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The installer will now default to installing an updated set of renderers for Direct3D 9, Direct3D 10, and OpenGL.
The Direct3D 9 and 10 renderers are still listed as "Direct3D10 Renderer" and "Direct3D9 Renderer", while the new OpenGL renderer is listed as "OpenGL 1.x Renderer"
All three of these renderers now behave similarly, including properly adjustable brightness which can be captured by streaming software.
If these renderers present issues, the "Legacy" renderers are still available under the "Advanced" settings of the installer.
Please report any renderer issues that you might see!
Slightly reduced lock strength of doors that have randomized lock strength. Also slightly reduced randomized lockpick quantities to compensate.
Increased the New Game+ minimum value for lockpicks and multitools from 5% up to 10%.
Datacube with the Aquinas Router door code in Area 51 Sector 4 (Mission 15) now has a harder set of potential locations, so it won't be quite as easy to find.
Hazmat suits now protect against initial Poison damage, but not the recurring damage. In Zero Rando (or when balance changes are disabled) we're still using the vanilla behavior of giving resistance to both. Environmental Resistance augmentation always protects against both.
New options to allow randomly spawning augmentation canisters ("Aug Can Chance %") and augmentation upgrade canisters ("Aug Upgrade Chance %") in maps, instead of them always appearing in the same maps they would normally appear in.
GMDX/Revision: Support for the "Quick Skills" and "Quick Augs" menu which allow upgrading skills and augs without entering the regular menu screens.
The key to open the "Quick Skills" menu can be configured by binding the option for "Activate Multiplayer Skill Menu" in the Keyboard/Mouse menu.
The key to open the "Quick Augs" menu must be bound manually. In the GMDXUser.ini or RevisionUser.ini file, go to the [Engine.Input] section and find the key you want to bind to open the "Quick Augs" screen. Change it so that it maps to UpgradeAugs, eg. to make G open the menu: G=UpgradeAugs
Two new beta game modes: Edge of Tomorrow and Edge of Halloween. No saving allowed, when you die you go back to the start of the seed but you get to keep your skills and skill points.
New beta game mode: WaltonWare x3
Support for Revision v1.7.5 (we hotfixed this in today, so if you downloaded v3.8.1 earlier today and it isn't working, try downloading again)
When loading an old save, you may experience some oddities until you progress to a new map. We would recommend progressing until the end of a mission before updating, or start a new game.
Click to expand GMDX Major Changes
Fixed Camera option now available.
Third Person camera option now shows over the shoulder instead of looking at JC's butt.
Assistive aiming laser now available for non-first-person camera modes.
Larger heals are now more balanced across the body, instead of focusing on one limb at a time.
Automatic Weapon Mod Apply now available. Right click a weapon mod while holding a weapon that can have that mod applied to it to instantly apply that mod to the weapon.
It is no longer possible to softlock yourself out of the Tong ending if you move across the Reactor lab control room too fast after activating the reactors. (Fixes a baseline GMDX bug)
A new "GMDX Stamina" option under the Advanced settings of the New Game screen to enable or disable the stamina system. Zero Rando will default to using the same system to determine if stamina should be enabled or not (Either if the "Stamina System" option in the GMDX settings is enabled, or if you're playing Hardcore). Outside of Zero Rando, the stamina system will be disabled by default.
A new "Overwhelming Odds" option under the Advanced settings of the New Game screen to enable or disable Overwhelming Odds. This option enables the extra enemies from Hardcore without the additional modifiers.
A new "GMDX Difficulty" option under the Advanced settings of the New Game screen to select which set of NPC behavioural changes to apply, based on the original GMDX difficulty settings. Things like NPC awareness (How easily enemies hear or see you) increase as the "GMDX Difficulty" setting is increased, along with things like how much health certain enemies have. This option also includes enabling Hardcore or Hardcore+ modes.
Minor Changes
Click to expand Minor Changes
Fixed crashes in Ninja JC mode by making extra blood only for ninja weapons.
New option to show speedrun splits overlay without saving, similar to Speedrun Shuffle mode.
If a new bingo board is generated after Mission 4, the "Take down Sandra Renton" bingo goal will fail immediately depending on if she left New York or not.
"Make Soup" bingo goal properly detects bodies that spawn already inside the hot tub (For example, if zombies resurrect in the water and then are killed again).
If a third person conversation is interrupted, it will attempt to play through as much of the remainder of the conversation as possible. This helps avoid some situations where a conversation that would normally end with the speaker becoming hostile might be left in a friendly state if the conversation is interrupted.
UNATCO HQ armory door is permanently locked and unbreakable until Mission 5.
New option added to show or hide the bingo board. Zero Rando and Zero Rando Plus will hide the board by default to avoid spoilers.
Death Markers won't highlight if you have something in your hands.
Prison manifest with the list of equipment taken away from you (Mission 5) will now properly appear on mirrored maps.
Bots and The Merchant will no longer be able to spawn in the following locations:
On the far side of the walls/gates in Denfert-Rochereau (Paris, Mission 10).
In the small room with a desk before the construction area in the Ocean Lab (Mission 14).
Certain weapon mods applied to weapons will no longer be lost when loading save games or traveling to new levels.
Randomly spawned medbots and repair bots should no longer spawn in (or over) the water.
The dancing guy in the Underworld Bar (Mission 2/4/8) will no longer appear in Zero Rando.
Some passwords that would not be learned properly when password randomization was disabled (eg. Zero Rando) will now be learned.
Some passwords will get replaced in their original text in a more clean fashion (just replacing the password instead of a whole phrase).
Trash paper that spawns from destroyed barrels and trash cans won't be on fire if spawned in water. This prevents a crash when destroying burning barrels that are floating in water.
Alarm sounder panels will become confused when hit by EMP damage, even when not actively sounding an alarm. While confused, the panel will not be able to be used by enemies.
Very minor tweaks to weapon positioning based on selected FOV.
Removed an invisible door in the corner of the bilge pump room (Mission 9) that could be highlighted and did nothing.
"Kill Cam" will no longer show your first person perspective arm over your body when you die.
Flares can no longer be activated again with left click while already lit on the ground.
"Key Assistance" option will now show what key was used to lock or unlock a door.
Randomized grenades will keep their original detection radius.
The installer will now enable mirror reflections for the Direct3D 9 renderer, and disable OneXBlending for the OpenGL renderer to improve brightness.
"Go into Alex's closet" bingo goal will no longer be marked as complete when you use the keypad and will instead still need you to actually enter the closet.
It is no longer possible to infinitely stockpile "how long you've been standing" for weapon accuracy bonuses. You can now accumulate 2 seconds beyond the time necessary to reach the maximum bonus before it is capped.
Randomized weapon mods will no longer sometimes fall through the world.
Empty datacubes will no longer glow.
Weapon mods will not get auto-applied to a weapon that is being put away.
Walking in the right spot outside of the Comms Building in Vandenberg (Mission 12) will no longer complete the goal to activate the power for the bots.
Walking Security Bots now have a higher maximum step height, allowing them to step up slightly higher ledges.
UNATCO Troops who enter the map when Riot Cops are taken down in Mission 8 will now more consistently appear further away from the location of the Riot Cop.
The door of the room on the roof of NSF HQ (Mission 4) will no longer randomly open or close as you move inside.
New option under Rando > Visuals, "Animated Textures", which allows applying a rate limit to certain animated textures like water, to make it animate at a rate closer to the intended speed at release. This option defaults to enabled, but can be disabled if the effect is undesired.
In "Limited Saves" save modes, Memory Containment Units (MCUs) will now first attempt to spawn into preselected "placeholder" locations before falling back to a fully random location in the level.
The blast door in Silo (Mission 14) that leads to the actual silo will no longer get stuck if it bumps into the player while opening.
Grouped doors will no longer get stuck if one of the doors is destroyed while opening or closing. For example, this fixes the elevator doors in Versalife Level 1 Labs (Mission 6) that lead up to the overlook room.
Game volume settings get applied on any load of a map to correct scenarios where the actual game volume was not aligned with what appeared in the Sound settings menu.
Many new possible locations for items to shuffle into across many maps.
Enemies will no longer be able to walk in the air if they were swapped while sitting in a chair. This likely was only possible when swapped by a Crowd Control effect.
"Show Killer" Death Cam option will now remain behind the player for a moment after death, instead of immediately showing the killer.
The elevator from the basement of Osgoode & Sons to the rooftops in the warehouse district (Mission 2) no longer opens automatically and instead has an "open doors" button, since the automatic opening did not behave consistently in the basement.
Vanilla: Changing ammo types in the inventory screen immediately updates the weapon information.
GMDX/VMD: Enemies who get helmets randomly added or removed will properly take damage as though they do or do not have helmets.
Revision: Reloading a small scoped weapon just before starting a conversation will no longer cause the scope to appear again mid-conversation.
Vanilla/Revision/GMDX: Conversations can now start while using the scope on a weapon.
Dance party ending for bingo wins now works properly and continues on to New Game Plus for non-vanilla mods.
Revision: It is now possible to skip the quote shown after an ending when using Revision maps, to go into the credits immediately.
Revision: Some items in inaccessible parts of the New York streets (Mission 2, 4, and 8) will no longer be randomized (to prevent important items from being shuffled out of the play area).
Revision: Charged pickups (Ballistic armor, hazmat suits, thermoptic camo, and tech goggles) can no longer be instantly used by left clicking on them.
Non-Vanilla: All enemies (including added ones) will be properly cleaned up after finishing the Liberty Island mission (Mission 1).
Vanilla only: Elevator to overlook area in Versalife Level 1 Labs (Mission 6) no longer has guaranteed breakable doors
Chateau key hunt timed race now has a target time of 4 minutes, so you will now get an in-game message if you're fast enough and you have memes enabled.
Fixed installer issue on Linux failing to create the game's Documents folder.
When zombies are enabled, the terrorist carcass in M05 is now unconscious so it doesn't become a zombie.
Fixed issues with Speedrun mode splits display.
Tweak par times for Speedrun Shuffle.
Small fixes and optimization for Bobby's possession effect.
More consistent stalker placements when reentering maps, for Edge of Halloween mode.
GMDX/Revision: Randomized weapon damage and rate of fire values will now be shown properly in the inventory screen.
Stanton Dowd will be able to talk to you about the Superfreighter in Mission 8 after defeating the ambush if you are successfully tailed by the thug to Dowd before speaking to him. Previously, if the thug initiated the ambush early, Dowd would no longer talk to you for the main storyline afterwards.
MJ12 Troops who receive a randomized visor will no longer have visible "glass" leftover from their original goggles.
The base of autoturrets will now be consistently destroyable when minor Map Balance Changes are enabled.
Fixed Bingo Viewer display for a solved goal from a previous mission.
Fixed upgrading of Light aug from quick augs menu for Halloween modes.
Items outside of the locked gates of Liberty Island (after Mission 1) will no longer be included in the shuffle pool.
Fixed Zero Rando starting with incorrect number of credits.
Cloned enemies will now keep their weapons drawn if their original enemy kept their weapon drawn.
Fixed the "Delete Autosaves" button deleting EXIT saves.
Fixed Weeping Anna sometimes leaving behind invisible collision in random places.
Ban a few impossible, awkward, or not working bingo goals from Bingo Machine modes.
GMDX Minor Changes
Click to expand GMDX Minor Changes
Using a scope on the GEP Gun will no longer allow you to see through walls.
GEP Gun scope issues will now be fixed for WP rockets, and regular rockets are fixed when playing with Item Balance disabled (such as in Zero Rando).
Items won't randomize onto the apartment balconies at NSF HQ (Mission 4).
Keypad to access Tim's closet in Vandenberg Command (Mission 12) now works again alongside the escape button inside.
Bingo goals will be updated appropriately when consuming foods with left click (straight from the world).
Scramble grenades will now toggle your augs randomly.
Scope Blackout and Scope Scale options are now available.
"Death Cam" options are now available for GMDX.
Crowd Control "Wine-Glazed Bullets" effect now available
Crowd Control camera effects now available (Resident Evil mode, Barrel Roll, Sideways, Upside Down, Doom Mode)
Crowd Control damage effects now available (Double Damage, Half Damage)
Fire damage now ticks less frequently to make it slightly more survivable.
Additional colour schemes for HUD and Menus.
It is no longer possible to interact with certain objects through walls (such as switches).
Weapons are now correctly marked as "Modified" if they have Rate of Fire, Damage, or Full Auto mods applied.
Added ShowBingoWindow exec function to GMDXRandoPlayer so it can be manually bound to a hotkey.
In the GMDXUser.ini file, go to the [Engine.Input] section and find the key you want to bind to open the bingo screen. Change it so that it maps to ShowBingoWindow, eg. to make B open the window: B=ShowBingoWindow
Added ToggleAutorun exec function to GMDXRandoPlayer so it can be manually bound to a hotkey.
In the GMDXUser.ini file, go to the [Engine.Input] section and find the key you want to bind to begin autorunning. Change it so that it maps to ToggleAutorun, eg. to make V begin autorunning: V=ToggleAutorun
The password will no longer be unintentionally learned for the security computer in Smuggler's lair (Missions 2, 4, and 8).
Anna Navarre will no longer slowly walk towards you in Battery Park (Mission 2) when goal randomization is enabled.
Locations of UNATCO Troops when returning to New York (Mission 8) will not be adjusted in Zero Rando.
Acceleration will no longer be maintained when activating Spy Drone (Which caused you to slowly move while controlling the drone).
Movement speed reductions will now be based on your selected maximum health instead of fixed health values assuming a maximum health of 100.
Slamming into a wall at high speed will no longer damage the player.
The key to Lebedev's private quarters will no longer randomize into the locked bedroom at the front of the 747 (Mission 3).
Paul will now actually stay dead if he dies in the raid, but you finish it and leave the hotel.
If medicine skill is upgraded so that Head and Torso health maximums are above the standard maximum, your health will no longer be capped to the standard maximum when you change maps. For example, if your standard health limit is 100 and your medicine skill increases Head and Torso to 110 maximum, you won't leave a map with 110 head health and enter the next with 100.
Opening the door just before the falling platforms in the Airfield Helibase (Mission 3) will no longer open the door to the side path at the same time.
Fixed an issue where sometimes you wouldn't be able to pick up stuck projectiles like darts or throwing knives if they were in narrow locations.
"Super MIBs" will have their blue glow effect properly attached to them after being shuffled.
"Cracked" and "Locksport" perks will cause the highlight info for hackable electronics and locked doors to show the appropriate number of multitools or lockpicks needed.
Anna will no longer walk towards you forever if you manage to finish Anna's conversation at the dock in Mission 2 in under 2 seconds.
Ballistic Armor will now correctly apply a flat 35% damage reduction to bullet shots.
Hazmat Suits will now correctly apply a flat 60% damage reduction to environmental damage.
LAW damage is now shown relative to the real default damage of 1000, instead of the invalid 100 base damage shown before.
Buying a perk on a skill that is "Banned" will no longer change the text to say 99999 points to upgrade instead of "Banned".
Items at the DuClare Chateau (Mission 10) will no longer be able to randomize into the mostly inaccessible rafters in the back entry room.
New option under the "Rando > Gameplay" menu to choose between allowing Quick Load to load Autosaves and only allowing it to load manual saves (Quick Saves or Savepoints).
Players who hold the crouch key instead of using it as a toggle can now crouch mid-jump like players using toggle mode can.
"Misfeature Exploit" perk actually interacts correctly with randomized heal and charge amounts on medical bots and repair bots, instead of always updating their values to fixed amounts.
MJ12 faction enemies have a low chance of spawning additional MJ12 Elites.
Rubber Bullets (alternate ammo for shotguns) now gets a randomized damage value.
The mechanic under the 747 (Mission 3) no longer tries to sell you nothing if you speak to him again after buying everything that he has for sale.
Passive augs installed after Synthetic Heart has been installed will gain a level as well. Previously, Synthetic Heart would only boost passive augs that had been installed before Synthetic Heart.
Uninstalling the Synthetic Heart aug will automatically remove the bonus level from any installed passive augs.
Black cats will now use the correct mesh for their skin.
"Combat Medic's Bag" perk now correctly increases the randomized limits for medkits and bioelectric cells by 5 when purchased.
The falling platform in the GMDX-added section at the end of Vandenberg Tunnels (Mission 12) cannot be triggered more than once, causing it to fall back up into position.
The datacube for the "Gray Lab" in Area 51 (Mission 15) can no longer be randomized into the locked containers in the cloning room.
The player should no longer be able to get into a state where mantling is disabled.
VMD Minor Changes
Click to expand VMD Minor Changes
Some items that were placed decoratively (like weapons) in Revision maps will now be able to be picked up.
In Revision maps, Jock's name won't be randomized.
Certain randomized goals (Such as the generator in Mission 2) will no longer be moved out of the world.
Jock will appear as expected after speaking to Stanton Dowd in Mission 8 when playing on Revision maps.
The subway keypad in Mission 4 on Revision maps will be able to be interacted with after the raid.
Many small tweaks for Revision maps will properly be applied, instead of applying some Vanilla map tweaks to the Revision maps.
Exit teleporter at the end of the Vandenberg Tunnels (Mission 12) will be placed in the correct location on Revision maps.
Phones in Revision maps will work for making phone calls for bingo.
Many elevator buttons in Revision maps will no longer be missing.
Bingo goals for using vending machines will now work as expected.
When using Revision maps, the ending cutscenes will show a randomized quote at the end instead of the original quotes. The dance party ending will now show a quote after a moment and eventually continue to the credits.
Additional item locations for your removed inventory in Mission 5 to accomodate a larger inventory.