My real account is @Die4Ever@retrolemmy.com

Developer of Deus Ex Randomizer, StarCraft 2 Randomizer, RollerCoaster Tycoon Randomizer, Build Engine Randomizer, and Groovie

https://lemmy.mods4ever.com/communities

https://github.com/Die4Ever

https://mods4ever.com/

  • 43 Posts
  • 24 Comments
Joined 2 years ago
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Cake day: July 6th, 2023

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  • Minor Changes

    • Entrance Rando is now an advanced setting, and some Entrance Rando game modes have been removed
    • Various speech restorations
    • Paul hotel raid depends on minor map balance, binoculars depend on moderate
    • The goal to find the Ambrosia is given immediately when entering M02 Battery Park, rather than getting it from speaking to Anna
    • Ambrosia barrels will now be shuffled with other containers, except when they are a mission goal (M02 and M03)
    • Flashlight brightness is slightly reduced (but it’s still brighter than vanilla)
    • Upgrading active augs no longer makes deactivation and activation sounds
    • DXVK 2.7, smarter compatibility checks with vulkaninfo
    • Enemy respawning will no longer display an error message when there are a large number of enemies present (eg. Serious Sam mode). The limit on the number of respawning enemies has been reduced.
    • Fixed changing enemy respawn to 0 during a game
    • Memory Containment Units (MCUs) for limited save games will now try harder to find a valid location to spawn before giving up.
    • When all items are removed from a crate, the cardboard box that replaces it will match the size of the original crate
    • Harley Filben will still talk to the player on Liberty Island if using Confix (eg. GMDX) and you didn’t get the password from Paul first.’
      • Note: Confix is NOT required or recommended for use with vanilla Randomizer
    • Memory Containment Units will be ignored for the purposes of the Unaugmented Prison Pocket setting, allowing you to keep another item. Memory Containment Units will always be kept.
    • Vandenberg Cmd move “near pipes” start to a higher level, so the start locations are more equal
    • Make sure the guard inside the front door of Dockyards is friendly if you come in some way other than the front door (if you helped Vinny)
    • Speedrun splits view changes:
      • Added %combatdifficulty to HUDSpeedrunSplits
      • Don’t show a mismatched splits warning in WaltonWare
      • Mismatched splits warning dialog now shows PB
      • WaltonWare doesn’t write to splits file
      • Fixed some spacing issues
      • The WaltonWare timer now shows tenths of a second for WR tie breakers
    • ScriptedPawn can be ignited by flaming barrel if they stand on it
    • Guy in the Old China Hand no longer gives FemJC the Versalife Maps for free if Paul is alive
    • Camille (the dancer in the Paris club) will now be able to talk to you even if Antoine (the biocell guy) is dead
    • Added a datacube with info about fixed and limited saves to JC’s office in M01 UNATCO HQ
    • Enemies are slightly more likely to receive a baton and slightly less likely to receive a combat knife when being given random weapons
    • The Hanging Lantern in Maggie’s apartment is now invincible, so you can always get to the MJ12 area
    • Added help buttons to Spoiler Button and Camera Mode advanced settings
    • Goals on the goal screen will still show their description when completed, rather than being changed to blank
    • Bathroom mirrors in M03 Airfield Helibase will now work as expected for binocular-based bingo goals
    • Don’t show Goal Location markers for start locations
    • If NG+ removes grenades or throwing knives, it also takes all of the ammo for them as well
    • Metal barrels are no longer possible to set on fire. This fixes a bug with gas clouds not being spawned from barrels that burned to the point of destruction.

  • Revision

    • Updated mission masks for some bingo goals in Revision to account for what exists in the Revision Maps
    • Added CheatsOn, CheatsOff, and AllPasswords cheats to the Revision player class
    • Addded ShowBingoWindow exec function to RevRandoPlayer so it can be manually bound to a hotkey
      • In the User.ini file, go to the [Engine.Input] section and find the key you want to bind to open the bingo screen. Change it so that it maps to ShowBingoWindow, eg. to make B open the window: B=ShowBingoWindow
    • The “Go to the third floor of the Ton” bingo goal in Revision now allows going up the stairs instead (in M08, where the stairs are accessible)

  • HX Fixes

    • HX will now generate the bingo board based on the starting map selected when hosting the server
    • Replaced grenades in HX no longer beep at the start of the level #1255
    • Sub base doors and the UC door switches will now be aligned properly again
    • Gordon’s Intercom will no longer fall to the floor
    • Added a short delay between setting flags and starting infolinks after NSF HQ message broadcasted and UC schematics downloaded in Ocean Lab. This lets them work properly in HX without any noticeable difference otherwise #1263
    • M04 Anna and M14 Walton will properly start out of world in HX #1251
    • All spawned datacubes in HX should now be added to your datavault when read
    • HX won’t enable enemy resurrection or reanimation on the first loop
    • Zombies are properly initialized in HX #1247
    • Ensure cloned pawns are marked as not initialized before trying to initialize them (Not strictly required for vanilla, but needed for HX to ensure they go out of world and get correct alliances) #1251 #1248
    • Don’t populate the bingo board with question marks in HX #1252
    • Maggie’s piano in HX now says who played a song and broadcasts it to all players #1255
    • HX will now use the proper triggers to start Infolinks, preventing softlocks (particularly when finding the Dragon’s Tooth Sword)
    • HX now considers itself to use the vanilla maps, so it will no longer unintentionally do things intended for Revision
    • HK Basketball bingo trigger finds the proper original trigger #1255
    • The Lucky Money Freezer Door now gets attached to the security computer in HX #1255
    • Sam Carter is now fearless in HX
    • Infolinks will now start properly when initiated from Randomizer code
    • Jock will now appear as expected when completing Silo
    • More various fixes for HX Randomizer
    • Ensure that BingoFrobbers are “always relevant” to ensure the ones that are out of world are present on HX clients #1257

  • Crowd Control

    • Additional messages for dropped pamphlets
    • Crowd Control grenades are now thrown at the player from a random location around them, rather than being dropped at their feet
    • Crowd Control thrown grenades show the viewer name when highlighted
    • Grenades thrown by Crowd Control now detonate at the normal speed, instead of very slowly.
    • Crowd Control effects don’t start when the player is dead
    • The “Disable Jump” Crowd Control effect now works again in vanilla
    • Crowd Control won’t allow giving the player a weapon they already have (except for ones where the weapon pickup acts like the ammo, like grenades or throwing knives)

  • Zero Rando

    • Zero Rando has more vanilla authentic damage types for Hazmats
    • Zero Rando allows using computers from too far away again, and disables the animation speedup that compensates for it (back to vanilla behavior)
    • Explosive barrel damage unchanged for Zero Rando (unless you have the new barrel textures enabled or BalanceEtc)
    • Removed DXRDoors door_fixes from Zero Rando
    • The player portrait on the new game screen doesn’t get randomized in Zero Rando
    • Laser positions in M04/M08 Hell’s Kitchen sewers are now only adjusted when Moderate Map Balance Changes are enabled (meaning they are no longer adjusted in Zero Rando)

  • Bingo / WaltonWare / NG+ Minor Changes

    • Bingo Viewer application improvements!
      • Bingo Viewer will now automatically load the last used file, rather than prompting to select a file every time it opens
      • If your bingo file contains data from multiple mods (eg. Vanilla and GMDX), it will remember the mod you selected to use last time
      • Bingo Viewer will remember your window size and will reopen to the same size it was when last closed
      • Bingo Viewer now has menus which allow you to perform a variety of actions, including opening new bingo files and displaying progress bars
      • Bingo Viewer will now create a settings file
      • Performance tweaks
    • NG+ crates subtract unspent skill points and credits instead of silently taking them away in NG+
      • (instead of NG+ silently taking away unspent skill points from the player, now it tries to remove them from the WW crate first)
    • Fewer datacubes in Area51 Entrance and Page (#1244 and #1245)
    • Hong Kong main quest bingo goals aren’t given for early starts
    • Bingo goals for buying from The Merchant and Le Merchant
    • The ChangeClothes bingo goal is never marked as failed when clothes looting is enabled
    • The IgnitePawn bingo goal is no longer allowed with restricted loadouts
    • The GibbedPawn bingo goal requires that the player is the one who did it
    • Bingo goals can no longer be completed during cutscenes (Intro and endings)
    • New smaller scale Pool bingo goals. These will be swapped in when bingo duration is low, instead of the multi-table goals.
    • All books, datacubes, and newspapers can now show a summary of what they are when highlighted. These summaries are only visible when password assistance is enabled
    • Added French Exit signs to the Emergency Exit bingo goal (and extra goal info for those who don’t speak French)
    • Tweaked when some bingo goals can appear, based on settings and version of the randomizer being used (eg. Revision)
      • The “Flush Toilets” bingo goal can now be completed in M15 in Revision
      • “Extinguish yourself with running water” is no longer allowed with short bingo durations
      • “Extinguish yourself with running water” is no longer marked as completable in M02, as there is no running water on the same map as burning barrels
      • Enabling clothes looting takes the added clothes racks into account for the “Change Clothes” bingo goal in vanilla
    • Reduced the maximum for the bingo goal to kill the sailors in the Lucky Money, since the maximum was previously based on the number of sailors present in the LDDP version of the map (one extra sailor)
    • The bingo goal to go to the ends of both cranes on the superfreighter now correctly always requires you to go to both
    • Increased CollisionHeight for birds
    • Fixed the Advanced menu breaking the Random Starting Map default for WaltonWare
    • Added several new bingo goals (particularly around M05 Jail)
    • Minor fixes for carrying WaltonWare crates across maps
    • Fixed a bug with carrying a corpse across NG+
    • The Versalife Labs 2 start location gives you the computer password so you can move forwards or backwards
    • New mutual exclusions for bingo goals
      • Book reading goals are now mutually exclusive
      • “Check your Email” and “Clear your Browser History” goals are now mutually exclusive
      • “MUST. CRUSH. CAPITALISM.” and “Take down the thief in UNATCO” goals are now mutually exclusive
    • Blocked the 747 Suspension Crate datacube from being in the Suspension Crate
    • Improved/compartmentalized NG+ seeding
    • Pianos now avoid recently skipped songs, and have stronger weights for required songs
    • “Sink X pool balls” bingo goal no longer counts sinking the cue ball (as the help text implies)


  • Major Changes

    • Area 51 (M15) Sector 3/4 starts delete enemies on the elevator at the end of Sector 2 for backtracking
    • Options for auto enabling auto augs when installed (all auto augs, protection augs, damage resistance augs)
      • Damage Resistance augs are Ballistic Protection, EMP Shield, Environmental Resistance, and Energy Shield
      • Protection augs are the Damage Resistance augs plus Aggressive Defense System
    • Fixed a bug where tranq darts were sometimes dealing lethal damage
    • Some bingo-relevant books are now color coded for easier recognition (The Man Who Was Thursday now has a red cover, and Jacob’s Shadow is now purple). This can be controlled by the Goal Textures setting.
    • NG+/WW reduced skills churn
      • NG+ does 2 skill downgrades instead of 3
      • WaltonWare crates have 33% fewer skill points
      • NG+ takes away 20% of your unspent skill points instead of 25%
    • Max Rando/NG+ prevent min_weapon_dmg from going too low, old range was 25% to 100%, now it’s 40% to 90%
    • MaxRandoValPair now has more separation between min and max (like for the min/max weapon damage, or min/max skill costs)
    • Pool tables are much improved
    • Removed Vandenberg start location at front gate (where you find Jock after you completed your goals in the non-Randomized game)
    • Added Vandenberg start location on roof of the comms building
    • Bingo boards generated for Mr. Page’s Mean Bingo Machine now only have 1 free space instead of 5.
    • Randomly selected starting locations for New Game+ will try to avoid repeating recently used start locations more. This also includes repeat UNATCO HQ or Hell’s Kitchen starts (even across different visits)
    • WaltonWare crates will now give medkits depending on your start location and your maximum health
    • Added scaling and blackout options for scopes and binoculars, with a cool automatic “Fit to Screen” option that doesn’t rely on fixed size textures and adapts to any screen resolution/ratio
    • Proper handling of Ford Schick being unable to give you the aug upgrade can when your inventory is full
    • Make sure Shannon is always present in M01, regardless of gender #1280
    • Many “Kill Person X” bingo goals are changed to “Take Down Person X”, allowing both kills and knockouts instead of just kills. Bingo boards from older versions will be upgraded to this.

  • New Game Modes

    • Serious Rando and Memes changes:
      • added new “Serious Rando” game mode, same as Full Rando but with some goal locations disabled, and memes disabled by default
      • Animals don’t sit in chairs when memes disabled
      • Certain goal locations and behaviors will no longer be used in serious mode:
        • Liberty Island (M01) - Leo won’t appear on the South Dock or in Jail
        • Warehouse (M02) - Jock won’t appear in the sewers
        • Hong Kong (M06) - Max Chen won’t appear in the bathroom
        • Return to NYC (M08) - Jock won’t appear in the alley or near the back entrance to Smuggler
        • Dockyard (M09) - Jock won’t appear in the warehouse or in the sewer
        • Paris (M10) - Nicolette will no longer be dancing, and she won’t use a smoke bomb after being talked to in the streets
        • Silo (M14) - Jock will no longer appear at the bottom of the silo or in the command room
    • New gamemode Groundhog Day
      • In Groundhog Day mode, your seed and settings will not be changed when completing the game and going to New Game+. Refine your run with each loop as you learn goal and item locations!
    • New gamemode WaltonWare Hardcore
      • The WaltonWare experience, except ALL saving is disabled! You do not get healed after each loop. No medkits or medbots. How long can you last?







  • More Minor Changes

    Click to expand more minor changes...
    • Paul’s apartment door in M04 can be manually closed again (It works this way in M02)
    • Always RemoveStopWhenEncroach() movers because it’s bad
    • M15 Bunker PlaceholderEnemy on top of vent to make that route slightly harder and more in-line with the blast door route
    • Show fire rate of melee weapons on Inventory screen.
    • Replaced Vandenberg comsat random start with tunnels (basically the same thing)
    • M06 Hong Kong UC chamber door is no longer breakable
      • (breaking this can cause a lot of confusion if you try to progress without using the computer, and you need to use the computer to get the UC schematics in order to progress)
    • Prevent M05 Karkians from being cloned, so they don’t clone outside the enclosure
    • Zero Rando fixed CombatDifficulty being slightly off when below Realistic
    • Clothes Looting setting persists through NG+
    • Floor Is Lava: fix ladder check for Revision
    • Added a merchant into Training
    • WaltonWare starts later than Vandenberg Command now properly destroy the entry jock
    • WaltonWare start later than Vandenberg Command, Comms door cannot be closed
    • Hide bingo board during intro so you can’t cheat races that are using in-game time
    • Remove different color for bingo goals without a mission mask
    • Improved Bingo Viewer display of goals with numbers, make sure to download the latest Bingo Viewer!
    • Various other minor bingo goal name changes to make them fit on the bingo viewer better
    • Added bingo goals for losing arms and legs, and losing limbs in general
    • Shoot Satellite Dishes at Sub Base bingo goal now has better bingo trigger collision
    • Added Paris Club EmergencyExit bingo trigger
    • Kill Tiffany Savage requires killing her yourself (and renamed to “Give it your best shot”)
    • Rando camera view distance reduced to match beep sound distance
    • Slightly quieter sawed off fire sound and plasma impact sound
    • Dress and SuitSkirt models share leg textures for fashion purposes
    • Paul doesn’t leave the hotel after the M04 raid until you leave. Make the flag setting when leaving the hotel (during or after the raid) a bit more robust, hopefully.
    • Track body part losses for vanilla and Revision
    • Multiple Merchants within the same mission are now able to sell the same type of item
    • Many important NPCs will now return to their original locations after fleeing
    • Better singular goal descriptions
    • Graveyard datacube for the EM Emitter keypad can no longer be located behind the bookcase, in Dowd’s safe, or (in Revision) the hidden underground area
    • Prevent Tim’s Closet Key from being inside the closet
    • Moved Vandenberg Antenna BingoTrigger location so that projectiles can hit it properly
    • Horde mode:
      • Extra Mastodon messaging for Horde Mode
      • Horde Mode now places spawned items into crates
      • Templar Computer in Horde Mode gets shuffled every wave and gives 500 skill points when it’s used each wave. Ban weapon mods in Freeman Mode and SWTP Pure loadouts.
      • Actually play the prod sound when Horde Mode shocks you
      • Horde Mode reports remaining enemies less frequently, but reports immediately if the number of remaining enemies changes.
      • Horde Mode no longer bans skills outright, uses aug slot rando, and doesn’t reroll skill costs
      • Allow Ironman (All Saves Disabled) save mode to be shown in the list if it is the current default
      • Remove forced Speed Enhancement from Horde Mode, now it depends on your loadout where Speed Enhancement is still selectable
      • Added 20mm, Sabot, and WP to item options.

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  • Minor Changes:

    Click to expand minor changes...
    • Extra items spawned in Warehouse now spawn in crates instead. Mission 3 entrance rando rebreathers spawn in crates. This should improve visibility.
    • Fixed crash when skipping the ending too quickly
    • Fixed buying certain items from The Merchant in non-vanilla mods
    • M09 WaltonWare starts now give ship maps
    • Give Vandenberg Control Room key when startng in Vandenberg Computer/Control Room and later
    • More locations for M03 Airfield Dormitory Key (the whole area past the east gate, except for the security tower and the dormitory itself)
    • Slightly toned down how much environmental damage scales with combat difficulty
      • (Plasma damage against the player won’t scale as much with difficulty)
    • Fixed the softlock fix for conversation before M04 Hotel Ambush so that it actually plays the correctly gendered conversation
    • Bob actually comments on your health on the elevator from Area 51 sector 2 to 3, along with a Mastodon toot
    • Spawning new enemies checks for free space, to prevent blocking hallways
    • Conversation with Paul at the end of M04 can now be initiated by Frob (as long as you’ve entered the flagtrigger near him)
    • Added a 600 credit price limit to Le Merchant’s item selection, so he won’t have camo anymore
    • Fixed M04 floating cloned enemies outside after the raid, should also affect M06 and M08 raids
    • First person conversations (barks) no longer block WaltonWare wins, and don’t count as InGame anymore
    • Fixed M02 hotel hostage situation AI
    • Spider Bot doors in HK Level 2 labs can’t be closed with the keypad again
    • OceanLab UC Spiderbots run towards the laser when triggered instead of attacking the player directly
    • Silo ambushers will now run down the tunnel and back instead of directly attacking the player
    • Added “destroy utility bots” bingo goal when medbot/repairbot chances are low
    • If The Merchant chances are low, ban the bingo goal for killing him
    • Selling Zyme to Renault for 65 credits now also counts towards bingo
    • Don’t randomize throwing knives in Anna’s Mannequin in Revision
    • Make sure FlyGenerator’s get moved with their parent decoration
    • Prevent duplicate Jojos
    • Highlighting a modded weapon now shows that it is modified
    • Revision player move speed now changed by AugNinja and AugOnlySpeed
    • New icon for Ninja Aug, and the other new augs
    • Increase size of triggers for rescuing catacombs hostages (so that they can’t dodge them)
    • Computer login screens no longer clear the username if login fails
    • Add Random button under portrait on New Game screen to select a random JC
    • Fixed bug where putting away your weapon while changing maps could cause it to get stuck
    • Empty InformationDevices are not shuffled (helps with Revision, where there are often decorative datacubes or newspapers in inaccessible areas)
    • Fixed rounding of range values for weapons with nerfed ranges
    • Extra placeholder locations for Hong Kong Helibase
    • Show default skill costs
    • Fixed some lamps starting half-on without autolamps
    • Make throwing knives way cooler
    • Crowd Control Nudge works more like the Superfreighter shaking
    • Fixed M03 Airfield Helibase enemies calling the elevator
    • Items no longer get added to your belt automatically if you already have another item of the same class on your belt
    • Upgrading level 3 augs while synth heart is enabled
    • HK Helibase now allows the Flight Deck Key and Master Locker Key to get swapped to the rooftop
    • HK Level 2 Labs lockdown door only closes after destroying the UC, instead of when uploading the virus, to ensure there is always an exit available.
    • Fixed Scott’s name
    • Fixed some door fragment types for normally unbreakable doors
    • Minimized leftover laser sight dots at level transitions when autolaser is enabled
    • Stopped cloning mechanics in M12 comms building (Mike and Larry), which fixes in-fighting at Vandenberg Command
    • Removed collision for OrdersTrigger at cathedral that disables the military bot patrols
    • Cutscene dialog only randomizes within the set of conversations matching the selected gender (This prevents duplicate lines from coming across from the opposite gender conversations, or JC speaking with the wrong voice)
    • Simplified menu options for doors randomization
    • Added support for timed races (Training, Silo’s Secret Slide, Chateau key hunt, etc) and Mastodon toots for them
    • Area 51 UC Door Keypads open the door instead of just unlocking them
    • Fixed “In-Game Settings” menu setting combat difficulty
    • Fixed hole in wall outside UNATCO HQ M03
    • Randomized names no longer in Zero Rando even with memes enabled (so people don’t get confused)
    • Computer Hack button is no longer clickable when you have no energy (and the balance change is enabled)
    • “Other” enemy faction can no longer spawn grays, meaning there won’t be friendly grays anymore
    • Added some additional context to conversation options with Harley in M03 Battery Park to explain why you are unable to do anything but say not interested to him.
    • Added option to disable death hints
    • Black vans and some wrecked cars now block AI vision so you can hide behind them
    • Loadout Crates get randomized rotation
    • Moved LDDP Russ slightly to the side at the Lucky Money front door, male vs female speedrun races are now fair!
    • Fixed MJ12 in Maggie’s living room (tested with up to 500% enemies)
    • Removed large unbreakable crates from M05 UNATCO HQ, because they’re annoying
    • Crowd Control Pianos drop with a randomized yaw, so they aren’t all facing the same direction
    • Added spawn limits to Spam Datacubes, Marbles, and Pianos for Crowd Control
    • Trigger All Alarms Crowd Control effect no longer works on disabled or confused alarm things, or friendly cameras
    • DXVK v2.6.1
    • Improved The Floor Is Lava Crowd Control effect
    • Float Away Crowd Control effect no longer gets applied to hidden decorations (which stops the M02 Warehouse generator explosive crates from floating away)
    • Switched the lasers in the tunnel towards Silo computer room to Beam Triggers that set off the alarm unit next to them (instead of being Laser Triggers that act as their own alarm)
    • Hacked computer account switching window appears even on the special options screen. Also make sure the known accounts window disappears in Revision when a computer is hacked.
    • Fixed losing autosave setting when losing flags
    • Corpse Explosion CC effect won’t blow up invincible carcasses
    • Removed the random Thug on M05 Liberty Island (So Crowd Control can’t swap the player with him)
    • Fixed Ninja Aug for Vanilla? Madder. mod
    • All scriptedpawns in cutscenes are vincible except for the speaking ones, and more cutscene nonsense
    • Randomized location of fight during intro
    • Numpad number keys can select the cameras on a security computer. The row of numbers over the letters already does this.
    • Disable autorun on pretravel
    • Door frobbability and highlightability copied to matching doors (fixes Versalife labs elevator doors)
    • Prevent UNATCO corpse from reanimating when reanimation is enabled outside of Halloween Mode
    • Graveyard zombies dig out of the ground and generate dirt fragments
    • Fixed appearance of rando-specific enemies in Vanilla? Madder. mod
    • Update damage multiplier logic for Revision to match vanilla
    • Epilepsy Safe lighting can be toggled on and off instantly
    • The M02 Free Clinic cabinet key can’t be used to open drawers in M05
    • Added PlaceholderItem to the dead end tunnel at the end of catacombs
    • Don’t allow “KnowYourEnemy” goal on M04 Street starts. Allow it on an Airfield start
    • Removed “throw melee” option, since it’s redundant with the junk items system
    • Most Kill/Knock Out bingo goals require that the player’s the one who does it
    • Fixed kill/knock out Anna goals (and maybe others)
    • You can now stand on WHChairDining chairs
    • In-Game Flags menu disables buttons for goals rando and starting locations options for certain maps
    • Fixed scroll position for In-Game Flags menu on init
    • Fixed shotguns firing rate descriptions
    • Looting ammo from a weapon from a carcass now properly sets the owner. (May fix some strange bugs with inventory)
    • Lucky Money start plays infolink to avoid confusion (Good. Now take the sword to Max Chen at the Lucky Money Club.)
    • Reduced hack strength on M06 helibase electric panel
    • Fashion now respects the players skin tone. Fem JC can also no longer go topless while wearing a trench coat.
    • Unaugmented Prison Pocket

  • I guess I can post the full changes as comments…

    Goals Rando:

    • Options for always-on Goal Location Hints (like Speedrun Training Mode) or Goal Location Spoilers
    • In-world markers for non-spoiler “Goal Locations” button, similar to “Show Spoilers”, “Show Datacubes”, and “Show Nanokeys”
    • Fixed player rotation for random start locations not being applied
    • M02 NYC
      • M02 Battery Park start locations rework
      • M02 Battery Park Ambrosia gives more skill points to make it more worth searching for
      • M02 warehouse goals rando, more locations and more mutual exclusions
    • M03 NYC
      • M03 Battery Park removed vent start
    • M05 Jail
      • Moved M05 UNATCO Bathroom goal location to face a urinal
    • M06 Hong Kong
      • Opening DTS sword case instantly plays infolink and gives skill points, so it’s more obvious you don’t need to wait
      • New Gordon Quick locations
        • The DTS and Gordon won’t be on the same map.
        • If one is in market, the other is in Tonnochi. (However, canals+Tonnochi is also possible, or Tonnochi+Lucky Money)
      • Versalife radiation controls computer can no longer spawn in the overlook office
    • M08 Return to NYC
      • Slightly moved Free Clinic goal location for better visibility
      • The flaming barrel near Dowd will no longer be moved, it’s good for visibility
    • M09 Ship Below Decks
      • Don’t allow too many goals in engine room or pumps room
      • Require at least 1 goal near helipad
      • Multiple smaller BlockMonsters for Superfreighter weld points
      • Ship weld point moved Bilge Pumps Balcony so you can’t destroy 2 weld points with 1 explosive
      • Ship weld points now slightly brighter
    • M12/M14 Vandenberg
      • Vandenberg Cmd keypads change color when activated, so you don’t accidentally double press them
      • Vending machine for unlucky Vandenberg Command goals rando
      • Added two new locations for Walton Simons in the Vandenberg Sub Base, to make meeting him in Area 51 more common
      • Silo: no more than 1 goal in each sector
        • courtyard inside the fence
        • Launch Command room
        • Silo tube
        • around the launchpad outside of the fence
    • M15 Area 51
      • Added new Sniper Tower starting location to Area 51, fixed double chance of vanilla start location
      • 15_AREA51_PAGE more goals rando spots
        • Look inside the rooms with the switches for closing the UCs
        • Aquinas Substation Computer cannot be in the top floor UC control room

    Augmentations:

    • New leg augs:
      • Running Enhancement
      • Jump Enhancement, is automatic
      • (The old leg augs still exist separately: Speed Enhancement, Run Silent, and Ninja Aug)
      • If you want to start with Speed Enhancement, you need to choose the Speed Enhancement loadout in the New Game screen
    • Leg aug strengths are randomized in the new “Strong Augs” mode
    • New eye augs (only cost a small amount of energy):
      • Short-Range Vision Enhancement
      • InfraVision
      • Motion Sensor
    • Run Silent is now always 0% noise, the strength adjusts your speed
      • Level 1 is a default of 50% movement speed (crouch is 30%)
      • Level 4 is a default of 100% movement speed (speed is unaffected when turning on and off)
      • Can be boosted to level 5 for a default of 120% speed compared to regular running
      • I think this is much more intuitive than the vanilla Run Silent
    • EMP Shield now protects from Shocked damage, and has better auto behavior, and max level is always 100% resistance
    • Aug description for Spy Drone actually provides useful info
    • Improved names shown with Targeting aug

    Loadouts:

    • Most loadouts now start with Running Enhancement instead of Speed Enhancement
      • Speed Enhancement, Jump Enhancement, and Run Silent can also be found in aug cans
      • Added new Speed Enhancement loadout, which is the same as the old “All Items Allowed” loadout (recommended for speedrunners)
    • The Three Leg Augs loadout
      • Speed Enhancement is banned
      • Running Enhancement, Jump Enhancement, and Run Silent are allowed
      • You start with one of the 3 leg augs at random (except the old Speed Enhancement)
      • Enables aug slot rando by default
    • My Vision Is Augmented loadout
      • Allows Vision Enhancement, Short-Range Vision Enhancement, InfraVision, and Motion Sensor
      • You start with one of the 3 eye augs at random (except the old Vision Enhancement)
      • Enables aug slot rando by default
    • SWTP now starts with InfraVision augmentation, and allows Jump Enhancement augmentation to be found
    • Items spawned for loadouts appear in small crates.
      • Reduced loadouts item spawn rates due to crates being more visible
    • Starting augs given again on New Game+
    • Don’t take away loadout starting item or rubber baton on NG+
    • Ban weapon mods in Grenades Only loadout (they’re useless)

    New Game Modes:

    Major Changes:

    • WaltonWare speedrun splits overlay for use on the speedrun leaderboard
      • In the Advanced settings or In-Game Flags set “Splits Overlay” (near the top) to “Show”
    • Now tracking the time of all previous loops in NG+ (in total, not separately)
    • In-Game help buttons for game modes, loadouts, difficulties, autosave settings, and more!
    • Option to use metric units!
    • In-flight projectiles get deleted pretravel, to help prevent softlocking with inevitable damage traveling back to a map
    • Area 51 Entrance fixed keys/datacube rules, and added another placeholder item spot
    • New placeholder item locations in Area 51 Page
    • New datacube rules for Area 51 Page 15_Datacube11, which has the code to the Aquinas Substation and Router Control Room.
    • Important datacubes in Area 51 Final (The map where Helios is) can no longer be in the locked container where there is normal an aug upgrade can
    • Allowed keybinding to multiple actions and ask before overwriting hotkey (in the “Keyboard/Mouse” menu)
    • Enemies with gas grenades or pepper spray now always have visors
      • Otherwise visor chance has been reduced from 33.3% to 30% to offset that
    • Gas grenade clouds now last 22 to 27 seconds, instead of 30 to 40
    • Enemies will now sometimes get sidearms (pistols and crossbows) in addition to their normal weapons.
    • Crossbows now have a 50% chance of using non-tranq darts
    • Buffed plain darts from 15 damage to 17
    • Minimum damage of 2 for tranq darts and other projectiles
    • Slightly more pistol ammo
    • Added electrical panel near electricity box in Catacombs Tunnels when repair bots are randomized
    • Improved shuffle algorithms
    • WaltonWare and NG+ crates
    • Fixed weapon Max Range with range mods not carrying over across levels
    • Dockyard rooftop vent now always breakable with a minimum damage of 1
    • Unhackable keypads becoming hackable now have generally lower strength
    • Falling platforms in M03 Airfield Helibase are now only disabled in modes that need backtracking (bingo modes and entrance rando)
    • DuClare basement key will now only be on the second floor
    • Compass direction gets mirrored when appropriate so verbal directions match the on-screen compass
    • Show next loop starting map in the Bingo Info window
      • Also in the speedrun splits if you edit DXRSplits.ini and use %nextmap
    • Allied Pawns in Standing or Dancing state will now move out of the way if you bump into them while holding a weapon
    • Pawns who fail to pathfind for Patrolling state will now switch to Wandering state instead of Standing
    • Installer now creates shortcuts on desktop and in start menu (can be disabled in Advanced)
    • Added delete autosaves button (won’t detect old autosaves from before this version, delete those manually)
    • New option to either pick the last used JC skin or randomly select one every time you load the new game menu (or continue to default JC every time).








  • Most randomizers have enough logic to ensure the game is always beatable and somewhat fair. Ideally every seed with the same settings would be similar difficulty. We’ve seen thousands of playthroughs of Deus Ex Randomizer, anything unbeatable would be considered a bug.

    Some people do challenge runs too, like no hacking, non-lethal playthroughs, or no weapons aside from the stun prod. It’s still always beatable, even on high difficulty.