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RoSoDude

GMDX 9.0.4 Confirmed Changelist (May 27 2018)

May 27th, 2018
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  1. GMDX 9.0.4 Confirmed Changelist:
  2.  
  3. -Removed hidden influence of weapon maximum range on accuracy -- every hitscan weapon will behave like the pistol did with respect to how your reticule communicates accuracy
  4. -AI retain the old formula (tweaked for new ranges, see below) so they can still hit the broadside of a barn with an assault gun
  5. -Reworked wearable items. Picking one up adds the pickup's charge to your current wearable's charge -- if this charge exceeds 100%, one copy is added to the stack and the overflow is given to the top item
  6. -This removes the exploit where you could infinitely recharge any wearable with swapping shenanigans so long as you had at least 2
  7. -You still cannot exceed 1/2/3/4 copies in the stack (so picking up a wearable when at maximum copies just recharges the wearable)
  8. -You can now drop wearable items while active (they will automatically deactivate)
  9. -Dropping a wearable item drops the top one on the stack (which will be the only one that may have less than 100% charge)
  10. -Using a Ballistic Armor/Hazmat Suit/Thermoptic Camo when another is already active will automatically deactivate the other and activate the new one
  11. -Rebreathers now recharge only 10% for each biocell applied
  12. -The inventory UI will now display the correct charge amount (used to say 15% for all when most are 30%)
  13. -Increased stealth pistol base damage back up to 9 (was accidentally reverted to 8 in v9 beta)
  14. -Added an "Info" button to the skills menu so you can see the level descriptions again without clicking on a new skill.
  15. -When clicking on a new skill, the menu will remember if you were looking at info or perks and stay on that menu for the new skill
  16. -Will do the same when upgrading a skill
  17. -Using Tech Goggles or Vision Enhancement should no longer noticeably increase player visibility to AI (as they illuminate surrounding areas by 9.4%)
  18. -The IFF readout will still fluctuate, but quickly return to the correct value
  19. -Secondary items reworked:
  20. -Can use a secondary item when holding anything in hand (before it had to be a weapon)
  21. -Can now assign Tech Goggles as a secondary item (activate or deactivate without putting them in hand)
  22. -Can now assign Binoculars as a secondary item. Pressing the secondary fire key will toggle binocular zoom and put away your currently held item.
  23. -Can now assign medkits or biocells as secondaries with the Combat Medic's Bag perk (use without putting in hand)
  24. -If you're not holding anything and equip a secondary weapon, pressing the secondary button again will use it
  25. -NOTE: perhaps add an option to make it always quickdraw and never equip normally when not holding anything?
  26. -Added a rangefinder to Binoculars. Especially useful now that weapon range stats are more impactful.
  27. -Skill cost changes:
  28. -Increased cost of Environmental Training skill from 750/1500/3000 to 900/1800/3600
  29. -AI have more varied decision-making regarding how much they'll lead projectile shots
  30. -50% chance to lead perfectly
  31. -50% chance to lead randomly between not at all and slightly overshooting
  32. -Fixed a strong rightward and upward bias to projectile innaccuracy
  33. -"Halve Ammo Capacity" menu option (unlocked after beating the game once) fixed
  34. -Damage taken by the player now rounds properly, rather than just truncating during conversion to an int
  35. -e.g. 9 damage from an assault rifle would always round down to 6/4/4/3 with active Ballistic Protection, but now rounds properly to 6/5/4/3
  36. -Box of WP rockets in Sam Carter's cabinet in the second UNATCO visit moved back so the cabinet can be opened
  37. -There was not a box of gamma ionized plasma ammo in the barge that needed to be removed. Fake news
  38. -Fixed a bug where laser dots would remain on map transition
  39. -Inventory overlap exploit fixed
  40. -Stealth Pistol ROF no longer messes up if you have it modded for full auto and switch ammo types
  41. -Damage done to the four "corner" wedges on the head will no longer count as torso damage for some unfathomable reason (GMDX fixed the multiplier, but still counted as torso damage like vanilla)
  42. -Made the door to Flight Control #2 in the Hong Kong MJ12 Helibase frobbable in case the player gets locked outside it (sometimes the AI close the door and just stare at you through it?)
  43. -Reduced two sources of randomization (position + velocity) from crate item spawning to hopefully cut down on the issue of items spawning outside of walls?
  44. -Fixed the reload time on the minicrossbow doubling if you switched ammo types
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