Patch 1.2.2 is Live

Patch 1.2.2 is live, containing the following fixes:

Liberty Island (First Visit):

  • Redesigned Gunther’s conversation so you can choose which weapon you give him. Also including the assault gun and stealth pistol options in NG+.

UNATCO HQ (All):

  • Changed the interrogation room doors to require a hand scanner to open, instead of being automatic.
  • The breakroom door is now breakable.
  • The turrets in the armoury no longer shoot at you or UNATCO in Crazed Turrets mode.

UNATCO HQ (First Visit):

  • Made a conversation line that sounds like you were aggressive only play if you were.
  • Minor details; the TVs in JC’s office and the breakroom, along with the whiteboard now slightly reflect light.

Battery Park (First Visit):

  • The triggers for the ambrosia can no longer be triggered from underneath the dock.
  • Fixed a woman having a man’s voice.
  • As the food that you give the kids is immediately eaten, it cannot be picked up from their dead bodies.

Hell’s Kitchen (First Visit):

  • Alex will commend you if you deal with Jonny without any violence.
  • Paul’s infolink in Osgoods’ no longer plays.
  • Trying to buy Sandra will now actually cost 200 credits instead of 100 previously, just like the conversation says.
  • Fixed some terrorists having two knives.

Underworld Tavern (All):

  • Reduced the size of the bar so Shea can be talked to from the other side.

Hell’s Kitchen Sewers (First Visit):

  • Changed the lab/barracks area.

UNATCO HQ (Second Visit):

  • Fixed some objects on slanted surfaces not being angled to the surface.

LaGuardia Airfield (Helibase):

  • Lowered the ambient volume of the turrets above the water.
  • Fixed a floating cigarette machine.

LaGuardia Airfield:

  • Fixed moon texture.
  • Made skybox clouds animated.
  • The doors and lockers inside the barracks now have metal fragments and sounds instead of wooden ones.
  • Fixed the NG+ divers not getting removed at mission end.

LaGuardia Airfield (Hangar):

  • Made it impossible to skip Gunther or Paul’s infolinks.
  • Prevented the player from being able to stand under the lower engines as view bob would clip the view inside.
  • Fixed moon texture.
  • Made skybox clouds animated.
  • Changed Revision conversation music to new version.
  • The terrorists will now shout at you if you shoot weapons near them.

UNATCO HQ (Third Visit):

  • Fixed some objects on slanted surfaces not being angled to the surface.

Ton Hotel (Second Visit):

  • Redesigned Gilbert’s conversation so you can choose which of the five weapons you give him.

New York Majestic 12 Facility:

  • Added a prod at the start on easy/normal.
  • Added the Maintenance Entry camera to the security console inside.
  • The amount of combat knives you have no longer resets when captured, in Biomod/Shifter.

UNATCO HQ (Last Visit):

  • Changed Miguel to always be called Miguel.
  • Fixed being able to take the sniper rifle at the gun range without opening its container.

Liberty Island (Last Visit):

  • The unused original outro music now plays here.
  • Changed Miguel to always be called Miguel.

Hong Kong:

  • More texture fixes regarding text.

Wan Chai Underground Mall & Lucky Money:

  • Ling goes back to her start if you try to go somewhere where she’s not allowed with her, intended in the original game but missing the trigger for it.

Versalife Advanced R&D (Level 2):

  • Fixed a typo in the Nanotechnology Researcher’s name.
  • Aligned the UC exits.

Ton Hotel (Final Visit):

  • Ordered the lobby riot cops to patrol paths similar to what was intended in the original, but didn’t happen due to glitches.

Brooklyn Naval Shipyards (Interior):

  • Enemies are now deaf while the klaxon plays.
  • Changed a security console from Hong Kong to China.

PRCS Wall Cloud:

  • The fire grates now burn things in front of them. Also fixed the textures for them.
  • Enemies are now deaf while the klaxon plays.

Graveyard:

  • Fixed the gatekeeper’s door being too high.

Paris Catacombs:

  • Fixed being able to get stuck at one of the caved in doors.
  • Fixed Agent Hela’s animation for holding the LAW.

La Porte de l’Enfer:

  • Fixed floating items.

Cathedral du Paynes:

  • Fixed a typo in a datacube.

California Gas Station:

  • The door holding Tiffany now opens towards the wall instead of into the room, this also stops her from closing the door on you.
  • Lowered the strength of the hatch on the roof of the building holding the repair bot from 50 to 13.
  • Changed the outro so Jock is more animated.

Submarine Base near Pasadena:

  • Added infolink.

Missile Silo near Pasadena:

  • Changed the sniper and dogs to not move until you leave the starting area, allowing you to save before attacked.

Chapter 15:

  • Increased the volume of two Revision tracks slightly.
  • Renamed these maps.

Area 51 (Surface):

  • Jock no longer dies if; you talked to Ray, talked to Everett about Ray, talked to Jock about the bomb and had it removed, and left the level without killing Ray.

Area 51 (Sector 2):

  • An infolink plays giving you the code to the doors if you skipped Everett’s conversation.

Area 51 (Sector 3):

  • Fixed a typo in a skill award trigger.

Area 51 (Sector 4):

  • The spiderbots can now open the automatic doors and don’t get stuck on the small ramps next to them.
  • Improved the pathing of the upper grays.

(Ending) Party!:

  • Fixed being unable to exit on this map without using the command line.

Survival:

  • After wave 50, all new WiBs will be upgraded to SuperWiBs which can use two-handed weapons.

Gameplay:

  • Added SacrificeAchievementCheck command to allow you to find out when and why the Unavoidable Sacrifice achievement was failed, will only work if failed on this version or later.
  • Added physics for explosions hitting indestructible crates.
  • AI will now react to a weapon’s laser on realistic.
  • Cameras now react to dead bodies on realistic.
  • Cameras now display static in security consoles when turned off. Cameras must be turned on to look around.
  • Changed the speed of the ‘put away’ animation for batons from 1.5 seconds in vanilla and 2 seconds in HDTP to 1 second for both.
  • Conversations will now display the amount of credits you have at the upper left.
  • Due to the fixed plasma damage last patch, the bonus damage against commandos has been reduced from 2.5 to 2 for plasma rifles, and 3 to 2.5 for PS20s.
  • Fixed a glitch in which picking up a weapon that had momentum would cause the weapon to fall out of the level and be deleted, even from your inventory.
  • Flares can now ignite props (but not enemies).
  • Healing while both legs are broken will now prioritize healing one of the legs before healing the rest of your body.
  • NPCs that are stunned with the riot prod while in the process of opening/closing a door will no longer go back to being unstunned when the door has finished opening/closing.
  • NPCs will no longer sit on burning chairs and will stand up when their chair is set on fire.
  • One-use weapons (LAWs, PS20s) that are on the belt will now try to find another copy of the weapon in the inventory that isn’t already in the belt and will place it in the same slot as the one that was just used.
  • Recoil on non-automatic weapons now happens with a quick kick rather than for the entirety of the firing animation. This is most noticeable with an untrained sawed-off shotgun.
  • Running into weak doors or windows will now damage them, this damage is increased with the speed and muscle augs.
  • SCUBA divers are now immune to gas and no longer turn into a t-pose when taking this kind of damage.
  • Sniper rifles now play a quick ‘zoom in’ animation before zooming in.
  • The AI will now shoot explosives you’re hiding behind if the explosion wouldn’t hurt them.
  • The AI will now shoot at any explosives around you that will damage you, as long as they don’t hurt them, and you’re on realistic.
  • The AI will now shoot windows/doors you are hiding behind if their weapon is strong enough to destroy it.
  • Updated the goals/notes page; allowed sorting of notes between datacubes, literature (books + newspapers), emails (including public terminal information), and other sources (player made and conversations). Along with this, also added the ability to search for text in all notes (this does not respect the above filters).
  • Upgrading swimming while in the water now applies the oxygen/swim speed upgrades.
  • You can now use the keyboard to select choices in conversations, use 1-9 to select choices.

Modifiers:

  • Multi-missile mayhem: enemies can fire multiple rockets per second.
  • Lossy Magazines: reloading causes you to lose the remaining ammo in the magazine.
  • Stay Away: being close to enemies that are trying to attack you deals damage to you.
  • Lowered the amount of damage that Short Circuit mode does.
  • Added weapon mods to crate contents for Randomized Crate Contents modifier.
  • Redesigned randomized crate contents to used weighted values.

Misc:

  • Added a message for trying to lock-on to a target with the GEP gun while no ammo is loaded in it.
  • Added HDTP options for medical bots and repair bots.
  • Animals can no longer eat themselves.
  • Augmentation canisters now also state which slot the augmentations inside are installed to and the information of both augs.
  • Disallowed being able to right click things while the spydrone is out in ‘Normal’ mode to prevent glitches when picking up carcasses.
  • Fixed some typos.
  • Greasels now play their unused swimming attack animation.
  • Increased the buoyancy of rat carcasses.
  • Increased the speed of the dog’s death animation.
  • Lowered the brightness of held objects.
  • Made the following items flammable: ChairLeather (in Normal mode), Flowers, Newspapers, Books.
  • Moved robot sounds to the bark system; they now have subtitles and will no longer talk while dead/dying.
  • NPCs are more likely to complain if you toggle a lamp near them.
  • Personal computers, ATMs, and public terminals (when on or turning on) now illuminate things in front of them.
  • Planting your last grenade on a wall and then looking away will no longer show a grenade in your hand.
  • Plasma now uses the old, pre-multiplayer, effects while flying through the air.
  • Rats can now swim and play their unused swimming animations.
  • Removed the 1% chance of a different main menu background, now expanded the system to have an option to enable it and added many more maps which load depending on where you last exited the game.
  • Replaced typos in Liberty Island tourism image: specail > special, serivce > service, monunment > monument, designtated > designated.
  • Restructured the energy drain rate information in ‘normal’ mode to show the base drain rates, the drain rates with augmentation upgrades installed (cloak/radar transparency) and power recirculator reducing if efficient to, and the total cost it would take it run this augmentation alongside power recirculator, assuming only these two augs were on.
  • Snow now leaves a small, brief mark on the ground when it hits it.
  • The HUD no longer reappears if closing the main menu while dead.
  • Timed autosaves will no longer happen while something is in the way (keypad, computer UI, etc), will wait until after it is closed to save.
  • Tumbleweed no longer clips into the ground.
  • Fixed the save path in ‘Normal’ mode to use the new directory structure introduced in 1.2.
  • Added the enhanced OpenGL renderer, as an alternative to DirectX 9.

Patch 1.2.1 is live

Patch 1.2.1 is live, containing the following fixes:

Training (Final):

  • Centred the UNATCO hologram.

UNATCO HQ:

  • Decreased the chance of being able to steal items from the cabinets.

Hell’s Kitchen (Second Visit):

  • Raised Jock’s helicopter so you are less likely to notice that it’s not solid.

UNATCO HQ (Last Visit):

  • Added computers in the armoury.

Hong Kong Majestic 12 Helibase:

  • Jock’s missiles are no longer detonated by ADS aug.

Hong Kong:

  • Fixed the police stating the Triads are at peace before the peace is finalized.
  • Attempted to fix all backwards/upside down Chinese text.

PRCS Wall Cloud:

  • Fixed the break room glass glitching and not breaking correctly.

La Porte de l’Enfer:

  • Fixed being told that you sneaked into the club even if you didn’t.

Vandenberg Air Force Base:

  • Fixed two doors being bigger than the hole they occupy.

Tunnels under Vandenberg Air Force Base:

  • Texture fixes.

Pasadena Ocean Lab (UC Module):

  • Fixed rendering issue.
  • Fixed floating spiderbot.
  • Fixed a vent’s pivot point.

Gameplay:

  • Added the option to play with the code from the original, no changes except HDTP and compatibility for Revision’s options.
  • Can only carry one pair of binoculars now.
  • Enemies now die from fall damage while on fire.
  • Fixed the flamethrower’s fire coming out of the wrong location on HDTP or level change.
  • Fixed turrets not targeting enemies.
  • Re-enabled gibbing in Biomod/Shifter.
  • Upgraded to Biomod 1.1 which contains the following changes:
    • Electrostatic discharge augmentation is now automatic instead of passive and requires energy in order to disable.
    • Microfibral muscle augmentation is now automatic instead of passive and drains energy when holding heavy objects.
    • Added an option to re-enable the crosshair when no-scoping.
    • Added an option to disable the skillpoint system (also added in Shifter).
    • Added an option to auto-save (also added in Normal, Vanilla, and Shifter. Also changed this to be on a timer).
    • Fixed smoking causing people to attack you (also added in Shifter).
    • Ballistic armor now protects from explosive 10mm shots.
    • HazMat suits now protect from burning barrels.
    • Jumping while mantling now disables the mantle.
    • Fixed the console command for toggling the crosshair when no-scoping not saving.
    • Dragging an item out of the inventory window drops it (added for Normal and Shifter).
    • The Dragon’s Tooth Sword does 100 damage instead of 20×5 if cheats are enabled.

Misc:

  • Added stats for total quicksaves, quickloads, and deaths.
  • Fixed “How Unprofessional”, “Whack a Mole”, and “Cover Charge” achievements.
  • Fixed a crash when pressing the ‘use’ button on an augmentation upgrade canister in Biomod.
  • Fixed HDTP holograms having invisible body parts (missing hands for Simons, missing heads for others etc).
  • Fixed not being able to give your weapons to characters (Gunther, Miguel, etc) in Biomod/Shifter.
  • Fixed not being able to select Unrealistic in NG+.
  • Fixed scissors using the wrong model and removed the ugly looking versions.
  • Flamethrowers no longer show their flame if reloading, out of ammo, or underwater. Flamethrowers also make a different sound when brought up when this flame isn’t visible.
  • Having an item refused due to the settings now gives that as the reason.
  • HDTP no longer overwrites objects to use the HDTP black model for chairs and couches etc, will now use the vanilla model if their skin is not black.
  • JC is visible if surrendering to Gunther.
  • Plastic fans now produce plastic fragments when destroyed.
  • Robots disabled by plasma now burn, in ‘Normal’ mode.
  • Texture fixes on HDTP medium security bot.

Alternate Music Pack

We’re happy to announce the first Alternate Music Pack for Deus Ex: Revision. This pack contains two alternate versions of tracks from the Revision OST:

  • Beginnings and Endings: Intro Cinematic
  • Crumble to Dust: DuClare Chateau

This installer is compatible with all versions of Deus Ex: Revision. Version 1.2 is highly recommended.

Download Alternate Music Pack

Deus Ex: Revision released on GOG.com

We’re thrilled to announce the official Good Old Games release of Deus Ex: Revision, as DLC for Deus Ex: Game of the Year! This release includes all of the updates we’ve made since our original launch on Steam in October 2015, including a full set of achievements for players using the GoG Galaxy client. It should now be available for everyone who owns Deus Ex: GOTY in their Good Old Games library. To celebrate the launch, Deus Ex: Game of the Year Edition is 75% off at GOG.com!

download-gog-installer

Today also marks the release of version 1.2 STATEROOM for both the GOG and Steam editions. v1.2 STATEROOM features over 200 fixes and changes, with a focus on improving AI reactivity and addressing general ’fit and finish’ issues, both in-game and under-the-hood. It also adds 13 new gameplay modifiers for a total of 36, so you can squeeze, twist, and contort Deus Ex into offering the challenge you want. Check out the complete list of changes over here.

Until next time!
-Caustic Creative

Changes in v1.2 – Stateroom

The complete list of changes for v1.2 STATEROOM are below. As with every update, please be aware that while saved games from older versions of Deus Ex: Revision should work, you will not see changes in the game world until you progress to a new location.

Training (Combat):

  • Fixed a typo in one of Gunther’s infolinks.

Liberty Island (First Visit):

  • Fixed some geometry errors.
  • Increased the credits from a chest from 20 to 200.

UNATCO HQ (All Versions):

  • Gunther’s safe can now be opened in NG+.
  • Lowered Manderley’s desk.

Battery Park (First Visit):

  • Fixed the goal for saving the Battery Park hostages lingering.
  • Fixed rain.
  • Fixed door pivot point.
  • Fixed Alex playing an infolink twice.
  • The flamethrower in Castle Clinton now has a combat knife too.

Hell’s Kitchen (First Visit):

  • Changed a thug to be neutral.
  • Removed one of the turrets in the shop.
  • Fixed a cagelight being too far in the ceiling.

Free Clinic (First Visit):

  • The bums in the clinic now display their names when they tell you them.

Ton Hotel (First Visit):

  • Reduced the chance of missing the skillpoint bonus for rescuing the hostages.
  • The hostages no longer talk to you until their terrorist has been dealt with.

Hell’s Kitchen Sewers (First Visit):

  • Renamed the dead MJ12 Trooper to Paramilitary Trooper.

Hell’s Kitchen (NSF Warehouse):

  • Fixed the broken parts of the generator sometimes getting stuck in midair.

UNATCO HQ (Second Visit):

  • Fixed two of Anna’s responses to your performance being accidentally disabled due to an oversight.
  • Simons will leave Manderley’s room if you wait 15 minutes after talking to Anna.

Battery Park (Second Visit):

  • Prevented the player from being able to enter Castle Clinton.

Tunnels near the Brooklyn Bridge Station:

  • Blocked off the fake door.
  • Fixed a trigger clipping through a wall.

LaGuardia Airfield (Helibase):

  • Extended a vent.
  • Texture fixes.

LaGuardia Airfield:

  • Added patrolling helicopter.
  • Fixed a floating light.
  • Fixed the sniper alliances so they don’t attack the bots and gave them knives.
  • Fixed container textures.
  • Fixed the floating satellite dish.

LaGuardia Airfield (747):

  • Rotated the ambrosia.
  • Made the conference room windows one-way and tinted.
  • Fixed four of Anna’s responses to your performance being accidentally disabled due to an oversight.
  • If you kill Anna and talk to Gunther, he will run to Lebedev and kill him.

Hell’s Kitchen (NSF HQ):

  • Renamed Simons to “Government Official”.
  • Fixed the UNATCO responses to you not killing Lebedev not working due to oversight.

Hell’s Kitchen (Second Visit):

  • The riot cops react to UNATCO being attacked.
  • The UNATCO troopers that spawn before the raid can now react to sound.

Underworld Tavern (Second Visit):

  • Added a datacube.

Ton Hotel (Second Visit):

  • Added an arm aug.
  • Fixed a small bit of dialogue with Paul that was accidentally disabled.

Hell’s Kitchen (NSF HQ):

  • Improved pathing.
  • Gave some previously unused lines for the UNATCO storyline to some troopers here.

New York Majestic 12 Facility:

  • Fixed the player’s items disappearing when reloading when using the ‘clean streets’ modifier.
  • Fixed some vents using wooden fragments.
  • Fixed typos in some emails.

UNATCO HQ (Final Visit):

  • Fixed “A Real Hardass” being awarded in the wrong conditions.
  • Anna’s special music now also plays if she’s hostile.
  • Enabled some of Alex’s lines that were disabled due to mistakes.

Hong Kong Majestic 12 Helibase:

  • The assault force now reacts to sound.

Wan Chai Market (Compound Area):

  • Added a sign outside the temple.
  • Increased Louis Pan’s speed by 33%.

Tonnochi Road:

  • Fixed the ghost doors.
  • Fixed items being inside a table.

Wan Chai Underground Mall & Lucky Money:

  • Made it possible to hack open the club doors.
  • Ling no longer follows you after the raid if you never hired her.
  • Red Arrow should no longer fight you if you help them against the raid.

Versalife:

  • The civilians and cops now leave Versalife when the commandos enter.
  • Fixed a window being incorrectly positioned.

Versalife Advanced R&D (Level 1):

  • Added more beds to the barracks.
  • No longer lose skillpoints for killing/knocking out NPCs in Biomod.

Canal Road Tunnel near Wan Chai Market:

  • Lowered the height of the ATM.

Hell’s Kitchen (Final Visit):

  • Reordered the images that Dowd gives you so the lower decks image is the most recent.
  • Added hidden items.

Ton Hotel (Final Visit):

  • Removed the crying baby sounds.

Brooklyn Naval Shipyards (Exterior):

  • The LAM in the sewer no longer blows up the door protecting the valve.
  • Made some water transparent.

Brooklyn Naval Shipyards (Ventilation):

  • Klaxon now plays here, but quieter and lower pitch.

Brooklyn Naval Shipyards (Interior):

  • The explosions no longer throw you around if you are in the air or swimming.
  • Texture fixes.
  • Soldiers go back to where they were standing after being alerted.

PRCS Wall Cloud:

  • When the lights are disabled the AI should be unable to see the player while in the dark.
  • The explosions no longer throw you around if you are in the air or swimming.

NYC Cemetery:

  • Texture fix.
  • Small conversation change to correct what JC actually says to Dowd.

Paris Streets (Near Denfert-Rochereau):

  • Can now change the security bot’s alliance with the console on the communication node.
  • Improved commando reactions.

Denfert-Rochereau Metro Station:

  • Destroying the communication node now disables the robot.
  • Fixed computers being on top of chairs.

Paris Catacombs:

  • Destroying the communication nodes now disables the robots.

Paris Streets (Near Champs-Elysees):

  • Fixed the MJ12 troopers not having voices.
  • Fixed an area that was made inaccessible some time within the last year.

Cathedral du Paynes:

  • Fixed being able to get stuck at the well.
  • Fixed floating cameras.
  • Increased the amount of flares in two crates from 1 to 5.
  • Using the killphrase on Gunther now states that you failed the non-lethal achievement.

Vandenberg Air Force Base:

  • Improved commando reactions.

Tunnels under Vandenberg Air Force Base:

  • Added items.

California Gas Station:

  • Rotated the compass so the junkyard is to the south like Jock states.
  • Changed the map name from “Vandenberg – Gas” to “Vandenberg – Gas Station” for saves.
  • Fixed the goal for rescuing Tiffany lingering.

Submarine Base near Pasadena:

  • Fixed being able to get stuck in the forklift route.
  • Fixed the AI ignoring the player when returning from the lab.
  • Fixed the missile lasers.

Pasadena Ocean Lab (UC Module):

  • Fixed pathing.
  • Fixed being able to see through the ceiling in the vents when view-bob is enabled.
  • Fixed two misplaced brushes.
  • Mini-spiderbots are now contained until the blue lasers go off, like vanilla.
  • Set giant spiderbot to patrol instead of stand.

Missile Silo near Pasadena:

  • Fixed a texture being brightly lit.
  • Improved the MiB reactions.

Area 51 (Surface):

  • The dead mechanic in the water now floats.
  • The first military bot now plays its idle animations.
  • The first security bot is now darker.

Area 51 (Sector 2):

  • Fixed some troopers not having voices.
  • Fixed the gates for the elevator clipping through the ground.

Area 51 (Sector 3):

  • Added unused datacubes.

Area 51 (Sector 4):

  • Added unused datacubes.

Survival:

  • Added special robot waves every 126, 156, 226, 256, etc waves.
  • Difficulty increases after 150, 250, and 400 waves survived to normal, hard, and realistic respectively.
  • Enemies (excluding bosses) now disappear after 10 minutes.
  • Enemies may carry scrambler grenades past wave 28.
  • Enemies now have 100% cloak chance after wave 500.
  • Fixed being able to keep items and have unlimited skill-points.
  • Fixed being able to transfer the wave number from one map to another.
  • Karkians now prioritise attacking above eating.
  • Limited the amount of enemies on the map at once to ~75 to reduce lag.
  • Messages now appear telling you when a boss wave starts, a special wave starts, or when the helicopters and dobermans are introduced.

Modifiers:

  • World’s Most Wanted: everyone wants to kill you.
  • Forceful repossession: only allowed one item at a time, killing someone instantly gives you their weapon, including robots.
  • Random crate contents: does exactly what it says.
  • Instant cameras: cameras will instantly set off their alarm if they see you.
  • Invisible lasers: all lasers beams are invisible.
  • Silent lasers: lasers don’t make any noise.
  • Lethal lasers: going through a laser instantly kills you.
  • Invisible items: pre-placed items are completely invisible until picked up.
  • Randomised weight: NPCs have varied weights.
  • Randomised augmentations: all augmentation canisters have random augmentations in them.
  • Healing enemies: all NPCs heal every second, amount depending on your difficulty.
  • No saving: what it says.
  • High nerves: enemies don’t forget that they saw you and keep searching.

Gameplay:

  • Accuracy and recoil weapon mods can no longer be applied to weapons if they wouldn’t grant a bonus, in Biomod/Shifter.
  • Added an option to add emails to your datavault if using the login or advanced+ hacking. Also added an option to have books and newspapers automatically added.
  • Added enemies on New Game+ and the option to disable this.
  • Aggressive defensive system no longer detonates an ally’s explosives.
  • AI now reacts to injured dogs.
  • Biocells now display the correct amount of energy restored in Biomod and Shifter.
  • Buffed tranquilizer dart headshot damage.
  • Crowbars do bonus damage against doors/windows in ‘Normal’ mode.
  • Dogs now bark and alert others in the area before attacking.
  • EMP shield reduces bioelectric energy reduction from plasma attacks and stacks with the energy shield.
  • Enemies that are rubbing their eyes and then hit by a tranquilizer dart will continue rubbing their eyes instead of immediately attacking.
  • Fixed being unable to use buttons/consoles with the spydrone in Biomod.
  • Fixed getting bonus ammo from dropped weapons in Biomod/Shifter.
  • Fixed grenades being duplicated onto the ground sometimes in Biomod/Shifter.
  • Fixed pre-placed carcasses not having inventory in Hall of Mirrors mode.
  • Gave dogs the ability to jump at enemies.
  • Held unconscious bodies have a chance to die if shot.
  • Hid some stats until they’re obtained.
  • If an item is refused then it is spawned on the ground instead of kept on the body, in Normal mode.
  • Improved flare lighting.
  • Increased the lifespan of pepper spray from 1 to 1.5, in ‘Normal’ mode.
  • Items automatically deactivate when trying to drop them from the inventory.
  • Ported stats to Biomod and Shifter.
  • SCUBA divers no longer drown and continue to breathe when unconscious.
  • Sniper Rifles can no longer have range mods as they serve no practical purpose.
  • The following things now make sound the AI reacts to when used: Buttons, switches, doors/vents, faucets, hand dryers, lamps, pinball machines, showers, toilets, urinals, valves, water coolers, water fountains, coffee, pianos, vending machines.
  • The tracking augmentation can no longer track destructible surfaces, windows, or doors.
  • Wearing a hazmat suit while taking damage from a flamethrower while you have master environmental resistance no longer sets you on fire.

Misc:

  • 1% chance for a different main menu.
  • Added a HDTP option for spiderbots.
  • Added a possible anti-epilepsy option, disabling the flickering lights.
  • Added a tutorial for the Biomod tracking aug.
  • Added an option to change the crosshair between the vanilla and Revision version. Also added new crosshairs to chose from.
  • Added an option to quick-use medkits and biocells.
  • Added an option to switch between payphone and numpad layouts for keypads.
  • Added batons to the low-tech skill description.
  • Added HDTP version of explosive 10mm ammo (Biomod/Shifter).
  • Added infolink icons for JC in Hall of Mirrors mode to replace the old Paul ones.
  • AllAmmo cheat now updates belt to show correct amount of grenades.
  • ATMs now auto-write the max amount of money you can withdraw.
  • Augmentation canisters that would have no augmentation in them now give random augs in ‘Normal’ mode.
  • Augmentations now display their true energy rate, taking into account upgrades if the cloak or radar transparency aug, and the power recirculator aug reduction, in ‘Normal’ mode.
  • Cats once again eat even at full health.
  • Changed the description of the environmental training and demolition skill to mention the changes that Revision makes.
  • Changed the description of the regen aug to state that upgrading it increases the amount it heals, in Biomod.
  • Changed the format of the minimum damage required to destroy something from “(x min)” to “(Min: x)”.
  • Changed the pain sounds for dogs.
  • Cleaner bots no longer keep moving around if disabled.
  • Decreased the time it takes for security consoles to open.
  • Difficulty, modifiers and which chapter you start on can be changed upon restarting the game on NG+. Also added options to remove all ammo, items, skills, and augs.
  • Disabled the ‘use’ button for lockpicks, multitools, and augmentation canisters. Enabled the button for augmentation upgrade canisters and made it open the augmentations menu.
  • Dogs no longer bark while dying.
  • Doubled the health of civilian dogs.
  • Dropping datacubes no longer makes sound that the AI can hear.
  • End game achievements are no longer awarded if cheats were enabled.
  • Enemies now show an animation when breaking through windows or objects.
  • Equipable items now have ‘equip’ and ‘use’ buttons that make a little more sense regarding what they do.
  • Fixed “Fully Prepared” not being awarded if using the UI to heal.
  • Fixed challenges being instantly awarded when playing survival in Biomod.
  • Fixed credits and quotes music when viewing them from the main menu.
  • Fixed ‘Fastest Chapter 14’ stat.
  • Fixed getting softlocked if the spydrone is destroyed.
  • Fixed HDTP spiderbots having ‘PAGE’ backwards on their texture.
  • Fixed not having dialogue when having the effects channels at max.
  • Fixed Paul resurrecting himself.
  • Fixed pigeon feet clipping through the ground.
  • Fixed some nanokeys having overlapping IDs allowing them to be used in other chapters.
  • Fixed the laser mod only tracking distance up to 314ft, can now track up to approximately 1km, which is bigger than any level.
  • Fixed the magnum’s reload animation.
  • Fixed the map of the catacombs not being updated to use the image included in 1.1.1.
  • Fixed the models for GEP gun, LAW, plasma rifle, and held bodies being cut off on some FOV/resolutions.
  • Fixed the vision aug breaking during level transitions.
  • Fixed the vision enhancement and tech goggles giving people black objects like chef hats, glasses and helmets.
  • Fixed typos in HDTP newspapers.
  • Getting the incorrect code in a keypad three times closes the window, use this if you alt-tab.
  • Hacked devices now show if they are on or off, for when you “use” them.
  • Hall of Mirrors mode now gives enemies randomised skins.
  • HDTP JC now has translucent glasses instead of fully opaque.
  • In Biomod, right clicking a door with infinite lock strength no longer makes you put your weapon away and bring out a lockpick.
  • Increased the minimum distance for the AI to shoot the GEP gun to reduce the chance of them killing themselves.
  • LAMs and LAWs now display the true damage they do in their info instead of just 10%.
  • Made carcass names more reliable.
  • Mini-subs now have visible interiors.
  • Mirror reflections of characters now show their correct weight rather than inverted weight.
  • No longer make a pain sound from fall damage if the speed aug removed all damage.
  • Rats play an unused sound in ‘Normal’ mode.
  • Reworded the scrambler grenade description as the previous one incorrectly states that it forces bots to only attack other bots.
  • Right clicking the turret’s setting now allows you to cycle the options backwards.
  • The boat pilot no longer has red and blue skin.
  • The demolition skill now tells you that you can carry additional grenades in Biomod.
  • The magnum now always uses its special skin if it’s available, regardless of HDTP settings.
  • The riot prod no longer displays electricity if out of ammo or reloading.
  • The targeting aug displays a transparent box instead of a solid black one when it is too underleveled to get an image.
  • Toxin blade now makes the correct sound when killing someone in Biomod.
  • Tripled the light that napalm makes.
  • Turrets now no longer target flies, rats, fish, birds, etc.
  • Vans no longer darken with damage.
  • Viewing quotes with Revision music on now pauses the Revision music.
  • Weapon info now shows the real amount of ammo added by clip mods rather than a percentage which could be incorrect.
  • Weapon info now shows the real amount of damage a weapon does, followed by how many times it hits, in ‘Normal’ mode.
  • Weapon info now shows the real amount of damage a weapon does, if using secondary or tertiary ammo types.
  • Weapons now display the correct damage bonuses from their skill level in Biomod and Shifter, from 10%, 25%, and 50%, to 20%, 50%, and 100%.
  • You no longer make any sound if hit by a door while dead.

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.

Survival:

  • 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.

Achievements:

  • Fixed the trenchcoat achievements not working sometimes.

Gameplay:

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

Misc:

  • 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.

Official GOG version in the works

We’re happy to finally be able to say that an official GOG release of DX:Revision is in the works and moving towards a real, actual, genuine thing. We’re not close enough to this release to give specifics just yet, but it is coming, and we’re expecting it to finish coming together in the new year after everyone is back in their respective offices, recovering from the holidays.

In the meantime, those of us at Caustic Creative wish everyone warm, comfortable holidays and a happy new year!

 

1.1.2.1 Hotfix Patch is Live

We have released hotfix update 1.1.2.1.
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.

Misc:

  • 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.

NSF HQ:

  • 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.

Versalife:

  • 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.

Gameplay:

  • 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%.

Modifiers:

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”.

Misc:

  • 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.

HDTP:

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).

Stats:

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

Programmer wanted!

Hello!

We’re looking for a programmer to help sort out a tool that will help us improve Deus Ex: Revision going forward. We want to have this person rewrite the original ConEdit, the tool which was used to create and modify conversation dialogues in Deus Ex. The original ConEdit doesn’t allow us to deal in a feasible way with localization and changing dialogues, so we’re looking for somebody to create a version which lets us do exactly that.

Intrigued? You won’t need any knowledge about the Unreal Engine, but you need to be able to understand basic C/C++ code. You can work in the programming language of your choice. If you are interested in creating a replacement ConEdit tool capable of managing changing dialogues and multiple languages, get in touch at contact@dx-revision.com.