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SolidSnakesBandana
Jul 1, 2007

Infinite ammo
I mean I guess I get the complaint that getting so many skill points makes you 'overpowered' but honestly the game is so easy already that I can't imagine this being an issue.

For instance, I play through the game non-lethally and stealthy. I get pistols, low-tech, explosives (a requirement for shifter/biomod, as wall explosives will explode immediately without some skill), lockpicking, and electronics all to Trained. I raise Computers to the second-highest or highest level purely for convenience on hacking. The reason I don't train higher in Lockpicking and Electronics is that there are SO MANY lockpicks and multi-tools that even with my diminished skill I basically always have 20 of both. I grab Athletics just 'cause.

I have all of this by Hong Kong, maybe sooner. And honestly I could probably go through the entire rest of the game without spending another point. I'll probably end up leveling up low-tech and pistols, even though I don't really need to (Microbial [sp?] Muscle picks up the slack there). My ultimate point is that skills don't really impact the game all that much, with the exception of weapons skills which you would have pumped without extra skill points anyways. If I wasn't playing through non-lethally I probably would have increased rifles, skipped pistols, and done everything else exactly the same.

fake edit: one of these days I'm going to go through the game as a murderous riflin' rear end in a top hat like I did the very first time but it just seems like it'd be too easy

edit: vv Seriously, walk is useless, it doesn't even lower your sound output. Honestly I'd rather have a change to make it so walking is the same loudness as crouching.

SolidSnakesBandana fucked around with this message at 16:07 on Jan 31, 2011

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Ben Soosneb
Jun 18, 2009
As nobody uses the walk button anyway, how hard would it be to replace it with a hold down to keep the speed running aug on, and then turned off when you release it? It's always seemed a bit of a pain it being a toggle button.

StickySweater
Feb 7, 2008

Ben Soosneb posted:

As nobody uses the walk button anyway, how hard would it be to replace it with a hold down to keep the speed running aug on, and then turned off when you release it? It's always seemed a bit of a pain it being a toggle button.

I just change the binding to shift. Much easier to turn on/off than one of the F-keys. Also, center mouse-zooms the scope, R-reloads, B-changes ammo, E-is health aug, and Q-is armor aug. Thankfully, I don't really like to use lean keys in FPSs so I have those keys available to me.

CelestialScribe
Jan 16, 2008
Probation
Can't post for 19 hours!
I just finished this for the first time. It took me about 20 hours.

It is, without a doubt, one of the best games ever created.

Male Man
Aug 16, 2008

Im, too sexy for your teatime
Too sexy for your teatime
That tea that you're just driiinkiing

CelestialScribe posted:

I just finished this for the first time. It took me about 20 hours.

It is, without a doubt, one of the best games ever created.

Every time I start to wonder if maybe I place too high a value on Deus Ex, and maybe there's something else around that can top it, I see a post like this and I remember all the reasons I love it. Then I beat that annoying kid to death with a crowbar and leave his broken, twisted body in the police station.

That'll learn him. Learn him good.

H13
Nov 30, 2005

Fun Shoe
Since I hate swimming in the game, I've never gone diving in the HK Canals. I've found a few rebreathers so now it might be feasable\worthwhile. Is it worth it?

orange lime
Jul 24, 2008

by Fistgrrl

Hammer Floyd posted:

Since I hate swimming in the game, I've never gone diving in the HK Canals. I've found a few rebreathers so now it might be feasable\worthwhile. Is it worth it?

You'll find an aug upgrade and a bioelectric cell IIRC. And some nonstory text and some baby karkians.

Anything I'm missing?

Tarezax
Sep 12, 2009

MORT cancels dance: interrupted by MORT

orange lime posted:

You'll find an aug upgrade and a bioelectric cell IIRC. And some nonstory text and some baby karkians.

Anything I'm missing?

Shifter puts some extra stuff down there. Namely, one of the DTS prototypes

Jegan
Nov 5, 2009
Even in vanilla there's a Laser weapon mod, and some 30.06 ammo on the submerged side of the tunnel.

Gynovore
Jun 17, 2009

Forget your RoboCoX or your StickyCoX or your EvilCoX, MY CoX has Blinking Bewbs!

WHY IS THIS GAME DEAD?!

Jegan posted:

Even in vanilla there's a Laser weapon mod, and some 30.06 ammo on the submerged side of the tunnel.

To survive the trip down the long end of the tunnel, you'll need Swimming skill, Aqualung, or the rebreather and Environmental. I'm not sure how much of each is needed, I rarely bother going down there.

Alternately, if you don't mind doing something a bit exploit-y, use Regeneration to counter the drowning damage.

Dr_Amazing
Apr 15, 2006

It's a long story
Last time I played I tried doing a non lethal run, but I kept running out of prod charges. I don't think I was really wasting them that much, but I ended up switching to the crowbar pretty quick.

orange lime
Jul 24, 2008

by Fistgrrl

Gynovore posted:

Alternately, if you don't mind doing something a bit exploit-y, use Regeneration to counter the drowning damage.

That's an exploit now? I used that strategy to get through everything. Toxic gas, deep water, radiation, fire. Crank it up to 40 points/second and you basically can't be killed by anything but close-up explosives.

Dr_Amazing posted:

Last time I played I tried doing a non lethal run, but I kept running out of prod charges. I don't think I was really wasting them that much, but I ended up switching to the crowbar pretty quick.

The crowbar kills people you hit with it -- the baton is non-lethal. If that matters to you.

Bar Ran Dun
Jan 22, 2006




In 1.0 you could rapid turn regeneration on and off and rapidly to heal massive health for next to no energy. My very first play-through I swam down to the second part of the ocean base, exploiting regeneration that way. I don't think that works once you patch.

Bar Ran Dun fucked around with this message at 18:26 on Feb 1, 2011

MrL_JaKiri
Sep 23, 2003

A bracing glass of carrot juice!
You could also hack anything with one lockpick/multitool (that might only be removed with shifter) and could start the game afresh with the contents of your inventory intact (ditto)

WAY TO GO WAMPA!!
Oct 27, 2007

:slick: :slick: :slick: :slick:

Dr_Amazing posted:

Last time I played I tried doing a non lethal run, but I kept running out of prod charges. I don't think I was really wasting them that much, but I ended up switching to the crowbar pretty quick.
I'm not doing a non-lethal run currently (killed a couple guys by accident and got caught in one or two situations that I was only able to shoot my way out of) but I've almost exclusively been using the police baton and sneaking and it's worked wonders. I always thought a non-lethal run would be avoiding most enemies and using the charger very sparingly, but really it's all about the baton.

Also, from last page- maxed out silent running in biomod is disgusting. Complete silence while moving where all you have to worry about is getting caught in enemy's fov is way more fun then I would have imagined. Is there any point to leveling up the strength/melee aug? I'm at advanced in low-tech training and figure nothing will survive a stab from the DTS when I pick it up, right?

Bar Ran Dun
Jan 22, 2006




MrL_JaKiri posted:

You could also hack anything with one lockpick/multitool (that might only be removed with shifter) and could start the game afresh with the contents of your inventory intact (ditto)

The keep your inventory trick would work after you get captured in 1.0, too. I might have to do a exploitastic vanilla 1.0 play through before the new DX comes out.

AXE COP
Apr 16, 2010

i always feel like

somebody's watching me
I think the keeping inventory bug was never patched out, I can still do it on the Steam version.

Doc Hawkins
Jun 15, 2010

Dashing? But I'm not even moving!


orange lime posted:

That's an exploit now? I used that strategy to get through everything. Toxic gas, deep water, radiation, fire. Crank it up to 40 points/second and you basically can't be killed by anything but close-up explosives.

That "wolverine" guy has cheaty hax. :mad:

Gynovore
Jun 17, 2009

Forget your RoboCoX or your StickyCoX or your EvilCoX, MY CoX has Blinking Bewbs!

WHY IS THIS GAME DEAD?!

orange lime posted:

That's an exploit now? I used that strategy to get through everything. Toxic gas, deep water, radiation, fire. Crank it up to 40 points/second and you basically can't be killed by anything but close-up explosives.

It's a matter of opinion, I guess. IMHO, it wasn't intended to be used that way since that makes Aqualung pointless.

Feels Villeneuve
Oct 7, 2007

Setter is Better.

AXE COP posted:

I think the keeping inventory bug was never patched out, I can still do it on the Steam version.

yeah, same as the infinite upgrade trick

Doc Hawkins
Jun 15, 2010

Dashing? But I'm not even moving!


Gynovore posted:

It's a matter of opinion, I guess. IMHO, it wasn't intended to be used that way since that makes Aqualung pointless.

I'm pretty sure that Biomod makes the aqualung regenerate your health while you're in the water. :)

HoldYourFire
Oct 16, 2006

What's the time? It's DEFCON 1!

Doc Hawkins posted:

I'm pretty sure that Biomod makes the aqualung regenerate your health while you're in the water. :)

I think it's bio-energy.

Sam.
Jan 1, 2009

"I thought we had something, Shepard. Something real."
:qq:

Samopsa posted:

Yeah, Shifter really turns me into mass-murder mode for the skillpoints. You also get more for longe range kills, non-lethal takedowns, and for stronger enemies. Prodding a MiB gives you a whopping 105 points! And of course, Shifters random-loot system also makes sure MiBs have awesome rewards when they don't explode.

How do you kill a MiB without them exploding?

Lee Van Queef
Aug 27, 2007

by Ozma

Sam. posted:

How do you kill a MiB without them exploding?

Stick with the prod. Prod with the prod.

Male Man
Aug 16, 2008

Im, too sexy for your teatime
Too sexy for your teatime
That tea that you're just driiinkiing

Lee Van Queef posted:

Stick with the prod. Prod with the prod.

I'm pretty sure that this only works in Shifter, though.

The Doormat
Dec 20, 2010

:dukedog:

Lee Van Queef posted:

Stick with the prod. Prod with the prod.

A non-lethal take down is always the most silent takedown...

I do not regret buying this game, it is the best drat game I have ever played.
That being said, I really need to get TNM because i'm on my 3rd consecutive play-through in a row and i need to stop before I burn myself out on this.

Hard Clumping
Mar 19, 2008

Y'ALL BREADY
FOR THIS
I have trouble faulting TNM because it is such a complete and meticulously thought out game experience, unprecedented in the amount of community effort it had.

But god drat is a lot of it irritating.

Lee Van Queef
Aug 27, 2007

by Ozma

Male Man posted:

I'm pretty sure that this only works in Shifter, though.

It definitely works in vanilla.

gary oldmans diary
Sep 26, 2005

Sam. posted:

How do you kill a MiB without them exploding?
How I usually take out people and wind up fully-stocked on ammo hours into a game of Deus Ex:
<MiB: pepperspray*, baton
MiB: pepperspray*, prod
>MiB: Modded-out sniper rifle shot to the head, regardless of range.
(MJ12 are immune gas damage.)

...Battery park shoot-out: tons of gas grenades, then run up and baton them all. I've done it without casualties on both sides. You get the good dialogue about it from both sides.

*Not even a whole unit of pepperspray ammo if they're alone.

People don't get pepperspray. You don't get right up next to them to do it. If you do, the cloud may be created on the other side of them. It has a high distance and all you need is one single puff of the stuff to pass into an enemy and he will be rubbing his eyes.
It's stealthy, low-ammo, and the fastest way to immobilize a crowd surrounding you. I can't resist using it every game and everyone else should, too.

Lork posted:

Chalk it up to me being really busy lately, as well as waning interest.

I still plan to update BioMod though. Some day, possibly within the next decade, I will fix up the last few remaining bugs, find a couple places to put the flame grenades, add a few challenges and the option to turn off Shifter's XP for kills sytem, and call that 1.0.
Please restore peak Dragontooth damage. Chopping doors is what makes it special. :swoon:

Sourdough Sam
May 2, 2010

:dukedog:
Reinstalling this game from steam for some good times. Gonna play it reeeal slow. Speaking of classic fps

In an ideal world steam would be allowed to distribute an optimized System Shock 2. My god I would explore every corner in that game and not have to worry about crashing or cinematics not loading and I would actually be able to say that I own a legitimate copy of the game, and I wish I had bought it back when it came out.

Lemon-Lime
Aug 6, 2009

Hogburto posted:

It's stealthy, low-ammo, and the fastest way to immobilize a crowd surrounding you.

Additionally, with cheats, it can be changed to fire one plasma shot or rocket per tick. That's a lot of plasma balls or rockets.

The pepper spray is the best weapon in Deus Ex.

orange lime
Jul 24, 2008

by Fistgrrl

Lemon Curdistan posted:

Additionally, with cheats, it can be changed to fire one plasma shot or rocket per tick. That's a lot of plasma balls or rockets.

The pepper spray is the best weapon in Deus Ex.

That it is.

https://www.youtube.com/watch?v=nOkUODds7Ho

Doc Hawkins
Jun 15, 2010

Dashing? But I'm not even moving!


I'm annoyed that there is no easily found list of what Biomod does. For people on the fence, asking "Why should I download this?", it seems stupid to say "Download it to find out whether you'd like to download it or not!"

So this is what Biomod (and Shifter, which it includes) does:

Shifter Changes posted:


Weapon Modifications:

- Assault Rifle: Increased the amount of 7.62 ammo you pick up from
corpses. (8-12 rounds, up from 1-4)

- Baton: Does a tiny bit more damage. (one point)

- Combat Knife: You can now carry 6 Combat Knives at once. This is
important since you can throw them using Alt-Fire.

- Crowbar: Increased the damage to make it worth two item slots.

- Explosive Rounds: I have placed a few boxes of explosive 10mm ammo in
a few places throughout the game. This ammo is somewhat scarce, as the
amount of damage it allows a basic pistol to do is quite remarkable.

- Grenades: You can now switch between the various grenade types
by pressing "Change Ammo" when holding a grenade.

- Hand to Hand Weapons: You can also cycle between hand to hand
weapons (e.g. Knives, Swords) similar to how you can with grenades. In
addition, most Hand to Hand weapons have an Alt-Fire mode, which simply
throws the weapon.

- Laser Sight Mod: A weapon equipped with a Laser Sight will come up
with the laser automatically activated. The laser "dot" will now wander
about within the range of your accuracy. When you fire the weapon, the
bullet will go EXACTLY where the laser is pointing. You can still turn
the laser on/off if you have a key bound to it, though why you would
want to is beyond me.

- Mini-Crossbow: Flare Darts will now set NPCs on fire. The length of
this burn is half of what you would get from the Flamethrower.

- Pepper Spray: Increased the live time of the pepper spray cloud. (Up
to about 3 seconds from < 0.1 seconds) This means you can actually stun
people without having to practically stand on them. As an interesting
and as yet unexplained side-effect, Greasels now shoot Tear Gas in
addition to their poisonous spit.

- PS20: Increased the damage and the explosion radius of the projectile
it fires. Worth using even late in the game now. You can also carry
multiple PS20s in your inventory, should you feel the need.

- Scope: You no longer have to wait between shots to zoom in/out. Much
less annoying, much more realistic.

- Stealth Pistol: Increased the rate of fire and damage by a slight
amount.

- Throwing Knives: Reduced the spread and increased the damage.

- Unique Weapons: Taking a page from Invisible War, I have added in a
number of Unique weapons. Some have been added as separate pickups,
some were added in via other means. You'll have to keep your eyes
peeled and your curiosity high to find them.

- Weapon Accuracy: Originally, Deus Ex was somewhat inconsistent in how
it displayed and calculated the accuracy of a weapon. Firstly, the
crosshair's range in no way reflected the spread of the weapon.
Secondly, the spread of two bullet-based weapons with the same accuracy
could be wildly different depending on their maximum range. Shifter
addresses both of these issues. While it may appear, based on the
crosshair, that all weapons are now more accurate, weapon accuracy is in
fact (mostly) the same. (Slightly better for some weapons, slightly
worse for others, depending on the range of the weapon)


Augmentation Modifications:

- "AugAdd" cheat: Using the "AugAdd" cheat for an augmentation you
already have will upgrade that augmentation, rather than simply failing
as was the case in normal Deus Ex.

- Augmentation Cannisters: Cannisters for augmentations you have
already installed will now allow you to upgrade that augmentation once.
You must use a Medical Bot to do it though. You may also choose to
"overwrite" an existing augmentation with a new one if no slots are
available, though the new augmentation will be installed at level 1,
with no upgrades. Cannisters with no augmentations specified for them
will contain a pair of randomly determined augs. (Meaning that if you
use the cheat "summon AugmentationCannister" you'll actually get
something useful)

- Environmental Resistance: Enviro Resist will now decrease the length
of time you will experience "drunk" effects when it is active by an
amount based on the level of the augmentation.

- Light: The light augmentation is also upgradeable, similar to how it
is in Hardcore. However, unlike Hardcore the distance the flashlight
effect can travel also increases with each level, and the boost of
"radiant" light around you increases at higher levels, but is actually
LOWER than normal at the aug's lowest level.

- Power Recirculator: Power Recirculator will now automatically
activate whenever using it would decrease overall power use, and
similarly will automatically deactivate whenever it is using up more
power than it is conserving.

- Combat Strength: The Combat Strength and Muscle augmentations have
been consolidated into the Muscle augmentation, a la Invisible War. The
Combat Strength augmentation has been replaced with the Electrostatic
Discharge augmentation, also a la Invisible War.

- Regeneration: The Regeneration augmentation can be activated at any
time, and will stay active until you turn it off, instead of when you
are fully healed. It will drain a low amount of power when you are
healed -- i.e. when it is in the "idle" state -- and will use the
normal, high amount of power only when it is actively healing you.

- Synthetic Heart: Using the Synthetic Heart augmentation will now
allow you to boost most augmentations past their maximum level.

- Skull Gun: Perhaps the most amusing running joke in the Deus Ex
series is now an actual augmentation. Augmentation Cannisters
containing the Skull Gun aug have been placed in two locations within
the game; one relatively early in the game and one which is somewhat
late in the game.

- Targeting: The Targeting augmentation will now allow you to zoom in
with any weapon, regardless of whether or not it has a scope. The
magnification of the zoom will depend on the level of the augmentation.
It also has two "modes" of use: one with the zoomed sub-window, and one
without. To disable the window simply hit the activation key assigned
to it a second time.


General Modifications:

- Alt-Fire: There is now a separate keybind for Alternate Fire.
Several weapons have Alt-Fire modes, including the Plasma Rifle and
Combat Knife. Pressing Alt-Fire while using weapons without an Alt-Fire
mode will simply turn on/off the scope on that weapon, if it has one.
(Or if the targeting aug is currently active)

- Charged Items: Items like Ballistic Armor, Hazmat Suits, etc. no
longer are one-use items. You can turn them on and off as need be. To
go with this some item functionality has been changed. For example, the
Rebreather now slowly refills your oxygen meter, rather than keeping it
at maximum level constantly.

- Kills: You will now be given skill points for each kill/KO you make.
The amount of points is calculated based on the max health of the victim,
along with their affiliation and the method used to kill/KO them.

- Kills (again): Dying NPCs can now be affected by bullets and the like,
which means that if you shoot them with something powerful enough -- say
a Boomstick at point-blank range -- they just might be propelled a rather
considerable distance by the force of the bullets.

- NPC Inventory: NPCs will randomly carry extra items, chosen from a
set list. These items will include some items not commonly found in the
game, (Throwing Knives, Pepper Spray) as well as some generic items and
certain "special" items. (NOTE: To stop people from just neutralizing
everyone in each mission all willy-nilly to take their stuff you will
LOSE skill points for killing/KOing friendly NPCs)

- Office Storage: Someone pointed out how it's odd that any items you
leave in JC's office at UNATCO will disappear between missions. While
this does make sense from a technical standpoint, from a plot standpoint
it's as though Walton Simons keeps swinging by during off-hours and
stealing your stuff. You can now leave items in your office and find
them there upon your return, complete with any Weapon Mods and so forth
that have been installed on them.

- Stealth: Due to complaints about the skill points for kills/KO system
slanted gameplay towards killing everyone (a valid point) there is also
a system for granting skill points based on how stealthy you are. The
determination is based on how close you get to an NPC without being
detected. "Minor" detections, where the NPC saw you but "wasn't sure,"
reduce the potential bonus by a fraction. Being fully detected removes
the stealth bonus for that NPC. Yes, killing them counts as being
detected for the purposes of the system.

- Vases, Plants, etc.: Throwing an item at an NPC will do "knock out"
damage to them, provided the speed the object is thrown at is high
enough and that you have the Muscle nhancement augmentation on. (Though
if the speed is REALLY high the Muscle aug is not checked for) This will
also damage the item thrown; in general one or two throws will shatter
the item if it is breakable.

- Zyme: Since Zyme was pretty much useless in the original game, I have
modified it so it provides a temporary speed and skill boost. It also
initiates "bullet time" effects while it is active. Be wary though; once
the effects wear off there is a long period of "drunk-vision".


Unrealistic Mode:

Unrealistic Mode is a new difficulty level I've added to Shifter for
the benefit of players looking for either more of a challenge, or more
of a departure from traditional Deus Ex (and Shifter) gameplay. Though
it isn't finished yet, Unrealistic contains a number of modifications
which make it a unique experience, somewhat akin to the Hardcore mod.
These are, in no particular order:

- Player Model: Rather than being stuck with the single choice of JC
Denton, Unrealistic will use whatever model you have selected for use
in Multiplayer. I hear using the Child model is particularly amusing.

- NPC Weapons: All bullet-based NPC weapons fire explosive rounds now.
The damage is not as extreme as a weapon loaded with 10mm EX ammo, but
it isn't anything you can easily shrug off either.

- NPC Random Inventory: Gives weapons out more often and applies to
everyone, including non-armed NPCs, Robots, and Animals. I hear that
the Greasels in the Paris Catacombs often carry GEP Guns.

- Corpse looting: You can now check the bodies of Animals and Robots
for loot in Unrealistic, which works well with the expanded capability
of NPC Random Inventory.

- Smarter everything: Every NPC, be it Animal, Human, or Robot, uses
the highest Intelligence preset available in the game. This means that
Karkians can open doors and Spider Bots know how to call an elevator.
Both can also pick up new weapons in the middle of combat.


Multiplayer Modifications:

Shifter also includes a modified version of the Deux Ex MP code.
The key change in Shifter MP is the way weapons are carried. In
normal Deux Ex MP you are given three belt slots for weapons, the
others being reserved for Medkits, BioE Cells, various Grenades,
Multitools, and Lockpicks. Unfortunately this made MP gameplay somewhat
stifled and unvaried. Shifter MP instead allocates 6 belt slots for
weapons, but with a catch: the bigger the weapon is, the more belt slots
it will take up. For example, say you're carrying with you a Combat
Knife, a Pistol, a Mini-Crossbow and a Gep Gun. The Knife, Pistol and
Mini-C would take up your first 3 slots, and the Gep Gun would take up
your last 3. You could drop the Gep Gun and pick up a two-slot item --
say an Assault Rifle or the Dragon's Tooth Sword -- and another 1 slot
weapon. And so on and so forth.

The next 2 slots are devoted to categories of items: Grenade,
Recovery. (Grenades, Health Kits and BioE Cells) The contents of each
of these 3 slots can be changed by pressing the Change Ammo button,
allowing you to cycle through the available category items. The last two
slots, as in normal Deus Ex MP, are devoted to Lockpicks and Multitools.

I have also added in numerous new player models to choose from when
playing MP. In general any NPC model seen in the game is a selectable
player model. This does make cycling through them all a somewhat long
process (93 models in all) but remember that you can go backwards through
the list by clicking with the right mouse button.


Unique Weapons and other new items:

The following is a complete listing of all Unique Weapons in
Shifter, complete with a brief weapon description and the actual object
name, should you decide to cheat and use the Summon command to bring one
or two into play.

- Blackjack (WeaponBlackjack): A standard Baton, modified by Paul to
be a formidable weapon while still meeting his non-lethal weapon needs.
The interior has been filled with a heavy material, possibly lead shot
or even iron rebar for authenticity.

- Boomstick (WeaponBoomstick): Jock's Sawed-Off Shotgun, with improved
damage, less recoil and a quicker reload time.

- ILAW (WeaponMiniRocket): The Internal Light Anti-Personnel Weapon is
the official name of the cybernetic rocket-based weapon that Majestic-12
Commandos are outfitted with. Several prototypes were fitted for
external use, for demonstration purposes.

- JackHammer (WeaponJackHammer): An Assault Shotgun modified by
Smuggler, who just didn't quite know the meaning of the word "overkill".
It has dramatically reduced recoil, which is vital in a gun capable of
firing 12 shells in under a second.

- Lo Bruto (WeaponLoBruto): JoJo Fine's specially modified Stealth
Pistol. It has improved damage, but JoJo wasn't the best gunsmith in
the world.

- Magnum (WeaponMagnum): A modified pistol with improved accuracy and
damage. It's a bit louder than the standard pistol, however.

- Precision Rifle (WeaponPrecisionRifle): A rifle developed with two
goals in mind: long-range sniping and mid-range assault. The so-called
"Precision" Rifle mixes high accuracy with quick-chambering technology,
allowing the user to fire multiple rounds in quick succession, while
still retaining the high stopping power of the 30.06 round. Comes
equipped with a vision-enhancing scope.

- Prototype NanoSword (Mk I) (WeaponPrototypeSwordA): The first attempt
at creating what would become the Dragon's Tooth Sword used a
dramatically different approach, generating a ultrathin stasis field
around the blade to effectively amplify momentum and force. However,
the inherent instabilities of the stasis technology caused the approach
to be abandoned.

- Prototype NanoSword (Mk II) (WeaponPrototypeSwordB): The second
prototype of the NanoSword technology combined early-gen nanoscale
whetting devices with a significantly weaker stasis field, the hope
being that the instabilities in the stasis technology could be
eliminated by reducing the power of the field. This proved untrue, and
the stasis technology was abandoned completely.

- Prototype NanoSword (Mk III) (WeaponPrototypeSwordC): The third
prototype of what would eventually become the Dragon's Tooth Sword
relied on a traditional blade to do the cutting, kept incredibly sharp
by nanoscale whetting devices. Later revisions of these same whetting
devices can be found in the current Dragon's Tooth Sword.

- Railgun (WeaponRailgun): Created by an as yet unknown manufacturer,
the Railgun is technically a heavy modification of the Plasma Rifle, but
far more deadly. A heavily compacted set of four plasma charges is
magnetically accelerated to near-light speeds, making the resulting
projectile easily capable of penetrating multiple solid objects in
succession. It has also been equipped with a thermal scope.

- Toxin Blade (WeaponToxinBlade): On the surface it appears to be no
more than a standard Combat Knife, but the Toxin Blade is coated with a
brutally effective paralytic toxin. Deceptively high-tech, the coating
is maintained by a swarm of nanobots which replenish it and ensure that
the blade is always at its sharpest.

- Rate of Fire Weapon Mod (WeaponModAuto): Not a weapon in itself, but
a way to decrease the time between shots on most weapons you can carry.
Apply it just like any other weapon mod.

There also exists another, super-secret unique weapon that is by
no means intended for serious play. It is not placed anywhere in the
game. Yet, anyway.

Biomod Changes posted:

========================================
Augmentations
========================================

Augmentations now fall into three categories based on the way they use energy

Active: Uses energy constantly while turned on. This is what all of the augmentations in the original game were like.
Automatic: When turned on, goes into an "idle" state which uses no energy. When idle, will automatically activate when needed and drain energy while it works.
Passive: Uses no energy.

All augmentations, including passive ones can be toggled on and off at will. This is so that, for example, if you have microfibral muscle, you can still throw a chair at somebody's head without killing them.

Regeneration
============
Type: Automatic
Cost: 300 Units/Minute while healing
Description: Regeneration now works like the health system in most modern shooters, meaning that there's a delay between when you get hurt and when the healing kicks in. If you want instant healing you'll have to use a medkit.

Aqualung
========
Type: Passive
Description: Aqualung now actually restores some of your energy when you're in water, in addition to letting you breathe.

Energy Shield
=============
Type: Automatic
Cost: 50% of damage from energy attacks
Description: Energy shield can now be left on indefinitely, because it only uses energy when protecting you from damage.

Power Recirculator
==================
Type: Passive
Description: Power recirculator is now passive.

Environmental Resistance
========================
Type: Automatic
Cost: 40% of damage from toxins
Description: Environmental resistance can now be left on indefinitely, because it only uses energy when protecting you from hazards.

Spy Drone
=========
Type: Active
Cost: 100 Units/Minute
Description: In addition to increasing the speed and reducing the energy drain, I've added a few abilities to make the spy drone better at, well, spying. You can now use the drone to gather intel from datacubes, trigger buttons and switches, and even hack computers without exposing yourself to danger. On the other hand, the EMP attack has an energy cost, making the spy drone less overpowered (but still useful) as a guided EMP grenade.

Aggressive Defense System
=========================
Type: Automatic
Cost: 15 Units/Projectile
Description: Aggressive defense now only drains energy when it's actually protecting you, so you can leave it on indefinitely.

Ballistic Protection
====================
Type: Automatic
Cost: 50% of damage from projectiles and bladed weapons
Description: Balistic protection can now be left on indefinitely, because it only uses energy when protecting you from damage. Be careful though, as it can drain your energy very quickly if you find yourself getting riddled with bullets.

Radar Transparency
==================
Type: Active
Cost: 200 Units/Minute
Description: In order to reflect its usefulness relative to cloak, radar transparency's cost has been reduced by 100 units/Minute

EMP Shield
==========
Type: Passive
Description: Rather than making you spend energy to save energy, EMP Shield is now a passive reduction to EMP damage

Electrostatic Discharge
=======================
Type: Passive
Description: Similar to its counterpart in Invisible War, electrostatic discharge (added by Shifter) has been made passive

Microfibral Muscle
==================
Type: Passive
Description: Similar to its counterpart in Invisible War, microfibral muscle has been made passive

Speed Enhancement
=================
Type: Active
Cost: 40 Units/Minute
Description: Speed Enhancement no longer allows you move silently at high speeds. You can still "crouchrun", but it'll make a racket.

Run Silent
==========
Type: Passive
Description: In addition to being made passive, run silent now reduces sounds made while jumping as well as running, similar to its counterpart in Invisible War

Tracking
========
Type: Automatic
Cost: 10 Units/Dart
Description: Replacing the targeting aug, tracking allows you to fire darts which when attached to a target will display its location on your HUD as well as the data you would get from targeting.

Vision Enhancement
==================
Type: Active
Cost: 40 Units/Minute
Description: The range of the sonar imaging effect of vision enhancement has been doubled, allowing you to see stuff through walls from a reasonable distance.


========================================
Gameplay Changes
========================================

A "Challenge" system similar to xbox live achievements has been added

The swimming skill has been changed to "athletics" and determines movement speed on land and jumping ability in addition to swimming

An athletics skill of advanced unlocks the ledge Grab/mantling system: Hold the jump key down when next to a ledge and JC will hoist himself over it. NOTE: YOU MUST REBIND YOUR JUMP KEY IN THE KEYBOARD/MOUSE SETTINGS MENU TO USE THIS FEATURE.

Changed the medicine skill to affect biocells as well as medkits to make it more useful

The demolition skill now determines the amount of grenades you can carry, making it worth upgrading if you care about explosives

Made the GEP gun take longer to lock on to things if your heavy weapons skill is low

Computers no longer make the player invisible when using them. Now you'll have to beware of nearby enemies, cameras, etc. when hacking.

Removed the targeting reticles when using a scoped weapon unless you're actually looking through the scope. That should give you something to think about before attempting to use your sniper rifle as a railgun, or slapping a scope on your tricked out superpistol

Added white phosphorus grenades to game using Shifter's NPC random inventory system

Ballistic armor, hazmat suits and rebreathers degrade with use rather than over time, and tech goggles have a much longer duration and can give you heat or sonar vision depending on your skill level. These changes make the environmental training skill significantly more useful, so the skillpoint cost has been raised to be roughly equal to that of computers.

Pickpocketing system: Press use on an enemy NPC who is unaware of you, and you'll steal their keys if they have any.

More convenient tools: Press use on an an item that can be unlocked, picked, or bypassed (except for keypads) and you'll automatically equip the appropriate tool.

Autosave feature: Automatically saves every time you change maps.

Unconscious NPCs can now be killed. Also they dream, and have families who will miss them when you throw them off a building, you monster.

Added the ability to toggle buttons and switches by shooting them, Duke3D style.

Fixed a bug in the mission05 script where it didn't properly disable charged pickups before removing them.

Fixed hazmat suits so they actually do protect against fire, electricity and EMP like their description says they do.

Restored the crossbow's real, previously unused firing sound (in the original game it sounded like a stealth pistol).

Restored "ricochet" sounds that were supposed to play when bullets hit a wall (in the original game they made no sound at all!).

Added bullet impacts on decorations.

Restored "armor ricochet" sound when shooting armored targets.

Added poisoned throwing knives to the high end random inventory list.

Added fire propagation between NPCs.

Gave NPCs the ability to pick up and use fire extinguishers if they need to.

Added pain and death sounds that were previously only used by the player to NPCs. No more people saying "oof!" when breathing in poison gas.

Made it so that NPCs can be "Stun-locked" by machinegun fire

Increased the amount of time between pain sounds on NPCs, to cut down on the "OOF OOF OOF OOF" factor.

Prevented the player from reloading their weapon when they shouldn't be able to.

SolidSnakesBandana
Jul 1, 2007

Infinite ammo

Hogburto posted:

stuff about pepper spray

Pepper spray was made much more useful in shifter. Are you on vanilla?

...of SCIENCE!
Apr 26, 2008

by Fluffdaddy
Skin Gun > Skull Gun

https://www.youtube.com/watch?v=eXO_ApjKPaI

Contains burn victims, if that squicks you.

gary oldmans diary
Sep 26, 2005

SolidSnakesBandana posted:

Pepper spray was made much more useful in shifter. Are you on vanilla?
I was talking about vanilla, where it ruled. I am adamant that it is the most underrated thing in a game ever. I think I've seen one other person even say it was a good weapon.

Sam.
Jan 1, 2009

"I thought we had something, Shepard. Something real."
:qq:
Can't speak for anyone else, but after I got the Dragon Sword I stopped experimenting with weapons and just started stabbing everyone I could.

Hard Clumping
Mar 19, 2008

Y'ALL BREADY
FOR THIS

Sam. posted:

Can't speak for anyone else, but after I got the Dragon Sword I stopped experimenting with weapons and just started stabbing everyone I could.

That's not how the game was meant to be played? :black101:

orange lime
Jul 24, 2008

by Fistgrrl
If using the dragon's tooth, low-tech weapons, combat strength and speed enhancement to pounce on people from above like Batman and cleave them in two with a single blow is wrong, then I don't want to be right.

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Chakron
Mar 11, 2009

Hogburto posted:

I was talking about vanilla, where it ruled. I am adamant that it is the most underrated thing in a game ever. I think I've seen one other person even say it was a good weapon.

There's a guy who posted a non-lethal Deus Ex run-through on YouTube, and it really made me appreciate how awesome the pepper spray can be.

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