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That's just me though - people are going to have different ideas about what they want, but I'd like the game to be harder without having to do more runs back and forth between merchants and mission spots. Thank you for the mod, and thank you in particular for all the helpful links you put on the nexus mod page.
About modding, do you know if it's possible to mod the game, so when you pick up an additional weapon of the same type, you get the weapon, not just the ammo? I know that would be a departure from the original Deus Ex mechanics, but honestly I always thought that was wrong, and if you could carry multiple weapons of the same type to sell it would be a reason to upgrade inventory space. (I don't feel inventory space is excessive, it only translate to about 3 guns, ammo and necessary items, but there probably isn't any point in upgrading it either, if you can't use it to carry multiple weapons of the same type back).
Maybe by finding the base damage stats of the weapons, it may be possible to do that (but then, the player would also do more damage when he uses firearms). So far, I can change the visual stats of the weapons but they seem to be purely visual.
@chimera201 : I thought it was annoying to be unable to use moves like the takedowns when you have no energy left (since I didn't find how to remove the energy consumption for the single takedown move). But I can make an alternate version of the mod with the energy regeneration disabled by default.
@Explore : For the radar, only the HUD radar is disabled by default which makes it impossible to know where enemies are (You can use the "see through walls" augmentation to detect them, thought, but it costs energy). However, the radar map which can be accessed through the menu still works fine (so no problem to know where to go).
As for the rewards, basically now completing missions grant a little more XPs but hacking level 1, 2, 3 keypads, hacking from distance, exploring and xp rewards like "merciful soul" which you get when you KO enemies rather than killing them now grant very little Xp. As opposite, hacking level 5 devices now grant a little more Xp, same for finding notebooks, ect... I didn't change the rewards for stealth thought.
As for the inventory changes, it actually makes the game harder as the player can't transport anymore tons of energy packs, stim packs, painkillers, weapons, ammos, ect... especially during the missions in Dubai, Utulek, Swiss Alps, London, ect... which make theses missions more complicated : Because the player may run low on ammos and on items which heal and regenerate energy. Plus, at the end of theses missions, you can't go back to Prague with tons of equipment and special weapons you found in theses places.
But, to compensate that, I increased the weapons' prices.
As for how to make weapons not transform into ammos, no I don't know how to do that (I somehow managed to do it in Human Revolution and makes it possible to carry several identical weapons but sometimes the weapons would still change into ammos (for example when all inventory cells where occupied by items and an ammo box corresponding to that weapon wasn't completly full, then the weapon would still change into ammos), so I abandonned the idea. But it is a thing I would like to do, even in MD (because it would be more realistic).
Original game was way too easy.Too many Praxis Kits and talents from start on
Choices really count here