Zero Rando Balance Changes - Die4Ever/deus-ex-randomizer GitHub Wiki
These are the balance changes just for Zero Rando mode, to see the balance changes in other game modes, see: Balance Changes. You can also manually enable more balance changes for Zero Rando by using the Rando->Gameplay menu to customize.
If you don't want any of these changes then check out our Vanilla Fixer aka "Zero Changes mode".
General
- Fixed issues with rounding for small damage values applied to the player, especially when using ballistic armor or a hazmat suit.
- Some blue lasers that open doors have been fixed to not retrigger and close the doors.
- Laser emitters take damage from sabot rounds and explosives even when under the minimum damage threshold, to match behavior of other breakable objects.
- Animals can be knocked unconscious.
- Black vans and some wrecked cars now block AI vision so you can hide behind them.
Items
- Wearable items (hazmat suits, ballistic armor, thermoptic camo, rebreathers, and tech googles)
- The hum sound is quieter.
- Fixed timer rounding issues.
- Medkits and Medbots now do somewhat balanced healing, so your arms and legs aren't ignored.
- Flares are a bit brighter and no longer get extinguished when falling into water
Enemies
- NPCs 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.
- Some bosses are more likely to start fighting if you shoot them before talking to them.
Weapons
- Stun Prod has fixed accuracy and range.
- The baton head damage has been fixed.
- Sniper rifles no longer have perfect accuracy when not using their scope.
- Laser sight mods can be applied to crossbows and plasma rifles.
- Fixed a quick scope exploit. Scope view now has a very slight instant shake.
- Plasma rifles do 18 damage instead of 8 and have a reduced blast radius (this brings it closer to the pre-GOTY damage value, and makes the weapon worth using).
- PS20 does 25 damage as the vanilla description implied.
- If you loot a weapon that you already have and you're full on ammo, the remaining ammo will stay on the ground.
- The regular sword no longer has shorter range than the combat knife.
- Fixed shooting LAWs through narrow walls and windows.
Levels
- The door to the closet in Osgood and Sons in the first visit to Hell's Kitchen was made frobbable so if you find the key you can unlock it, or sometimes lockpick it.
- Smuggler remembers that he let you in. If you give him the password "bloodshot" then his security bot will not shoot at you.
- Lowered the alarm panel inside the LaGuardia airfield boat house, which was too high up for enemies to use
- Fixed bugs with Paul's survival/death triggers, it now depends on killing all the enemies in the level instead of which exit you take. (Can be disabled by setting Maps Balance Changes option to All Disabled)
- The MJ12 jail cabinet not working with Agent Serman's key is fixed.
- Slightly buffed the gas leak in the MJ12 Hong Kong helibase.
- Made VersaLife Labs 1 elevator doors breakable because they can get stuck otherwise.
- Added an alarm panel to the overlooking office in the VersaLife Level 1 Labs map.
- Hong Kong 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 and take you to the next mission.
- Fixes for Ford Schick.
- Fixed an exploit in the final visit to Hell's Kitchen that let you avoid the MJ12 spawn trigger.
- The large fans in the superfreighter mission (the one in the roof entrance and the one below decks) can be disabled.
- The Silo map slide has reduced friction.