a typo giving inconsistent roll cooldown labels
-Began scaling scripted pawn footstep sound with game speed (such as with slomo command)
-Began scaling player jump sound with game speed (such as with slomo command)
-Added a prospective fix for PS20 state breaking when disarmed of it mid-reload
-Rolled back potential erroneous special options code to fix special options not always appearing during hacking
v1.75:
-Added a prospective fix for M04 raid not starting but MIBs spawning
-Fixed smell status messages sometimes being given out when smells were disabled
-Added a prospective fix upgrade for Aug upgrade can in 08_smug with schick, if it was previously disrupted by save/load, level transition, or bind name alteration
-Updated default INI reso to 800x600 because holy shit my guy
-Updated custom difficulty screen to be functional on the smallest possible resolution, instead of paralyzing players' ability to do anything
-Updated desc on medicine and hardware to indicate that you need a specialization to craft at untrained level
-Item discovery sounds will now play if you are untrained in a crafting skill but still specialized with it
-You can no longer pickpocket invincible but non-important entities (such as harley filben, lol)
-Ported DX rando's fix for pickups you don't have room for not being cleaned up on failed convo events
-You are no longer able to pickpocket without empty hands, because it's kind of silly
-Added a prospective fix for DX rando sometimes generating extremely precise keypad numbers breaking frob display readout
-Fixed camera views with a destroyed camera not listing time costs for hacking subelements
-Fixed melee rhythm not applying to non-nanosword weapons, at some point
-Fixed damage readout for the mini crossbow, assault gun, and gep gun based on differing ammos
-DX Nihilum's LMG is no longer penalized in accuracy for its hipfire
-Fixed negative weapon skill values (worse than untrained) listing positive change numbers, when this was not the case
-Stanton down no longer shid in pants in M09 graveyard (it was easy, and sometimes people blow up his safe). Alex jacobson no longer does the same in M05 UNATCO
-Added a prospective fix for the folks in Vandenberg Computer crapping their pants as well. This could desync triggers and softlock the player
-Added a fix for ANT agenda civilians freaking the hell out over their own guards' weapon fire. While somehow suiting, it made the guards full auto indoors on them
-Fixed being able to pick up a LAW (and wasting it) when you already had one
-Fixed hotel carone always starting with "pure hunger" super soy food, even if hunger was disabled
-Added pickup sounds to the list of sounds that alter pitch according to game speed, meaning slomo medkit sounds like a slomo medkit and so forth
-Expanded VMDSignalDamageTaken in weapons to also be called when NPCs take damage with a certain weapon. This is purely for mod support at this time
-Fixed a typo in overclock
-ADS no longer stops darts and plasma bolts, a la DXT
-Fixed some typos courtesy of Edgiator's feedback
Dude This is amazing, I'm going to try this out, Thankyou so much for your hard work my man.
Thanks guest, lol. There's still a lot to do, but I'm really happy with how much 1.75 has improved over 1.5.
1.75b:
-Added prospective fix for when a lock or hackable device is less than 1% strength (Anything that will display as 0% on the frob display and cause confusion). You might conceivably receive a freebie and spend 1 less tool or pick than expected. Rejoice.
-Activating a 2nd medigel while the first is still active will instantly apply all owed healing, and properly set up a new medigel.
-Added a secondary, prospective fix for riot cops and UNATCO in-fighting.
-Added a prospective fix for 03_NYC_Hangar aggro from UNATCO boys
-Added a prospective fix for 02_NYC_BatteryPark aggro from UNATCO boys and also anna, I guess.
-Sword brand sword now no longer has 20% less range than a baton, but rather 20% more than it, on par with the DTS
-Fixed the "ROFL" crate in 04_NSFHQ, which was actually 2 crates, but if both of them were swapped out on Condemned (or other loot deletion settings), it'd cause the TNT crate above them to explode. Now, both will always be there
-Fixed ammos with 0 ammo left being dropped as items in M05. Now the idea of the ammo type will be left on your person. Why not?
-Added a prospective fix for MEGH somehow dying and not being cleaned up before the next map
-Fixed grenades and shurikens allowing you to gain 1 ammo even if you didn't have the base item to add the ammo stack to. This lead to ammo exploits and confusing player feedback
-Fixed spy drone being deactivated by synthetic heart. Unfortunately, it still cannot be boosted
-Fixed a glitch with the sawed off shotgun's hidden form
-Playing pool now reduces stress
-Fixed DX Nihilum training and epilogue not resetting the player's skill info
-Ported improved chair collision properties, courtesy of the DX Rando gang
-Updated PDF to stop falsely saying that commandos can be eyeshot to bypass their armor
-Updated PDF to list that extremely high base damage can pierce some armor types
-Fixed crafting being marked as completable if the player is dead or interpolating
-Fixed crafting tiles not highlighting their left portion, for medical or mechanical
-Fixed old kludge code messing up cinematic JCs from playing audio while female
-Fixed cigarettes machine not having an assigned dispensing message, if the user had no backup INT file (it was erased)
-You can no longer advance crafting while carrying a decoration
-Fixed roll cooldown not ticking down in conversations, causing a desync between status effect and actual timer
-Fixed buying 2 3006 ammo from bum in m03 (plus other possible situations) not giving 2 mags of ammo, but instead 1
-Fixed dead bodies with only non-credits and non-keys pickups on them not realizing you were finding stuff on them
-Fixed some old lingering code that was creating inconsistent max copies for tactical gear
-Fixed DX Rando sometimes creating infinite duration tactical gear
-Updated some info in regard to a change in installer specifics
Damn, this is amazing! If only there was a version compatible with Revision...
Thank you. However, while I can't promise release dates for jack, I can tell you that Revision support is intended for Phase 2 of the project, so I think a lot of people will love that, if and when it happens.
That would be awesome! Another reason to replay the Game. God only knows how many times I've replayed it (not always till the end, true, but still).
Bit an oopsie on this one. I'll be back with the full change log in a bit, but turns out I forgot to update the localization file... Guess that's what 10 months of rust will do. Good news is the author of my installer has been around the past while, so at least we have the FUNCTION of things shipping for now, and hopefully the language file to follow in 1.75d.
Alright, we're back with a hotfix. Anyways, I was really excited for this round of patching, because it even patches some issues that, as far as I know, no other mod has patched to date, such as grenade physics' 2 unique bugs.
1.75d notes:
-Included a missing localization file for 1.75c...
1.75c notes? More than 3x the size of the maximum character limit per comment, and pasting it here freezes my browser for like 30 seconds lol. Check your DeusEx\VMDSim\v175Changes.txt file for this one.
Boom, baby. Solving some huge bugs at long last. I wanted to push this version because it has 2 ones that've been a long time coming.
1.75e notes:
-Fixed MJ12 and MIB/WIB forces fighting inside versalife, due to MIB/WIB not respecting security personnel
-Add a fix for the highly elusive and very confusing issue with Hotel Carone computer crashes. As an odd side-effect, for exactly 1 frame (at up to 120 FPS) the header on camaras you're switching to will display the wrong text. This entire mess was caused by extremely unconventionaly and hacky code on Hotel Carone's part
-Fixed a bug with LDDP and conversation triggers. While harmless in 1.75, it actually produces a noteworthy bug in Phase 2.
-Solved the long-standing and inconsistent bug with special options not appearing during hacking computers