Download from Mods4Ever.com.

Use vanilla/GOTY (optionally with Lay D Denton) to get all of the Randomizer’s features, best QoL improvements, and the most polished experience. Our installer has an option to install Lay D Denton for you automatically. We also support Revision, GMDX, HX, and Vanilla? Madder.

If you’re experiencing objects warping and drawing on top of each other incorrectly when using the D3D10 renderer, you can use the D3D9 or OpenGL renderer (and check the Rando ➜ Visuals menu for Brightness Boost).

Trailers

Click to show trailers

If you don’t know what Deus Ex Randomizer is, then here’s our trailer which shows a breakdown of how it works:

v3.0 Trailer

Here are trailers for our Halloween modes, WaltonWare, and Vanilla Fixer/Zero Rando:

Halloween Trailer WaltonWare Trailer Zero Rando Trailer

See the full README here. Also check out our Discord and Mods4Ever.com

And make sure to check out our ongoing DXRando speedrun tournament! Also on PeerTube here.

Major Changes

  • New password randomization styles! By default, passwords will now be randomized by picking a few words from word lists instead of purely random letters and numbers. In theory these passwords should be a bit easier to remember if not using autofill, as well as simply being more “fun”.
    • If memes are disabled (such as when playing Serious Rando), password randomization will default to “Pronouncable” passwords instead. These passwords alternate vowels and consonants (the same method used for random names) to form vaguely pronouncable passwords which should be easier to remember
    • If you want to switch password styles mid-game, do so just before leaving for a new mission (so there is no possibility of backtracking) for the least possibility of causing issues.
  • New “Password Assistance” setting, “Show Known Passwords”. Known usernames and passwords will be shown on computers, and a known PIN will be shown on keypads, but they need to be manually entered.
  • The “Account List” window for Password Assistance on computers has been revamped to look a bit more nice!
    • In “Mark Known Passwords” and “Show Known Passwords” modes the “Login” button will not be shown below the account list.
    • Passwords that are learned while using a computer will be updated immediately and no longer requires you to close and reopen the computer.
  • New “Show Computer Accounts” setting. Lets you choose how computer accounts that you don’t have the password for show in the account list.
    • “Hide Unknown” will only show accounts that you have the password for in the account list.
    • “Anonymous Accounts” will show that there are accounts (and how many), but won’t show the name for ones that you don’t have the password for.
    • “Show All Accounts” will show the full account name for all accounts on a computer, regardless of if you know the password or not.
  • You actually start the game with all of your skill points again, instead of 80% of the amount you had left over after the new game skills screen.
  • Initial support for a red-green color blindness mode! Currently this mode only changes the colors used on the health display in the corner of the screen, but the intent is to change any potentially confusing colors to more identifiable ones. Please reach out if you have a form of color blindness and we can try to adjust colors to be more identifiable!

Minor Changes

Click to expand Minor Changes
  • Improvements to Fixed Camera mode:
    • The camera location will now persist through saves and loads.
    • The camera will now focus on the person speaking during conversations.
    • The camera will now respect the reduced FOV from drinking alcohol and adjust the view accordingly to keep the target on screen.
    • The camera will now roll back and forth while drunk.
    • The camera will now shake when it normally would in first person (e.g. while the superfreighter is exploding in Mission 9).
    • The camera can now flip upside down, sideways, or roll from Crowd Control effects. These effects are blocked while forced into fixed cameras from Crowd Control itself, but are functional if intentionally playing in Fixed Camera mode.
    • The camera will now be blocked by unmovable decorations (like vans and helicopters) as though they were walls, causing the camera to quickly adjust to allow the player to see themself.
    • The camera can be blocked by movable decorations (like crates), but the camera will only adjust if the player stops moving behind them. This helps avoid unnecessary camera changes when the player is navigating through a busy room.
    • “Doom Mode” Crowd Control effect now works properly in combination with Fixed Cameras. The player is unable to aim up or down, but the fixed camera itself is still able to tilt.
    • Infolinks will now play at normal volume instead of fading away as the player gets further from the camera.
  • Aim laser no longer shows up during conversations or cutscenes in Revision.
  • Fixed infinite conversation loop in Mission 5 MJ12 Lab when you buy everything from Sven the mechanic.
  • Fixed a bug where characters would patrol to a point and then start wandering, instead of standing still. In particular, this fixes an issue if you aren’t standing near the jail cell window in Mission 5 when Anna shows up (if she’s still alive), as previously she would wander away.
  • Added a button to open the door to the UNATCO HQ front door desk from the inside in Mission 1. All other versions of UNATCO HQ (Missions 3, 4, 5) already have a button to open the door from the inside.
  • Aug/Med/Repair Bots and Merchants will no longer spawn in certain dangerous locations:
    • Near the arcing electricity at the LaGuardia airfield (Mission 3).
    • In the electrical room on the superfreighter (Mission 9).
    • Near the broken electrical box in the Paris Catacombs (Mission 10).
    • In the electrified room in the Vandenberg Command Center (Mission 12).
    • Outside the door of Vandenberg Command Center in the inaccessible duplicate of the main hall (Mission 12).
  • The teleporter to leave the Vandenberg Command Center is now slightly larger to hopefully make it less possible to sneak past.
  • Jock now flies faster during the exit cutscenes from Dowd’s cemetery in Mission 9 and from the gas station in Mission 12.
  • Bingo goal for learning Maggie’s birthday is now properly marked when reading the relevant datacube.
  • Fixed an issue where going two layers deep into the menus (E.g. Settings > Controls) would set your default FOV to whatever the current FOV was at the time you entered the menu. This caused issues if you went into the menus while drunk or using a scope. This would sometimes cause your game to be slightly zoomed in, or your weapon to not appear until you switch to another one.
  • The weapon removed by New Game Plus is now much less likely to change by dropping or picking up other weapons.
  • Robots will no longer drop any weapons regardless of whether they are “standard” or not. Some robots, like the security bots in Dockyards (Mission 9), have non-standard robot weapons such as flamethrowers. Previously, when those robots were destroyed, they would drop any of those non-standard weapons.
  • Spiderbots (or robots who have been given spiderbot weapons) will now be able to use their zap attack against enemies who are not robots. Previously, spiderbots would only use their zap against the player or robots (particularly noticeable if you scrambled a spiderbot - they would just stand and look at their enemy without attacking).
  • Enemies will no longer clone off of disabled robots (Like the ones in the robotics bay in Mission 5, or the Level 2 MJ12 Lab in Mission 6)
  • Dragging a stack of items off of the inventory screen will now drop the whole stack, rather than just a single item from the stack.
  • Barrels that start the level already leaking will no longer lose 1 health every time the game or map is loaded.
  • Gas clouds (such as poison gas from barrels, halon from fire extinguishers, and tear gas from gas grenades) no longer block the highlighting of objects behind them.
  • When meeting the Dragon Heads for drinks at the Lucky Money (Mission 6), JC will properly acknowledge that he doesn’t have room for Max’s drinks when his inventory is full. If this happens, the wine will appear on the bar, rather than being lost forever.
  • In Mission 8, Jordan Shea will no longer take your money if you don’t have space for the Forty or Candy Bar you may try to buy from her.
  • In Mission 8, Smuggler will no longer take your money if you don’t have space for the Assault Shotgun that he sells. This also fixes the same issue for the Sabot rounds and GEP rockets he sells, but currently Randomizer will not fail an ammo transfer, even if you are full on that type of ammo.
  • The barrels behind the teleporter leading from the Ship Upper Decks to the Dockyard Ventilation System (Mission 9) will no longer be randomized.
  • NPCs who are standing or dancing will now always try to return to their original location after leaving it for whatever reason (e.g. if they chased the player).
  • Alex Jacobson will now actually appear in Tong’s Lab (Mission 6) when using a Hong Kong starting map (e.g. when playing WaltonWare).
  • Aggressive Defense System will now stop tracking projectiles immediately once the player runs out of bioelectric energy.
  • The datacube with ALL_SHIFTS account information in Versalife offices (Mission 6) can now be randomized anywhere in the office except for the security room.
  • Bingo goals that require you to kill or knock out a specific character yourself should now be marked as failed more reliably if they’re killed or knocked out by someone other than the player.
  • Bingo goal adjustments:
    • “Ignore Paul in the 747 Hangar” now allows either a kill or knock out.
    • “I SPILL MY DRINK!” now allows either a kill or knock out.
    • “Warn Smuggler” now fails immediately if you actively tell him not to be worried.
  • Adjusted the availability of various bingo goals based on loadouts.
    • Purely lethal loadouts (Such as Freeman Mode or Explosives Only) will no longer allow “knock out” goals to be placed on the bingo board
    • Purely non-lethal loadouts (Such as Stick with the Prod) will no longer allow “kill” goals to be placed on the bingo board
    • “By the Book” loadout will no longer allow “Hack x Computers” or “Hack x Alarm Sounder Panels” bingo goals to be placed on the bingo board.
    • “Burn x bags of trash” will no longer be available in Brooklyn Naval Shipyard (Mission 9) if the current loadout bans all weapon types that can ignite trash, since there are no burning barrels.
  • The time between conversations with Jock and the start of exit cutscenes has been consistently reduced to try to prevent the player from taking damage between the end of the conversation and the start of the cutscene (as often happened at the end of Mission 9 Graveyard).
  • The player can no longer put random ATM accounts into debt when hacking them (they can only be reduced to a balance of 0 credits). Account balances are actually properly emptied and synced to other ATMs in the same map when an ATM is hacked.
  • The odd mechanic at Everett’s house will no longer become angry at the player if he sees someone (like a zombie) trying to attack the player.
  • Zombies will no longer be able to resurrect through thin floors.
  • Weapons that are in the process of attacking will not actually attack if their owner dies mid-fire.
  • Turrets that have been moved or randomly added will now sit idle facing the area they are supposed to be protecting.
  • Turrets will now swing side to side when active and hunting targets. This makes it possible to determine from a distance whether a turret is going to try to shoot you or not (since the light on the front of the turret is not always visible).
    • Turrets in Ocean Lab will move more abruptly for flavor purposes.
  • Revision no longer soft locks with Paul ignoring you after sending the signal at NSF HQ (Mission 4).
  • Revision no longer soft locks with Gordon Quick disappearing after retrieving the Dragon Tooth Sword ROM if he had been randomized somewhere outside of the Compound map.
  • Split clothing randomization out of the “Memes” configuration option into a new “Fashion” option, under the “Visuals” settings menu.
  • Save points are indicated in their highlight info when playing with Fixed Saves.
  • Bodies that the player carries are now visible in third person and fixed camera perspectives.
  • Block certain out-of-bounds locations from being selected for random placement of things (like medbots/repairbots, merchants, turrets, datacubes, etc…):
    • Beyond the teleporter at the end of Ocean Lab, leading into the UC map (Mission 14).
    • In the hallway of Tong’s base (Mission 6).
  • The goal to find the Ambrosia in Battery Park (Mission 2) is now properly added at the start of the the level again.
  • The Training Merchant (who shows up in Training) is no longer afraid of anything.
  • The door in the demolitions training hallway (in the Training mission) can now be highlighted to see the damage threshold.
  • If LDDP is not installed, there will no longer be an empty datacube in the mirrored Mission 1 UNATCO HQ map.
  • Less likely to unexpectedly learn passwords from datacubes or emails that don’t intentionally include the password
  • Adjust passwords on several different computers through the game so that they no longer have overlapping “SECURITY” passwords, causing falsely learned passwords.
  • “Light a flare” bingo goal will no longer appear in Mission 9. There is only a chance of finding a flare in a single crate, so it is not consistent.
  • Moved a crate that spawned near the bottom of the ladder into the sewers at the Warehouse (Mission 2)
  • Thermoptic Camo now actually looks like the actual item in the charge timer when used.
  • Charged items (like Ballistic Armor and Thermoptic Camo) are now properly centered in the icon bar on the right side of the screen.
  • List of accounts when hacking a computer will always fully capitalize the currently logged in user name to match the account names in the list.
  • New fonts to better distinguish between I, l, and 1 (uppercase I, lowercase L, and the number one).
  • Codes or passwords in email subject lines will now be shown randomized and get learned. This is primarily for Alex’s closet code.
  • The font used for the console (such as when entering cheats) is now larger by default, and can be changed with a new option “Console Font Size” in the Rando > Visuals menu.
  • Ammo for thrown weapons (like grenades or throwing knives) is no longer looted if the weapon is marked as trash.
  • It is no longer possible to pet animals while carrying decorations.
  • Item transfers in conversations no longer fail if you already have the weapon being given and have full ammo (For example, if you already have a stealth pistol and full ammo before speaking to Sam Carter in Mission 1).
  • Crowd Control changes
    • Crowd Control effects that give all enemies a weapon will no longer succeed if the enemies already all have the weapon.
    • Crowd Control effects that give all enemies a weapon will no longer allow the player to loot those weapons off of the enemies when killed.
    • Crowd Control effects that give the player an item will no longer trigger while the inventory screen is open.
    • Crowd Control effects will no longer trigger while in a cutscene (Like flying away in a helicopter)
    • The player should no longer die when entering an ending cutscene with Crowd Control enabled
  • The “location” and “spoiler” buttons on the Goals screen can now also hide the markers again once activated.
  • The conversation window will now expand to ensure all choices are visible on screen. Before, certain aspect ratios and GUI scaling combinations did not allow a fifth conversation choice to fit on screen.
  • Added an option to always show aug levels. (For the tournament!)
  • Clicking no longer ends the credits, you must double left-click or press escape.
  • Controls are now shown on the credits screen.
  • Randomized objects on the title screen will no longer fade away if they normally have a limited lifespan.
  • The cover over the Tong ending button in Area 51 should now open properly when using Transcended maps (such as when playing VMD).
  • The code for the Mole People phone booth is now based on a randomly selected short word instead of being purely random.
  • Teleporter icons now look more crispy.
  • New option under Rando > Visuals to choose whether world textures and object textures should be smoothed or not.
  • Binoculars or weapon scopes now unzoom when you reach a bingo win (such as in WaltonWare).
  • Maybe fixed random deaths in the ending cutscenes for some players.
  • Times shown for each mission in the credits now use fixed width numbers to make things line up better.
  • The game no longer crashes when starting a new game from the Training mission.
  • Health is properly restored to up to 50% of maximum health in each body part when reaching Mission 5.
  • Hidden explosive crates attached to the Mission 9 Weld Points no longer sometimes get collision when being randomized (which caused them to be shootable).
  • Revision will no longer consider existing item locations as viable locations to spawn random bots or NPCs.
  • The triad helpers in Tong’s base (Mission 6) near the hallway will no longer spawn additional NPCs near them. This should help keep the area clear and navigable.
  • Keys bound to opening specific menus should now always also close the menu again if it is already open.
  • New bingo goals:
    • Make Soup: Put three bodies into Tong’s hot tub
    • My Buddy Vinny: Offer to help Vinny find out what’s going on at the Advanced Submarine Base
    • Yvan Eht Nioj: Look at a Navy recruitment poster through binoculars or a scope.
  • Opening the New Game screen while in a game should no longer show bans based on the loadout used in the game currently being played. Instead it will properly use the loadout selected on the New Game screen.
  • Updated names are shown when hovering over teleporters between levels to be a bit more clear.
  • Teleporters to mirrored maps now have mirrored icons.
  • On Windows computers with AMD GPUs, we now disable DXVK by default due to driver issues. You can manually change this in the advanced section of our installer program.
  • Horde Mode improvements:
    • Items dropped from Horde Mode Crates are now scattered when the crate is destroyed to help make the contents easier to grab.
    • At the start of a wave, weapons that are loose on the ground will try to combine with other weapons of the same type in an area to reduce clutter.
    • Disabling a robot with EMP will now count as having killed it for making progress in the round. Disabled robots will explode at the end of the wave.
    • Enemies that are fleeing will now be considered dead for the purposes of wave completion. Fleeing enemies will be killed when the wave ends.
    • Progress in horde mode will now persist if you exit the game and load the “Exit Save” again.