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-awful hitbox on the chopper, will absorb shots that would not hit it even remotely.
-strength aug definitel feels too cheap when combined with heavy weapons - kills the movement penalty like lol whatever. would strongly recommend either making it active again, or something else, but passive just doesn't work for me.
-quick idea: allow placed mine disarm only on demolitions trained and up.
-definitely less loot around. might not be liked by non veteran players.
and oh you bad man.
gasses trigger laser tripwires. maybe they shouldn't?
Artificial Intelligence:-AI accuracy with grenade throws has a touch more randomization to it to cut down on frequent perfect pitches.-AI stealth-related stats have been nerfed a little on realistic mode. -The advanced security bot now uses a new/previously unused model.-Greately diversified how an NPC behaves when seeking the source of a disturbance.-Minor improvement to the new NPC melee attack/gun bash system.-NPCs are no longer scared or turn hostile when the player is running around with a crate of TNT.-Enabled some overlooked NPC vocal reactions to the player clowning around (like throwing a basketball at them).Player-Controlled Mechanics:-Faster and more immersive mantling.-Stabilized the GEP Gun's remote controlled rocket steering & pressing the left mouse button will boost the remote rocket.-With nothing in hand, left clicking on doors will put either a lockpick or nanokey ring in your hand. Doing the same for hackable electronics will put multitools in hand. Weaponry:-New simulated reload movement effects.-Heavy weapon sizes are reduced from 4x2 to 3x2, taking up 6 slots as opposed to 8.-Improved new recoil handling system further. -Improved dynamic cover animations.-Improved camera firing effects.-Improved a large number of vanilla technical flaws with the Assault Rifle.-Crossbow darts are not visually present in the weapon until halfway through the reload process.-Ejected shell casings are no longer visually different if you attach a silencer, as in GMDX shell casings differ based on ammo type.-Improved flamethrower handling effects.User Interface/HUD:-The health and augmentations screens now display a variety of general statistics.-Added a number of functional & cosmetic improvements to the augmentation screen.-Improved dynamic crosshair behaviour.Audio: -Climbing ladders now has sound effects.-Added some new subtle UI audio effects.-Footstep sounds will now play when crouch-walking, albiet too quietly for NPCs to hear. -Movers will play the appropriate footstep sounds as opposed to defaulting to concrete sounds.-Security Bots play their unused critical damage sound if health is less than 20%.Augmentations: -The Cloak and Radar Transparency augmentations now have new visual effects each.-The spy drone now bounces off of level geometry upon collision, rather than losing all velocity.-The Vision Augmentation now displays in full screen and has some aesthetic alterations.-The Target Augmentation's scanning text has now been moved to the location of the target window so as to not distract the player.Skills/Perks:-Thermoptic camo only enables you to pass through laser alarms undetected if you have the "Tech Specialist" perk.-The "Nimble" perk now makes climbing ladders silent, in addition to mantling.-The "In Bulk" perk has been replaced with the "Focused: Heavy Weapons" perk now that heavy weapon inventory sizes are more reasonable by default. Level Design:-More of the same - more detail, interactivity, balancing etc.uGraphics & Effects: -Gore effects improved.-Additional level design detail.-Added a variety of new interactive generic objects to the world where appropriate.-A small handful of new hi-res textures made by 'Broken Pencil'.Bug Fixes and inconsistencies:-Vanilla Bugfix: ensured an end-game scenario cannot be met at the Hong Kong Helibase event if Jock misses his shot at blowing up the door.-Vanilla Bugfix: finally, the elusive new game inventory bug is fixed after all these years. //Hmm-Vanilla Bugfix: fixed the speed enhancement super jump exploit.-Vanilla Bugfix: Projectile-based weapon accuracy now matches the current crosshair representation closely.-Vanilla Bugfix: the assault gun's fire sound plays per bullet rather than playing a five round burst sound regardless of # of shots fired.-Vanilla Bugfix: Weapons dropped to the floor by NPCs give ammo, as opposed to none.-Vanilla Bugfix: When burnt to destruction, fire goes out as the object is destroyed, rather than 1 second before. -Vanilla Bugfix: fixed a moderately rare bug where Paul refused to coverse with the player in the Hotel after having sent the NSF signal.-Vanilla Bugfix: shooting unconscious NPCs, throwing them in water and so on kills them. -Vanilla Bugfix: saving while crouched, then loading that save game doesn't force you to the standing position.-The "do not place" test box bug when interacting with corpses if you have the the interaction auto holster option enabled is now fixed.-Fixed an ai cooldown issue affecting a bot activated via an alarm being triggered in the dockyard map.-Fixed a BSP error on the brooklyn bridge station map.-JoJo now finds a path to the Rentons, and the UNATCO ambush event happens without error. -The "Short Fuse" and "Combat Medic's Bag" perks now actually work properly.-The advanced security bot with cloaking now deactivates it upon returning to patrol (just like the humans with cloaking do post-GMDXv6.0), and can also be destroyed by the plasma rifle without error.-Pepper spray and other gasses no longer trigger laser alarms, same as in vanilla.-Fixed a pathfinding error on the batterypark_02 map.-The "Death Perspective" option no longer causes occassional crashing if set to First Person.-Sam Carter no longer sets your assault gun ammo to 32 during a conversation triggered by the player's non-lethal efforts in battery park.-Secondary Weapons no longer work underwater, except melee.-Tear gas doesn't produce splashing effects when entering water.-There is now a displayed name distinction between quicksaves and autosaves.-Fixed bug where right clicking inventory icons while dragging another caused the dragged item to disappear.-Fixed a minor visual inconsistency on the Skills UI screen-Ensured the player cannot set all custom color theme colors black, as this will result in a broken menu. -Tied a number of new headbob and camera interpolation effects added in GMDXv8.0 to the vanilla headbob option for those that suffer with motion sickness.-NPC Head decapitation is disabled as was originally intended (because it's incomplete).-Amended a couple typos. Boring Balancing & Difficulty Adjustment:-Removed UMP, USP and Laser Rifle (to be available via optional add-on), as well as 20mm EMP grenades.-Reduced Synthetic heart energy drain considerably and halved the light aug's drain.-You now cannot assign any melee weapon as a secondary weapon without the "inventive" perk.-Altered stamina drain values & stamina now regenerates when crouched (if idle).-The MJ12 ambush in Area51 now detects if the player has been ghosting/non-lethaling, and if so this ambush event does not happen.-Minicrossbow steel dart damage reduced by 4.-Added a couple extra assault gun clips in the interest of ammo balancing.-Nerfed the damage of rubber bullets & thrown inventory items, and improved rubber bullet behaviour.-On hardcore mode breath/stamina meter is not refilled when entering water.-Increased the plasma rifle's effectiveness VS bots.
Paul refused to coverse
-the Jojo quest seems to be broken now, after talking to Renton, he will not come and just stand on the upper floor, forcing you to kill him there and make Sandra run away. but she won't actually run away (she would in vanilla). pathfinding broken?
-very difficult to kill Anna so that Lebedev would survive, she either kills him with pretty much one shot or if you manage to end her, the self destruct will get him. something smart is needed here - maybe make Lebedev immune to the explosion, and let Anna shoot him with a pistol so he would survive a couple of hits, and make her switch to her rifle only after you start to fight her. also, she should switch targets to the player immediately if attacked, leaving Lebedev alone.
I did not even know that Lebedev could be saved. The only time I tried to stop Anna she finished him off very quickly and only then she turned against me. At least, if I remember correctly...
I think one of the discontinued DE overhaul mods I've tried ages ago had something like picking only the ammo, and weapons would just drop to the ground after frobbing the body, ready to be collected if the player wanted to. worked rather well (also worked around that problem when you couldn't grab a body until it was fully looted).
remembered one anomaly from vanilla (not as far in my GMDX playthrough yet) - on the superfreighter the soldiers are supposed to be chinese, but they actually sound like regular englishmen. the asian accented voice sets would be more appropriate (if not already fixed).