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v3.1.0.2 Alpha #892

Merged
merged 26 commits into from
Aug 6, 2024
Merged

v3.1.0.2 Alpha #892

merged 26 commits into from
Aug 6, 2024

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Die4Ever
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@Die4Ever Die4Ever commented Aug 6, 2024

new v3.1.0.2 Alpha changes

  • don't rerandomize weapon mods when going to jail
  • fixed CleanerBot savegame compatibility with v3.0
  • fixed issues with highlighting some doors
  • simplify Blue Fusion Reactor keypads, now you only need to type in the 1 unknown digit
  • horde mode improvements
    • repairbots can now spawn
    • when there are too many barrels/tnt crates on the map, instead of swapping them, now we deal 1 damage to the oldest ones each wave
  • heavy skill movement speed is now 120% to 170% skill strength
    • slightly buffed from 125% to 175%
  • M01 redo goals mutual exclusions see: https://discord.com/channels/823629359931195394/1175721177054982144/1270223414723870742
  • disabled clothes rack change camera in speedrun mode
  • fixed some bingo goal titles
  • M06 Unique Nervous Worker look
    • image

previously on v3.1.0.0 Alpha:

General Balance (discussion here: #842)

  • Buffed regular sword damage and speed
  • Reverted old nerf of master pistol 180% vs vanilla 200% (this catches us up with old changes like helmets being added, shotguns being buffed, and assault rifle having a default of 4 damage instead of 3)
  • Buffed range mod, nerfed ranges for pistols and assault rifle
  • Buffed accuracy mod
  • Buffed accuracy for pistols
  • Laser sight now works for crossbows and plasma rifles
  • Fixed quick scope exploit, scope view now has instant shake
  • Stealth pistol base damage buffed to 9 instead of 8, so the chances of it overtaking the regular pistol are a bit more likely
  • slightly increased pistol ammo, rates are still lower than vanilla
  • Buffed EMP Shield by making levels 1 to 3 slightly stronger (level 4 was already 100% resistance), and all levels make you immune to scrambler grenades
  • Buffed Energy Shield by making it use 25 energy per minute like multiplayer, instead of 40 like vanilla
  • Adjusted player movement speed according to weapon skill (125% to 175%) and AugMuscle
  • Synthetic heart now allows boosting past max level (Speed aug level 4 is 170%, level 5 is 180%)
  • Tweaked combat difficulty scaling for environmental effects, plasma shots should be slightly less punishing for the player now, electricity emitters and pain zones should be doing slightly more damage now due to fixing a bug
  • Untrained enviro skill passive slightly less punishing for the player now
    • Zero Rando enviro passive was: -37%, -12%, 12%, 37%
    • Zero Rando enviro passive now: -28%, -6%, 14%, 37%
    • (hopefully it will still be worth upgrading, especially for using armors)
  • Robots slight damage resistance to plasma (25% instead of the old 0%, or the vanilla 75%)
  • Increased darts and flare darts ammo quanitites (not tranq darts)
  • Free and infinite Aqualung

Major Changes

  • Skill values in new game menu
  • Area51 door_helios_room keypad always unhackable
  • Area51 goal locations are now randomized (sorry speedrunners)
  • Dockyard removed crane keypad back to vanilla button (originally we thought the crane route was overused, but now it isn't)
  • Small autoturrets fire at half the rate of full sized turrets. Make sure all turrets in the game use their default firerates.
  • Spawned autoturrets can now randomly be small or large
  • weapon/skill/augs descriptions tell you if it's a good roll or a bad roll by showing the defaults
  • Gas station TNT crate for Tiffany, for speedrun mode
  • Goal Rando computers now get a modified texture to differentiate them
  • Update HK Helibase Purge Gas radius to match visuals, and change from tear gas damage back to Poison Gas damage (same as vanilla)
  • DXMP skills menu for single player, and a new similar aug upgrading menu (make sure to go to Keyboard/Mouse settings and bind keys for "Activate Multiplayer Skill Menu" and "Activate Quick Aug Menu")
  • Crosshairs now ignore death markers (don't worry, they didn't actually help you aim, it was only an illusion)
  • Medbot/repairbot hints closer on Z axis to the bot (using Z*3)
  • Fixed flags not getting cleared when skipping intro too quickly (you can't skip the intro too quickly anymore)
  • Added auto consume to item refusal system
  • More responsive highlighting and fixed exploits
  • Use DynamicLights for datacube glow
  • tweak rates randomization
  • lots of fixes for different WaltonWare starting locations

Minor Changes

  • Fix randomized robot names
  • Gunther and Gilbert have ammo for the possible weapons you can give them, and fixed a bug with Confix
  • Throwing grenades and turning to a wall now only gives you your ammo back if it's before frame 0.7, which is when it notifies and tells the game to spawn the grenade projectile
  • Smoke and gas leaking from barrels will now be moved when the barrel is shuffled
  • Enemies in the Hong Kong Helibase robot bays can no longer open/close the doors themselves, and need to wait for the alarms to be set off
  • lowered the alarm inside M03 boat house
  • fixed some teleporters that you can sneak past because they were too small
  • splits overlay is an Advanced game option
  • give "Trash" and "Not Trash" separate keyboard shortcuts
  • EMP disables cloak enemies
  • don't give "Rick" a random name when memes are disabled
  • Restore overheard conversation in superfreighter over "loudspeaker" in the helibay
  • Restore last infolink from Helios in Area 51
  • Fix the "Critical Loctaion Bonus" typo in Area 51 Final... finally.
  • restored Jojo's barks
  • dxvk.conf max of 500 fps
  • More piano practice for JC
  • Piano will now make sure all songs get played an equal number of times, while also allowing certain songs to be weighted more (for bingo goals)
  • Item swaps fail if they move to the other side of a wall (so items won't be placed too far from where the randomizer intended to move them to)
  • Vandenberg Computer, Oceanlab UC, and Area 51 bunker fans are highlightable so you can see how much damage you've done
  • Crowd Control "give item" effects now become selectable based on the loadout in use, so you can't try to give a SWTP player a gep gun and have it rejected by the loadout
  • Gary Savage doesn't give you an aug upgrade on post gas station starts
  • fixed water cooler in versalife break room facing wrong way
  • fix clothes racks with LDDP when memes are disabled
  • restore Everett barks
  • SkillComputer slightly nerf trained speed in Zero Rando so that the "defaults" display lines up better with randomized values, note this has no effect on randomized values since those only check the range of lowest to highest
  • teleporters now block actors
  • CleanerBots no longer move when disabled
  • Fix the "You can dance if you want to" goal not being marked if the ScriptedPawn being watched isn't in the Dancing state
  • Singular bingo goal descriptions
  • Chateau DuClare bingo goals with fixed max value (tour 5 parts, and collect 3 keys)
  • open vandenberg comm building doors immediately on 129+ starts
  • restore riot cop barks in 08_NYC_HOTEL
  • Slightly moved M01 boat Top of Statue so it's easier to see from UNATCO
  • M06 rename DTS boatperson location to canal waterside apartment
  • M08 free clinic location closer to door
  • fixed computer skill description for Zero Rando
  • All holograms in the game should now be fearless and no longer run away
  • fix "12" keypad code being found in some datacubes
  • Fixed minor bugs when upgrading some augs
  • NSF HQ allow Paul infolink multiple times if you fail to align the dishes, and don't allow progression until you do
  • entrance rando spoilers hide dummy connections
  • DXRMissions mark DataLinkTriggers as important so they interrupt others
  • M01 Gunther will no longer go into WaitingFor orders if you have already talked to him
  • Coronas now get properly restored after Matrix Mode ends
  • Lenny will always trade a LAM for zyme
  • Cigarette machines can be used for the "All Sold Out!" goal
  • M15 Bob Page tells you to jump if you enter the M15 fan entrance through the hatch
  • M15 don't let the player close the set of double doors to the gray room
  • M03 if you've fixed the mole people water, it can now be used for the extinguishing yourself bingo goal
  • Some Lamp3s on Liberty Island start turned off
  • keypads unlock (without toggling) their door by default
  • Fixed Jerry assignment
  • M01 don't play DL_FrontEntrance or DL_BackEntrance after finding Leo
  • M05 Alex's computer still has the closet code when it has part of anna's killphrase
  • don't play conversation music in speedrun modes (the switch and switch back is annoying when you only hear it for like 1 second)
  • fix mastodon bot retries time
  • Augs that have less than 4 levels now show X-marked icons filling the impossible upgrade slots
  • improved animals with nanokeys
  • weld points have blockmonsters
  • fixed aquinas router keypad code datacube for GOTY

Die4Ever and others added 26 commits August 2, 2024 00:15
* add unique nervous worker body

* give nervous worker dark brown pants

* find nervous worker by bindname

* nervous worker is more blue

* add NervousWorkerCarcass

* give nervous worker glasses

* Update DXRMapFixups/DeusEx/Classes/DXRFixupM06.uc

Co-authored-by: Die4Ever <[email protected]>

* disable new nervous worker look in zero rando mode

---------

Co-authored-by: Die4Ever <[email protected]>
slightly buffed from 125% to 175%, also cleaned up the code for it slightly
* disable clothes change camera in speedrun mode

* slightly simplify DXRClothesRack.Frob()
@Die4Ever Die4Ever merged commit 5ad45c2 into master Aug 6, 2024
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@Die4Ever Die4Ever mentioned this pull request Aug 11, 2024
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3 participants