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:
Here are trailers for our Halloween modes, WaltonWare, and Vanilla Fixer/Zero Rando:
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 game mode: Mr. Page’s Nice Bingo Machine! This is a combination of Normal Randomizer and the Mean Bingo Machine, making it a great starting point for people to learn bingo.
- The new game screen now shows recommended presets.
- Added buttons for Save Settings and Restore Settings on the Advanced New Game screen.
- You can pet the robots! (Except for Medical and Repair Bots)
Minor Changes
Click to expand Minor Changes
- Robots can now be randomly given a pistol weapon or a radioactive weapon.
- Added more info to default speedrun splits notes.
- In vanilla, bingo goals for destroying robots can now be completed by disabling the robots as well.
- The sniper in the Area 51 surface tower is now active immediately if you start in the tower instead of waiting for 9 seconds.
- Improved some RNG to be more evenly distributed.
- Rando Lite no longer has added merchants.
- The “Songs Played” count shown when a piano is highlighted no longer shows if Memes are disabled, since it also disables the additional songs that can play.
- Some doors that have pneumatic sounds now break into metal fragments instead of wood, such as the Ocean Lab Sub Base sub bay doors.
- Fixed the size of some objects that replace the Earth being grasped by the hand statue.
- The 350 skill points for redirecting the missile in Silo (Mission 14) can no longer be acquired by walking to a certain spot in the command center. The skill points will now be properly given only when actually redirecting the missile from the launch computer.
- Changes to October Cosmetics settings
- Spooks (spiderwebs and jack-o’-lanterns) and red screen tint can now be turned on or off separately in global settings.
- Spooks are now correctly turned off in Halloween modes, when disabled in global settings.
- Spooks are now correctly turned on when not in Halloween mode or October, when enabled in global settings.
- Improved faction detection when cloning enemies. Bots in the Airfield (Mission 3) should now clone NSF-related enemies, and spiderbots in the Vandenberg Tunnels (Mission 12) should now spawn MJ12-related enemies.
- Enemies cloned from the NSF in Mission 3 will now be cleaned up better in non-vanilla versions of the randomizer.
- “Send him back to the people” bingo goal now gets marked as failed as soon as Leo Gold disappears from the game.
- The bingo help window now shows the possible missions as a list with human readable names. If the goal is active in the current mission, the mission will be clearly marked in the window. In Zero Rando, missions beyond the current one will only be listed as ??? to avoid spoilers.
- New Bingo Goals:
- “Spoils of War”: Buy something from Tech Sergeant Kaplan (Mission 1).
- “We’re Cops”: Tell Tech Sergeant Kaplan you’re going to take a minimum-force approach (Mission 1).
- “Bench Warmer”: Sit on 3 benches scattered around Liberty Island (Mission 1).
- “Peace Keeping Occupation”: Speak to Gunther after completing a mission (Mission 2, 3, or 4).
- “Who will help the widow’s son?”: Speak to the Freemason in the Free Clinic (Mission 2).
- “Pet x Cleaner Bots”: Pet enough cleaner bots (Missions 1, 2, 3, 4, 8).
- “Pet x Commercial Grade Security Bots”: Pet enough commercial grade security bots (Missions 1, 2, 3, 4, 8, 11, 15).
- “Crawl under the super freighter helipad”: Crawl through the tunnel connecting the electrical room to the helipad (Mission 9).
- “Raise the bridge in engineering”: Use the keypad next to the bridge in the superfreighter engine room to raise it (Mission 9).
- “Our Country 'Tis of Thee”: Listen to the bum in Battery Park sing his whole rendition of My Country 'Tis of Thee (Mission 2)
- Mission starts inside the Ocean Lab or at Silo (Mission 14) will now start with the sub bay doors open in the Sub Base. Silo starts will also start with the sub bay doors open in the Ocean Lab itself.
- Randomly placed datacubes (such as Medbot or Repairbot hints) should no longer be able to get placed in unreachable areas (Such as underneath the shanty town huts in Mission 2 Battery Park).
- Synthetic Heart aug improvements and fixes:
- Aug levels are always shown as the actual level, instead of the effective level if being boosted by Synthetic Heart (In other words, an aug will show the same level whether Synthetic Heart is active or not). The extra level from Synthetic Heart is shown as a plus sign next to the aug level when the aug is being boosted.
- It is now possible to fully upgrade an aug while Synthetic Heart is active.
- Fixed a bug where augs that get removed (such as on a New Game Plus or by a Medical Bot) while being boosted by Synthetic Heart start at level 0 when reinstalled.
- Fixed a bug where Crowd Control could downgrade an aug to level 0 if it’s being boosted by Synthetic Heart at level 1.
- New Aug Slot Rando option: Balanced. Keeps the proportional number of augs per slot as close to default as possible.
- Zombies raised from the player’s corpse (or corpses of Crowd Control player clones) now get the proper face skin and hit sounds.
- Troops that are fleeing during the apartment raid in Mission 4 are now considered dead for the purposes of defeating the raid (so you won’t need to hunt down that one troop hiding in a corner to have it counted as being completed).
- Paul’s fashion should now be immaculate after uncloaking and in death.
- Paul and JC’s corpses will now correctly use the “floating” mesh if clothes are changed while the body is in the water.
- “Who Needs Rock?” bingo goal progress is now properly marked when trading zyme to Lenny after getting a LAM from El Rey.
- Karkians in the MJ12 Lab under UNATCO HQ (Mission 5) will now properly go hostile and try to escape regardless of how the door is opened.
- Player clones spawned by Crowd Control can now use defensive augs, speed, cloak, medkits, biocells, and fire extinguishers that the player had when the clone was spawned.
- Smuggler’s bot starts “standing” instead of “idle”, which means he will still react to threats when Smuggler knows you (and he becomes pettable).
- Paul actually disappears after talking to you and going to the train in Mission 2.
- Conversations that play while in first person will now try to trigger other events that happen after a voice line gets interrupted. This fixes/improves some cases where you get items or notes, or when flags get set after a voice line plays (for example, the trooper that gives you LAMs in the training mission, or Nicolette giving a password note when in the study of Chateau DuClare).
- The Crowd Control setting will now automatically be enabled if there is a session connected when starting a new game.
- When playing with Toggle Crouch disabled, you can now crouch while jumping. This was already possible when Toggle Crouch was enabled.
- “Let Aimee and Le Merchant Live” bingo goal now gets properly marked as completed when traveling to any other map from Denfert-Rochereau. This fixes the goal with Entrance Randomization, where it would previously only be marked completed when you get to the Catacombs tunnels.
- Open Aug Tree can no longer be opened on the title screen.
- “AL” will now appear over the oxygen meter when swimming underwater while Aqualung is active.
- The electrical panel in the basement of the NSF Warehouse (Mission 2) near the sewer entrance will properly disable the nearby laser triggers, as well the rest of the basement lasers (without disabling unrelated lasers elsewhere in the map).
- Items that don’t exist in the inventory grid will not be counted for the purposes of removing items beyond the “Max Item Carryover” limit. For example, with a “Max Item Carryover” of 5, you can wear 1 ballistic armor through the end of a loop while holding 5 unused ballistic armors in your inventory and not lose any of them due to the limit.
- In Mission 3, the Sewer Door and East Gate keys now drop from enemies before they’re removed after dealing with Lebedev.
- Charged Pickups (things like ballistic armor, thermoptic camo, tech goggles) no longer count down their timers while in cutscenes (like game endings or helicopter rides).
- Items like fire extinguishers or armors that are in use when finishing the game will be removed when starting New Game Plus.
- Items should no longer be lost sometimes when dropped and picked up again quickly (GEP Gun juggling, for example).
- Adjusted the alliances of everybody in the Versalife offices. Security guards should now spawn police-related clones, and the commandos that show up later will spawn MJ12-related clones. Workers with weapons will spawn more generic clones.
- Zombies will now resurrect with the same head gear as they had before (helmets, visors, or lack thereof).
- New Loadout: “No Rifles”. Assault Rifle, Assault Shotgun, Sniper Rifle, and Sawed-Off Shotgun are banned, along with their associated ammos.
- Enemies will no longer use a PS40 at extremely close range.
- More reliable timer storage across crashes.
- Fixed patrol points in the 'Ton Hotel in Mission 8 so that the riot cops actually patrol the hotel.
- “Getting colder…” infolink from Alex in Mission 1 UNATCO HQ actually plays if you leave his office without talking to him.
- Values in the Environmental Training skill description align better.
- Smuggler’s elevator button in the final New York mission no longer moves around.
- Stackable items marked as Junk will now get picked up if they’re already in your inventory.
- Gordon Quick and Max Chen will try to move back to the temple if they are lured away while waiting for you to start the ceremony.
- Hidden grenades (such as ones thrown in scripted locations in GMDX) will not get their type randomized.
- Weapon Mods in GMDX can now be randomized into the Weapon Mod types added by GMDX (Damage, Rate of Fire, and Full Auto). Weapon mod chances will also be based on the number of weapon mods in GMDX, rather than vanilla.
- Weapon Mods randomization chances in Revision (When using Revision maps) will now be based on the number of weapon mods in those maps.
- MJ12 Commando machine guns now do 12 damage base instead of 15 (before randomization).
- Trash bags will no longer break when stepped on if Other Balance Changes are disabled (such as in Zero Rando mode).
- “Late Start” crates (such as when starting the game later than Mission 1, or when starting a new loop in WaltonWare) will now be placed in your hands if it for some reason fails to spawn in front of the player.
- Gunther now becomes hostile to the NSF as soon as you give him a weapon when rescued in Mission 1, instead of only when the player walks through a trigger near the jail cell door.
- Goals that require you to create dead or unconscious bodies (“Bring the terrorist commander to a bar” and “Sewer Surfin’”) are now banned with “Grenades Only” and “Explosives Only” loadouts.
- When the “Glitches for Speedruns” option is set to “Allowed”:
- Map Exits can be triggered by things other than players (which allows you to shoot the Map Exit in Vandenberg again).
- Item duping is possible again.
- Loading a game via a keybinding alias (Such as “LOADGAME 1”) will no longer cause the game to get stuck with “LOADING” on screen.
- A downgraded pistol skill on the New Game screen reverts back up to Trained.
- It is now possible to highlight objects through narrow gaps next to doors, like the switch to power the Antimatter Reactors to end the game in Area 51 (Mission 15).
- Superjump works again.
- Lloyd will open the UNATCO door when you throw the gas grenade like in the vanilla any% speedrun.
- If the player has negative health when entering a map (For example, if killed just before entering Jock’s helicopter into a cutscene), they will now be killed instantly. (Unless the “Glitches for Speedruns” option is set to “Allowed”)
- It is no longer possible to open menus (Such as the inventory or goals screens) during the intro and endgame cutscenes.
- Several bingo goals will now be properly detected as failed when relevant characters despawn after running away:
- “Who will help the widow’s son?”
- “Buy the full treatment plan in the clinic” (If both doctors are dead or ran away)
- “My Buddy Vinny”
- “Play the Detective”
- “Kill Joe Greene” (He’ll only despawn in Mission 2, and this will only fail if the bingo duration does not extend to his next appearance)
- “Take down Sandra Renton”
- The “Sell Zyme to Renault” bingo goal now only requires selling 2 vials of zyme in games with short bingo durations (such as WaltonWare), instead of the default 5 vials.
- Pool balls bingo goals only require 3 balls in games with short bingo durations (such as WaltonWare), instead of the default 5 balls.
- Help text for bingo goals will now state the actual number of things you need to do instead of saying vague things like “enough”.
- When the game starts in the Warehouse District (Mission 2), bingo goals in Mission 3 UNATCO HQ will be considered possible for short bingo duration games (like WaltonWare).
- Bingo help windows now scroll less per up/down press or scroll wheel notch. This gives more control when trying to read through the help text.
- Hover text for teleporters to and from “the bar” in Hell’s Kitchen (Missions 2, 4, and 8) now refer to it as the “Underworld Tavern” instead of as just the “Bar”.
- The blast door that drops in front of the elevator in the Versalife Level 2 Labs (Mission 6) will now be properly interactable after the UC is destroyed, allowing the key to be used to open it back up.
- Hotkeys for buttons will now actually work in certain menus (the “Advanced” settings menu when starting a new game, for example).





