Post news Report RSS Changelog

This article details the changes contained in the mod.

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Additional level changes included in the Help/Readme.html file, hidden here due to spoilers.

Gameplay:

AI:

  • AI no longer bothers attacking disabled robots.
  • AI no longer lets the player use disabled robots as shields.
  • AI no longer shoots through ALLIANCE_Neutral to hit the player, to avoid in fighting.
  • AI no longer stops rubbing their eyes after the door they were opening opens.
  • AI reacts to doors being opened that they can see.
  • Allowed NPCs to use the GEP gun lock-on feature on realistic difficulty.
  • Animals can no longer eat through walls.
  • Animals can now be knocked out.
  • Bosses no longer drop their weapons.
  • Bosses now fight to the death, like the characters state they should.
  • Breaking an NPC's legs now slows them down.
  • Burning enemies now take fall damage.
  • Buying ammo from the AI no longer gives the player ALL of the AI's ammo of that type they have.
  • Divers no longer T-pose from gas damage.
  • Dogs can now jump attack.
  • Dogs now bark and alert other enemies in the area before attacking.
  • Enemies rubbing their eyes now go to the stunned state when hit with the prod.
  • Enemies who are immune to gas no longer try to avoid it.
  • Enemies who are rubbing their eyes no longer immediately attack when hit by a tranq dart.
  • Fixed NPCs forgetting what they were doing when opening a door or falling.
  • Fixed NPCs not dying properly if falling into water while dying.
  • Fixed a crash if a robot is destroyed while in use.
  • Fixed animations for underwater combat.
  • Fixed breaking an NPC's arms and making them drop their weapon giving no ammo from picking it up.
  • Fixed extremely rare case of NPCs being able to resurrect themselves by getting into a conversation while dying.
  • Fixed possible crash when dying during a conversation.
  • Fixed robot rockets spawning above the military bot's weapons.
  • Fixed robots not being disabled if they were in use when they were disabled.
  • Headshots are now any hit in the upper 30% of the body, regardless of angle.
  • Increased the collision of all NPCs to fix the tops of their heads not having collision.
  • Increased the height that walker bots can climb, allowing them to move up streets properly.
  • Increased the range for a critical hit to the back of the head.
  • Knocking out an NPC while they're on fire now kills them.
  • Made NPCs switch weapons if desired if they need to reload on realistic difficulty.
  • Made the following objects block the AI's sight: Bushes, cars, carts, trash bags, trees, vans, vending machines.
  • MiBs, WiBs, and commandos now play their critical damage sounds at 25% hp.
  • NPCs are now able to shoot through windows.
  • NPCs now notice weapon lasers on realistic difficulty.
  • NPCs now play their melee lines when switching to melee weapons.
  • NPCs now react to unconscious bodies if they react to dead ones.
  • NPCs now wait 0.5 seconds for a door to open instead of up to 5 seconds, should make them less brain dead while waiting for it to open.
  • NPCs that are stunned with the riot prod while in the process of opening/closing a door will no longer go back to being unstunned when the door has finished opening/closing.
  • NPCs that die holding a grenade on realistic will drop an armed one.
  • NPCs will shoot at explosives and gas barrels around the player on realistic difficulty.
  • People can now die when unconscious, from fall damage, and from drowning.
  • Reduced explosive damage against the bosses.
  • Robots no longer open doors.
  • Robots play a critical damage sound at 25% hp.
  • Robots reboot for 5 seconds after a scramble grenade wears off, giving players time to react.
  • SCUBA divers no longer fear combat.
  • Security bots now have more accurate BaseEyeHeights.
  • Sneak attack bonus now always takes priority over stunned bonus as it's better.
  • Sneak attack bonus now doesn't apply as much for flamethrower damage.
  • The AI is no longer penalized for not using the scope.
  • The AI no longer uses batons against robots.
  • The AI now has the ability to use non-primary ammo types.
  • The AI now prioritizes explosive damage against robots.
  • The AI now reacts to burning objects.
  • The AI now reacts to injured dogs.
  • The AI now reacts to objects being in a new position than they were before or lamps being on/off compared to before.
  • Updated AI collision while they rub their eyes to make the hitboxes match.

Augmentations:

  • Added lights to the spydrone.
  • Aggressive Defense System no longer detonates non-explosive projectiles.
  • Aggressive Defense System no longer detonates wall mounted grenades, allied projectiles, or projectiles out of sight.
  • Allowed free augmentations to be used without energy.
  • Can no longer use augmentations when out of energy or dead.
  • Combat strength no longer boosts grenade damage.
  • EMP shield is now passive and free.
  • EMP shield now reduces damage from 'shocked' damage (spider-bots).
  • Killing someone with ADS now ties the kill to you.
  • Nerfed regeneration values (but still fairly overpowered).
  • Regeneration now drains 10% when not healing instead of turning off.
  • Synthetic heart is now passive and free.
  • The energy shield augmentation protects the player from getting ignited at level 4.
  • The power recirculator is now automatic.
  • The targeting aug now also shows the EMP health of robots.

Items:

  • Accuracy and recoil mods can no longer be applied to weapons when they'd do nothing.
  • Allowed grenades to be thrown through windows.
  • Allowed headshots with non-lethal weapons.
  • Allowed multiple LAWs and PS20s in the inventory.
  • Binoculars display the name of what they're looking at.
  • Buffed flare dart damage to match regular darts and increased lifespan to 4 minutes.
  • Bullets now penetrate glass.
  • Cameras and turrets no longer see through thermoptic camo.
  • Disabled duplication glitch.
  • Doubled the range that the sniper rifle can be heard (by the player) to prevent people being confused from dying randomly.
  • Fixed being unable to use the GEP gun lock-on feature after stealing the GEP gun from an NPC.
  • Fixed disposable weapons being able to be fired multiple times by taking them through level transitions during the fire animation.
  • Fixed duplication glitches related to conversations.
  • Fixed grenade climbing.
  • Fixed grenade clipping.
  • Fixed grenade jumping.
  • Fixed inventory overlap exploit.
  • Fixed LAWs being able to fire through walls.
  • Fixed lockpicking while paused exploit.
  • Fixed multitooling while paused exploit.
  • Fixed plasma damage using multiplayer values in singleplayer.
  • Flares now burn objects they touch.
  • Food is eaten immediately if there's no room to hold it.
  • Grenade ammo loss only happens when the grenade correctly spawns now.
  • Grenades no longer detonate from halon gas.
  • Grenades no longer detonate from touching bodies.
  • Hazmat suit now does what it says on the tin.
  • Hitting the level with melee weapons now makes a noise the AI can hear.
  • Holding a body reduces damage by 10%.
  • Holding down the fire button now makes melee weapons keep swinging.
  • Increased flare lifespan from 30 seconds to 6 minutes.
  • Lasers are now auto-activated.
  • Lasers now show where a shot will hit instead of giving 100% accuracy.
  • Light weapons are kept equipped during conversations.
  • Made the LAW scope functional.
  • Made the pepper gun hit more reliably.
  • Mounted grenades are no longer triggered if the player is using radar transparency / thermoptic camo.
  • Multiple of the disposable weapons can be carried at once.
  • Only allowed one pair of binoculars in the inventory at a time.
  • Picking up flare darts gives regular darts back.
  • Recoil is now more immediate rather than drawn out over the course of the firing animation.
  • Sabot slugs now hit in one location rather than a spread.
  • Sniper rifles now play a short zoom animation when zooming.
  • The GEP gun can lock-on to cameras and turrets at advanced level.
  • The hazmat suit now protects from catching fire at master level.
  • The plasma rifle now glows.
  • The prod no longer damages non-explosive objects.
  • The range mod now affects projectile weapons.
  • Trying to plant a grenade on the wall and looking away will cancel the planting but no longer lose ammo.
  • Weapon mods now stack.
  • You are now correctly blamed for flamethrower kills.

Objects:

  • Added the ability to save emails by logging in legitimately or hacking with advanced skill level.
  • Breakable doors will now tell you the minimum damage required to damage them.
  • Cameras no longer go into stasis when out of view.
  • Cameras now notice bodies on realistic difficulty.
  • Can no longer log into an ATM with the correct PIN but any text in the account field.
  • Crates now handle level transitions without duplicating contents.
  • Disabled DoOpen and DoClose for bDestroyed movers to prevent ghost doors.
  • Increased LaserProxy wakeup range from 960UU to 1920UU as the ones in chapter 15 can be seen waking up.
  • The following objects now make a sound that the AI can hear when used: Buttons, doors, faucets, lamps, light switches, pinball machines, shower controls, switches, toilets, valves, vending machines, water coolers, water fountains, pianos.
  • Using a computer no longer makes the player invisible on realistic difficulty.

Player:

  • Added a bindable option to quickly use medkits/biocells.
  • Disabled teleporters while dead.
  • Fixed one of the images bought in the Old China Hand not appearing due to the game mistakenly thinking it's a duplicate.
  • If both legs are broken healing is prioritized for them.
  • Increased quicksaves to three.
  • Remembered crouching state when loading the game.
  • The player now switches to the desired weapon after using a one-shot weapon.

Skills:

  • Changed medicine skill values from 30/60/75/90 to 30/45/60/90.
  • Fixed pistol skill starting at trained when untrained in menu.
  • Swimming bonuses are immediately applied if the player is swimming while they upgrade the skill.


Misc:

AI:

  • AI no longer makes critical damage sounds when stunned.
  • Added names to fish.
  • All barks (non-conversation lines) now lip sync.
  • Animal bodies can now be picked up.
  • Animals can no longer eat themselves.
  • Birds and rats no longer wait to finish their animation before dying.
  • Birds can be set on fire.
  • Birds now actually get poisoned by poison damage.
  • Birds now fear loud sounds.
  • Cats now hate rats and birds.
  • Cleaner bots no longer move if disabled.
  • Dead cats and dogs no longer bounce in water.
  • Disabled flesh fragments on low gore mode.
  • Dogs no longer bark while dying.
  • Dogs now bleed.
  • Fish can now be killed.
  • Fixed pigeon and seagull feet clipping into the ground.
  • Flies no longer bleed.
  • Flies now die when entering water.
  • Greasels now hate cats.
  • Greasels now play their unused water attack animation.
  • Halved bird health to die in one hit.
  • Holograms should no longer fear things.
  • Increased the minimum range for the AI to use the GEP gun to prevent them killing themselves as much.
  • Jaime and WiBs hold all weapons one handed as they have no two handed animations.
  • NPCs no longer sit on burning chairs.
  • NPCs now look at the player when they get near.
  • Military bots now crush what they stand on.
  • People will complain if you mess with lamps near them.
  • Pointing a gun at someone makes them tell you off.
  • Prevented t-posing when loading levels.
  • Randomized fish sizes.
  • Robots no longer spawn bubbles underwater.
  • SecurityBot3 now spawns shells out of each of its 4 guns.
  • The AI can no longer talk with their heads underwater.
  • The AI no longer turn to face the sky when talking to themselves.
  • The bark system now correctly handles flag checks.

Augmentations:

  • Augmentations now turn back on if they were on when upgraded.
  • Augmentations now display the true energy rate, accounting for cloak/radar transparency upgrades and the power recirculator.
  • Augmentations now provide specific numbers in their descriptions.
  • Invincible objects no longer show their health in the targeting aug.
  • Leaving a level and coming back no longer keeps the hum sound playing.
  • Taking damage no longer drops objects if the muscle aug is on at level 4.
  • Targeting aug displays a transparent box instead of a fully black one when too underleveled to show an image.
  • Targeting aug no longer displays class names and now displays human readable names.
  • Targeting aug no longer shows negative health values and will force red text instead of black.
  • The cloak aug has a visible effect.
  • The energy shield aug now draws a shield around the player, like it does for NPCs.
  • The light aug now affects bSpecialLit surfaces.
  • The radar transparency aug has a visible effect.
  • The spydrone no longer lets the player keep moving while in water.
  • The spydrone now turns off when destroyed to prevent a softlock.

Cheats:

  • Added AllItems cheat.
  • Added GiveNPC cheat.
  • Added TantalusAll cheat.
  • Added TantabusAll cheat.
  • AllAmmo cheat now gives all types of ammo for all your weapons, and reloads the equipped weapon.
  • AllEnergy cheat gives max energy instead of default.
  • AllSkills now gives swimming bonuses while in water.
  • AugAdd cheat now correctly upgrades desired aug by 1 level.
  • Enabled full control in the ghost/fly cheat states.
  • ShowAugmentationAddWindow now requires cheats.

Items:

  • Added batons to the low-tech skill description.
  • Added names for NPC exclusive weapons.
  • Adding a laser to a weapon automatically enables the laser.
  • Augmentation canisters now include the slot location of the contained augs and their descriptions.
  • Broken drinks now leave liquid on the ground.
  • Can no longer use the scope when putting the weapon away.
  • Can no longer switch to ammo that the player has none of.
  • Disabled the flamethrower's fire if in water, reloading, or out of ammo.
  • Disabled weapon lasers on level transition.
  • Fireballs now get extinguished when entering water, as intended.
  • Fixed culling on models at 100 FOV.
  • Fixed grenades being at the wrong rotation when placed on floors and ceilings.
  • Fixed mini-crossbow fire sound.
  • Fixed silenced assault rifle fire sound.
  • Fixed the laser dot appearing at 0,0,0 at large distances.
  • Fixed trying to drop a body in insufficient space causing an invisible one to spawn that bleeds.
  • Fixed typo in DTS description.
  • Fixed typo in augmentation canister description.
  • Gas grenades no longer spawn under the ground if crouching and aiming down.
  • Improved flare description.
  • Increased fireball light.
  • Increased plasma rifle ThirdPersonScale by 25%.
  • Items are spawned on the ground when unable to be taken from carcasses.
  • Lowered the low ammo mark for 20mm ammo.
  • Made recoil and reload weapon mods display their full name on the belt.
  • Made the scramble grenade description more accurate to what it really does.
  • Meleeing a body now plays the correct sound.
  • Napalm and plasma now burns the world.
  • Planting your last grenade on a wall and looking away will no longer show another in your hand.
  • Pressing the scope button with nothing equipped will zoom with binoculars, if the player has some.
  • Sabot shells spawn metal fragments when firing.
  • The nanosword now creates light when dropped directly from the inventory.
  • The riot prod no longer displays its electricity when out of ammo or reloading.
  • The sniper rifle can no longer take range mods as they don't really do much.
  • The soda sound now comes from the player instead of the soda.
  • The sound of wearable items now follows the player.
  • Using a disposable weapon will try to find another one in your inventory and place it in the same belt slot.
  • Weapon idle animations can no longer overwrite the currently playing one.
  • Weapons now correctly make ricochet sounds and create decals and breakable doors.
  • Weapons now point at their lasers.

Objects:

  • ATMs auto-fill their withdraw amounts with the maximum.
  • Added names to cacti.
  • Cameras now display static while turned off.
  • Cannot read books that are burning.
  • Changed BoxSmall mass 20 -> 10.
  • Changed Plant1 mass 10 -> 30.
  • Datacubes now turn gray when read.
  • Destroyed blood on water contact.
  • Disabled the "Bypassed" text for retinal scanners, as it looks silly.
  • Enabled unused skins for couches/chairs which were already set in maps.
  • Fixed a glitch where some barrels would get destroyed if you saved and loaded multiple times in the level.
  • Fixed objects not burning properly if pushed while on fire.
  • Fixed paper destruction sound.
  • Fixed seats having the incorrect push sounds.
  • Fixed tumbleweed disappearing.
  • Fixed typo in HangingShopLight.
  • Frobbing a non-frobbable mover will put your weapons away instead of doing nothing.
  • Hacked cameras and turrets now tell you if they're on or off when highlighted.
  • Increased ParticleGenerator wakeup range from 320UU to 1920UU as they can often be seen waking up.
  • Improved poolball physics.
  • Increased the security console animation speed by 150%.
  • Made computers not play their deactivate animations when loading for the first time.
  • Made the following objects flammable: books, clothes racks, flag poles, flowers, all furniture, hanging lanterns, tables, tarps, junks, pillows, plants, ship wheels, all trash, tumbleweed, book stands, cabinets, desks, logs, pianos.
  • Objects can now be pulled from under others.
  • Objects now rotate to their velocity when thrown.
  • Plastic fans now produce plastic fragments.
  • Reduced collision for boxsmall, plant1, basketball.
  • Smoke from the incense burner now follows it when moved.
  • The invincible crates will now move if hit by an explosion.
  • Turrets no longer try to spawn their guns when being deleted.
  • Watercoolers no longer make water puddles if out of water.

Player:

  • Can no longer frob while using the spydrone.
  • Fixed superjump exploit.
  • Fixed the player's overall health not being calculated when using the menu to heal.
  • Improved footstep texture sound recognition.
  • No pain sounds play if the speed enhancement augmentation removed all damage.
  • The player no longer makes a sound if hit by a door while dead.
  • Trying to pick up an item without room will display the required space.
  • Wet people and things now drip water.

UI:

  • Added a button to fullscreen the notes page for easier note reading.
  • Added dark blue as a valid UI theme.
  • Added keyboard support for keypad * and # keys.
  • Added the ability to sort and search through notes.
  • Allowed items to be dragged out of the inventory to be dropped.
  • Changed the "Fx" key names in the settings to "Augmentation Slot Fx".
  • Changed upgrade hotkey on character creation from R to U to prevent conflict with reset.
  • Conversation choices can now be selected with the number keys.
  • Difficulty is now automatically added to the save name.
  • Disabled the use button in the inventory for lockpicks and multitools.
  • Enabled cutscene subtitles on 16:9 resolutions.
  • Enabled horizontal scrolling for the log.
  • Fixed being unable to save on multi-terabyte harddrives.
  • Improved the debug menu to make it much more versatile.
  • Increased max characters for computer logins/passwords from 20 to 32, to account for the 21 character login at the cathedral.
  • Increased the amount of available resolutions.
  • Keypad windows now close if the player dies with one open.
  • Made the use button for augmentation upgrade canisters go to the augmentations screen.
  • Obtaining a key from a body only shows the icon on screen if it was a new key.
  • Picking up some ammo from a body now also shows the amount in the message log.
  • Ported inventory sorting from Vanilla Matters.
  • Quickloading can now be done without a prompt if on the main menu or dead.
  • Receiving ammo and credits from carcasses now correctly displays the amount obtained.
  • Receiving ammo from a conversation now correctly displays the amount of ammo you received.
  • Receiving items from a conversation now leaves a message in the log.
  • Recoil value now correctly shows the skill bonus.
  • The HUD no longer reappears if opening and closing the main menu while dead.
  • The ammo system no longer always uses the words "rounds" and "clips" for everything.
  • The amount of credits the player has is displayed on the top left during conversation choices and when they receive credits.
  • The clip mod now displays its bonus as an absolute number, rather than an incorrect percentage.
  • The crosshair can now target objects past 500ft.
  • The scroll bar no longer overlaps the date of saves.
  • The turret option can now be cycled backwards to immediately disable it.
  • Weapons now display their true damage for projectiles and the amount of times they hit for spread weapons.


Options:

  • Added anti-epilepsy option.
  • Added option to add newspaper and book information to the datavault.
  • Added option to auto-save.
  • Added option to disable the augmentation hum.
  • Added option to switch the keypad layout with a numpad one.
  • Added option to switch the spydrone view to the main view and player to the smaller view.
  • Ported item refusal system.


Multiplayer:

  • Included more polished maps with fixed geometry, particularly for CMD and Silo.
  • Added vocalization system.
  • Displayed ping and player IDs on the scoreboard.
  • Redesigned team scoreboards for widescreen displays.
  • Fixed death messages for dying to NPCs.
  • Fixed NPCs not being able to attack in MP.
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