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Doc Hawkins
Jun 15, 2010

Dashing? But I'm not even moving!


Deus Ex mechanics with Alpha Protocol story variability would in fact be the best Deus Ex game ever.

But then he's talking about gameplay and smaller boxes, so I don't even know what the gently caress.

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Doc Hawkins
Jun 15, 2010

Dashing? But I'm not even moving!


OregonDonor posted:

That would be amusing, if nothing else.
Really? Funny, because I think it would be outrageously bigoted, and stupid even for an easter egg.

Doc Hawkins
Jun 15, 2010

Dashing? But I'm not even moving!


Ansob. posted:

Besides, digital distribution is actually worse for the consumer than something like Amazon in the UK.

I'll grant that the NPD estimates might be very off, but you're going to have to explain to me why Amazon is bad and an assortment of digital stores is worse. There's a ton of players in Digital Distribution, all competing on features and service. And GoG and Impulse already compete by offering stuff DRM free.

And It's important that you do explain it to me, because digital purchases as a share of all purchases is only going to go up, so if there's something terribly wrong, we need to know now.

Doc Hawkins
Jun 15, 2010

Dashing? But I'm not even moving!


Oh, so you feel that many publishers aren't taking enough advantage of the savings and higher margins that digital distribution brings by making the price of digital versions significantly lower. I agree! Can't wait to see them smarten up, as has already happened, say, in the Japanese PSN.

/Derails

The 4th ending to Invisible War is awesome, period. :colbert:

Doc Hawkins
Jun 15, 2010

Dashing? But I'm not even moving!


Quetzal-Coital posted:

Which ending is the "4th"?

Sorry, it was being referred to as such.

It's the one where you destroy the very possibility of a global society, the earth is devastated by centuries of war, but the very few survivors are so enhanced and self-sufficient that they escape to space and found a civilization that spreads across the galaxy and lasts until the stars grow cold. :black101:

Some people call it "lame," because you're kinda choosing one especially nihilistic "faction" over the main three, and they're all like "Huh, are you sure? Well, we'll give you a discount at the company store, I guess."

But I like them, and I like the ending, because to me, it underlines the single thing that Invisible War might have gotten a little bit more right than Deus Ex: all four endings are:
  • Very different from one another;
  • Arguably, good;
  • Arguably, terrible.
Recently, an article about Deus Ex (the endings, specifically) made the rounds in my Google Reader circle. I am the only person I know who's played the game. Before I really said anything on the everyone came to the basic agreement that, as one person put it, "fusing with Helios is so obviously the right choice, why would anyone do any differently?"

Did you find those choices pretty unchallenging and anticlimactic? So did people who didn't even play the game.

Doc Hawkins
Jun 15, 2010

Dashing? But I'm not even moving!


Dogs and cats can use grenades on the unrealistic difficulty?? :aaaaa:

Ansob. posted:

Actually, if you're less of a socialist and more of a liberal, one actually trusts human beings to remain in control of their private lives and believes they can build an utopia on their ownwith a little guidance from JC and Everett, who are both humanists - Everett's one-man crusade against the Illuminati was started because he believes they'd lost their way and gone from guiding hand to tyrannical, parasitical overlords.

Huh. Well, you may have just done a pretty impressive analysis of my circle of friends based on very little information. Speaking for myself, I find it pretty hard to trust Everett's plan when the Illuminati started off as humanists too, but being composed of humans, they were inevitably corrupted by their position, and he's trying to do the same thing and claim things will be different.

Doc Hawkins
Jun 15, 2010

Dashing? But I'm not even moving!


Pope Guilty posted:

Calling it the dark ages ending is kind of rich given that high-speed international communications didn't exist until the laying of the transatlantic telegraph cable in 1866, and was a pretty unreliable, small-time sort of thing until the 20th century.

You're right, let's call it the Steampunk ending instead.

Doc Hawkins
Jun 15, 2010

Dashing? But I'm not even moving!


Wanna meet that cat's daughter.

Doc Hawkins
Jun 15, 2010

Dashing? But I'm not even moving!


Fuzz posted:

My point was that it's not even funny in a surrealist and nonsensical way, not that nonsensical stuff isn't funny.

Pray give an example of something you have found funny in a surrealist and nonsensical way.

edit: I mean this in no way as a challenge! I just figured it would be something I wasn't familiar with, but might enjoy!

Doc Hawkins fucked around with this message at 17:59 on Aug 13, 2010

Doc Hawkins
Jun 15, 2010

Dashing? But I'm not even moving!


YOURFRIEND posted:

People always describe this as a game I'd really love, something open ended and rewarding and with a lot of layers to peel back. I found none of that. I love Mass Effect and games like that, I read every codex entry and felt really immersed in the world. It's possible that I'm just spoiled by modern gaming; I think that if Deus Ex had a codex feature where I could read up on the technology and setting I would've liked it a lot more.

Indeed, I also think that JC was boring and passive, and would greatly prefer interacting with an encyclopedia :wtc:

Doc Hawkins
Jun 15, 2010

Dashing? But I'm not even moving!


Category Fun posted:

My favourite weird Deus Ex praise was from a PC gamer article about why Deus Ex was so cool that was written after the big Human Revolution preview. The dude was gushing about how it was so amazing and revolutionary that you could go from New York to Hong Kong! Sure, it was only a loading screen, but it really gave you a sense of scale you guys! The map screen in Mass Effect must have blown that guys mind.
Consider the era: most FPSs were still set in a maze of twisty passages, all alike. Successfully establishing location and transitions was a big deal if you'd never seen it before.

Doc Hawkins
Jun 15, 2010

Dashing? But I'm not even moving!


YOURFRIEND posted:

Their militant defense of a mediocre ten year old game most of them enjoyed when they were pre-teens says a lot about the game itself, no?

(USER WAS PUT ON PROBATION FOR THIS POST)

What a day, what a day.

e: welp, worst snipe ever, my posting career can only go up from here, here's some sequential art that deftly skewers modern game narrative design

Doc Hawkins fucked around with this message at 04:56 on Nov 28, 2010

Doc Hawkins
Jun 15, 2010

Dashing? But I'm not even moving!


We call that "world-building" :smugdog:

Doc Hawkins
Jun 15, 2010

Dashing? But I'm not even moving!


I filled people's houses with watermelons in Oblivion. Does that count*?

*probably not

Doc Hawkins
Jun 15, 2010

Dashing? But I'm not even moving!


*Obligatory pointing out that the Twin Towers are absent from the game's New York skyline, despite existing at the time it was published.*

Doc Hawkins
Jun 15, 2010

Dashing? But I'm not even moving!


I think JC would make a great AM talk radio host.

Doc Hawkins
Jun 15, 2010

Dashing? But I'm not even moving!


Right, but he's not saying that he believes in homeopathy, just that he doesn't subscribe to it or actual medicine wholeheartedly. :v:

SS, if you cannot distinguish between the merits of two contradictory possibilities, rating them each at 50% probability makes sense. But that's not the case here, so it's a bad idea to reduce your estimated probability of the heavily supported claim just because someone else has made a contrary one.

It's like if we had a pie, and you said "I think it's fair that we split the pie, with half going to each of us," and I said "Well, I think it's fair that I get the get the whole thing. Since we each have equal claim to being right, let's compromise by only giving me 3/4 of it."

You might rightly say "I think you have selfish reasons for your usage of fairness!" or maybe even just "That's crazy! That's not what fairness is in reality at all!"

That's what we're thinking is the problem with the abiotic hypothesis.

Doc Hawkins
Jun 15, 2010

Dashing? But I'm not even moving!


Oh come on, you're really going to trust something a blimp tells you?

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:

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. :)

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.

Doc Hawkins
Jun 15, 2010

Dashing? But I'm not even moving!


Decrepus posted:

Men ought either to be indulged or utterly destroyed, for if you merely offend them they take vengeance, but if you use the GEP gun they are unable to retaliate, so that the injury done to a man ought to be such that vengeance cannot be feared.

And that Denton who bases his power entirely on words, finding himself completely without explosive armaments, comes to ruin.

Doc Hawkins
Jun 15, 2010

Dashing? But I'm not even moving!


I'm pretty sure it's only in my most recent playthrough that I noticed each apartment on that floor has a different noise cycling from behind their otherwise identical doorways.

Doc Hawkins
Jun 15, 2010

Dashing? But I'm not even moving!


The human being created civilization not because of willingness but of a need to be assimilated into higher orders of structure and meaning. Funny as hell, it was the most horrible thing I could think of.

Doc Hawkins
Jun 15, 2010

Dashing? But I'm not even moving!


Grand Fromage posted:

Alpha Protocol kind of did I suppose, though he had his own reasons.

I think it definitely did this. Maybe I'm not understanding the question? I just can't think of any principal characters in AP without comprehensible motivations. I suppose sometimes their long-term goals are kept vague, but their status as "villains" is definitely contingent on knowable plans.

Except Darcy, I guess. In effect, he's there to be hated by the player.

Doc Hawkins
Jun 15, 2010

Dashing? But I'm not even moving!


Sam. posted:

I picked up Fallout 2 from a used book store last week, and it actually seems quite good. The interface definitely isn't as good as newer games, but the gameplay is still good. Can't think of that many more recent games with such a huge and open world. And the combat system is nice because it's brutal. Instead of being like a FPS protagonist that can roll through an entire army on his own, you actually have some fights you can't win until you get a larger party, better weapons, and/or better skills.

Yeah, the Fallout games rule. From what you say you like about it, I think you might want to try Arcanum also (it's on GoG.com, DRM-free and for cheap).

Then lets go to the RPG thread and chat about how great they are, because people there won't shut up about their "final fantasies" and and their "eeses", dad-gum :corsair:

e: VVV Yeah, but they're talking about the new ones, which are terrible, like all new things.

Doc Hawkins fucked around with this message at 19:22 on May 20, 2011

Doc Hawkins
Jun 15, 2010

Dashing? But I'm not even moving!


jcp982 posted:

I played Deus Ex a few times in high school when it first came out. I haven't played it since, but it still remains one of my favorite games of all time. Is there any way you can play this game on an imac? I haven't owned a PC in years, but I would love to play this game again before the new one comes out.

Sure, just use Bootcamp, like with almost every other game.

Doc Hawkins
Jun 15, 2010

Dashing? But I'm not even moving!


Goby posted:

In game ads! From 2011. :doh:

Are the ads fixed and unchanging, or do they get regularly updates from a central server? If the latter, I forsee future compatibility issues.

e: Actually, never mind. It'd be unbelievably stupid to not have a robust failure mode for connection problems, so I assume they will.

Doc Hawkins fucked around with this message at 22:37 on May 22, 2011

Doc Hawkins
Jun 15, 2010

Dashing? But I'm not even moving!


Poppleganger posted:

I found the Morpheus voice the most calming. Which is weird because I think it was the same actor as Walton Simons who, since I've heard him again recently, sounds like an amateur.

That would be Tom Hall, co-founder of Ion Storm. A professional voice actor he ain't.

quote:

From the Human Revolution thread:


what

Doc Hawkins
Jun 15, 2010

Dashing? But I'm not even moving!


Twitch posted:

I've been meaning to ask this for years: does anyone else think that JC Denton sounds like Cornfed from Duckman? Because that is the first thing I heard the first time I tried Deus Ex several years ago.

And if you think about it, he kind of acts like him too (socially awkward, but skilled to the point of absurdity).

I've never noticed that, but by god are you exactly right. Now I want a Cornfed voice mod. Paul can be Duckman.

Doc Hawkins
Jun 15, 2010

Dashing? But I'm not even moving!


Yeah, but we only have one tone.

I wonder what a stereotypical American accent sounds like in Chinese pop culture?

Doc Hawkins
Jun 15, 2010

Dashing? But I'm not even moving!



Well, it's not exactly what I was hoping for, but it owns nonetheless.

Doc Hawkins
Jun 15, 2010

Dashing? But I'm not even moving!


Momomo posted:

I thought the biggest problem with grenades was that JC throws like a girl.

Hey, we aren't on the field at Wrigley: that's a controlled underhand toss, suitable for accurate placement in close-quarters environments. :mad:

Doc Hawkins
Jun 15, 2010

Dashing? But I'm not even moving!


Der Luftwaffle posted:

I guess it makes me a bad person but if that were a real DX title, I'd play the poo poo out of it.

Didn't see the link in the video description? It's a real mod.

Doc Hawkins
Jun 15, 2010

Dashing? But I'm not even moving!


What the loving gently caress, Bruce Sterling was Warren Spector's Dungeon Master?!

This talk is good.

Doc Hawkins
Jun 15, 2010

Dashing? But I'm not even moving!


Motherfucker posted:

I've hated all subsequent DE's since the O.G and adam jensen is a bland forgettable rear end in a top hat who doesn't even get any fun lines like 'what a shame'

I've heard he didn't ask for this? :shrug:

Doc Hawkins
Jun 15, 2010

Dashing? But I'm not even moving!


The problem is not that swimming is expensive, it's that it's uninteresting. Biomod doesn't make it cheaper, it replaces it with a skill that does more.

Doc Hawkins
Jun 15, 2010

Dashing? But I'm not even moving!


double nine posted:

What does biomod replace it with?

Athletics. It boosts swim speed, run speed, jump height...I believe it also enables mantling? I dunno, there's a detailed readme if you want the exact answer. What I remember is that it's fun and helps with all kinds of playstyles and approaches.

Doc Hawkins
Jun 15, 2010

Dashing? But I'm not even moving!


Voice-acting for protagonists of choicey RPGs seems incredibly tricky. You're trying to present a coherent character despite the central appeal being the ability to create conflicting characters on different playthroughs.

The guy who did the voices for Mike Thorton, the protagonist of Alpha Protocol, has said that at some point they just stopped and re-recorded everything he had done with slightly flatter affect, because the Bond, Bauer, and Bourne personas (think "renegade" vs "not-too-shabby" but less dumb) sounded too different and the effect was "schizophrenic."

Just in case you're reading this thread and haven't played Alpha Protocol, you should go do that a few times.

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Doc Hawkins
Jun 15, 2010

Dashing? But I'm not even moving!


forsooth, rip

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