Balance Changes - Die4Ever/deus-ex-randomizer GitHub Wiki

Balance changes are mostly only in Vanilla and Lay D Denton, and do not apply for the other mods since they bring their own balance changes. If we say a change does not apply to "Reduced Rando modes" that means Zero Rando, Rando Lite, and Rando Medium. If you don't want any of these changes then check out our DXRVanillaFixer aka "Zero Changes mode".

General

  • Damage to the player's torso has been reduced from 2x down to 1.3x to reduce one-hit deaths and save scumming.
  • Damage to the player's head has been reduced from 2x down to 1.6x.
  • Tweaked damage calculations for the player. This fixes issues with rounding for small damage values, especially when using armor or a hazmat suit.
  • Combat difficulty now has an affect on all damage types, even environmental damage. This is what allows Serious Sam mode to be possible.
  • The large and medium metal crates are now destructible, they have 500 hp.
  • Gibbed enemies now drop all their items.
  • Buffed water fountains and water coolers so you can heal way faster.
  • Explosive barrels now do more damage. This is big for Stick With the Prod modes, and blowing up the weld points in the ship.
  • Security Computers can no longer be used from a distance, it must stay within highlight range (9 feet).
  • We allow saving during infolinks!
  • Lasers now have more consistent behavior:
    • Lasers are now triggered by anything except NPCs/enemies, preventing the cheese of using a grenade or other object to block the lasers and safely walk past.
    • Red lasers act as an alarm when triggered
    • Blue lasers will only trigger something else
      • Some blue lasers that open doors have been fixed to not retrigger and close the doors.
  • Chairs have had their colission lowered so you could stand on them or use them for stacking.

Items

  • ChargedPickups (hazmat suit, ballistic armor, thermoptic camo, rebreather, and tech googles) now immediately free up an inventory space when you use them. And their hum sound is quieter.
  • Tech Goggles are now greatly buffed and can see through walls. Their strength is the same as Vision Enhancement augmentation level 2, which is 15 feet. They also last longer now.
  • Nanokeys and Datacubes now emit a blue glow so they aren't as annoyingly hidden.
  • Medkits and Medbots now do somewhat balanced healing, so your arms and legs aren't ignored.
  • Alcohol now gives 1 health to any dead legs before healing anything else. (Not in Zero Rando mode)
  • Wine now gives 3 health and 1 energy. (Does not give energy in Zero Rando mode)
  • Forty now gives 2 health and 1 energy. (Does not give energy in Zero Rando mode)
  • Liquor now gives 2 health and 2 energy. (Does not give energy in Zero Rando mode)
  • Flares are a bit brighter and no longer get extinguished when falling into water

Enemies

  • Enemies now have a random chance to have a helmet or not.
    • Without a helmet an enemy will take 4x damage to the head, just like in vanilla.
    • With a helmet it will only be 2x damage. Sabot rounds ignore the helmet and deal the full 4x.
  • Civilians and Thugs now have better accuracy, but still not as good as Military.
  • Greasel health reduced from 100hp down to 80hp, and slightly reduced accuracy.
  • Small spider bots health reduced from 80hp down to 70hp, and speed reduced from 300 down to 280.
  • Grays now take a tenth damage from fire and plasma, instead of being completely immune. They also have slightly reduced accuracy.
  • Robots no longer have damage resistance to plasma.
  • MJ12 Commandos now take bonus damage from Sabot rounds (although you might wanna save it for spiderbots instead!)
  • Howard Stronger: now he has ballistic armor (in VMD he will actually use the armor, otherwise I gave him extra health to pretend he's using the armor), and more randomized weapons. I've also removed his fears. (Does not apply to Reduced Rando modes)
  • Private Lloyd gets promotions and becomes stronger like Howard Stronger. (Does not apply to Reduced Rando modes)
  • Anna Navarre and Walton Simons will now activate cloak more quickly.
  • Anna will no longer trigger your grenades in the 747 while she's allied with you.
  • NPCs will now factor in their damage resistances when determining if a projectile is dangerous (no more fire extinguisher cheese against Gunther)
  • Increased running speed for Maggie Chow and Tiffany Savage.
  • Enemies with shields can now get their shields disabled from EMPs, so you can hurt them with damage types they were previously resistant to.

Skills

  • Hacking computers now uses 5 bioelectric energy per second. (Does not apply to Zero Rando mode) Also slightly reduced the hacking speed for Trained and slightly increased the hacking speed for Master, and increased the skill cost for Trained. (The having speed change does apply to Zero Rando mode)
  • Fire extinguishers now stack in your inventory, and the Environmental skill allows you to carry more.
  • The swimming, enviro, and demolition skills are now slightly cheaper. (Does not apply to Zero Rando)
  • Hazmat suit now also helps against fire, electricity, and explosions.
  • Enviro skill now gives a little passive damage resistance for the same damage types as Hazmat suits. Also allows you to carry more fire extinguishers.
  • Demolition skill allows you to carry more grenades at once, increases damage and range for your grenade traps, speeds up your arming time for grenade traps, speeds up your fuse time for your thrown grenades, and gives you more time to defuse enemy grenade traps.
  • Advanced and Master pistol skills have slightly reduced base strength.

Augmentations

  • New option for Semi-Automatic Augs. Leave the augs enabled and they won't use energy except when they're needed. Applies for Ballistic Protection, Combat Strength, Aggressive Defense System, EMP Shield, Energy Shield, Environmental Resistance, Synthetic Heart, Targeting, and Aqualung.
  • For Microfibral Muscle we deleted levels 2 and 3, so you only need one upgrade to get to max level. Previously there wasn't much point upgrading this past level 2.
  • For Aqualung we deleted levels 1 and 3, so it starts off better, and you only need one upgrade to hit max.
  • Aggressive Defense System has increased energy usage to put it more in line with the other defensive/protection augs.
  • The healing aug now only heals up to a certain maximum health for each body part, but it heals 6 health per tick, 1 for each body part. Read the aug description to see how much health it will cap out at in randomized modes.
  • Max level of speed aug is slightly nerfed. Activating the speed aug immediately uses 1 energy, so don't spam it on and off.
  • Spy Drone aug has improved speed and the emp blast.
  • The flashlight aug uses 0 energy and is also brighter.
  • The Vision Enhancement aug is greatly buffed. Now all levels can see through walls and at greater distances. It can also now see through walls for inventory items (even NanoKeys!), containers/crates, electronic devices, and datacubes.

Weapons

  • Dragon's Tooth Sword now does 24x1 damage instead of 20x5 in vanilla, but if you aim for the head you can still kill most enemies in 1 hit.
  • Fixed sniper rifle accuracy bug from the vanilla game.
  • Throwing knives speed and range increase with your low tech skill.
  • The PS20 has been upgraded to the PS40 and does significantly more damage. (Not in Zero Rando mode)
  • Flare darts now set enemies on fire for 3 seconds.
  • Pistol now has a base damage of 12 instead of 14.
  • Plasma rifle now does 18 damage instead of 8, removed robot's damage resistance, reduced blast radius, increased ammo.
  • EMP grenades now disable enemy shields (MJ12 Commandos, Gunther, etc), this allows you to EMP them and then things like plasma, fire, the prod, and tranquilizer darts will be more effective against them. Maybe now you'll have a chance in Stick With the Prod Plus mode?
  • Scrambler grenade will now randomly toggle your augs on or off. Scrambler grenades also work on turrets and cameras now.
  • Gas grenades now deal 2 damage to the player instead of 1. They will not kill you, but they will bring your torso down to 1 health.
  • The sniper had a much longer cooldown than animation, especially on a bad seed, so we made it reload after every shot to reduce confusion.
  • Both shotguns are slightly buffed.
  • Assault rifle does 4 damage instead of 3, which gives it a better range for being randomized (50% up to 150% by default).

Levels

  • Paul will not give you a weapon on Liberty Island (except on Reduced Rando modes). We felt this just reduced variety because you could always take the same weapon.
  • 02_NYC_STREET AugStore door make frobbable so if you find the key you can unlock it.
  • NYC Warehouse made slightly easier by adding thermoptic camo, ballistic armor, and fire extinguishers. (Does not apply to Zero Rando mode)
  • NYC Airfield mission has a few extra rebreathers, mostly because of Entrance Rando mode. (Does not apply to Zero Rando mode)
  • NSF HQ made slightly easier by removing many crates and turrets, instead there's a Karkian in the basement. (Does not apply to Reduced Rando modes)
  • Paul is now mortal during the raid in mission 4, so you need to help him fight!
  • Fix for MJ12 jail cabinet not working with Agent Sherman's key
  • Buffed the gas leak in Hong Kong Helibase, but now it only stuns the enemies instead of killing them.
  • The freezer door in the Lucky Money Club can now be opened from the security computer.
  • Ensure Jock's key is always in his apartment so you can get out.
  • Hong Kong now has more strict flag checks, so you must actually attend the dragon head meeting in the temple and destroy the UC in order for Jock to appear.
  • The crane to the ship now uses a keypad instead of a button, because this route was highly overused.
  • Jenny's phone number is now in a datacube since it's randomized (but it always ends in a 9 so it rhymes with the song) (Does not apply to Reduced Rando modes)
  • Added the ability to disable the big fan when leaving the ship, and the big fan in below decks
  • Paris now has Le Merchant before the radioactive zone just in case you need a HazMat suit (only if item shuffling is enabled).
  • Adjustments to Area 51 Bunker fan shaft route difficulty
  • Area 51 Page made slightly easier by reducing respawning enemies from the UCs