1.1.3 Patch is Live

Merry Christmas from Caustic Creative! Our gift to you is this update introducing a new gamemode and a small festive change.


  • New gamemode.
  • Survive against unlimited enemies.
  • New enemy added: Attack Helicopters.

Liberty Island (First Visit):

  • Fixed some vents using the wrong fragment when destroyed.
  • Fixed the main staircase not being solid.

UNATCO HQ (All Versions):

  • Carter’s computer can now be accessed from Alex’s.

Battery Park (First Visit):

  • If leaving the map early the bonuses for finding the ambrosia are disabled. It is instead moved to Anna and the terrorists in Castle Clinton are killed.

Hell’s Kitchen (NSF Warehouse):

  • Fixed being able to make Jock spawn before destroying the generator if standing in a specific location.

Brooklyn Bridge Station:

  • Added a button for the exit door.

Versalife Advanced R&D (Level 1):

  • Added camera names to the security console in the command centre.

Wan Chai Market (Market Area):

  • Fixed being able to make the police hostile if you hugged a door.
  • Texture fixes.

Wan Chai Underground Mall & Lucky Money:

  • Added a bouncer which demands you pay if you enter without paying.

Brooklyn Naval Shipyards (Ventilation):

  • Fixed the login for the computer.

Paris Catacombs:

  • Fixed JC saying “be be” instead of “be” when talking to Chad.

Vandenberg Air Force Base:

  • Changed the login for the sniper tower computer.

Pasadena Ocean Lab (UC Module):

  • Map is now called “Ocean Lab” instead of “OceanLab” to match the previous level.


  • Fixed the trenchcoat achievements not working sometimes.


  • Robots have a small delay between changing friend to foe via scrambler, rebooting.
  • Breaking an enemy’s legs now slows them down.


  • Turned off the player’s laser when in conversations with the weapon out.
  • Weapons now show the distance in metres as well as feet when the laser is on.
  • Fixed a typo in the elite assault rifle’s description.
  • Fixed decal effects on doors and destructibles not appearing sometimes.
  • General error fixes which should minorly fix lag, but not be noticeable.
  • Changed poolball physics.
  • Snow replaces rain while playing near Christmas. Hotfix Patch is Live

We have released hotfix update
The following issues and changes are addressed in this update:

UNATCO HQ (First Visit):

  • Fixed being stuck at HQ if using the “Unsatisfactory Hardware” modifier.

Free Clinic (First Visit):

  • Fixed the junkie using the wrong name.
  • Fixed the conversations between the two bums and JC at the entrance not working.


  • Fixed ATMs allowing the player to login to the first account in the system if the PIN was correct, regardless of what account number was entered.
  • Fixed the HDTP issues that caused saves to break, JC’s HDTP carcasses are now the correct size and don’t float.
  • Fixed Anna, Paul, and Simons not using HDTP if their setting were set to false while overall was set to ‘all’.
  • Fixed HDTP settings for flamethrowers, sodacans, and candybars.
  • Fixed a typo in one of JC’s barks.
  • Increased the default chapter completion time from 99:59:59 to 999:59:59.

1.1.2 Patch is Live

We have released update 1.1.2!
Major implementations include: more modifiers, more HDTP options, and an item refusal menu.
The following issues and changes are addressed in this update:

Training (Final):

  • Added a medical bot at the end of the course.

Intro Cinematic:

  • Changed the doctor to talk.
  • Removed the military bots and commandos that were from the real level.

Liberty Island (First Visit):

  • Changed a terrorist’s voice to the one matching his conversation.
  • Readded Gunther’s pistol ammo, which makes giving him a pistol more useful.
  • Gave Gunther a crowbar instead of a combat knife.
  • Alex now plays an infolink about the NSF bot if the player didn’t disable or destroy it.
  • Fixed rain.

UNATCO HQ (All Versions):

  • Fixed JC facing the wrong way when talking to Manderley.

UNATCO HQ (First Visit):

  • Changed the rusty metal vents to neater ones, matching the other variations of UNATCO HQ.
  • Fixed the dead terrorist’s hand clipping through the surgical bed if using HDTP models.
  • Fixed the goals stating that the break room was on level 2 if you got the goal from Jaime instead of the infolink.
  • Fixed a logic error causing Anna to not tell you to get your stealth pistol from Carter.
  • The NSF bot now appears in the armoury if it wasn’t destroyed.

Battery Park (First Visit):

  • Changed the female hostage’s name from “Bum” to “Hostage”.
  • Further improved pathing, including fixing pathing for the male hostage.
  • Fixed a corrupt pathing node causing a terrorist to continuously walk into a wall.
  • Fixed a bad texture on a sign.
  • Fixed the rain again.

Hell’s Kitchen (All Versions):

  • Swapped the “HOTEL” sign that was visible from the subway to reduce confusion.

Hell’s Kitchen (First Visit):

  • Added another infolink trigger if returning from the elevator.

Free Clinic (First Visit):

  • Added junkie.

Hell’s Kitchen (NSF Warehouse):

  • Added another infolink trigger to warn about the snipers on the rooftop if you didn’t take the elevator.
  • Changed a pigeon generator so the pigeons spawn flying, fixes a glitch where pigeons would sometimes spawn in midair and fall to the ground.
  • Disabled a piece of debris that had a bad animation when the generator was destroyed.
  • Removed some scissors that were inside a computer’s keyboard.
  • Fixed a book having glitchy characters in it.

UNATCO HQ (Second Visit):

  • Changed a trooper’s voice from “Man” to “UNATCOTroop”.

Battery Park (Second Visit):

  • Fixed a bad texture on a sign.
  • Added a copy of the control panel from chapter 2 at the subway.

Brooklyn Bridge Station:

  • Texture fixes.

Tunnels near the Brooklyn Bridge Station:

  • Terrorist commander no longer fights.
  • Moved some panels to be attached to the wall instead of floating slightly.
  • Texture fixes.
  • Adjusted the new tunnel so the final exit bugs less often.
  • Increased the length of a pipe in the same tunnel so it doesn’t end mid-air.
  • Fixed logic for displaying the water, it was inverted before.

LaGuardia Airfield:

  • Lowered an alarm panel so the AI can use it.

LaGuardia Airfield (Hangar):

  • Added crates and items.

LaGuardia Airfield (747):

  • Fixed a newspaper not using its HDTP texture.
  • Trashcans no longer spawn rats.
  • Doors now spawn metal fragments instead of wood.
  • All doors are breakable.

UNATCO (Third Visit):

  • Slightly extended map.

Hell’s Kitchen (Second Visit):

  • Fixed the door to Osgood and Son’s being one unit off.


  • Fixed the skyline having glitchy textures.
  • Fixed venting button not being centred.

Battery Park (Final Visit):

  • Added a copy of the control panel from chapter 2 at the subway.

New York Majestic 12 Facility:

  • Changed the end of the level to match the start of the next level.
  • Changed Paul’s body to be able to be picked up and destroyed after Daedalus’ infolink.
  • Fixed Paul spawning infinite blackjacks in Biomod/Shifter.

UNATCO HQ (Final Visit):

  • Alex’s computer can now give access to the hand-scanners.
  • Removed JC’s login from Alex’s computer.

Hong Kong Majestic 12 Helibase:

  • Made Jock play his idle lines.

Wan Chai Market (Market Area):

  • Fixed pathing.
  • Slightly extended map.

Wan Chai Underground Mall & Lucky Money:

  • Texture fixes.
  • Fixed an upside-down knife.
  • Fixed pathing.
  • Moved Max Chen close to his desk so he can be talked to from the other side.
  • Added bodyguards to the bar when Max Chen and Gordon Quick are there.

Tonnochi Road:

  • Switched the graphics for the buttons for the elevator to Jock’s room.

Versalife Advanced R&D (Level 1):

  • Fixed Dr Casswell’s conversation not working.
  • Texture fixes.
  • Upon stealing the ROM encoding all cameras now become hostile.


  • Upon stealing the ROM encoding all cameras now become hostile.

Brooklyn Naval Shipyards (Interior):

  • Added food and decor to the ship’s kitchen.

PRCS Wall Cloud:

  • Fixed pathing.
  • Texture fixes.
  • Added a keypad that allows the player to temporarily change the main corridor’s lighting.

NYC Cemetery:

  • Made the gatekeeper neutral so killing him doesn’t deduct points in Biomod.
  • Commandos now spawn in the graveyard if Shea knows about Dowd (and isn’t dead) and now don’t spawn if Joe Greene knows (but is dead).

Paris Streets (Near Denfert-Rochereau):

  • Added rockets.

Denfert-Rochereau Metro Station:

  • Bots no longer go into stasis.

La Porte de l’Enfer:

  • Added more food to the storage.

DuClare Chateau:

  • Added clothes to the closets.
  • Added fire extinguishers.
  • Increased the amount of money Beth leaves from 100 to 550.

Cathedral du Paynes:

  • Added more food to the kitchen fridges.
  • Fixed a floating camera.

Metro Station near Cathedral du Paynes:

  • Changed Joseph to not mention Atanwe unless the cathedral has been completed.

Morgan Everett’s Home:

  • Added more food to the kitchen.
  • Fixed the security bot’s pathing.
  • Changed the security bot to not go into stasis.

Vandenberg Air Force Base:

  • Lowered the timeout of the camera by the elevator from 20 to 5.
  • Changed the doors to the barracks to have a metal explosion sound instead of wood one, halved the time it takes for them to open, and made the AI able to open them.
  • Moved a datacube from the comm building to the tunnels.

Tunnels under Vandenberg Air Force Base:

  • Moved a datacube from the comm building to the tunnels.

California Gas Station:

  • Improved pathing.
  • Added more locations for Jock’s infolink to be triggered.

Submarine Base near Pasadena:

  • Increased the spacing on the elevator buttons.
  • Added another copy of the stairwell infolink if going to the main complex via the modules.

Pasadena Ocean Lab:

  • Fixed a door’s texture.
  • Fixed doors being visible behind cameras when opened.
  • Fixed the water in the construction area not acting like water.
  • Texture fixes.
  • Changed Walton Simons to run towards the player instead of standing in front of the door.

Pasadena Ocean Lab (UC Module):

  • Texture fixes.
  • Added medkits in the medical room.

Missile Silo near Pasadena:

  • Fixed an invisible hole that the player could fall through for all eternity.
  • Fixed the rails around Strong being glitched.
  • Texture fixes.
  • Removed an unneeded space in the card players’ conversation.

Area 51 (Surface):

  • The hatch under the elevator now continues moving if the player blocks it.
  • Added a copy of the fan infolink for if you lockpick your way in to it.

Area 51 (Sector 2):

  • Got the alternate infolink from Page at the elevator to work.
  • Centred the buttons on the final elevator.

Area 51 (Sector 3):

  • Fixed floating button geometry for the Aquinas Hub door.
  • Fixed a broken ladder.
  • Texture fixes.
  • Increased the size of some infolink triggers.

Area 51 (Sector 4):

  • Added medkits to the medical room.
  • Added another trigger for the infolink that tells you the code to the blue fusion reactors.
  • Fixed a computer’s event not turning off the lasers like it said it does.
  • Fixed the computer stating “lazers” instead of “lasers”.

(Ending) A New Dark Age:

  • Fixed an electricity emitter that was stuck in a wall.


  • Enemies that don’t take damage from gas no longer try to get away from it.
  • Fixed a glitch allowing the player to stay invisible for free.
  • Fixed gas grenades spawning underground if crouching and aiming directly down.
  • Grenades are no longer triggered if the player has radar transparency enabled.
  • Increased the amount of damage that PS20s do to commandos from x2.5 to x3, for “Normal” gameplay mode.
  • Items are no longer damaged by halon gas.
  • Grenades no longer detonate if sprayed by a fire extinguisher.
  • Lowered Walton Simon’s reaction time from 2 to 0.25.
  • MiBs/WiBs play their critical damage sounds at 25%hp.
  • The ancient sword’s range now matches the Dragon’s Tooth Sword’s.
  • The assault heartgun is now obtainable in Biomod and Shifter.
  • Holding a body now reduces damage by 10%.


Added the following modifiers:

  • Armoured Enemies modifier, making all enemies take no damage unless the damage knocks out/kills them in one hit.
  • Aviation Mode modifier, where all enemies can fly.
  • Cloaked Enemies modifier, where all enemies have cloaks enabled (Hint: EMP can disable cloaks).
  • Crazed Turrets modifier, causing turrets to always be on and able to shoot directly down.
  • Explosive Extinguishers modifier, causing all fire extinguishers to explode when destroyed and shoot out their gas if damaged.
  • Hall of Mirrors modifier, turning all humans into copies of JC.
  • Heavy Items modifier, disallowing the stacking of any items (excluding grenades).
  • Loud Weapons modifier, where all weapons are ten times louder to the AI, unless silenced.
  • No Items modifier, where you are not allowed ANY items.
  • One Item Inventory modifier, where you can only hold one item in your inventory at a time.
  • Phantom Bots modifier, making all robots cloaked and silent.
  • Quiet Enemies modifier, where enemies do not speak when they sense you.
  • Suicidal Agents modifier, causing MiBs/WiBs to run into you and explode.
  • Unsatisfactory Hardware modifier, allowing you to only use the pistol and riot prod.
  • Zombie Mode modifier, an extension of “Suicidal Agents”.


  • Added a toggle to disable Steam achievements.
  • Added a unique crowbar.
  • Added a new menu to disallow the pickup of certain items (e.g. all combat knives), listed under Settings > Controls > Item Refusal.
  • Added a new menu for stats on the main menu, only available in “Normal” gamemode.
  • Added extended options for HDTP (see below).
  • Added MeteorShower cheat.
  • Added descriptions for the HDTP menu.
  • Added hotkeys to the main menu.
  • Added 11 new achievements.
  • “Decked Out” achievement can no longer be awarded from the mini-crossbow, but can be awarded from the stealth pistol.
  • Biocells now display the correct amount of energy they restored, instead of the max amount of energy they restored, for “Normal” gamemode.
  • Fixed a glitch where an item would remain in limbo if it was equipped and dropped without closing the inventory menu.
  • Fixed a player’s shadow returning if changing levels while cloaked.
  • Fixed the plasma rifle/rail gun becoming silent after map transitions in Biomod/Shifter.
  • Fixed DisplayStats using the “Pepper Shot” stat for “Pistol Shots”.
  • Fixed stats displaying the incorrect amount of darts fired.
  • Fixed stats displaying the incorrect amount of fire extinguisher uses.
  • Fixed a grammatical error in one of the newspapers.
  • Fixed Biomod/Shifter weapons not using their custom icons.
  • Fixed the reload animations for the vanilla pistols and rifles.
  • New Game Plus option can now be changed in Settings > Gameplay Options, allowing the player to restart the game from the start after the credits while retaining all their equipment, skills, and augs. Disables all achievements on the return playthrough.
  • Now displays a message and plays a sound when “The Unavoidable Sacrifice” or “Xenophile” achievements are failed.
  • If the spydrone has one second left until it is rebuilt it will display “1 second” instead of “1 seconds”.
  • Removed “Mission 73” from the Biomod challenges menu.
  • Plasma now displays the fire icon on the HUD like it did pre patch 1.1.1.
  • Slightly increased the size of the third person models for the assault rifle, assault shotgun, and plasma rifle (visibly).
  • When aiming a laser at the skybox, it displays “Out of Range”.
  • JC’s HDTP carcass is now as big as the original and no longer floats in the air.
  • FoV option now works automatically when using Direct3D 10 renderer.


Added options for:

  • Greasels, grays, karkians, both types of security bots, military bots.
  • All weapons (excluding the PS20, which doesn’t have a HDTP model).
  • All items (that have HDTP models).


Started tracking these new stats:

Stats: Items:

BioCell Energy Restored, Candybar Health Healed, Forty Health Healed, Liquor Health Healed, Medkit Health Healed, Soda Health Healed, Soyfood Health Healed, Wine Health Healed, Cigarette Health Lost, Repair Bot Energy Restored, Medbot Health Healed, Medical Bots Used, Repair Bots Used, Lockpicks Used, Multitools Used, Thermoptic Camo Time, Ballistic Armor Time, HazMatSuit Time, Rebreather Time, Tech Goggles Time, Thermoptic Camo Uses, Ballistic Armor Uses, HazMatSuit Uses, Rebreather Uses, Tech Goggles Uses, Nanokeys Obtained, Time Carrying Bodies.

Stats: Props:

Toilets Flushed, Crates Destroyed, Vending Machine Uses, Water Containers Drained, Cameras Destroyed, Turrets Destroyed, Alarm Panels Destroyed, Cameras Disabled, Turrets Disabled, Alarm Panels Disabled, Control Panels Disabled, Turret Kills, Surfaces Destroyed, Keypads Hacked, Alarms Activated, Lasers Triggered, Computers Hacked, Consoles Hacked, ATMs Hacked, ATM Money Hacked.

Stats: Gameplay:

Damage Taken, Damage Dealt, Blood Leaked, Energy Used, Energy Lost, Skills Upgraded, Skills Mastered, Total Energy Restored, Total Health Restored, Swim Time, Conversation Time, Record Kill Distance, Underwater Enemy Kills, LifeTime Kills, LifeTime KOs, LifeTime Wins, Chapter 1 Completion Time, Chapter 2 Completion Time, Chapter 3 Completion Time, Chapter 4 Completion Time, Chapter 5 Completion Time, Chapter 6 Completion Time, Chapter 8 Completion Time, Chapter 9 Completion Time, Chapter 10 Completion Time, Chapter 11 Completion Time, Chapter 12 Completion Time, Chapter 14 Completion Time, Chapter 15 Completion Time, On Fire Time, Drugged Time, Poisoned Time, Zombies Killed, AI Zombie Kills.

Stats: Augmentations:

Aqualung Time, Ballistic Protection Time, Cloak Time, Combat Strength Time, Aggressive Defensive System Time, Spydrone Time, EMP Shield Time, Environmental Resistance Time, Regeneration Time, Synthetic Heart Time, Light Augmentation Time, Microfibal Muscle Time, Power Recirculator Time, Radar Transparency Time, Energy Shield Time, Speed Enhancement Time, Run Silent Time, Targeting Time, Vision Enhancement Time, Spydrones Created, Explosives Detonated via ADS, Augmentations Installed, Augmentations Upgraded, Augmentations Maxed.

Please note:

As a general reminder, when game content is updated in a patch, it cannot affect locations you have already visited in a saved game. This is because the saved game was created based on the older version of the game, and acts as a snapshot of that older version. Once you load a saved game and travel to a new location in the game world, you will begin to encounter the updated content.

Translators: If you want to translate the HDTP options, item refusal menu, or gameplay stats menus, translate the help text, not the choiceText.

Got a bug you want fixed? Suggestion you want implemented? Post it here: http://bugs.dx-revision.com Hotfix is live

We have released our hotfix update, with more achievements and minor fixes!


  • Fixed “Death From Above” achievement.
  • Fixed “Catch the Train” achievement.
  • Fixed “Always Something New” achievement.
  • Fixed “How Loyal is a Hungry Turret” being awarded on rat kills.
  • Fixed a logic error with “Regrettable Actions”.
  • Changed “Rules of Nature” to not be awarded from bots that were disabled via security consoles.
  • Added 26 achievements.


  • Fixed title music playing at the same time as the training music.

UNATCO HQ (First Visit):

  • Fixed a goal stating that the break room is on level 2 instead of 1.

Battery Park (First Visit):

  • Fixed a broom’s collision sticking out of a wall.

Underworld Tavern (First Visit):

  • Beer stolen from the freezer can now be given to Jock.

‘Ton Hotel (First Visit):

  • Changed the lights in the elevator shaft to be disabled if the laser power is turned off.
  • Removed sounds at a door.
  • Made the downstairs terrorist hostile if someone leaves the room.

Smuggler’s Hideout (First Visit):

  • Fixed the description of the nanokey given by Smuggler having a typo.

Hell’s Kitchen Sewers (First Visit):

  • Fixed being able to walk through a laser.

Hell’s Kitchen (NSF HQ):

  • Fixed the STOP signs having misaligned textures.
  • Fixed an unsolid awning.

Hong Kong Majestic 12 Helibase:

  • Fixed a geometry error.


  • If playing on “Normal” mode on realistic, enemies that die while holding grenades will now have their grenades drop and detonate.
  • Bosses now attack if attacked first.


  • Fixed email typos.
  • Changed it so Paul doesn’t have his shield augmentation in chapter 4.
  • Optimized some textures to use more colors and take less space.

1.0.4 Patch is live

We have released update 1.0.4! The following issues and changes are addressed in this update:

Liberty Island (First Visit):

  • Increased the size of the skillpoint trigger when entering UNATCO.

UNATCO HQ (All Versions):

  • Fixed an odd desk texture.
  • Fixed overhang on Jaime’s computer.
  • Fixed some textures in Alex’s room being unlit.
  • Fixed the lower lobby’s TV mount being buggy.
  • Fixed a keyboard texture that was a bit to small and began repeating.
  • Fixed the diagram in the armoury being cut off.
  • Fixed the door to Alex’s server room using the old “Restriced Area” texture.
  • Fixed another ‘Restriced Area’ texture.
  • Flipped some textures in Alex’s room.
  • Made some large houseplants heavier.
  • Swapped out a painting for another one so there aren’t two identical ones next to each other.
  • Prevented rats from spawning from trash.

UNATCO HQ (First Visit):

  • Fixed the LAMs in Gunther’s safe (inaccessible still) being in the ground.
  • Fixed a nanokey under Alex’s floor floating.
  • Fixed a floating flag pole.
  • Fixed a skillpoint trigger being too small.
  • Fixed getting 60 throwing knives from the dummy in Anna’s room.

Battery Park (First Visit):

  • Set the subway UNATCO troops to wander after the terrorists are defeated.

Underworld Tavern (All Versions):

  • Added sinks to the bathroom.
  • Changed the Underworld Tavern to be more geographically correct.

Underworld Tavern (First Visit):

  • Readded a missing pinball machine.

Hell’s Kitchen (All Versions):

  • Fixed some floating cardboard boxes and trash outside the Ton.
  • Fixed slightly floating Hotel neon sign.
  • Fixed texture alignment on the Ton.
  • Fixed incorrect texturing on street light brushes.
  • Fixed texture scaling on the mattress in the Basketball building.
  • Fixed texture alignment on shower drain in Basketball building.
  • Fixed a few texture scaling issues.
  • Fixed erroneous texture under a phone.
  • Fixed texture scaling on the “No dogs allowed” signs in Tenderloin park.
  • Added a block between a street lamp and the wall to prevent players from getting stuck.
  • Swapped misspelled “Restricted area” texture outside the subway to corrected texture.
  • Made easter egg invincible.
  • Changed the Underworld Tavern to be more geographically correct.

Hell’s Kitchen (First Visit):

  • Added back window to the new apartment that was missing for some reason.
  • Added missing answering machine for Paul’s room.
  • Added pathing and made sure Paul would get into the train.
  • Added triggers to Smuggler’s back entrance.
  • Added NSF/Unatco triggers to the side entrances of Osgood’s.
  • Changed AI on RiotCop near smuggler’s back entrance to hate NSF and the Hijackers.
  • Made fence near subway climbable to prevent players from getting stuck.
  • Made the gates to Smuggler’s back entrance area breakable.
  • Made the planks to the side entrance of Osgood’s require less damage to break.
  • Fixed a soda can clipping a computer.
  • Fixed floating items in Osgood’s shelf.
  • Fixed the player being able to crawl through the Subway train windows.
  • Fixed a LAM being stuck in the ground.
  • Fixed Sandra not moving into the tavern properly.
  • Fixed door to Osgood’s side entrance having a backwards texture.
  • Fixed incorrect pivot point on a wardrobe door in the Basketball building.
  • Moved a skillpoint trigger for the new skyscraper apartment.
  • Moved a terrorist.
  • Removed some vanilla triggers that were unused.
  • Did some texture scale/alignments/fixes.
  • Adjusted scale on plane fragments.

Hell’s Kitchen Sewers:

  • Changed the names of the MJ12 Troops to “Paramilitary Trooper”.

Hell’s Kitchen (NSF Warehouse):

  • Added more logins for the computers.
  • Allowed the computer to open the safe in the basement.

Battery Park (Second Visit):

  • Readded the book containing the password to the phonebooth.
  • Readded the buzz sound if you try to use the train panels.
  • Added a button under the phone booth to recall it.

LaGuardia Airfield (747):

  • Even more texture fixes.
  • Moved a multitool slightly.
  • Removed an unused trigger.

UNATCO HQ (Third Visit):

  • Moved a computer back so it wasn’t hanging out in the air off a table.
  • Added Multitool in vent across the conference room on Level 2.

Hell’s Kitchen (Second Visit):

  • Fixed pathing.
  • Fixed buttons on elevators being inside the wall.
  • Fixed fire escape on the “Hotel” building changing between chapters.
  • Fixed floating items in Osgood’s shelf.
  • Fixed the player being able to crawl through the Subway train windows.
  • Added 10mm ammo.
  • Added more snipers on realistic.
  • Added missing answering machine for Paul’s room.
  • Made robots react to more things.
  • Made the gates to Smuggler’s back entrance area breakable.
  • Made the door and windows to the emptied shop near the tavern breakable.

Smuggler’s Lair (Second Visit):

  • Added pepper cartridge crate.

Hell’s Kitchen Sewers (Second Visit):

  • Increased the size of the centre skillpoint trigger.

Battery Park (Third Visit):

  • Increased the skillpoint bonus for getting past Anna from 50 to 250.

Hell’s Kitchen (NSF HQ):

  • Fixed the player being able to jump out of the map in a certain place.
  • Fixed the player softlocking (sorta) if sending the signal without aligning the dishes.
  • Fixed being able to send the NSF signal without aligning the dishes.
  • Flipped a texture.

New York Majestic 12 Facility:

  • Removed an erroneous InfoLink trigger left over by Ion Storm.
  • Fixed the robot in the maintenance area not becoming hostile when the glass was destroyed.

UNATCO HQ (Final Visit):

  • Fixed the AI being able to see through the reflective window at the start.
  • Fixed a floating flag pole.
  • Updated the pathing.
  • Made Anna’s locker pickable.
  • Made Anna’s locker open both doors when picked or key used.
  • Added a biocell.
  • Added pepper cartridge and flare darts to Alex’s closet.
  • Moved a computer back so it wasn’t hanging out in the air off a table.

Hong Kong Majestic 12 Helibase:

  • Removed some unused triggers.
  • Fixed some triggers being able to be activated prematurely.
  • Added more locations for Jock to fire his missiles, so you can use the vents to exit too.

Canals near Wan Chai Market:

  • Increased the size of some skillpoint triggers.


  • Many texture fixes, alignments, scales, changes, etc.
  • Gave a commando a biocell.
  • Gave a commando a medkit.
  • Added a satellite dish to the skybox.
  • Increased the storage button’s drawscale to 1.5.

Wan Chai Underground Mall & Lucky Money:

  • Hopefully neatened the map without breaking anything.
  • Removed some alliance triggers that made the police friendly.
  • Set a skillpoint trigger to have no collision.

Canal Road Tunnel near Wan Chai Market:

  • Increased the size of the skillpoint trigger.
  • Fixed the cops not being hostile when jumping over the barricade.
  • Gave two of the cops shotguns.

Hell’s Kitchen (Final Visit):

  • Added an exit cutscene.
  • Added sniper.
  • Added chair.
  • Added credits.
  • Added soda.
  • Added soy food.
  • Added recoil mod.
  • Added more locations for the infolinks to play.
  • Added pigeons.
  • Added 10mm ammo crate.
  • Fixed fire escape on the “Hotel” building changing between chapters.
  • Fixed pathing.
  • Changed the backdoor of the tavern so the AI can open it.
  • Changed a phone texture.
  • Made the bots react to carcasses.

Smuggler’s Lair (Final Visit):

  • Added prod charger crate.

Free Clinic (Final Visit):

  • Fixed a fire extinguisher falling to the ground instead of being mounted.

Hell’s Kitchen Sewers (Final Visit):

  • Increased the size of the centre skillpoint trigger.

‘Ton Hotel (Final Visit):

  • Removed Paul’s answering machine.

Brooklyn Naval Shipyards (Ventilation):

  • Increased the trigger sizes of both skillpoint bonuses.

PRCS Wall Cloud:

  • Fixed some glitchy doors.
  • Fixed floating turrets.
  • Fixed being able to disable the electric sound of the damaged generators by jumping on a beam.

NYC Cemetery:

  • Made the AI shoot at Jock as he leaves.
  • Made some texture alignments.
  • Made the underground water move slightly.
  • Made the troopers set up an ambush outside the crypt.
  • Removed a torch from the underground area so it’s easier to escape.
  • Fixed a glitchy hole in the wall.
  • Fixed some 20mm HE ammo being stuck in the ground.
  • Fixed a floating nanokey.
  • Fixed a barrel not exploding when the EMP device is destroyed.
  • Moved same barrel so it cannot be jumped on to be destroyed.
  • Added three medkits.
  • Added a biocell.
  • Added even more flares.
  • Added commandos if you tell Greene about Dowd.
  • Added sniper on realistic.
  • Added GEP gunner on realistic.
  • Gave an enemy a pistol instead.
  • Gave two troopers shotguns.
  • Set all the troopers to have weapons drawn instead of being relaxed.
  • Changed the voice of two soldiers to use variation B.
  • Changed a door to not stop opening if you block it.
  • Changed the pathing so the AI can go to where Dowd is and also not bury themselves alive.
  • Changed the crypt door to be destructible.
  • Changed the secret door under the stairs to be openable by the AI too.
  • Changed Jock to ask if the player is ready, if the player asks him to wait and then retalks to him, rather than repeating the conversation over.

Paris Streets (Near Denfert-Rochereau):

  • Fixed a TV having a missing texture.

Paris Streets (Near Champs-Elysees):

  • More texture fixes.

Metro Station near Cathedral du Paynes:

  • Fixed the player being able to jump over the trains in a certain spot.

La Porte de l’Enfer:

  • Gave the female bartender a weapon.
  • Gave Cassandra a multitool.
  • Gave the club owner a key to the doors.
  • Increased the size of the skillpoint trigger in the storage room.
  • Fixed a nanokey being in the ground.
  • Fixed credits being in the ground.
  • Fixed the game sometimes thinking you broke into the club if you jump too close to the doorman before you talk to him.
  • Fixed barman constantly walking into bar.
  • Fixed some liquor bottles clipping due to their HDTP models.
  • Changed Cassandra’s conversation, mainly for if you’re broke to avoid repetition.
  • Changed the bar owner, accountant and bartenders to be fearless and hate weapons.
  • Changed the doorman to be fearless and hate more.
  • Changed a fireplace grill to be destructible.

Vandenberg Air Force Base:

  • Fixed a damage node in the water not being disabled when you disable the damaged control panel.

Tunnels under Vandenberg Air Force Base:

  • Many, many texture fixes.
  • Increased the size of the final skillpoint bonus.

Vandenberg Air Force Base (Control Room):

  • Fixed some glitchy solid collision.
  • Fixed the entry blast doors being bugged, highlightable and frobbable.
  • Some minor texture changes.
  • Made the consoles in the room next to the room with electricity be flat.
  • Added blocks under a pipe in the Savage room to prevent players from clipping the pipe.

California Gas Station:

  • Increased Tiffany’s speed by 66.6%.

Pasadena Ocean Lab:

  • Prevented a skillpoint trigger from being unintentionally avoided.
  • Fixed the same skillpoint trigger from clipping through a wall.

Pasadena Ocean Lab (UC Module):

  • Fixed a backwards microwave.
  • Fixed a soda can being in a keyboard.
  • Fixed the electricity emitters being backwards or stuck inside walls.

Missile Silo near Pasadena:

  • Changed a soldier’s voice to use variant B to match his conversation.
  • Changed the names of all the soldiers from “Troop” to “Trooper”.

Area 51 (Surface):

  • Updated pathing.
  • Fixed the AI being unable to leave the hangar.

Area 51 (Sector 2):

  • Changed the main elevator to be lightable.
  • Added more lights in the elevator shaft.
  • Gave the smaller elevator sounds.
  • Fixed a hatch having a bad pivot point.

Area 51 (Sector 3):

  • Fixed the grays not going up the stairs of the reactor room, again.
  • Fixed being able to jump into some vents and get stuck.
  • Moved some of the skillpoint triggers to be neater and bigger.

Area 51 (Sector 4):

  • Moved a multitool to be easier to pick up.
  • Aligned some textures.
  • Added skillpoint bonuses to the UC rooms.
  • Fixed some floors being reflective when the ones around it weren’t.
  • Fixed some textures being completely black and not reflecting any light.


  • Fixed a typo when using the targeting aug on DeBeers.
  • Fixed a typo in the regeneration aug for “Normal” mode.
  • Fixed losing grenades if attempting to place one on a surface but canceling.
  • Made fireballs and plasma heat sources for the vision augmentation.
  • Made JC keep some of his light weapons out when in conversations.
  • Changed the main menu text to reflect the actual Revision version.


  • Disallowed accuracy and recoil mods being able to be put on weapons when they would have no effect, for “Normal” mode.
  • Changed the zoom of the Elite Assault Rifle from 10 to 22.5.

Please note:
As a general reminder, when game content is updated in a patch, it cannot affect locations you have already visited in a saved game. This is because the saved game was created based on the older version of the game, and acts as a snapshot of that older version. Once you load a saved game and travel to a new location in the game world, you will begin to encounter the updated content. Got a bug you want fixed? Suggestion you want implemented? Post it here: Bugs.dx-revision.com Patch is live

We have released update! The following issues and changes are addressed in this update:

Liberty Island:

  • Added the new turret to the security console outside.
  • Added crates to allow you to jump up the crates by the cell.
  • Added dart pack.
  • Fixed a backwards texture.

Battery Park (First visit):

  • Fixed a laser being inside the wall on normal-realistic.

Ton Hotel (First visit):

  • Fixed the terrorist downstairs being friendly if you jump over the front desk.

Smuggler’s Lair (First visit):

  • Added crates to the roof.

NYC Underground (First visit):

  • Fixed a missing texture.

NYC Street (First visit):

  • Fixed part of the sidewalk not being solid.
  • Fixed some floating items in a shop.

UNATCO HQ (Third Visit):

  • Added 20mm HE ammo (not on realistic)
  • Added tranquillizer darts (only on realistic)
  • Added assault rifle.
  • Added 7.62mm ammo.
  • Added throwing knives.


  • Fixed the manholes being invisible from the bottom since one of the last patches.
  • Fixed some lasers showing their invisible backs.
  • Fixed some lights’ collisions portruding out of the ceiling, making walking on one roof a bit wrong.
  • Fixed a fence only being solid for the player.
  • Fixed a skillpoint trigger in the sewer vent that was stuck in a wall.
  • Fixed some flickering surfaces in the basement.
  • Made two of the bushes up by the sniper not solid so it’s less likely to push you to your death.
  • Made all of the large metal doors underground breakable (one wasn’t).
  • Changed the bots to react to more player actions.
  • Moved the basement skillpoint trigger to the datacube room instead of ladder, for if you enter via the sewer.
  • Removed an unreachable crate.
  • Added crowbar.
  • Added lockpick.
  • Increased the amount of doors the basement key works on.
  • Lowered the stregth of the windows of the hidden area.
  • Tidied some textures.

Ton Hotel (Second visit):

  • Fixed Mr Renton going for the alarm and breaking conversations.
  • Moved the control panel to reflect chapter 2’s.

UNATCO HQ (Final visit):

  • Gave Anna a key to her room and cupboard.
  • Added clip mod (easy only).
  • Added range mod (not on realistic).
  • Added recoil mod.
  • Added reload mod.
  • Added 7.62mm ammo.
  • Added 550 credits.
  • Added EMP grenade.
  • Added LAM (not on realistic).
  • Added combat knife.

Hong Kong Compound:

  • Fixed player being able to get out of the map.
  • Fixed some bad pathing making the AI run into a pole repeatedly.
  • Added LAM.
  • Added a button on the other side of the door to Tong.
  • Set the security bot to attack the battlers in the fight on the street.
  • Called the dog ‘Sparky’.
  • Made it harder to land on Jock’s chopper and thus getting killed.

Hong Kong Tong’s Lab:

  • Fixed some upside down, backwards, and misaligned textures.
  • Replaced some textures.

Hong Kong Lucky Money:

  • Fixed a camera not being able to be turned off via security console.
  • Fixed some emails being on the wrong computer.

Ton Hotel (Final Visit):

  • Moved the control panel to reflect chapter 2’s.

Navel Dockyard:

  • Swapped the voices of the soldiers to be more unique to the level.

Ship Lower Decks:

  • Fixed some metal doors producing wood fragments and sounds when blown up.


  • Fixed key stating “chappel” instead of “chapel”.
  • Fixed a brush glitch which allowed you to stand on some water.
  • Fixed being able to softlock the game by shooting the Gatekeeper before he opened the gate.
  • Removed a glitchy dirt mound.
  • Increased the amount of flares in the chests underground.
  • Added a knife to the aug upgrade room.
  • Added some darts to the skull chest.
  • Lowered the min damage of the wall to leave the aug upgrade room.
  • Neatened the EMP device’s textures.
  • Stopped player from leaving the playing area.
  • Improved pathing.

Paris Streets:

  • Improved pathing.
  • Moved an infolink.

Everett Home:

  • Fixed Morpheus cosplaying as the moon.

OceanLab UC:

  • Replaced the “DOOR RESET” texture with “ELEVATOR RESET”.
  • Made keypads to the command center slightly easier to spot.


  • Changed the medicine/medkits healing from 30/60/75/90 to 30/45/60/90.
  • As most damage types (not sabot or explosive) only do 75% damage to breakable surfaces in “Normal” mode, the minimum damage required was increased to try to reflect the damage that you will most likely need.


  • Fixed 15_Bunker_Ambient.ogg having the wrong title when played in a media player.
  • Fixed the right keyboard of computers having backwards text.
  • Fixed robots stating critical damage when disabled.
  • Fixed the log not correctly displaying how much space you need when trying to pick up a weapon from a carcass without enough space.
  • Added some support for the * and # keys on keypads. Keypad asterisk for *, Shift + 3 for #, # (British keyboard layout) for #.
  • Added more information for augmentations in “Normal” mode.
  • Added South Sudan to the world maps.
  • Removed California from the world maps.
  • Improved the flare description.
  • Decreased the time that phones beep.
  • Changed the description of the soundtrack option and changed its setting to “Revision/Deus Ex” instead of “Enabled/Disabled”.

Please note:

As a general reminder, when game content is updated in a patch, it cannot affect locations you have already visited in a saved game. This is because the saved game was created based on the older version of the game, and acts as a snapshot of that older version. Once you load a saved game and travel to a new location in the game world, you will begin to encounter the updated content. Got a bug you want fixed? Suggestion you want implemented? Post it here: Bugs.dx-revision.com

1.0.3 Patch is live

We have released update 1.0.3, our new biggest patch, and only a week since our last one! With 175 bugs fixed and suggestions implemented, we hope you enjoy it! This patch also marks the 50% mark of all bugs and suggestions being corrected and implimented! The following issues and changes are addressed in this update:

Liberty Island:

  • Fixed an ATM being destructible.
  • Fixed a floating camera.
  • Fixed Corporal Collins being killable.
  • Removed the flamethrower thug on easy/normal.
  • Changed a terrorist’s voice to match his conversation voice.
  • Made Gunther somewhat easier to rescue.
  • Moved the coffee mug at the start to Kaplan’s desk.

UNATCO HQ (First visit):

  • Fixed being able to push a couch through a wall.
  • Replaced rusty vent textures with cleaner ones.
  • Increased the collision size of the skillpoint award when going to Carter.
  • Moved some broken path nodes.

Hell’s Kitchen (First visit):

  • Fixed an error that would kill you if you walked in a certain place. (Thanks LewdFandango!)

Underworld Tavern (First visit):

  • Changed Jock to use his unused lines.

NYC Underground (First visit):

  • Removed a redundant datacube.


  • Fixed some floating items.
  • Improved the elevator, making it be usable if entering via the airfield.

UNATCO HQ (Second visit):

  • Fixed being able to push a couch through a wall.
  • Replaced rusty vent textures with cleaner ones.

Battery Park (Second visit):

  • Fixed a broken conversation where you wouldn’t receive what you paid for.

UNATCO HQ (Third visit):

  • Fixed being able to push a couch through a wall.
  • Replaced rusty vent textures with cleaner ones.

NYC MJ12 Lab:

  • Fixed a bad texture and floating datacube.
  • Fixed floating soyfood.
  • Fixed the command center sign using the British English spelling.
  • Fixed the amount of throwing knives you have resetting to the default amount in the armoury.
  • Increased the range of the turret in the armoury.
  • Changed a trooper’s voice to match his conversation voice.

UNATCO HQ (Final visit):

  • Fixed half of the academy being called Scott.
  • Fixed AI pathing, AI can now move in and out of any room.
  • Replaced some rusty vent textures with slightly neater ones.
  • Added flamethrowers on realistic.
  • Added shotgunner on realistic.
  • Added a pistol.
  • Added PS20.
  • Added laser mod.
  • Trapped your office on hard/realistic.
  • Gave the realistic soldiers unique voices.
  • Added bonus above armoury.
  • Replaced the first soldier with a MiB.

MJ12 Hong Kong Helibase:

  • Lowered the mindamage value of the locker containing the key from 10 to 7.

Wan Chai Market:

  • Lowered the collision size of a bot and moved it slightly.
  • Added gas grenade.
  • Added throwing knives.
  • Added WP rockets.
  • Fixed some invisible collision in the street.
  • Fixed some objects not being solid.
  • Fixed some floating decals.
  • Fixed a wire mesh not being solid.

Tonnochi Road:

  • Moved an unused skillpoint bonus from vanilla from under Jock’s apartment where it was unobtainable to inside it.
  • Hid the unreachable crates.
  • Fixed crates being too close to a wall and not spawning contents sometimes.
  • Fixed an indestructible crate being destructible.
  • Fixed floating items.
  • Fixed a wall not being solid.
  • Fixed a mesh not being solid.
  • Made the windows to the augmentation upgrade canister breakable.
  • Improved the elevator to Jock’s.

Hong Kong Canals:

  • Made a paper lantern invincible.
  • Made an area of the water easier to get out.
  • Fixed a floating cigarette machine.
  • Fixed a flickering texture overlap.

Lucky Money:

  • Fixed a bad sign texture.
  • Fixed a woman’s familiar name and unfamiliar name being mixed up.
  • Fixed a commando spawning inside a table.
  • Made a phone invincible.
  • Made a door and keypad unusable.
  • Made the triads behind Max Chen not react to anything.
  • Changed a texture to improve load times.
  • Moved wine out from fridge so it doesn’t clip.
  • Moved wine with a bad hitbox.
  • Improved pathing somewhat.
  • Added another commando on realistic.
  • Removed a potted plant.

Versalife Offices:

  • Fixed the windows making a wooden sound when destroyed.
  • Fixed a newspaper not showing its high quality model.
  • Fixed the vents having solid gaps in them.
  • Added lockpick.
  • Improved pathing slightly.

Versalife R&D (Level 1):

  • Gave new lines to the MJ12 commandos when they’re friendly.

Ship Below Decks:

  • Changed the security consoles from US Navy to Chinese.
  • Gave the dead sailor his missing items.
  • Increased the amount, range, damage, and fire rate of the turrets in the helipad.
  • Added another security console to control the other three.
  • Made the attack helicopter invincible.
  • Made some doors not usable.
  • Made a vent usable.
  • Made the door to the wield point codes breakable.
  • Fixed some vent textures.
  • Fixed a convex window caving in on itself.
  • Stopped the huge fan from “floating”.


  • Made the explosive barrel in the EM generator room not collide with the player.

Paris Catacombs Tunnels:

  • Gave Agent Hela a melee weapon.

Paris Streets:

  • Fixed some trash bags overlapping each other.
  • Increased the size of the level transition to the club to avoid bypassing it.
  • Lowered some floating items in the arms dealer’s apartment.
  • Blocked off an area where the player can get stuck.
  • Raised a book so it isn’t inside an oven.
  • Replaced the blue lasers with red ones, to prevent confusion.

Knight’s Templar Cathedral:

  • Fixed a building having incorrect textures on one side.
  • Fixed another building’s textures.
  • Fixed some misaligned textures in the sewer.
  • Changed the security login for one of the consoles (too long) and added two new ones for it.
  • Added turret above said console.
  • Added crates to get to clip mod.
  • Added clip mod.
  • Improved some pathing.
  • Lowered the move time of the blocked door.
  • Aligned some textures in the cathedral.

Everett’s Home:

  • Fixed the dead mechanic not giving items.
  • Fixed disconnected pathing.
  • Fixed not being able to use weapons when pressing against the aquarium glass.
  • Fixed Atanwe’s subtitles including cut text.
  • Moved Alex’s computer back so the underside cannot be seen.
  • Hid some items at the start.
  • Added some pawns outside the window, keep your enemies close.
  • Made Atanwe invincible.
  • Made the doors at the start unusable.

Vandenberg AFB:

  • Increased the collision size of a skillpoint trigger so it’s more user-friendly.
  • Increased the commandos’ hearing.
  • Increased a guard near the medical area’s hearing and reactions.
  • Added some lockpicks in areas that were barren.
  • Changed some desk textures.
  • Changed the voice of a MJ12 trooper to match his conversation dialogue voice.
  • Changed a soldier’s weapons with a sniper rifle to make more sense regarding his position.
  • Moved both turrets in the lobby area so they don’t clip into the ground and actually shoot.
  • Moved the smaller security bot’s patrol points so that they move closer to the railings, allowing for grenades to be used.
  • Moved a computer back so you can’t see under it.
  • Fixed the gate to the COMM building being usable.
  • Fixed some other textures.
  • Fixed a computer’s icon.
  • Fixed being able to jump through the barriers at Jock.
  • Fixed Tong running away if you take fall damage.
  • Removed an unneeded door.

Vandenberg AFB Computer:

  • Fixed some pathing.
  • Fixed bad textures on the pipes.
  • Fixed overlapping brushes.
  • Made the rails at the top of the level solid.
  • Replaced some textures.
  • Flipped a keyboard texture.

Gas Station:

  • Fixed a crate being in the ground.
  • Fixed a glitchy shadow.
  • Fixed a power line disappearing in mid air.
  • Fixed two floating lamp posts.
  • Somewhat fixed an error that prevents you from picking up some items in the gas station.
  • Blocked the player from jumping out of the map. Sorry for the invisible walls.
  • Added tech goggles.

Sub-base Surface:

  • Gave two MiBs melee weapons.
  • Fixed a LAW being selectable through a locker.
  • Fixed clipping boxes.
  • Fixed some textures.
  • Fixed a floating book and lamp.
  • Fixed an unsolid mesh.
  • Fixed a ladder not having a texture on the back.
  • Fixed a ladder to the fans.
  • Fixed a mover that was disappearing in the wall.
  • Made an infolink not play if you’ve been to the UC.
  • Made the hatch on the new module not have a gap between it and the ground.
  • Added some contents to empty boxes.
  • Changed some fans to damage you if you block them.
  • Changed a control panel that did nothing.
  • Improved AI pathing.

Ocean Lab:

  • Fixed a backwards texture in the greasel pen.
  • Fixed a misaligned ground texture.
  • Fixed a box not having its contents correctly set.
  • Fixed a scientist not having an aug upgrade when he should.
  • Fixed some crates spawning inside a wall.
  • Fixed some ammo being stuck in the ground.
  • Fixed some backwards keyboard textures.
  • Fixed some cabinets not being lit.
  • Fixed a cabinet floating in midair when opened.
  • Fixed a security console not having a username or password.
  • Fixed a security console having its username and password mixed up.
  • Made the computer in the greasel lab able to open the greasel lab and command center doors.
  • Made the door to the greasels pickable, 40% strength.
  • Made the security bot not continously say “Scanning Area”.
  • Made two infolinks not play if you’ve been to the UC.
  • Moved one of the infolinks up so it’s usually triggered.
  • Rotated a texture.
  • Ordered the transgenics in the construction area to wander instead of stand.
  • Added a greasel.
  • Added more pathing.
  • Added a surprise at the end on hard/realistic.
  • Added flares.
  • Added reload mod.
  • Added flamethrower.
  • Added two rebreathers.
  • Added LAM.
  • Added tranquilizer darts.

Area 51 Bunker:

  • Fixed some broken pathing and added more.
  • Fixed a MiB having only one clip of ammo and no melee weapon.
  • Fixed misaligned textures.
  • Replaced blue lasers in the sniper tower with red ones.

Area 51 Sector 2:

  • Fixed MiBs not having melee weapons.
  • Fixed the generator being able to be destroyed manually.
  • Fixed some keyboard textures.
  • Fixed a window not being solid.
  • Fixed a typo in an infolink.
  • Moved an elevator button to look better.
  • Replaced SecurityBot2 with MilitaryBot on realistic.
  • Replaced the elevator troops on realistic.
  • Made the robots say area secure when killing you.
  • Added a block to prevent getting stuck.
  • Added a LAW to destroy it on realistic.
  • Added rockets on realistic.

Area 51 Sector 3:

  • Fixed many carcasses incorrectly having items set to not be collectable.
  • Fixed more MiBs not having melee weapons.
  • Gave a MiB an Elite Assault Rifle instead.
  • Improved pathing.

Area 51 Sector 4:

  • Aligned some textures.
  • Made it so some radioactive barrels deal radiation damage.
  • Fixed a crate being broken by a vent.
  • Fixed floating 30.06 ammo.


  • Increased the damage that doors/windows take from weapons.
  • Commandos now play their usused critical damage sounds when at 25% hp.
  • Gave “new” lines to the MJ12 commandos for when they target you.
  • Animals can now be knocked unconscious.
  • As a side effect, animals can now be stunned.
  • Light objects, including but not limited to, grenades, rats, birds, and light props, no longer trigger lasers.
  • Lowered the weight of gas so it also doesn’t trigger lasers.
  • Tech Goggles now last three times as long.
  • Thermoptic armour now gives a 10%/25% damage reduction bonus at advanced/master level in “Normal” mode.


  • Fixed a texture saying “RESTRICED AREA” instead of “RESTRICTED AREA”.
  • Fixed a bush making a metal sound when walked on.
  • Fixed destroyed cars making a grass sound when walked on.
  • Fixed props taking poison damage, which would have them incorrectly destroyed at times.
  • Fixed lasers staying in the map when transitioning between levels.

Please note:

As a general reminder, when game content is updated in a patch, it cannot affect locations you have already visited in a saved game. This is because the saved game was created based on the older version of the game, and acts as a snapshot of that older version. Once you load a saved game and travel to a new location in the game world, you will begin to encounter the updated content.

Got a bug you want fixed? Suggestion you want implemented? Post it here: http://bugs.dx-revision.com/

1.0.2 Patch is live

We have released update 1.0.2, our biggest patch yet! With over 115 bugs fixed and suggestions implemented, we hope you enjoy it! The following issues and changes are addressed in this update:

Battery Park (First visit):

  • Increased the trigger collisions at the ambrosia from 40 to 130.
  • Added three fire extinguishers in crates.
  • Added a control panel to disable the lasers, 30% strength.
  • Added a medkit inside Castle Clinton.
  • Added crates to prevent player from getting stuck.
  • Added some collision in the train windows.
  • Added a crate in the bay for strength aug users to get the biocell and for cover.
  • Added a prod charger to the bay.
  • Removed three of the lasers on easy, so you can destroy them with one rocket.
  • Aligned some textures in Castle Clinton.
  • Moved some vent textures.
  • Fixed some floating zyme.

Hell’s Kitchen (First visit):

  • Readded the augmentation upgrade canister at Osgood and Son’s.
  • Added a new room a skyscraper with rewards inside.
  • Added a missing (unusable) elevator button.
  • Fixed some bad collision.
  • Changed the riot cop AI so they don’t fight you while helping them.
  • Removed the unobtainable items behind the fence near Osgood and Son’s.
  • Increased the size of the map transition to the clinic so it cannot be skipped.

Underworld Tavern (First visit):

  • Aligned the textures of the stone floor.
  • Added some more pathing at Shea’s room.
  • Decreased volume of TV at bar.
  • Increased the strength of Shea’s trunk from 10 min to 20 min.

The ‘Ton Hotel (First visit):

  • Replaced the blue laser in the elevator shaft with a red one to reflect what it triggers.
  • Replaced the LAM in the elevator shaft with a gas grenade.
  • Fixed a typo in a conversation with Mr Renton.
  • Made it so Mr Renton doesn’t set off the alarm for the terrorists.

Smuggler’s Hideout (First visit):

  • Changed the first EMP grenade to not appear on easy.
  • Added a gas grenade on all difficulties.
  • Added a LAM on realistic.
  • Added an EMP grenade on realistic.
  • Swapped the 2nd EMP grenade with a gas grenade.

NSF Warehouse:

  • Changed the warehouse windows to make a glass sound when destroyed instead of a wooden one.
  • Made a window in the new area breakable.
  • Fixed some misaligned textures in the bathroom.
  • Fixed a misaligned texture in the elevator.
  • Fixed 30.06 ammo causing pathing issues.
  • Fixed being able to collide with the invisible TNT.
  • Improved some AI pathing.
  • Removed a graffiti texture.
  • Added a missing texture.
  • Added a multitool in an unexplored area.
  • Added flare darts.
  • Added TNT crate.
  • Added a prod charger.
  • Added contents to cardboard boxes.
  • Added 20mm HE ammo. (Rifle on realistic)
  • Added another sniper on realistic.
  • Added peppergun.
  • Hid credit chit.
  • Hid a lockpick.

The ‘Ton Hotel (All visits):

  • Fixed some wallpaper having a bad texture scale.

Hell’s Kitchen (All visits):

  • Fixed the gap in the window of the shop beside the tavern.
  • Fixed unsolid grating on the balconies.
  • Changed a traffic light from unsolid to solid.
  • Made the stairway in Smuggler’s building more obviously impassable.
  • Added a van to Jimmy’s Car Service.
  • Prevented player from being able to get trapped in a certain room due to high windows.

Lebedev’s 747:

  • Fixed some textures being incorrectly scaled.
  • Added NSF outside the plane to reflect the hangar map.

Hell’s Kitchen (Second visit):

  • Fixed texture alignment on an advertisement.

The ‘Ton Hotel (Second visit):

  • Fixed a book inside Paul’s secret closet that was instantly destroyed when opened.

NSF Headquarters:

  • Fixed some incorrectly aligned textures.
  • Fixed some bad collision in a doorway.
  • Fixed issue with the halon gas not being rendered.
  • Fixed some floating boxes.
  • Fixed balcony flowers that were corrupted.
  • Fixed some floating coronas.
  • Fixed more stuff under the railway.
  • Fixed some brushes having holes in them.
  • Changed sewer access to pickable.
  • Changed sewer warehouse entrance/exit to unpickable.
  • Added some darts to the dart board.
  • Added a skillpoint bonus beside the sniper above the tunnel.
  • Increased the HP of the blackvans so they aren’t so prone to being destroyed.
  • Increased the height of the grass in the flowerbeds above the tunnel.
  • Removed some collision that would interfere with grenades.

Battery Park (Final visit):

  • Fixed the robots not being allied to Gunther.
  • Fixed the UNATCO troops having the wrong name set for Anna’s alliance.
  • Fixed the UNATCO troops not being aligned with Gunther.
  • Fixed being able to jump out of the map, mostly.
  • Fixed some props overlapping each other.
  • Added a lockpick.

Liberty Island (Final visit)

  • Moved Lloyd when playing on realistic.
  • Moved the cameras back so they’re not floating.
  • Moved a box out of bounds containing flare darts in bounds.
  • Moved Kaplan’s computer back so it doesn’t overhang.
  • Added more troops when playing on hard and realistic.
  • Added a fire extinguisher behind the COMvan.
  • Added a multitool besides Lloyd’s desk.
  • Added a biocell on top of the trophy display on easy and normal.
  • Added a recoil mod above the main door.
  • Added a pepper cartridge.
  • Added binoculars.
  • Added 10mm ammo on easy.
  • Added some more lighting at the staircase.
  • Added a robot on realistic.
  • Hid a forty and some cigs.
  • Fixed a bad texture on a fence.
  • Changed the troop in the helipad building’s name to Tech Sergeant Kaplan.
  • Rotated Kaplan’s chair so he looks out at the helipad instead of sitting during the firefight. Also makes it able to sneak up on him.
  • Made the building by the helipad’s main window breakable too.
  • Replaced the assault shotgun in the helipad building with a pistol.
  • Gave the assault shotgun to Kaplan.
  • Gave Lloyd a gas grenade.
  • Rigged that gas grenade to the wall when leaving on UNATCO on realistic.
  • Removed a gas grenade from the helipad building as compensation.
  • Removed some out of bounds objects.

Wan Chai Market:

  • Fixed a box having its contents incorrectly set to never spawn.
  • Fixed traffic lights not being solid.
  • Fixed a ship wheel being usuable through a wall.
  • Fixed a wall mounted LAW falling to the ground.
  • Fixed a window not being breakable.
  • Fixed a door making an explosion and the wrong debris when destroyed.
  • Fixed a carcass having credits incorrectly set to not appear.
  • Fixed a crowbar falling to the ground instead of being hung up.
  • Fixed some objects floating in mid-air instead of being wall mounted.
  • Fixed some crates being destructable when they shouldn’t be.
  • Fixed a crashed car displaying a bugged name if viewed in the targeting aug.
  • Fixed the big dog constantly standing on the small dog in the pet shop.
  • Aligned many, many textures.
  • Readded the keypad to get back to the helipad.
  • Replaced some textures.
  • Made a vent unable to be highlighted to ensure it doesn’t annoy people.
  • Added a window texture to a skyscraper that was missing a small section.
  • Added a prod charger to a balcony.

Versalife R&D (Level 1):

  • Moved a button on the elevator to level 2 so that it is in-line with the others.
  • Fixed a grate that went inside a wall when opened.
  • Fixed an incorrect brush letting you see through the wall.
  • Fixed a misaligned texture in a secret area.
  • Fixed some backwards textures and replaced some others.
  • Fixed the light fixtures having incorrectly aligned textures.
  • Fixed some cardboard boxes that incorrectly had their contents set to never spawn.
  • Fixed a floating nanokey by the dead grey.
  • Fixed some MiBs having the wrong ammo type.
  • Fixed some missing collision on some walkway glass.
  • Changed AI alliances to make sure they don’t kill each others.
  • Changed some AI to be hostile after stealing the ROM encoding.
  • Changed a cabinet containing multitools from 60%/- to 20%/30%.
  • Added blocks in the vents to prevent rats from getting in the way.
  • Added nanokeys to all soldiers which give access to the lockers.
  • Made more floors reflective to stay consistent.
  • Increased sight range and visibility threshold of Greasel in the vents.
  • Stopped a barrel from producing smoke to prevent graphical issues.

Versalife R&D (Level 2):

  • Flipped some textures so they’re at the right orientation.
  • Increased Maggie Chow’s health to 100%.
  • Aligned some more textures on the doors in the tunnel.
  • Increased the height the rod moves to make the blue stuff inside look less terrible after the UC is destroyed.
  • Increased the height of the water you land in when entering via the pipe to fix a shimmering surface issue.
  • Altered a pipe minimally so it connects to another pipe seamlessly.
  • Altered the positioning of the ladders on the pipes under the UC and added a ladder to one of the pipes that didn’t have one.
  • Added more light under the UC to be able to see the ladders more clearly and made them indestructible.
  • Fixed the textures on the UC hatches so they’re scaled properly.
  • Fixed a pipe’s texture scales so it displays correctly.
  • Fixed textures on the nanotech containment door.
  • Lowered water level under UC so you won’t land swimming in it and also to resolve a shimmering surface issue.
  • Made fan destructible above the UC PC.
  • Moved spider-bots backwards so grenades outside won’t be detonated by them until they’re released.
  • Moved the cage light at the end of the level backwards so it is now attached to the wall.
  • Adjusted position of mirror at the start so it’s no longer floating (as badly).
  • Scientist at the computer now reacts to more things, especially sound.

Tracer Tong’s Lab:

  • Fixed the plasma rifle floating.
  • Fixed the wicker basket having the contents incorrectly set and never spawning throwing knives.
  • As each throwing knife gives 15, decreased the wicker basket’s contents from 8 to 1.
  • Rotated the plasma rifle to make it more noticeable and look nicer.
  • Improved the ceiling where Tong/Paul are.
  • Added an email to a computer.

The ‘Ton Hotel (Final visit):

  • Added pathing to the map to help AI function.
  • Changed AI intelligence to be more aware of their surroundings.
  • Fixed a floating lamp.

Hell’s Kitchen (Final visit):

  • Fixed a pathing issue with a robot.
  • Fixed texture alignment on an advertisement.
  • Fixed some brushes in the subway so they can be lit.
  • Added a missing (unusable) elevator button.
  • Removed blocks on the roof that weren’t needed.
  • Increased the size of the map transition to the clinic so it cannot be skipped.
  • Lowered the water level at Osgood and Son’s to prevent swimming when landing.

Hell’s Kitchen Free Clinic (Final Visit):

  • Increased the size of the map transition so it cannot be skipped.

Brooklyn Naval Shipyards (Exterior):

  • Fixed some of the AI pathing.
  • Added an EMP grenade in a cabinet that was locked but empty.
  • Added a mini-crossbow in a drawer that was locked but empty.
  • Added two PS20s to a drawer that was locked but empty.
  • Added a small crate to the building with the repair bot in, to prevent players from getting stuck.
  • Added a water-cooler in the base commander’s building.
  • Added prod charge to draw that was locked but empty.
  • Added a fire extinguisher.
  • Hid a lockpick on the map.
  • Hid two multitools on the map.
  • Hid a reload mod on the map.
  • Moved some cameras so it wasn’t floating.
  • Readded the flamethrowers to the two bots in the armoury.

Brooklyn Naval Shipyards (Interior):

  • Added a sniper rifle on easy and normal.
  • Added a control panel for the lasers.
  • Added monsterblocks to stop the AI going into the water.
  • Added a medical crate.
  • Added flares.
  • Added binoculars.
  • Added gas grenade.
  • Added a turret to the dock.
  • Added a camera and security console for turret.
  • Added a login and password for a security computer that didn’t have one.
  • Added multitool crate.
  • Added water zones in the small buckets of water so items splash/float in them.
  • Replaced the augmentation upgrade crate to be a medical crate instead.
  • Replaced the blue lasers with red ones.
  • Moved pathing to stop the AI going into the water.
  • Moved a patrol to not trigger the red lasers.
  • Fixed a guard having a name incorrectly set.
  • Fixed sailors shooting the guards.
  • Fixed a brush that was too low and appeared to be missing.
  • Fixed two faces that didn’t reflect light in the crane control room.
  • Changed the voice of the new soldiers to be unique.
  • Changed a guard to be a sniper.
  • Renamed some things.
  • Hid a lockpick at the start.
  • Aligned some textures.
  • Lowered the lock strength of a locker.
  • Lowered a crate so it isn’t destroyed from fall damage.
  • Made the goodsroom able to be opened with the new security console.
  • Greatly improved pathing, AI can now move from the dock to the ship.
  • Gave the sailors flares.
  • Gave some of the hard/realistic soldiers additional weapons.
  • Aligned the texture of the destructible floor on the top deck so it blends in seamlessly.
  • Made some chains climbable from one side so you don’t get stuck.
  • Moved the elevator down so it’s the same level as the ground.

Denfert-Rochereau (Rooftops):

  • Changed commando and robot alliances.
  • Made the MJ12 troops on the street react to being attacked.
  • Added some darts and a multitool at the end.
  • Blocked player from jumping over the gate at the end.
  • Renamed some stuff.

La Porte de l’Enfer:

  • Added more visuals to the map.
  • Optimized pathing.

Vandenberg AFB Tunnels:

  • Changed texture of the security bot to Chinese.
  • Added a gas grenade to the dead MJ12 trooper.
  • Added a weapon mod in the radioactive area.
  • Fixed some misaligned textures.
  • Fixed a barrel spawning inside a wall.
  • Fixed the TNT in the radioactive tunnel sometimes exploding on map load.
  • Hid a lockpick and prod at the end.

Pasadena Ocean Lab UC Module:

  • Changed fan health from 200% to 100%.
  • Moved a button on an elevator to have a neater and more logical position.
  • Fixed some textures that were wrongly orientated.

Missile Silo:

  • Fixed the blue lasers by the elevator on the surface not working.
  • Fixed trashbag1 having contents incorrectly set.
  • Fixed the lid of a chest being unlit.
  • Fixed a door that closed if you blocked another door from opening/closing.
  • Added a hackable control panel to disable the blue lasers.
  • Added an ambushing plasma rifle MiB on realistic.
  • Give the MiBs on the map melee weapons.
  • Made the laser emitters slightly smaller to prevent you from seeing the back.
  • Flipped some keyboard textures.
  • Renamed Jock’s helicopter and decreased its collision size.


  • Greasels and karkians no longer eat bodies at 100%hp, they must be damaged to eat them and heal. This way they will store food for when they need it.
  • When you don’t have enough space to pick up an item it will now state the amount of space required. “You don’t have enough room in your inventory to pick up the Flamethrower” becomes “You don’t have enough room in your inventory to pick up the Flamethrower, you require 4×2.”.
  • Robots now play their “Critical Damage” sound when at 25%hp.
  • Changed robots to be unable to open doors.
  • The GEP gun can now have a laser pointer attached.
  • Fixed some grenades spawning on all difficulties when they shouldn’t.
  • EMP grenades can now permanently disable cameras, turrets, alarm panels, and lasers at master skill level.
  • Master level sniper rifles can now destroy laser emitters, an oversight in the code from the original.
  • The duration of alcohol’s effects is reduced with every level of environmental resistance in “Normal” game mode.
  • Flare darts give back normal darts instead of being reusable.
  • Thermoptic camo can now be used to bypass cameras and turrets as well as organics and bots.


  • Fixed the keybinding issue with Mantle/Jump in Biomod.
  • Fixed targeting aug showing pure weapon names instead of neat names. I.e. “WeaponRobotMachineGun” -> “Machine Gun”.
  • Fixed bushes making a metal sound when walked on.
  • Recoil weapon mod and reload weapon mod now show “MOD RECOIL” and “MOD RELOAD” instead of “MOD RECOL” and “MOD RELOD” when picking them up from a carcass.
  • Changed the rate of fire weapon mod (Shifter and Biomod) to use both the laser model in game and in the inventory.
  • Changed Jock’s pistol to say “Found Jock’s Pistol” instead of “Found a Jock’s Pistol”.
  • Updated SecurityBot3’s code to allow it to use the (low quality and previously unused) Chinese skin.
  • Made sure that a weapon’s laser sights are disabled after dying.
  • Pallet jacks are now heavier and no longer buoyant.
  • Empty water coolers no longer make a puddle of water when destroyed.
  • Animals now run away from loud noises, such as gunshots.
  • Added Shifter Texture pack to Biomod and Shifter scenarios.
  • Made WinDrvLite the default window manager on a permanent basis, so people will automatically get the mouse acceleration issue fixed.

Please note:
As a general reminder, when game content is updated in a patch, it cannot affect locations you have already visited in a saved game. This is because the saved game was created based on the older version of the game, and acts as a snapshot of that older version. Once you load a saved game and travel to a new location in the game world, you will begin to encounter the updated content.

Got a bug you want fixed? Suggestion you want implemented? Post it here: Revision Bugtracker

MOTY Top 100

Hello all,

ModDB’s Mod of the Year 2015 competition is into its second round, and the ModDB community has put Revision into the top 100! That’s fantastic. It says that the audience feels Revision is good work, and we appreciate that. If you want to vote for Revision in the second round, we think that would be nifty.

Mod of the Year gives the community as a whole the ability to push forward well-made mods and recognize when a project has achieved something distinctive. We’re big fans of the idea that good work should be recognized, promoted, and shown off to the world, and MOTY is a great way of doing that. A well-made mod doesn’t have to mean something huge, ambitious, or unexpected. It just has to have a sense of craftsmanship to it. Massive or minuscule, any well-made piece of work for any game is a showcase for what the modding community can deliver when talented people get together and make something cool.

So go vote for good work!

-Caustic Creative
Mod of the Year Awards

MOTY 2015 Voting

Hello all,

We’re coming to the end of 2015, and MODDB’s MOTY is back again. We think that it’s a pretty neat idea. If you want to give Revision your vote, well, we think that’s a pretty neat idea too.

Modding is kind of a weird pastime. It’s a hobby where people take games they love playing and work to put their stamp on that game in some way, ranging from tiny tweaks to absurd additions to the truly weird and the incredibly ambitious. It doesn’t pay very well, and often doesn’t pay at all. And still, there’s a big community of people doing it, and doing it well, even for games well over a decade old. For all kinds of different games, some mods get so polished or ambitious that they flirt with the line separating amateur from professional. The quality of work that people put out in the modding community can be tremendous, and genuinely excellent work deserves to be recognized. Sites like ModDB, which act as a home for people to discover and watch projects they never knew existed, celebrate this work through events like Mod Of The Year.

That’s pretty nifty. So go vote!

-Caustic Creative
Mod of the Year Awards