Deus Ex: Revision Changelog

What's new in Deus Ex: Revision 1.4

Jun 30, 2018
  • UNATCO HQ (First Visit):
  • The items taken from the bodies of the terrorists killed during the mission end are now visible inside the armoury like the UNATCO troopers say.
  • Chapter 3:
  • Fixed level transitions between Airfield and Hangar so you don’t accidentally go to the wrong teleporter in Hangar.
  • Made all the terrorists in chapter 3 friendly after Paul tells them to stand down.
  • Brooklyn Bridge Station:
  • Added more detail to the upper level.
  • Ton Hotel (Second Visit):
  • AI is smart enough to disable the grenades outside Paul’s room on realistic difficulty.
  • New York Majestic 12 Facility:
  • Added a pistol at the start to make it a bit easier.
  • Expanded armoury and placed the player’s ammo inside.
  • Canals near Wan Chai Market:
  • Fixed John Smith not having a prototype nanosword on him on Biomod.
  • Tunnel near Wan Chai Market:
  • Can no longer open the 55655 door just by right clicking it. (Still breakable though)
  • Wan Chai Underground Mall & Lucky Money:
  • Added new music for inside the club.
  • Versalife Advanced R&D (Level 1):
  • Increased the volume of the WiB convos.
  • Made Maggie and Page not look at the player.
  • Chapter 9:
  • Friendly guards have new boot textures.
  • Dockyard:
  • Added key for the valve door that was missing.
  • Gate guards don’t mind lockpicking if they know who you are.
  • Area 51 (Sector 3):
  • Added Helios’ unused final infolink.
  • Area 51 (Sector 4):
  • Changed Page to stop mocking you if you complete the Tong or Helios missions, just like the Everett one.
  • Modifiers:
  • Can no longer gain infinite ammo from grenades on some modifiers.
  • Fixed a crash during Real Time UI if having the UI open when touching a teleporter.
  • Manhunt:
  • NPCs before chapter 5 will not mind you killing the Secret Service and will help you kill them at Liberty Island or at the Hangar.
  • Secret Service won’t spawn within 16ft of the player.
  • Secret Service will attack the NSF.
  • Fixed Secret Service not respawning correctly on difficulties past easy.
  • Gameplay:
  • Added challenge system.
  • Added custom difficulty option.
  • Allowed NPCs break objects that the player is hiding behind in very rare cases.
  • Autosave now checks every second for a chance to save at the start of a level (for areas that immediately have an infolink).
  • Fixed Biomod’s challenge system not working.
  • Fixed losing ammo when throwing a grenade or throwing knife when none spawns.
  • Fixed the AI not reacting to the light aug.
  • Looking at something with the binoculars displays the name of what you’re looking at and its distance.
  • NPCs rubbing their eyes won’t stop rubbing their eyes after a door opens.
  • Quickloading while dead or at the main menu no longer asks you to confirm.
  • Stunning an enemy who’s rubbing their eyes now goes to the stunned state.
  • Normal only changes:
  • Augmentations now display their true level in the menu when synthetic heart augmentation boosts them (pre-boost level).
  • Augmentations can no longer be upgraded past level 3 if the player has synthetic heart augmentation.
  • Augmentations don’t play the augmentation loop sound if they’re a passive augmentation.
  • Augmentations that are upgraded now turn back on if they were on before the upgrade.
  • Fixed being unable to upgrade augmentations to their max level if they were on and being boosted by the synthetic heart augmentation.
  • Misc:
  • Added HDTP infolink icons.
  • Added an option to disable the hum of augmentations.
  • Added an option to disable the idle beeps from turrets.
  • Added an option to display the player’s speed on screen.
  • Added grenade launcher to AllWeapons cheat.
  • Added new readme to the Help folder.
  • Added unique skinned weapons around the game.
  • Burp sound from soda now comes from JC instead of the soda.
  • Changed flamethrower fireball to unused texture.
  • Disabled NPCs looking at you if they are on fire, rubbing their eyes, or stunned.
  • Enabled lip syncing and blinking for NPCs who are either: dancing, sitting, waiting for someone, going to someone, running to someone, burning, avoiding a projectile, avoiding a character, backing off from a door to open it, opening a door, taking a hit, rubbing their eyes, dying, or falling.
  • Enemies no longer play their critical damage sound when stunned.
  • Fixed “Off to a Great Start” achievement being awarded just from picking Winslow up.
  • Fixed attacking friendly NPCs who had their heads turned to look at you keeping their heads turned after they turned hostile and attacked you.
  • Fixed being able to pickup used flares.
  • Fixed crashes when the game tries to play Revision music that is open in a media player.
  • Fixed crouch walk animation not working for HDTP JC in Biomod/Shifter.
  • Fixed item refusal for flares on carcasses.
  • Fixed sabot being referred to as ‘mags’.
  • Fixed survival levels always saying they’re in Paris.
  • Loading the main menu resets the game speed to normal.
  • Made cigarettes breakable.
  • NPCs who are rubbing their eyes continuously blink.
  • Randomized MJ12 troop faces.
  • Stepping on a fire hydrant now makes a metal sound rather than grass.
  • Upgraded flamethrower fire on walls from 32×32 texture to 128×128.

New in Deus Ex: Revision 1.3.1 (Dec 31, 2017)

  • UNATCO HQ (All):
  • Replaced Alex’s Vanilla chair with a TNM one.
  • UNATCO HQ (Second visit):
  • Fixed Simons getting stuck on the door and walking on the table.
  • Battery Park (Second visit):
  • Fixed Riot Cops having no combat lines.
  • Ton Hotel (Second visit):
  • Readded code to make MIB’s mortal again, so players with the old map can kill them.
  • New York Majestic 12 Facility:
  • Fixed using thermoptic camo when captured making you stay cloaked.
  • Wan Chai Market (Market Area):
  • Police garage guard only attacks when he sees you.
  • Police now attack when you enter small temple shop.
  • Wan Chai Market (Compound Area):
  • People hate you for breaking into the shops.
  • Tracer Tong’s Lab:
  • Alex’s post Versalife lines only play after his main conversation now as that conversation has lines for after Versalife.
  • Fixed a book of augmentations in Tong’s Lab listing Vanilla augs in Biomod. Also added Skull Gun to list. Also fixed a typo in the Vanilla text.
  • Tonnochi Road:
  • Policeman now attacks you for being in any of the shops.
  • Wan Chai Underground Mall & Lucky Money:
  • Fixed ATM logins.
  • Police only attack you for entering the Quick Stop if they see you.
  • Chapter 8:
  • Updated to newest version of combat music.
  • Brooklyn Naval Shipyards (Exterior):
  • Fixed music for level.
  • NYC Cemetery:
  • Readded the slab that covers the safe.
  • Paris Streets (Near Champs-Elysees):
  • Police attack you for entering the digital media store.
  • La Porte de l’Enfer:
  • Fixed Jean trying to play one of Kristi’s line if you have less than 10 credits.
  • Possibly fixed the fish falling out of the accountant’s tank.
  • Metro Station near Cathedral du Paynes:
  • Breaking into the café now makes the police hostile, if they see you inside.
  • California Gas Station:
  • Changed the rocket ignition sound when Jock blows up the gates to be global.
  • Area 51 (Surface):
  • Fixed a typo in the scared soldier’s conversation.
  • Jock’s info link about the sniper in the tower probably doesn’t play now when he’s dead.
  • Chapter 15:
  • Swapped LAM and plasma ammo on Simons to prevent Biomod overwriting the LAM with more ammo.
  • Modifiers:
  • Teleporting Enemies:
  • Enemies can teleport around the level when you lose sight of them.
  • Manhunt:
  • Secret Service attack you on every level with constant reinforcements, no safe zones.
  • Real-time UI:
  • Opening the UI no longer pauses the game.
  • Fixed getting softlocked at Carter in I Am The LAW mode.
  • Refixed LAWs mode spawning thousands of LAWs from crates.
  • Survival:
  • Added multiple locations for helicopter spawning on cathedral level.
  • Added Dockyard survival.
  • Added Underworld Tavern survival.
  • Bosses now no longer stop attacking you.
  • Bosses now teleport too past wave 600.
  • Difficulty is now properly applied after defeating your first boss.
  • Enemies no longer flee past wave 300 in survival.
  • Fixed AI not standing on the left elevator in UC survival.
  • Fixed message about the computers using the cathedral version instead of the UC version on the UC level.
  • Military bots have double speed.
  • Gameplay:
  • Active turrets with no target now rotate and beep (helpful for chapter 14).
  • Added inventory swapping code from ‘Vanilla Matters’ mod.
  • AI now, in most cases, reacts to doors being opened that they can see.
  • Aimbot now reloads its held weapon after being safe for 8 seconds.
  • Changed drowning for technical reasons to allow water areas to also have passive damage (glitched in the original).
  • Light aug now lights all surfaces.
  • Medbot health screens and repair bot energy screens now refresh to show current health/energy.
  • Using a computer no longer makes you invisible to NPCs and cameras in realistic difficulty.
  • Misc:
  • “Fully Prepared” achievement can be obtained in Collectables mode.
  • Added a button to maximize the notes screen.
  • Anything that hits the skybox walls no longer spawn any effects, nor does anything get stuck into it like darts or knives.
  • Carcasses now play a sound when landing.
  • Carcasses now spawn the same size their living variant was.
  • Changed “last bullet, last chance” achievement to only work with bullet damage, to prevent it being awarded from mini-crossbows or projectiles.
  • Changed “F12” to “Augmentation Slot F12” in keyboard settings.
  • Changed Biomod MissionNames.
  • Datacubes now become grey when used.
  • Dead fish no longer weigh as much as a fully grown human.
  • Decorations now rotate to their velocity when thrown.
  • Disabled plasma/fire effects spawning on objects if fired by AI.
  • Drinks now leave liquid on the ground when destroyed.
  • Enabled verbose Triad lines.
  • Fixed “In and Out” achievement.
  • Fixed “Vive la France” and “Arachnophobia” achievements.
  • Fixed being able to pick up chairs that people are sitting on.
  • Fixed cloaking with HDTP NPCs not using the white static texture.
  • Fixed crash to desktop if a medbot/repair bot is destroyed while you use it.
  • Fixed crashes when playing on Windows XP.
  • Fixed flares causing explosives to go into a constant exploding loop.
  • Gave the Secret Service voices.
  • Grenades and throwing knives can no longer be reloaded.
  • Helicopters and Jock now gib their pilot when they explode.
  • NPCs now look at the player for a few seconds when they walk past.
  • NPCs now play the panic animation if they don’t have a dance animation (HuRen already does this).
  • Plasma no longer drains energy in god mode.
  • Smoke from the incense burner now follows it when moved.
  • Updated notes page to allow space for French translation.

New in Deus Ex: Revision 1.3.0.1 (Nov 13, 2017)

  • Training:
  • Destroying Private Winslow’s body completely now awards the “Off to a Great Start” achievement, allows it to be completed in Vanilla.
  • UNATCO HQ (First Visit):
  • Fixed the softlock at Carter in Ninja Mode.
  • Updated the book of augmentations to have correct info in Biomod. Also fixed a typo in the vanilla version.
  • Hell’s Kitchen (NSF Warehouse):
  • Jock now flies in, spawns Gunther when he lands, NSF shoot at him when he leaves.
  • New York Majestic 12 Facility:
  • Greatly improved pathing.
  • Fixed that box under the command centre stairs.
  • Fixed the detention cells, along with collision for the cell windows.
  • UNATCO HQ (Final):
  • Added username requirement demiurge to Manderley’s computer for the Gunther killphrase, and zeitgeist to Gunther’s computer, to hide the fact about the killphrases for him.
  • Wan Chai Underground Mall & Lucky Money:
  • Made the Red Arrow more allied to each other.
  • Versalife:
  • Fixed mini-fridge collision at Versalife.
  • Tonnochi Road:
  • Fixed May Sung so she actually has reactions.
  • Hell’s Kitchen (Final):
  • Fixed being able to get into the subway by picking up the barricades.
  • Brooklyn Naval Shipyards (Interior):
  • Fixed the front security camera turning itself back on if you helped Vinny and the camera was off.
  • Metro Station near Cathedral du Paynes:
  • Police no longer try to fight you for breaking into the cafe.
  • California Gas Station:
  • Jock now flies in, fires missiles at the gate, AI shoots at him during exit.
  • Modifiers:
  • Collectables Mode:
  • Now shows if a level is complete or still has a collectable to find in it.
  • Fixed it showing “COLLECTABLE MISSED” when changing levels.
  • Fixed collectable HUD errors on level transition.
  • Also added a message if it appears during a chapter outside of 1-15.
  • Disabled CheatView in collectables mode.
  • Matrix Mode:
  • Added effects to dying Matrix agents.
  • Added a green tint to the game when playing in Matrix Agents modifier.
  • MiB Matrix agents now only explode on hard difficulty.
  • Matrix agents now revert to their original corpse when dead.
  • Dying enemies don’t transform into Matrix agents.
  • Fixed issues with Hall of Mirrors mode if using HDTP.
  • Survival:
  • Allowed the player to choose a wave to start on in survival.
  • Fixed “Clone Wars” achievement not working in survival.
  • Gameplay:
  • Anna now cloaks immediately in chapter 4/5 on realistic.
  • EMP damage disables ADS aug on Simons briefly.
  • Fixed the rotation of AI laser sights not being properly updated.
  • Synthetic Heart no longer boosts augs past their max level in HuRen (like level 2 IFF/infolink).
  • Weapons that are destroyed (LAWs, grenades) now deactivate their scope and lasers before destruction.
  • Misc:
  • All voice lines now lip sync.
  • Allowed horizontal scrolling in the log menu.
  • Birds can now be set on fire.
  • Decorations now drip water too, and their water has the vertical momentum imparted.
  • Elevators now close between level transitions.
  • Fixed “a Ancient Sword” instead of “an Ancient Sword” when picking it up.
  • Fixed “Game is not pauseable” message even though it was.
  • Fixed “Plain and Simple” achievement being broken.
  • Fixed some weapons being rendered twice.
  • Fixed the accidental crash on first run about the game not finding the file Core, due to a faulty configuration file.
  • Flies now die when entering water.
  • Improved performance of fire that hit walls.
  • Prevented footstep sounds from playing when going from Running to Crouched.
  • Reduced the intensity of Jock’s shadow.
  • The small security bot now has shells that spawn out of each of its four guns.
  • Water drops now have a less obnoxious sound when they are assimilated by water and have a smaller impact ring.

New in Deus Ex: Revision 1.3 (Oct 20, 2017)

  • Liberty Island (First Visit):
  • The rifle from Paul now has one accuracy mod applied to it, the mini-crossbow has two.
  • Free Clinic (All):
  • Fixed a bad pivot point on a door.
  • Free Clinic (First Visit):
  • Fixed the receptionist’s desk being glitchy.
  • Underworld Tavern (All):
  • Added bar taps to the bar.
  • Underworld Tavern (First Visit):
  • Fixed the vanilla combat music.
  • Hell’s Kitchen (NSF Warehouse):
  • Ordered the terrorists inside the warehouse to run when the generator starts blowing up.
  • Fixed part of a table being missing.
  • Chapter 3:
  • Toilets, urinals, and faucets will no longer work while the water is turned off.
  • Airfield / Hangar:
  • Added an exit directly to the helipad.
  • Chapter 4:
  • The player can no longer be gibbed when about to be captured.
  • Ton Hotel (Second Visit):
  • Fixed JoJo not leaving during the raid.
  • JoJo no longer activates alarms.
  • New York Majestic 12 Facility:
  • Fixed a softlock in “World’s Most Wanted” mode if Anna is still alive.
  • Fixed some of the reactions of the MJ12 troops.
  • Hong Kong (Arrival Cinematic):
  • Improved the entering scene.
  • Wan Chai Market (Compound Area):
  • Changed the monk in the temple to stand just in case he blocks one of the triad leaders from spawning.
  • Fixed Louis Pan not despawning after the alliance.
  • Made Max Chen and Gordon Quick use their own barks, instead of generic Triad member lines.
  • Tonnochi Road:
  • Fixed the elevator doors being pickable.
  • Wan Chai Underground Mall & Lucky Money:
  • Max Chen’s conversation with his body guards no longer plays if they’re both dead.
  • Versalife:
  • Gave the WiB a new skin.
  • Fixed Hundley having a typo in his name.
  • Versalife Advanced R&D (Level 1):
  • Changed the first GEP gunner to use WP rockets on realistic.
  • Free Clinic (Final Visit):
  • Fixed the receptionist desk not having the open area below it.
  • The bums now display their names when told.
  • Brooklyn Naval Shipyards (Interior):
  • Gave three enemies new skins.
  • PRCS Wall Cloud:
  • Gave the MiBs new skins.
  • NYC Cemetery:
  • Jock now flies into the level instead of suddenly appearing.
  • Paris High-Rise near Denfert-Rochereau:
  • Killing Aimee now removes her goal immediately.
  • Paris Streets (Near Denfert-Rochereau):
  • Fixed the key to the catacombs being unobtainable.
  • Made the SaxBomb cheat available here.
  • Denfert-Rochereau Metro Station:
  • Added names to the camera views at the metro.
  • Paris Catacombs:
  • Gave Agent Hela a new skin.
  • Cathedral du Paynes:
  • The bots will continue moving when not seen.
  • Using the killphrase on Gunther and then attempting to knock him out will still kill him.
  • Metro Station near Cathedral du Paynes:
  • The lockers now have light on the inside.
  • Breaking into the café makes the cops hostile.
  • Fixed the ATMs having the wrong PINs.
  • Vandenberg Air Force Base:
  • Added an area inside the ammunition storage.
  • The friendly military bots can no longer be woken by walking on the roof of the building.
  • Fixed the friendly military bots not patrolling the level.
  • California Gas Station:
  • The conversation from the MiB about killing Tiffany no longer plays if she’s already dead.
  • Pasadena Ocean Lab:
  • Removed the karkians that are after the 5690 door.
  • Made the adult karkian after the construction area able to leave the room.
  • Missile Silo near Pasadena:
  • Changed Howard Strong’s barks to be random. (Were previously cycled and most were never heard)
  • Added medkits on level 3 as a reward for dealing with the spiderbots.
  • Area 51 (Surface):
  • The infolink about the sniper in the tower will now always play if Jock doesn’t die.
  • Removed the useless security console from the old sniper tower.
  • Area 51 (Sector 3):
  • Fixed missing infolinks.
  • Area 51 (Sector 4):
  • Fixed a glitch vent.
  • Fixed missing infolinks.
  • The Aquinas Router door now stays open.
  • Animated Main Menus:
  • Added a version of chapter 1 animated menu.
  • Fixed the vanilla music not working on some of the animated main menus.
  • Survival:
  • Moved MJ12 wave from wave 66 to wave 76.
  • Added Presidential wave at wave 66.
  • Added new MiBs, MJ12, and Secret Service to survival.
  • AI will now teleport past wave 600.
  • Fixed SuperWiBs always replacing regular WiBs if playing in Vanilla mode.
  • Fixed Jock having the wrong sound.
  • Fixed the game freezing if trying to spawn an enemy at a non-existent spawnpoint.
  • Fixed the UC survival not cleaning the whole level of items.
  • Lowered the file size of the Ocean Lab survival.
  • Made dobermen spawn on all maps instead of just cathedral.
  • The ammo crates now give all weapons in your inventory max ammo for ammos you have already found.
  • Modifiers:
  • I Am The Law: all enemy weapons are replaced with LAWs.
  • Omnivision: AI can see you from any angle.
  • Ninja Mode: you start with both cloaks and both leg augmentations, low-tech weapons only, disables achievements.
  • 24 Hour Game: you have 24 (real time) hours, starting from game start to complete the game, includes time when game is closed.
  • Collectables Mode: a collectable appears on each level, bonuses awarded for finding each, find all 75 for an achievement.
  • Penetrating Explosives: explosive damage isn’t stopped by walls and will damage things on the other side.
  • Matrix Mode Agents: After seeing someone and then losing vision of them, they will turn into a hostile MiB.
  • No Jumping: no jumping allowed, except when leaving the water.
  • Gameplay:
  • Activating the scope without a weapon equipped will activate binoculars if some are in the inventory.
  • Added a functional aim bot, leech and radiation discharge augmentations for cheaters.
  • Allowed grenades to be planted on the floor.
  • Buffed flare dart damage to 10 and increased lifespan to 4 minutes in Normal mode.
  • Can now have three quicksaves at a time.
  • Changed the conditions for picking up decorations, respecting the weight of the stuff on top of them instead of immediately being unable to pick up anything with another actor on it.
  • Destroyed cars now block the AI’s sight.
  • Dying NPCs should no longer block movement or attacks.
  • Energy shield now prevents the player from catching fire at level 4/5.
  • Fixed being able to unload a sniper rifle clip in half a second.
  • Fixed burning robots and animals being near invincible as they regenerated health.
  • Fixed NPCs using batons against robots.
  • Fixed robots reactivating if hit by a scrambler grenade while disabled.
  • Fixed some terrorist bark subtitles.
  • Fixed the player not bringing out the desired item after using a one-use weapon.
  • Having no room to pick up food items will just use them immediately when trying.
  • Having your spydrone destroyed by an enemy’s ADS augmentation will now automatically turn off your spydrone aug.
  • Increased giant spiderbot speed on realistic.
  • Increased the amount of time it takes for unconscious animals to drown.
  • Kills done via a long burn will now be tied to the person who caused them.
  • Made the on screen tutorial for Biomod’s tracking aug appear when you need it instead of only after you correctly use it.
  • Max level microfibral muscle will now prevent you from automatically dropping held objects when damaged.
  • Melee weapons can now repeatedly attack if the attack button is held down.
  • Napalm now burns any surface it contacts.
  • Pointing a weapon at a friendly AI, if they can see you, will now make them tell you off.
  • Restructured the ammo system to display names based on the ammo type, e.g. “ROCKETS” instead of always “ROUNDS”, and “CLIPS” to something more fitting for the ammo.
  • Synthetic Heart is now a free passive aug in ‘Normal’ mode, fixed using it with the Spydrone.
  • Targeting aug will now display the EMP health of robots along with their normal health.
  • The AI is more likely to use explosives against robots.
  • The AI will no longer give up searching after opening a door and will now continue to fire at you as the door opens.
  • The AI will no longer try to shoot vans in realistic mode.
  • Trees and bushes now block the AI’s sight.
  • Running into an enemy while at high speed now momentarily stuns them.
  • Misc:
  • 28 new achievements.
  • Added a message for being unable to lift something due to it being on fire.
  • Added a new option to choose if the spydrone’s view becomes the primary view while the player’s becomes the secondary view.
  • Added an effect when using radar transparency.
  • Added an option to enable a 12 item object belt.
  • Added an option to display gameplay hints during load screens.
  • Added an option to use DD/MM/YYYY or MM/DD/YYYY date formats for saves.
  • Added experimental OpenAL support, if people want to try it out.
  • Added three new barks for JC that were previously unused, when using Hall of Mirrors or in Survival.
  • AllEnergy cheat now gives max energy instead of default energy.
  • AllSkills cheat now applies the swimming bonuses if in the water.
  • Brand new statue of liberty model.
  • Can now pick up animal carcasses.
  • Changed all vanilla items (and some HDTP items) to always use the correct skin colour for JC’s hand (except mini-crossbow).
  • Changed the “Make Noise” function to have different sounds.
  • Disabled achievement cheat message if playing on a mode that disables achievements.
  • Enabled the verbose idle lines for the mechanic.
  • Fixed AM/PM times being hidden by the scroll bar on the save/load menu.
  • Fixed collisions on some NPCs and animals.
  • Fixed errors when the AI had a GEP gun.
  • Fixed grenades spawning on the wrong rotation when placed on the ground or ceiling.
  • Fixed item refusal for flares.
  • Fixed Joe Greene being called Green sometimes.
  • Fixed missing aug achievements in Biomod/Shifter.
  • Fixed props not burning correctly if pushed into a burning barrel.
  • Fixed seagull feet clipping into the ground.
  • Fixed the crosshair not appearing on objects over 500ft, now increased to 3125ft.
  • Fixed the heartgun not appearing if you knocked out Gunther.
  • Fixed the ILAW not using the assault shotgun model.
  • Fixed the railgun textures.
  • Fixed the sound of charged pickups not following you when used.
  • Fixed the augmentation hum sound continuing if leaving a level with augs on and returning with them off.
  • Fixed the unrealistic button being visible on the NG+ menu, instead of hidden.
  • Fixed the WP grenade’s graphics, gave it a red HDTP texture.
  • Fixed thrown combat knives not using their HDTP settings.
  • Fixed three of the enemy JC lines being unused.
  • Helicopter enemies fly more realistically.
  • Hitting a bottle makes a glass sound.
  • Hitting a carcass makes a flesh sound.
  • Improved general performance a bit by cleaning up code.
  • Increased the FOV option from 80-92 to 80-110.
  • Jock now detonates explosives near him if flying.
  • Keypad windows now close if dying with one open.
  • Localized some text so it can be translated.
  • Lowered the music during the intro cutscene.
  • Made AllAmmo cheat respect the max amount of grenades that Biomod’s demolition skill allows.
  • Made weapons display their clip size as their reload count or the max ammo of the currently loaded ammo, whichever is smallest.
  • New HDTP skin for the sniper rifle.
  • NPCs talking to themselves will no longer randomly rotate to face the sky.
  • Obtaining another copy of a key that you already have from a corpse will no longer display it in the items received window.
  • Placing an item on another item of the same size in the inventory will now switch their positions.
  • Randomized fish sizes.
  • Right clicking a non-usable door will put your weapon away instead of doing nothing.
  • Some NG+ enemies have different appearances compared to the regular enemies.
  • Swimming in water now makes you drip water when you leave.
  • Taking damage that the energy shield aug reduces will now create a shield effect like NPCs (visible in mirrors).
  • The AI will no longer talk if their head is underwater.
  • The AI will now correctly say lines depending on flags, examples being Gunther’s unused cathedral lines, UNATCO no longer talking about Manderley or calling you a rookie post chapter 5.
  • The crosshair is now shown on trees and cacti instead of showing the target behind them.
  • Targeting augmentation now doesn’t show targets behind trees, etc.
  • The palettes of crates no longer have an invisible underside.
  • The telephone answering machine no longer blinks and beeps when reading a message.
  • Toxin blade can now press buttons too.
  • Trees no longer have leaves while it’s snowing.
  • Weapons now point at where their laser is pointing, if they have one.

New in Deus Ex: Revision 1.2.2 (Jul 24, 2017)

  • Liberty Island (First Visit):
  • Redesigned Gunther’s conversation so you can choose which weapon you give him. Also including the assault gun and stealth pistol options in NG+.
  • UNATCO HQ (All):
  • Changed the interrogation room doors to require a hand scanner to open, instead of being automatic.
  • The breakroom door is now breakable.
  • The turrets in the armoury no longer shoot at you or UNATCO in Crazed Turrets mode.
  • UNATCO HQ (First Visit):
  • Made a conversation line that sounds like you were aggressive only play if you were.
  • Minor details; the TVs in JC’s office and the breakroom, along with the whiteboard now slightly reflect light.
  • Battery Park (First Visit):
  • The triggers for the ambrosia can no longer be triggered from underneath the dock.
  • Fixed a woman having a man’s voice.
  • As the food that you give the kids is immediately eaten, it cannot be picked up from their dead bodies.
  • Hell’s Kitchen (First Visit):
  • Alex will commend you if you deal with Jonny without any violence.
  • Paul’s infolink in Osgoods’ no longer plays.
  • Trying to buy Sandra will now actually cost 200 credits instead of 100 previously, just like the conversation says.
  • Fixed some terrorists having two knives.
  • Underworld Tavern (All):
  • Reduced the size of the bar so Shea can be talked to from the other side.
  • Hell’s Kitchen Sewers (First Visit):
  • Changed the lab/barracks area.
  • UNATCO HQ (Second Visit):
  • Fixed some objects on slanted surfaces not being angled to the surface.
  • LaGuardia Airfield (Helibase):
  • Lowered the ambient volume of the turrets above the water.
  • Fixed a floating cigarette machine.
  • LaGuardia Airfield:
  • Fixed moon texture.
  • Made skybox clouds animated.
  • The doors and lockers inside the barracks now have metal fragments and sounds instead of wooden ones.
  • Fixed the NG+ divers not getting removed at mission end.
  • LaGuardia Airfield (Hangar):
  • Made it impossible to skip Gunther or Paul’s infolinks.
  • Prevented the player from being able to stand under the lower engines as view bob would clip the view inside.
  • Fixed moon texture.
  • Made skybox clouds animated.
  • Changed Revision conversation music to new version.
  • The terrorists will now shout at you if you shoot weapons near them.
  • UNATCO HQ (Third Visit):
  • Fixed some objects on slanted surfaces not being angled to the surface.
  • Ton Hotel (Second Visit):
  • Redesigned Gilbert’s conversation so you can choose which of the five weapons you give him.
  • New York Majestic 12 Facility:
  • Added a prod at the start on easy/normal.
  • Added the Maintenance Entry camera to the security console inside.
  • The amount of combat knives you have no longer resets when captured, in Biomod/Shifter.
  • UNATCO HQ (Last Visit):
  • Changed Miguel to always be called Miguel.
  • Fixed being able to take the sniper rifle at the gun range without opening its container.
  • Liberty Island (Last Visit):
  • The unused original outro music now plays here.
  • Changed Miguel to always be called Miguel.
  • Hong Kong:
  • More texture fixes regarding text.
  • Wan Chai Underground Mall & Lucky Money:
  • Ling goes back to her start if you try to go somewhere where she’s not allowed with her, intended in the original game but missing the trigger for it.
  • Versalife Advanced R&D (Level 2):
  • Fixed a typo in the Nanotechnology Researcher’s name.
  • Aligned the UC exits.
  • Ton Hotel (Final Visit):
  • Ordered the lobby riot cops to patrol paths similar to what was intended in the original, but didn’t happen due to glitches.
  • Brooklyn Naval Shipyards (Interior):
  • Enemies are now deaf while the klaxon plays.
  • Changed a security console from Hong Kong to China.
  • PRCS Wall Cloud:
  • The fire grates now burn things in front of them. Also fixed the textures for them.
  • Enemies are now deaf while the klaxon plays.
  • Graveyard:
  • Fixed the gatekeeper’s door being too high.
  • Paris Catacombs:
  • Fixed being able to get stuck at one of the caved in doors.
  • Fixed Agent Hela’s animation for holding the LAW.
  • La Porte de l’Enfer:
  • Fixed floating items.
  • Cathedral du Paynes:
  • Fixed a typo in a datacube.
  • California Gas Station:
  • The door holding Tiffany now opens towards the wall instead of into the room, this also stops her from closing the door on you.
  • Lowered the strength of the hatch on the roof of the building holding the repair bot from 50 to 13.
  • Changed the outro so Jock is more animated.
  • Submarine Base near Pasadena:
  • Added infolink.
  • Missile Silo near Pasadena:
  • Changed the sniper and dogs to not move until you leave the starting area, allowing you to save before attacked.
  • Chapter 15:
  • Increased the volume of two Revision tracks slightly.
  • Renamed these maps.
  • Area 51 (Surface):
  • Jock no longer dies if; you talked to Ray, talked to Everett about Ray, talked to Jock about the bomb and had it removed, and left the level without killing Ray.
  • Area 51 (Sector 2):
  • An infolink plays giving you the code to the doors if you skipped Everett’s conversation.
  • Area 51 (Sector 3):
  • Fixed a typo in a skill award trigger.
  • Area 51 (Sector 4):
  • The spiderbots can now open the automatic doors and don’t get stuck on the small ramps next to them.
  • Improved the pathing of the upper grays.
  • (Ending) Party!:
  • Fixed being unable to exit on this map without using the command line.
  • Survival:
  • After wave 50, all new WiBs will be upgraded to SuperWiBs which can use two-handed weapons.
  • Gameplay:
  • Added SacrificeAchievementCheck command to allow you to find out when and why the Unavoidable Sacrifice achievement was failed, will only work if failed on this version or later.
  • Added physics for explosions hitting indestructible crates.
  • AI will now react to a weapon’s laser on realistic.
  • Cameras now react to dead bodies on realistic.
  • Cameras now display static in security consoles when turned off. Cameras must be turned on to look around.
  • Changed the speed of the ‘put away’ animation for batons from 1.5 seconds in vanilla and 2 seconds in HDTP to 1 second for both.
  • Conversations will now display the amount of credits you have at the upper left.
  • Due to the fixed plasma damage last patch, the bonus damage against commandos has been reduced from 2.5 to 2 for plasma rifles, and 3 to 2.5 for PS20s.
  • Fixed a glitch in which picking up a weapon that had momentum would cause the weapon to fall out of the level and be deleted, even from your inventory.
  • Flares can now ignite props (but not enemies).
  • Healing while both legs are broken will now prioritize healing one of the legs before healing the rest of your body.
  • NPCs that are stunned with the riot prod while in the process of opening/closing a door will no longer go back to being unstunned when the door has finished opening/closing.
  • NPCs will no longer sit on burning chairs and will stand up when their chair is set on fire.
  • One-use weapons (LAWs, PS20s) that are on the belt will now try to find another copy of the weapon in the inventory that isn’t already in the belt and will place it in the same slot as the one that was just used.
  • Recoil on non-automatic weapons now happens with a quick kick rather than for the entirety of the firing animation. This is most noticeable with an untrained sawed-off shotgun.
  • Running into weak doors or windows will now damage them, this damage is increased with the speed and muscle augs.
  • SCUBA divers are now immune to gas and no longer turn into a t-pose when taking this kind of damage.
  • Sniper rifles now play a quick ‘zoom in’ animation before zooming in.
  • The AI will now shoot explosives you’re hiding behind if the explosion wouldn’t hurt them.
  • The AI will now shoot at any explosives around you that will damage you, as long as they don’t hurt them, and you’re on realistic.
  • The AI will now shoot windows/doors you are hiding behind if their weapon is strong enough to destroy it.
  • Updated the goals/notes page; allowed sorting of notes between datacubes, literature (books + newspapers), emails (including public terminal information), and other sources (player made and conversations). Along with this, also added the ability to search for text in all notes (this does not respect the above filters).
  • Upgrading swimming while in the water now applies the oxygen/swim speed upgrades.
  • You can now use the keyboard to select choices in conversations, use 1-9 to select choices.
  • Modifiers:
  • Multi-missile mayhem: enemies can fire multiple rockets per second.
  • Lossy Magazines: reloading causes you to lose the remaining ammo in the magazine.
  • Stay Away: being close to enemies that are trying to attack you deals damage to you.
  • Lowered the amount of damage that Short Circuit mode does.
  • Added weapon mods to crate contents for Randomized Crate Contents modifier.
  • Redesigned randomized crate contents to used weighted values.
  • Misc:
  • Added a message for trying to lock-on to a target with the GEP gun while no ammo is loaded in it.
  • Added HDTP options for medical bots and repair bots.
  • Animals can no longer eat themselves.
  • Augmentation canisters now also state which slot the augmentations inside are installed to and the information of both augs.
  • Disallowed being able to right click things while the spydrone is out in ‘Normal’ mode to prevent glitches when picking up carcasses.
  • Fixed some typos.
  • Greasels now play their unused swimming attack animation.
  • Increased the buoyancy of rat carcasses.
  • Increased the speed of the dog’s death animation.
  • Lowered the brightness of held objects.
  • Made the following items flammable: ChairLeather (in Normal mode), Flowers, Newspapers, Books.
  • Moved robot sounds to the bark system; they now have subtitles and will no longer talk while dead/dying.
  • NPCs are more likely to complain if you toggle a lamp near them.
  • Personal computers, ATMs, and public terminals (when on or turning on) now illuminate things in front of them.
  • Planting your last grenade on a wall and then looking away will no longer show a grenade in your hand.
  • Plasma now uses the old, pre-multiplayer, effects while flying through the air.
  • Rats can now swim and play their unused swimming animations.
  • Removed the 1% chance of a different main menu background, now expanded the system to have an option to enable it and added many more maps which load depending on where you last exited the game.
  • Replaced typos in Liberty Island tourism image: specail > special, serivce > service, monunment > monument, designtated > designated.
  • Restructured the energy drain rate information in ‘normal’ mode to show the base drain rates, the drain rates with augmentation upgrades installed (cloak/radar transparency) and power recirculator reducing if efficient to, and the total cost it would take it run this augmentation alongside power recirculator, assuming only these two augs were on.
  • Snow now leaves a small, brief mark on the ground when it hits it.
  • The HUD no longer reappears if closing the main menu while dead.
  • Timed autosaves will no longer happen while something is in the way (keypad, computer UI, etc), will wait until after it is closed to save.
  • Tumbleweed no longer clips into the ground.
  • Fixed the save path in ‘Normal’ mode to use the new directory structure introduced in 1.2.
  • Added the enhanced OpenGL renderer, as an alternative to DirectX 9.

New in Deus Ex: Revision 1.2.1 (May 3, 2017)

  • Training (Final):
  • Centred the UNATCO hologram.
  • UNATCO HQ:
  • Decreased the chance of being able to steal items from the cabinets.
  • Hell’s Kitchen (Second Visit):
  • Raised Jock’s helicopter so you are less likely to notice that it’s not solid.
  • UNATCO HQ (Last Visit):
  • Added computers in the armoury.
  • Hong Kong Majestic 12 Helibase:
  • Jock’s missiles are no longer detonated by ADS aug.
  • Hong Kong:
  • Fixed the police stating the Triads are at peace before the peace is finalized.
  • Attempted to fix all backwards/upside down Chinese text.
  • PRCS Wall Cloud:
  • Fixed the break room glass glitching and not breaking correctly.
  • La Porte de l’Enfer:
  • Fixed being told that you sneaked into the club even if you didn’t.
  • Vandenberg Air Force Base:
  • Fixed two doors being bigger than the hole they occupy.
  • Tunnels under Vandenberg Air Force Base:
  • Texture fixes.
  • Pasadena Ocean Lab (UC Module):
  • Fixed rendering issue.
  • Fixed floating spiderbot.
  • Fixed a vent’s pivot point.
  • Gameplay:
  • Added the option to play with the code from the original, no changes except HDTP and compatibility for Revision’s options.
  • Can only carry one pair of binoculars now.
  • Enemies now die from fall damage while on fire.
  • Fixed the flamethrower’s fire coming out of the wrong location on HDTP or level change.
  • Fixed turrets not targeting enemies.
  • Re-enabled gibbing in Biomod/Shifter.
  • Upgraded to Biomod 1.1 which contains the following changes:
  • Electrostatic discharge augmentation is now automatic instead of passive and requires energy in order to disable.
  • Microfibral muscle augmentation is now automatic instead of passive and drains energy when holding heavy objects.
  • Added an option to re-enable the crosshair when no-scoping.
  • Added an option to disable the skillpoint system (also added in Shifter).
  • Added an option to auto-save (also added in Normal, Vanilla, and Shifter. Also changed this to be on a timer).
  • Fixed smoking causing people to attack you (also added in Shifter).
  • Ballistic armor now protects from explosive 10mm shots.
  • HazMat suits now protect from burning barrels.
  • Jumping while mantling now disables the mantle.
  • Fixed the console command for toggling the crosshair when no-scoping not saving.
  • Dragging an item out of the inventory window drops it (added for Normal and Shifter).
  • The Dragon’s Tooth Sword does 100 damage instead of 20×5 if cheats are enabled.
  • Misc:
  • Added stats for total quicksaves, quickloads, and deaths.
  • Fixed “How Unprofessional”, “Whack a Mole”, and “Cover Charge” achievements.
  • Fixed a crash when pressing the ‘use’ button on an augmentation upgrade canister in Biomod.
  • Fixed HDTP holograms having invisible body parts (missing hands for Simons, missing heads for others etc).
  • Fixed not being able to give your weapons to characters (Gunther, Miguel, etc) in Biomod/Shifter.
  • Fixed not being able to select Unrealistic in NG+.
  • Fixed scissors using the wrong model and removed the ugly looking versions.
  • Flamethrowers no longer show their flame if reloading, out of ammo, or underwater. Flamethrowers also make a different sound when brought up when this flame isn’t visible.
  • Having an item refused due to the settings now gives that as the reason.
  • HDTP no longer overwrites objects to use the HDTP black model for chairs and couches etc, will now use the vanilla model if their skin is not black.
  • JC is visible if surrendering to Gunther.
  • Plastic fans now produce plastic fragments when destroyed.
  • Robots disabled by plasma now burn, in ‘Normal’ mode.
  • Texture fixes on HDTP medium security bot.

New in Deus Ex: Revision 1.2 (Apr 12, 2017)

  • Training (Combat):
  • Fixed a typo in one of Gunther’s infolinks.
  • Liberty Island (First Visit):
  • Fixed some geometry errors.
  • Increased the credits from a chest from 20 to 200.
  • UNATCO HQ (All Versions):
  • Gunther’s safe can now be opened in NG+.
  • Lowered Manderley’s desk.
  • Battery Park (First Visit):
  • Fixed the goal for saving the Battery Park hostages lingering.
  • Fixed rain.
  • Fixed door pivot point.
  • Fixed Alex playing an infolink twice.
  • The flamethrower in Castle Clinton now has a combat knife too.
  • Hell’s Kitchen (First Visit):
  • Changed a thug to be neutral.
  • Removed one of the turrets in the shop.
  • Fixed a cagelight being too far in the ceiling.
  • Free Clinic (First Visit):
  • The bums in the clinic now display their names when they tell you them.
  • Ton Hotel (First Visit):
  • Reduced the chance of missing the skillpoint bonus for rescuing the hostages.
  • The hostages no longer talk to you until their terrorist has been dealt with.
  • Hell’s Kitchen Sewers (First Visit):
  • Renamed the dead MJ12 Trooper to Paramilitary Trooper.
  • Hell’s Kitchen (NSF Warehouse):
  • Fixed the broken parts of the generator sometimes getting stuck in midair.
  • UNATCO HQ (Second Visit):
  • Fixed two of Anna’s responses to your performance being accidentally disabled due to an oversight.
  • Simons will leave Manderley’s room if you wait 15 minutes after talking to Anna.
  • Battery Park (Second Visit):
  • Prevented the player from being able to enter Castle Clinton.
  • Tunnels near the Brooklyn Bridge Station:
  • Blocked off the fake door.
  • Fixed a trigger clipping through a wall.
  • LaGuardia Airfield (Helibase):
  • Extended a vent.
  • Texture fixes.
  • LaGuardia Airfield:
  • Added patrolling helicopter.
  • Fixed a floating light.
  • Fixed the sniper alliances so they don’t attack the bots and gave them knives.
  • Fixed container textures.
  • Fixed the floating satellite dish.
  • LaGuardia Airfield (747):
  • Rotated the ambrosia.
  • Made the conference room windows one-way and tinted.
  • Fixed four of Anna’s responses to your performance being accidentally disabled due to an oversight.
  • If you kill Anna and talk to Gunther, he will run to Lebedev and kill him.
  • Hell’s Kitchen (NSF HQ):
  • Renamed Simons to “Government Official”.
  • Fixed the UNATCO responses to you not killing Lebedev not working due to oversight.
  • Hell’s Kitchen (Second Visit):
  • The riot cops react to UNATCO being attacked.
  • The UNATCO troopers that spawn before the raid can now react to sound.
  • Underworld Tavern (Second Visit):
  • Added a datacube.
  • Ton Hotel (Second Visit):
  • Added an arm aug.
  • Fixed a small bit of dialogue with Paul that was accidentally disabled.
  • Hell’s Kitchen (NSF HQ):
  • Improved pathing.
  • Gave some previously unused lines for the UNATCO storyline to some troopers here.
  • New York Majestic 12 Facility:
  • Fixed the player’s items disappearing when reloading when using the ‘clean streets’ modifier.
  • Fixed some vents using wooden fragments.
  • Fixed typos in some emails.
  • UNATCO HQ (Final Visit):
  • Fixed “A Real Hardass” being awarded in the wrong conditions.
  • Anna’s special music now also plays if she’s hostile.
  • Enabled some of Alex’s lines that were disabled due to mistakes.
  • Hong Kong Majestic 12 Helibase:
  • The assault force now reacts to sound.
  • Wan Chai Market (Compound Area):
  • Added a sign outside the temple.
  • Increased Louis Pan’s speed by 33%.
  • Tonnochi Road:
  • Fixed the ghost doors.
  • Fixed items being inside a table.
  • Wan Chai Underground Mall & Lucky Money:
  • Made it possible to hack open the club doors.
  • Ling no longer follows you after the raid if you never hired her.
  • Red Arrow should no longer fight you if you help them against the raid.
  • Versalife:
  • The civilians and cops now leave Versalife when the commandos enter.
  • Fixed a window being incorrectly positioned.
  • Versalife Advanced R&D (Level 1):
  • Added more beds to the barracks.
  • No longer lose skillpoints for killing/knocking out NPCs in Biomod.
  • Canal Road Tunnel near Wan Chai Market:
  • Lowered the height of the ATM.
  • Hell’s Kitchen (Final Visit):
  • Reordered the images that Dowd gives you so the lower decks image is the most recent.
  • Added hidden items.
  • Ton Hotel (Final Visit):
  • Removed the crying baby sounds.
  • Brooklyn Naval Shipyards (Exterior):
  • The LAM in the sewer no longer blows up the door protecting the valve.
  • Made some water transparent.
  • Brooklyn Naval Shipyards (Ventilation):
  • Klaxon now plays here, but quieter and lower pitch.
  • Brooklyn Naval Shipyards (Interior):
  • The explosions no longer throw you around if you are in the air or swimming.
  • Texture fixes.
  • Soldiers go back to where they were standing after being alerted.
  • PRCS Wall Cloud:
  • When the lights are disabled the AI should be unable to see the player while in the dark.
  • The explosions no longer throw you around if you are in the air or swimming.
  • NYC Cemetery:
  • Texture fix.
  • Small conversation change to correct what JC actually says to Dowd.
  • Paris Streets (Near Denfert-Rochereau):
  • Can now change the security bot’s alliance with the console on the communication node.
  • Improved commando reactions.
  • Denfert-Rochereau Metro Station:
  • Destroying the communication node now disables the robot.
  • Fixed computers being on top of chairs.
  • Paris Catacombs:
  • Destroying the communication nodes now disables the robots.
  • Paris Streets (Near Champs-Elysees):
  • Fixed the MJ12 troopers not having voices.
  • Fixed an area that was made inaccessible some time within the last year.
  • Cathedral du Paynes:
  • Fixed being able to get stuck at the well.
  • Fixed floating cameras.
  • Increased the amount of flares in two crates from 1 to 5.
  • Using the killphrase on Gunther now states that you failed the non-lethal achievement.
  • Vandenberg Air Force Base:
  • Improved commando reactions.
  • Tunnels under Vandenberg Air Force Base:
  • Added items.
  • California Gas Station:
  • Rotated the compass so the junkyard is to the south like Jock states.
  • Changed the map name from “Vandenberg – Gas” to “Vandenberg – Gas Station” for saves.
  • Fixed the goal for rescuing Tiffany lingering.
  • Submarine Base near Pasadena:
  • Fixed being able to get stuck in the forklift route.
  • Fixed the AI ignoring the player when returning from the lab.
  • Fixed the missile lasers.
  • Pasadena Ocean Lab (UC Module):
  • Fixed pathing.
  • Fixed being able to see through the ceiling in the vents when view-bob is enabled.
  • Fixed two misplaced brushes.
  • Mini-spiderbots are now contained until the blue lasers go off, like vanilla.
  • Set giant spiderbot to patrol instead of stand.
  • Missile Silo near Pasadena:
  • Fixed a texture being brightly lit.
  • Improved the MiB reactions.
  • Area 51 (Surface):
  • The dead mechanic in the water now floats.
  • The first military bot now plays its idle animations.
  • The first security bot is now darker.
  • Area 51 (Sector 2):
  • Fixed some troopers not having voices.
  • Fixed the gates for the elevator clipping through the ground.
  • Area 51 (Sector 3):
  • Added unused datacubes.
  • Area 51 (Sector 4):
  • Added unused datacubes.
  • Survival:
  • Added special robot waves every 126, 156, 226, 256, etc waves.
  • Difficulty increases after 150, 250, and 400 waves survived to normal, hard, and realistic respectively.
  • Enemies (excluding bosses) now disappear after 10 minutes.
  • Enemies may carry scrambler grenades past wave 28.
  • Enemies now have 100% cloak chance after wave 500.
  • Fixed being able to keep items and have unlimited skill-points.
  • Fixed being able to transfer the wave number from one map to another.
  • Karkians now prioritise attacking above eating.
  • Limited the amount of enemies on the map at once to ~75 to reduce lag.
  • Messages now appear telling you when a boss wave starts, a special wave starts, or when the helicopters and dobermans are introduced.
  • Modifiers:
  • World’s Most Wanted: everyone wants to kill you.
  • Forceful repossession: only allowed one item at a time, killing someone instantly gives you their weapon, including robots.
  • Random crate contents: does exactly what it says.
  • Instant cameras: cameras will instantly set off their alarm if they see you.
  • Invisible lasers: all lasers beams are invisible.
  • Silent lasers: lasers don’t make any noise.
  • Lethal lasers: going through a laser instantly kills you.
  • Invisible items: pre-placed items are completely invisible until picked up.
  • Randomised weight: NPCs have varied weights.
  • Randomised augmentations: all augmentation canisters have random augmentations in them.
  • Healing enemies: all NPCs heal every second, amount depending on your difficulty.
  • No saving: what it says.
  • High nerves: enemies don’t forget that they saw you and keep searching.
  • Gameplay:
  • Accuracy and recoil weapon mods can no longer be applied to weapons if they wouldn’t grant a bonus, in Biomod/Shifter.
  • Added an option to add emails to your datavault if using the login or advanced+ hacking. Also added an option to have books and newspapers automatically added.
  • Added enemies on New Game+ and the option to disable this.
  • Aggressive defensive system no longer detonates an ally’s explosives.
  • AI now reacts to injured dogs.
  • Biocells now display the correct amount of energy restored in Biomod and Shifter.
  • Buffed tranquilizer dart headshot damage.
  • Crowbars do bonus damage against doors/windows in ‘Normal’ mode.
  • Dogs now bark and alert others in the area before attacking.
  • EMP shield reduces bioelectric energy reduction from plasma attacks and stacks with the energy shield.
  • Enemies that are rubbing their eyes and then hit by a tranquilizer dart will continue rubbing their eyes instead of immediately attacking.
  • Fixed being unable to use buttons/consoles with the spydrone in Biomod.
  • Fixed getting bonus ammo from dropped weapons in Biomod/Shifter.
  • Fixed grenades being duplicated onto the ground sometimes in Biomod/Shifter.
  • Fixed pre-placed carcasses not having inventory in Hall of Mirrors mode.
  • Gave dogs the ability to jump at enemies.
  • Held unconscious bodies have a chance to die if shot.
  • Hid some stats until they’re obtained.
  • If an item is refused then it is spawned on the ground instead of kept on the body, in Normal mode.
  • Improved flare lighting.
  • Increased the lifespan of pepper spray from 1 to 1.5, in ‘Normal’ mode.
  • Items automatically deactivate when trying to drop them from the inventory.
  • Ported stats to Biomod and Shifter.
  • SCUBA divers no longer drown and continue to breathe when unconscious.
  • Sniper Rifles can no longer have range mods as they serve no practical purpose.
  • The following things now make sound the AI reacts to when used: Buttons, switches, doors/vents, faucets, hand dryers, lamps, pinball machines, showers, toilets, urinals, valves, water coolers, water fountains, coffee, pianos, vending machines.
  • The tracking augmentation can no longer track destructible surfaces, windows, or doors.
  • Wearing a hazmat suit while taking damage from a flamethrower while you have master environmental resistance no longer sets you on fire.
  • Misc:
  • 1% chance for a different main menu.
  • Added a HDTP option for spiderbots.
  • Added a possible anti-epilepsy option, disabling the flickering lights.
  • Added a tutorial for the Biomod tracking aug.
  • Added an option to change the crosshair between the vanilla and Revision version. Also added new crosshairs to chose from.
  • Added an option to quick-use medkits and biocells.
  • Added an option to switch between payphone and numpad layouts for keypads.
  • Added batons to the low-tech skill description.
  • Added HDTP version of explosive 10mm ammo (Biomod/Shifter).
  • Added infolink icons for JC in Hall of Mirrors mode to replace the old Paul ones.
  • AllAmmo cheat now updates belt to show correct amount of grenades.
  • ATMs now auto-write the max amount of money you can withdraw.
  • Augmentation canisters that would have no augmentation in them now give random augs in ‘Normal’ mode.
  • Augmentations now display their true energy rate, taking into account upgrades if the cloak or radar transparency aug, and the power recirculator aug reduction, in ‘Normal’ mode.
  • Cats once again eat even at full health.
  • Changed the description of the environmental training and demolition skill to mention the changes that Revision makes.
  • Changed the description of the regen aug to state that upgrading it increases the amount it heals, in Biomod.
  • Changed the format of the minimum damage required to destroy something from “(x min)” to “(Min: x)”.
  • Changed the pain sounds for dogs.
  • Cleaner bots no longer keep moving around if disabled.
  • Decreased the time it takes for security consoles to open.
  • Difficulty, modifiers and which chapter you start on can be changed upon restarting the game on NG+. Also added options to remove all ammo, items, skills, and augs.
  • Disabled the ‘use’ button for lockpicks, multitools, and augmentation canisters. Enabled the button for augmentation upgrade canisters and made it open the augmentations menu.
  • Dogs no longer bark while dying.
  • Doubled the health of civilian dogs.
  • Dropping datacubes no longer makes sound that the AI can hear.
  • End game achievements are no longer awarded if cheats were enabled.
  • Enemies now show an animation when breaking through windows or objects.
  • Equipable items now have ‘equip’ and ‘use’ buttons that make a little more sense regarding what they do.
  • Fixed “Fully Prepared” not being awarded if using the UI to heal.
  • Fixed challenges being instantly awarded when playing survival in Biomod.
  • Fixed credits and quotes music when viewing them from the main menu.
  • Fixed ‘Fastest Chapter 14’ stat.
  • Fixed getting softlocked if the spydrone is destroyed.
  • Fixed HDTP spiderbots having ‘PAGE’ backwards on their texture.
  • Fixed not having dialogue when having the effects channels at max.
  • Fixed Paul resurrecting himself.
  • Fixed pigeon feet clipping through the ground.
  • Fixed some nanokeys having overlapping IDs allowing them to be used in other chapters.
  • Fixed the laser mod only tracking distance up to 314ft, can now track up to approximately 1km, which is bigger than any level.
  • Fixed the magnum’s reload animation.
  • Fixed the map of the catacombs not being updated to use the image included in 1.1.1.
  • Fixed the models for GEP gun, LAW, plasma rifle, and held bodies being cut off on some FOV/resolutions.
  • Fixed the vision aug breaking during level transitions.
  • Fixed the vision enhancement and tech goggles giving people black objects like chef hats, glasses and helmets.
  • Fixed typos in HDTP newspapers.
  • Getting the incorrect code in a keypad three times closes the window, use this if you alt-tab.
  • Hacked devices now show if they are on or off, for when you “use” them.
  • Hall of Mirrors mode now gives enemies randomised skins.
  • HDTP JC now has translucent glasses instead of fully opaque.
  • In Biomod, right clicking a door with infinite lock strength no longer makes you put your weapon away and bring out a lockpick.
  • Increased the minimum distance for the AI to shoot the GEP gun to reduce the chance of them killing themselves.
  • LAMs and LAWs now display the true damage they do in their info instead of just 10%.
  • Made carcass names more reliable.
  • Mini-subs now have visible interiors.
  • Mirror reflections of characters now show their correct weight rather than inverted weight.
  • No longer make a pain sound from fall damage if the speed aug removed all damage.
  • Rats play an unused sound in ‘Normal’ mode.
  • Reworded the scrambler grenade description as the previous one incorrectly states that it forces bots to only attack other bots.
  • Right clicking the turret’s setting now allows you to cycle the options backwards.
  • The boat pilot no longer has red and blue skin.
  • The demolition skill now tells you that you can carry additional grenades in Biomod.
  • The magnum now always uses its special skin if it’s available, regardless of HDTP settings.
  • The riot prod no longer displays electricity if out of ammo or reloading.
  • The targeting aug displays a transparent box instead of a solid black one when it is too underleveled to get an image.
  • Toxin blade now makes the correct sound when killing someone in Biomod.
  • Tripled the light that napalm makes.
  • Turrets now no longer target flies, rats, fish, birds, etc.
  • Vans no longer darken with damage.
  • Viewing quotes with Revision music on now pauses the Revision music.
  • Weapon info now shows the real amount of ammo added by clip mods rather than a percentage which could be incorrect.
  • Weapon info now shows the real amount of damage a weapon does, followed by how many times it hits, in ‘Normal’ mode.
  • Weapon info now shows the real amount of damage a weapon does, if using secondary or tertiary ammo types.
  • Weapons now display the correct damage bonuses from their skill level in Biomod and Shifter, from 10%, 25%, and 50%, to 20%, 50%, and 100%.
  • You no longer make any sound if hit by a door while dead.

New in Deus Ex: Revision 1.1.3 (Dec 28, 2016)

  • Survival:
  • New gamemode.
  • Survive against unlimited enemies.
  • New enemy added: Attack Helicopters.
  • Liberty Island (First Visit):
  • Fixed some vents using the wrong fragment when destroyed.
  • Fixed the main staircase not being solid.
  • UNATCO HQ (All Versions):
  • Carter’s computer can now be accessed from Alex’s.
  • Battery Park (First Visit):
  • If leaving the map early the bonuses for finding the ambrosia are disabled. It is instead moved to Anna and the terrorists in Castle Clinton are killed.
  • Hell’s Kitchen (NSF Warehouse):
  • Fixed being able to make Jock spawn before destroying the generator if standing in a specific location.
  • Brooklyn Bridge Station:
  • Added a button for the exit door.
  • Versalife Advanced R&D (Level 1):
  • Added camera names to the security console in the command centre.
  • Wan Chai Market (Market Area):
  • Fixed being able to make the police hostile if you hugged a door.
  • Texture fixes.
  • Wan Chai Underground Mall & Lucky Money:
  • Added a bouncer which demands you pay if you enter without paying.
  • Brooklyn Naval Shipyards (Ventilation):
  • Fixed the login for the computer.
  • Paris Catacombs:
  • Fixed JC saying “be be” instead of “be” when talking to Chad.
  • Vandenberg Air Force Base:
  • Changed the login for the sniper tower computer.
  • Pasadena Ocean Lab (UC Module):
  • Map is now called “Ocean Lab” instead of “OceanLab” to match the previous level.
  • Achievements:
  • Fixed the trenchcoat achievements not working sometimes.
  • Gameplay:
  • Robots have a small delay between changing friend to foe via scrambler, rebooting.
  • Breaking an enemy’s legs now slows them down.
  • Misc:
  • Turned off the player’s laser when in conversations with the weapon out.
  • Weapons now show the distance in metres as well as feet when the laser is on.
  • Fixed a typo in the elite assault rifle’s description.
  • Fixed decal effects on doors and destructibles not appearing sometimes.
  • General error fixes which should minorly fix lag, but not be noticeable.
  • Changed poolball physics.
  • Snow replaces rain while playing near Christmas.

New in Deus Ex: Revision 1.1.2.1 (Dec 6, 2016)

  • UNATCO HQ (First Visit):
  • Fixed being stuck at HQ if using the “Unsatisfactory Hardware” modifier.
  • Free Clinic (First Visit):
  • Fixed the junkie using the wrong name.
  • Fixed the conversations between the two bums and JC at the entrance not working.
  • Misc:
  • Fixed ATMs allowing the player to login to the first account in the system if the PIN was correct, regardless of what account number was entered.
  • Fixed the HDTP issues that caused saves to break, JC’s HDTP carcasses are now the correct size and don’t float.
  • Fixed Anna, Paul, and Simons not using HDTP if their setting were set to false while overall was set to ‘all’.
  • Fixed HDTP settings for flamethrowers, sodacans, and candybars.
  • Fixed a typo in one of JC’s barks.
  • Increased the default chapter completion time from 99:59:59 to 999:59:59.

New in Deus Ex: Revision 1.1.1 (Oct 14, 2016)

  • Liberty Island (First visit):
  • Fixed two underwater BSPs.
  • Gave the sniper a voice.
  • UNATCO HQ (All Versions):
  • Fixed Gunther’s lamp clipping into his computer.
  • Fixed being able to get stuck in the interrogation room.
  • Battery Park (First visit):
  • Added an infolink if you skip Anna’s intro conversation.
  • Fixed rain.
  • Fixed and improved pathing.
  • Extended the seabed to not abruptly cut off in front of the player.
  • Moved and increased the size of a skillpoint trigger.
  • Decreased the size of a crate to stop it being destroyed by a door.
  • Decreased the size of a cigarette machine to stop it being selectable through a wall.
  • Hell’s Kitchen (First visit):
  • Fixed the shop safe stating that it’s locked, but not being pickable.
  • Fixed the two UNATCO troopers outside the Ton hotel giving 8 gas grenades instead of 3 if your inventory is full the first time.
  • Added another infolink.
  • Underworld Tavern (First visit):
  • Improved pathing.
  • Made Jock disappear from the bar after the generator is destroyed.
  • Smuggler’s Lair (First visit):
  • Fixed the player being able to get stuck behind some crates.
  • Hell’s Kitchen (NSF Warehouse):
  • Fixed textures.
  • Removed an incorrect flag trigger.
  • NYC Underground (All Versions):
  • Fixed the anti-gravity waterfall.
  • UNATCO HQ (Second visit):
  • Fixed a bad pivot point on one of JC’s cupboards.
  • Battery Park (Second visit):
  • Fixed being able to see the end of the tunnel at the level transition.
  • Brooklyn Bridge Station:
  • Fixed Lenny’s conversation for trading him zyme if your inventory was full.
  • Fixed a turnstile disappearing if looking at it in one place.
  • Fixed some doors having the wrong explosion sound and fragments set.
  • Tunnels near the Brooklyn Bridge Station:
  • Changed a man’s name from “MolePerson” to “Mole Person”.
  • Terrorists that were attacking the player as they surrendered will now follow the player suspiciously.
  • LaGuardia Airfield (Helibase):
  • Moved a crate to prevent the player getting stuck.
  • Fixed the two doors near the ambrosia having bad pivot points.
  • Fixed the cameras and turrets not being disabled after the mission is complete.
  • Fixed all the wooden doors creating metal when destroyed.
  • LaGuardia Airfield (747):
  • Fixed the tail of the plane having a slight gap, letting the player see into the hangar.
  • Fixed the mesh above the ambrosia being unsolid.
  • Made the water in the sink act as water.
  • Chapter 4:
  • Fixed the toolbelt getting cleared and drugs/poison stopping if returning from Battery Park back to the street.
  • Liberty Island (Third visit):
  • Moved objects on the map to reduce file size.
  • UNATCO HQ (Third visit):
  • Removed a glitchy dart.
  • Fixed two of Alex’s monitors being fused.
  • Fixed a bad pivot point on one of JC’s cupboards.
  • Hell’s Kitchen (Second visit):
  • Fixed the shop safe stating that it’s locked, but not being pickable.
  • Fixed the bar doors being incorrectly positioned.
  • Fixed the thugs not having a voice.
  • Fixed a door having a one unit gap between it and the wall.
  • Underworld Tavern (Second visit):
  • Improved pathing.
  • Smuggler’s Lair (Second visit):
  • Fixed the player being able to get stuck behind some crates.
  • Ton Hotel (Second visit):
  • Fixed the game counting Paul as always alive if the player moved to Paul’s door.
  • Fixed the game checking if the remaining troops were less than 2 instead of equal to or less than two.
  • Fixed the “What a shame” conversation to play the intended way. It now only plays when Jojo kills Gilbert Renton and then the player kills Jojo.
  • Hell’s Kitchen Sewers (Second visit):
  • Added an infolink if you travel to the sewers before talking to Paul.
  • Hell’s Kitchen (NSF HQ):
  • Fixed some windows being out of their frames.
  • Fixed invisible collision near the bus stop.
  • Fixed pigeons from spawning in the sewer.
  • Centred the windows of the new area.
  • Added more blocks near the railway to prevent the player leaving the map.
  • Battery Park (Last visit):
  • Added new music for when fighting Gunther.
  • Added new music for when fighting Anna.
  • Chapter 5:
  • Miguel now spawns in the next map if near the player.
  • New York Majestic 12 Facility:
  • Fixed karkians not becoming hostile if their doors were opened with the security console instead of the buttons.
  • Miguel runs further to the exit than before.
  • Miguel no longer attacks MJ12 if waiting unless he is attacked first.
  • UNATCO HQ (Last visit):
  • Made the level easier on realistic.
  • Added new music for when fighting Anna.
  • Miguel runs for the exit now.
  • Liberty Island (Last visit):
  • Made the level easier on realistic.
  • Miguel now plays his outro as long as he is near Jock, rather than needing him to be following.
  • Hong Kong Majestic 12 Helibase:
  • Added another trigger to make Jock fire his missiles.
  • Wan Chai Market (Compound):
  • Increased the size of the teleporters to the market to prevent players from bypassing them.
  • Fixed floating signs.
  • Fixed some blocks being inside a wall.
  • Fixed brushes overlapping and causing issues.
  • Changed a bot to not go into stasis.
  • Lowered file size.
  • Tonnochi Road:
  • Fixed floating objects.
  • Expanded the map by adding the Queen’s Tower bathrooms.
  • Canals near Wan Chai Market:
  • Fixed J.C. sometimes not confirming that he’d been to the dead scientist’s body.
  • Fixed the walkway connecting the freezer to the tunnel using carpet sounds instead of metal ones.
  • Wan Chai Underground Mall & Lucky Money:
  • Moved a man in the club.
  • Fixed a computer having the incorrect logins and emails.
  • Fixed floating alarm panels.
  • Hell’s Kitchen (Last visit):
  • Fixed JC floating during the outro cutscene.
  • Made the mobile communication nodes disable the bots when destroyed.
  • Hell’s Kitchen Sewers (Last visit):
  • Added an infolink.
  • Brooklyn Naval Shipyards (Exterior):
  • Fixed a soldier having the wrong tag set.
  • Added a new model for the friendly guards.
  • Brooklyn Naval Shipyards (Interior):
  • Added a new model for the friendly guards.
  • PRCS Wall Cloud:
  • Fixed a door having an incorrect pivot point.
  • NYC Cemetery:
  • Changed the requirements of “Unearthed Horrors” achievement.
  • Paris High-Rise near Denfert-Rochereau:
  • Added exploration bonus.
  • Paris Streets (Near Denfert-Rochereau):
  • Fixed the gates stating that they’re locked, but not being pickable.
  • Paris Catacombs:
  • Fixed the map of the catacombs showing the entrance as being in the wrong room.
  • Fixed the music briefly playing the cathedral theme if switching from Revision to vanilla music.
  • Fixed a floating dart board.
  • Fixed the security bots going into stasis if they went too far away on their patrol.
  • Made the exit of the catacombs slightly easier to find.
  • Paris Streets (Near Champs-Elysees):
  • Fixed the sax version of the music having a bad loop.
  • Fixed floating plants in the hostel.
  • Fixed floating phones in the hostel.
  • Fixed many textures.
  • Fixed a bad pivot point on the gate to the club’s courtyard and made the AI able to open it.
  • Fixed pathing.
  • Fixed a hidden BSP error.
  • Fixed the rain not displaying while indoors.
  • Extended road markings to the entire road.
  • Cathedral du Paynes:
  • Added new music for when talking to or fighting Gunther.
  • Moved the some infolinks to the metro.
  • Replaced some blue lasers near the bridge with red ones.
  • Changed a door’s strength and threshhold values.
  • Fixed incorrect texture in a door arch.
  • Fixed a floating painting.
  • Added button to other side of Gunther’s blast door.
  • Metro Station near Cathedral du Paynes:
  • Moved some infolinks around.
  • Moved a cop so that he isn’t shown between level transitions and doesn’t become simultaneously dead and alive at the same time.
  • Vandenberg Air Force Base:
  • Added title names to the camera views.
  • Added furniture on level 1 inside the main building.
  • Set Tony Mares to run to Tong at the end of the mission.
  • Lowered the ambient sound of the plants inside the main building.
  • Fixed Stephanie Maxwell’s conversation again.
  • Tunnels under Vandenberg Air Force Base:
  • Fixed pathing.
  • Fixed a broken light.
  • Fixed many textures.
  • Made the map more stable overall.
  • Submarine Base near Pasadena:
  • Added flasks.
  • Fixed a missing space in a nanokey’s description.
  • Fixed a glitchy window causing many rendering errors when looked at.
  • Fixed the welding sound not turning off after returning.
  • Fixed textures.
  • Fixed cupboard pivot points and changed both to open when one is used.
  • Changed the laser emitter for the welder to be invisible.
  • Enabled the unused outro cutscene.
  • Pasadena Ocean Lab:
  • Added another infolink trigger for an alternate route.
  • Missile Silo near Pasadena:
  • Improved pathing.
  • Fixed a brush extending too far in the launch command.
  • Fixed the TNT detonating when the door is opened.
  • Fixed floating lights.
  • Fixed grass disappearing if standing in one place.
  • Area 51 (Surface):
  • Added more blocks to prevent the player from easily leaving the map in some areas.
  • Fixed some lights in the comm building.
  • Fixed being able to walk through a fence in one area.
  • Area 51 (Sector 2):
  • Fixed an invisible locker.
  • Fixed textures.
  • Gave the sniper at the bridge a sniper rifle with a laser and silencer mod attached.
  • Changed the music when fighting Simons.
  • Area 51 (Sector 3):
  • Fixed the GEP gunner to be out of sight when loading the level on realistic.
  • Fixed textures.
  • Fixed some stairs having floating poles.
  • Expanded map.
  • Added camera names to the security console.
  • Added more flares to a crate.
  • Added a ladder to the Northwest vat.
  • Increased the size of an achievement trigger.
  • Area 51 (Sector 4):
  • Fixed Bob Page not having a name.
  • Fixed some vents with a bad pivot point.
  • Fixed a commando not being allied to the rest of the troops.
  • Changed the beds in the clone tank room to have the same style as the ones in the medical room.
  • Changed the troopers to be unable to open the Aquinas Substation Door.
  • Gameplay:
  • Added “Small Items” modifier, changing all weapons to be 1×1 in size, but disabling some achievements.
  • Added “Return Damage” modifier, where all lethal damage done to enemies is also returned to the player.
  • Added “Short Circuit” modifier, dealing damage if augs are turned on.
  • Added “No augs” modifier, disallowing the installation of augmentations.
  • Added “Sudden Death” modifier, in which any damage from an NPC kills you.
  • Added “Limited Ammo” modifier, where any weapons and ammo can only be obtained from NPCs.
  • Added “Fatal Cameras” modifier, where any alarms set off by cameras will cause you to explode.
  • Added the assault heartgun as a secret collectable in Normal gamemode.
  • AI now reacts to unconscious bodies as well as dead ones.
  • Cameras no longer go into stasis when far away.
  • Changed bosses to not drop their weapons (particularly Gunther).
  • Changed knocked out MiBs/WiBs to be able to be detonated if killed afterwards.
  • Changed the plasma rifle in Normal gamemode: Plasma can now damage cameras, turrets, and alarm panels. Plasma will disable bots instead of damaging them. Plasma deals extra damage to commandos. Plasma will drain your bioenergy. Plasma rifle now glows slightly when equipped.
  • Fixed the scope on the rail gun and precision rifle not being thermal vision in Biomod/Shifter.
  • Grenades now detonate on contact with enemies at master demolitions skill level on ‘Normal’ gameplay mode.
  • Increased the height that bipedal robots can climb, particularly for kerbs.
  • Lasers can be bypassed by using both the cloak and radar transparency augmentations at the same time.
  • Military bots can now crush any bodies they stand on and kill/destroy them.
  • Misc:
  • Added 14 new achievements.
  • Added localized strings for the Spy Drone augmentation.
  • Added prototype non-Steam stat tracking in “Normal” gamemode, use the command ‘Displaystats’ with the optional arguments ‘Items’, ‘Animals’, ‘Robots’, ‘Humans’, ‘AIcombat’, ‘Playercombat’, ‘Grenades’, ‘All’.
  • AI now plays their “out of ammo” lines, when switching to their melee weapons.
  • Fixed “Critic” achievement for Biomod/Shifter.
  • Fixed “Mankind Divided” being awarded in incorrect circumstances.
  • Fixed “Ready for Action” and “Infiltrator” achievements not triggering if the conditions are met from looting a body.
  • Fixed “The Fall” achievement from being awarded from animals.
  • Fixed a typo in the augmentation canister’s description.
  • Fixed animal carcasses being unable to be killed after being knocked out.
  • Fixed Anna Navarre and Walton Simons having glitchy textures if their cloak is turned off while using the HDTP models.
  • Fixed barrels spawning their smoke when destroyed by fire/plasma.
  • Fixed being unable to drop items while something is highlighted in game.
  • Fixed being unable to quick switch to the ancient sword in Biomod/Shifter.
  • Fixed birds flapping around while dying.
  • Fixed carcasses losing some of their stats when picked up.
  • Fixed crates sometimes spawning their contents in a wall, and thus giving nothing.
  • Fixed Maggie Chow’s body not using both positions.
  • Fixed the firing and reloading animations from playing while dying.
  • Fixed the game not resetting the achievement flags when starting a new game.
  • Fixed the magnum not displaying its correct graphics (Shifter and Biomod).
  • Fixed the player keeping their inventory if starting a new game while dead.
  • Fixed vans blowing up upon contact with flames.
  • Removed the hardcoded names for fish carcasses to allow for translation.
  • Terrorists bleed more and children bleed less when dead.
  • The ancient sword no longer glows while on the ground.
  • The assault heartgun no longer causes enemies to bleed, now has a steady glow instead of a flickering one, and uses the HDTP model instead of the standard one.
  • The cloak augmentation and thermoptic camo now makes the player look invisible.
  • Updated French translation.

New in Deus Ex: Revision 1.1.0.1 Hotfix (Aug 19, 2016)

  • Achievements:
  • Fixed “Death From Above” achievement.
  • Fixed “Catch the Train” achievement.
  • Fixed “Always Something New” achievement.
  • Fixed “How Loyal is a Hungry Turret” being awarded on rat kills.
  • Fixed a logic error with “Regrettable Actions”.
  • Changed “Rules of Nature” to not be awarded from bots that were disabled via security consoles.
  • Added 26 achievements.
  • Training:
  • Fixed title music playing at the same time as the training music.
  • UNATCO HQ (First Visit):
  • Fixed a goal stating that the break room is on level 2 instead of 1.
  • Battery Park (First Visit):
  • Fixed a broom’s collision sticking out of a wall.
  • Underworld Tavern (First Visit):
  • Beer stolen from the freezer can now be given to Jock.
  • ‘Ton Hotel (First Visit):
  • hanged the lights in the elevator shaft to be disabled if the laser power is turned off.
  • Removed sounds at a door.
  • Made the downstairs terrorist hostile if someone leaves the room.
  • Smuggler’s Hideout (First Visit):
  • Fixed the description of the nanokey given by Smuggler having a typo.
  • Hell’s Kitchen Sewers (First Visit):
  • Fixed being able to walk through a laser.
  • Hell’s Kitchen (NSF HQ):
  • Fixed the STOP signs having misaligned textures.
  • Fixed an unsolid awning.
  • Hong Kong Majestic 12 Helibase:
  • Fixed a geometry error.
  • Gameplay:
  • If playing on “Normal” mode on realistic, enemies that die while holding grenades will now have their grenades drop and detonate.
  • Bosses now attack if attacked first.
  • Misc:
  • Fixed email typos.
  • Changed it so Paul doesn’t have his shield augmentation in chapter 4.
  • Optimized some textures to use more colors and take less space.

New in Deus Ex: Revision 1.1 (Aug 16, 2016)

  • Liberty Island (All Versions):
  • Fixed two backwards textures.
  • Liberty Island (First Visit):
  • Fixed a hole in a wall.
  • Fixed being able to see through a wall from a certain angle.
  • Fixed a wall not having a texture.
  • Fixed invisible solid collision at the starting dock and a bench next to it.
  • Fixed Kaplan giving all of his pistol ammo when you buy it.
  • Fixed a container using wooden fragments instead of metal ones.
  • Fixed the glass windows at the starting shack making incorrect sounds when destroyed.
  • Fixed rain not being visible from inside the statue.
  • Increased the size of the skill-point bonus for entering the COMVAN.
  • Changed Kaplan to give 12 bullets instead of 24 when buying 10mm ammo from him.
  • Changed Kaplan to use an assault rifle instead of a pistol to fix the above.
  • Changed the stairs so they connect with the walls.
  • Added a biocell.
  • Added a reload mod.
  • Added 10mm ammo.
  • Added handling if the player doesn’t have room to obtain a weapon from Paul at the start.
  • Many, many texture fixes.
  • UNATCO HQ (All Versions):
  • Expanded map.
  • Battery Park (First Visit):
  • Fixed some textures in the subway.
  • Fixed the level not using its own vanilla music.
  • Moved a skillpoint trigger from the centre of the subway to the doors.
  • Changed Alex’s subway warning infolink to not play if you clear the subway before it plays.
  • Hell’s Kitchen (All Versions):
  • Fixed Smuggler’s intercom being spelt “Intercomm”.
  • Fixed positioning on Smuggler’s intercom.
  • Extended and moved ladder to Smuggler’s front entrance so you can reach it if your legs are gone.
  • Hell’s Kitchen (First Visit):
  • Added carcass.
  • Added zyme.
  • Added a key to the NYC sewers.
  • Added flares.
  • Added soyfood.
  • Fixed crate textures.
  • Fixed glitchy phone textures.
  • Fixed pipes that were off by a few units.
  • Put the augmentation upgrade canister in a crate.
  • Unlocked an empty table drawer.
  • Lowered the minimum damage for some wood planks and windows from 5 to 3.
  • Lowered the hack strength of the keypad to the safe from 50% to 15%.
  • Increased the amount of money in the safe from 200 to 400.
  • Changed the safe to be pickable.
  • Changed the NSF thugs in the basketball court to not cause players to lose skillpoints in Biomod/Shifter.
  • Made the shop windows activate the alarm if destroyed.
  • ‘Ton Hotel (All Versions):
  • Fixed a floating control panel.
  • ‘Ton Hotel (First Visit):
  • Fixed a bad pivot point on Paul’s left bookshelf.
  • Smuggler’s Hideout (All Versions):
  • Changed the French email to use the version from the French patch.
  • Smuggler’s Hideout (First Visit):
  • Improved pathing.
  • Hell’s Kitchen Sewers (First Visit):
  • Added a new infolink for if you try to rescue Ford without going to Smuggler.
  • Removed the trooper hidden in the hallway.
  • Fixed many floating objects.
  • Fixed crate contents spawning in the wall.
  • Improved the pathing.
  • Made table in guards room larger so the computer doesn’t overhang.
  • Moved a control panel.
  • Lowered the control panel’s strength from 25% to 15%.
  • Lowered a laser emitter so you can’t crouch under it.
  • Hell’s Kitchen (NSF Warehouse):
  • Changed Alex’s infolinks to not play after the generator is destroyed.
  • Added sinks.
  • UNATCO HQ (Second Visit):
  • Fixed a logic error with Shannon.
  • Fixed Carter giving 12 clips of 7.62mm ammo, changed him to give 3 clips.
  • Increased Carter’s move speed by 50%.
  • LaGuardia Airfield (Helibase):
  • Added a backup nanokey for the sewer door.
  • Changed the water to not hurt.
  • LaGuardia Airfield (747):
  • Fixed some ugly geometry.
  • Fixed some textures.
  • Made the dual breakroom doors both open when used instead of one at a time.
  • Added a flag.
  • Hell’s Kitchen (Second Visit):
  • Fixed Jock teleporting back and flying again if walking between two locations.
  • Fixed a soldier spawning in the ground.
  • Fixed AI being unable to open Ton hotel doors.
  • Fixed the sewer manholes being slightly off where they were supposed to be.
  • Changed the indestructible wooden planks blocking Osgood and Son’s to be metal.
  • Added more triggers to the top of the Ton hotel.
  • Texture changes.
  • Improved pathing.
  • Set shop safe and keypad to 30% strength, replacing the forty with reload mod and on easy 20mm also.
  • Smuggler’s Hideout (Second Visit):
  • Changed the lighting of the red cupboard to be consistent with chapter 2’s.
  • ‘Ton Hotel (Second Visit):
  • Changed the cleaner bot to always be allied to the player to prevent Biomod/Shifter players getting easy skillpoints.
  • Changed Paul to always be friendly to the player.
  • Changed Paul to use his sword in normal combat.
  • Changed Paul to die if the player dies in the hotel while there are more than two troopers that are able to fight or one MiB still alive.
  • Changed Paul to not disappear when he reaches the bottom of the stairs and to only disappear when he reaches the front doors of the Ton.
  • Changed a skillpoint trigger that seemed to only trigger in random conditions to trigger when Paul reaches the front doors of the Ton.
  • Changed Sandra and JoJo to not activate the alarm to fix conversations.
  • Expanded Paul’s inventory.
  • Fixed a floating pillow.
  • Improved pathing greatly.
  • Made Paul’s chair invincible.
  • Added flowers.
  • Added flamethrower on realistic.
  • Hell’s Kitchen (NSF HQ):
  • Replaced some of the blue lasers in the sewers with red ones.
  • Added another turret in the sewer.
  • Moved a crate.
  • Changed a door’s lock strength from 70% to 15% and min damage from 75 to 12.
  • Fixed and improved pathing.
  • Fixed a mistake in a datacube.
  • Fixed floating crates.
  • Fixed a door with a bad pivot point.
  • Expanded map.
  • New York Majestic 12 Facility:
  • Fixed a floating datacube.
  • Fixed the possibility of the player being drunk or drugged when they wake up.
  • Many texture fixes.
  • Changed the disabled bots to be neutral to prevent Biomod/Shifter players from getting 300 free skillpoints.
  • Changed the WiB’s name from “WIB” to “Woman in Black”.
  • Changed Miguel to not attack the player.
  • UNATCO HQ (Last Visit):
  • Gave Manderley a key to his cabinet.
  • Put items in the cabinet.
  • Made the cabinet pickable.
  • Added another fire extinguisher on realistic.
  • Added a key to Anna’s office for Ultimate Run players.
  • Moved the augmentation upgrade canister into a crate.
  • Fixed “personnel” being spelt “personell”.
  • Changed Miguel to not attack the player.
  • Liberty Island (Last Visit):
  • Rearranged the crates.
  • Slightly changed the name of one soldier.
  • Fixed two backwards textures.
  • Changed Miguel to not attack the player.
  • Canals near Wan Chai Market:
  • Added LAM.
  • Added assault rifle.
  • Added 20mm HE ammo.
  • Fixed textures on top of rooves to use the right texture and scaling.
  • Fixed incorrect pivot point on a hatch in the freezer.
  • Fixed a vent being too low, causing the PCs head to clip when bobbing.
  • Fixed some floating brushes.
  • Fixed a trashbag clipping inside a trashcan.
  • Adjusted the zoning around the freezer to have better friction and to mitigate the issue with different zone lighting.
  • Cleaned up/removed some out of view brushes.
  • Made other small brush adjustments to make the map more stable.
  • Improved pathing.
  • Tonnochi Road:
  • Fixed two lines using stereo sound instead of mono and sometimes glitching the audio system.
  • Fixed a man having his familiar and unfamiliar names the wrong way around.
  • Fixed two books being inside a table.
  • Wan Chai Market (Compound area):
  • Fixed a line using stereo sound instead of mono and sometimes glitching the audio system.
  • Fixed three officers having the same name.
  • Wan Chai Underground Mall & Lucky Money:
  • Fixed a soldier having a glitchy name.
  • Fixed Max Chen’s cabinet using wooden fragments when destroyed instead of glass.
  • Changed the scale of a space texture to be more realistic.
  • Changed the decorative keypad to be unusable.
  • Changed view of canal to match actual canal rather than beta.
  • Made two doors destructible.
  • Added Luminous Path members.
  • Gave Max Chen’s guards more ammo.
  • Tracer Tong’s Lab:
  • Fixed some textures.
  • Versalife:
  • Expanded map.
  • Fixed textures.
  • Versalife Advanced R&D (Level 1):
  • Fixed the new commando lines having an error, making the commandos animate longer than the length of their lines.
  • Fixed four lockers using wooden debris instead of metal.
  • Changed the troopers in the barracks to not be so lenient about knocking out their allies or hitting them.
  • Added reverb in the vents.
  • Moved a MiB away from a vent to prevent his collision getting glitched.
  • Versalife Advanced R&D (Level 2):
  • Changed a control panel’s strength from 120% to 60%.
  • Fixed a crash related to a commando having a space in his name.
  • Made both of the commandos talk.
  • Free Clinic (Last Visit):
  • Gave Greene a pepper gun and baton.
  • Hell’s Kitchen (Last Visit):
  • Changed the riot cops and bots to shoot the civilians.
  • Changed the indestructible wooden planks blocking Osgood and Son’s to be metal.
  • Moved one of the civilians to be hidden from the bot.
  • Improved pathing.
  • Fixed two Riot Cops being called “Cop” instead of “Riot Cop”.
  • Smuggler’s Hideout (Last Visit):
  • Changed the lighting of the red cupboard to be consistent with chapter 2’s.
  • ‘Ton Hotel (Last Visit):
  • Expanded map.
  • Improved pathing.
  • Fixed AI not being able to open doors and closets.
  • Fixed the riot cops being mute.
  • Underworld Tavern (Last Visit):
  • Improved pathing.
  • Brooklyn Naval Shipyards (Exterior):
  • Reduced the mindamage of a grate from 100 to 10.
  • Reduced the mindamage of the roof grate from 10 to 4.
  • Added infolink triggers for Tong if exiting the ship via the front door or sewer.
  • Increased the collision size of the final skillpoint bonus in the sewer.
  • Brooklyn Naval Shipyards (Ventilation):
  • Fixed the grate having a bad pivot point.
  • Changed lightbulbs to be indestructible.
  • Expanded map.
  • Brooklyn Naval Shipyards (Interior):
  • Texture fix.
  • Improved pathing even more.
  • Added a button in the storage room to allow players out if they close the door on themselves.
  • Added more infolink locations.
  • Added a new security console for two cameras.
  • Fixed the AI being stuck in a room.
  • Fixed the klaxon sound restarting when moving between areas or going in and out of water.
  • Fixed an infolink.
  • Fixed datacube typo, “Keend” > “Keene”.
  • Made it so windows around the player break when the ship is destroyed.
  • Increased the height of the shower heads to be more realistic.
  • Changed the two soldiers to not be hostile if you talked to Vinny, but came from an alternate route.
  • PRCS Wall Cloud:
  • Fixed the floodlight brushes in the Hangar bay to have their stand connected to them.
  • Fixed a railing in the giant fan hovering.
  • Fixed some keyboards having misaligned textures.
  • Fixed a wire mesh not being solid.
  • Fixed a wall not being solid.
  • Fixed the klaxon sound restarting when moving between certain areas.
  • Fixed a remote TNT crate exploding when shooting a weld point.
  • Moved the skillpoint bonus at the helipad to the vent.
  • Moved a light near the electrician.
  • Added more triggers to make the mechanic run when the ship is destroyed.
  • Removed a light in the bilge valve room.
  • Removed the possibility of a flare dropping from a crate instead of a biocell.
  • Made it so windows around the player break when the ship is destroyed.
  • Increased the size of the goal completion trigger for entering the lower decks.
  • NYC Cemetery:
  • Changed pathing slightly.
  • Changed AI to react to carcasses.
  • Changed AI to move to a fixed position instead of wander.
  • Changed the player to be invincible after talking to Jock.
  • Moved AI so that they all move into the graveyard instead of suddenly spawning in front of the player.
  • Increased the height of the triggers in the room with the upgrade canisters.
  • Paris High-Rise near Denfert-Rochereau:
  • Fixed another “Restriced Area” texture.
  • Reduced the size of the elevator keypad to fit.
  • Added a fire barrel near the elevator.
  • Paris Streets (Near Denfert-Rochereau):
  • Fixed lots of broken geometry.
  • Fixed three bad textures.
  • Fixed floating cameras.
  • Added money in the ATMs.
  • Denfert-Rochereau Metro Station:
  • Changed the military bot to not appear if destroyed in the previous map.
  • Moved the money in these ATMs to the ones in the previous map, added new money to the ones here.
  • Paris Catacombs:
  • Changed “harpie” dialogue to “harpy”.
  • Changed texture on the wall with the cagelight next to the sewer exit door.
  • Changed the sound some vents make when destroyed.
  • Added a block to prevent players getting stuck in a certain place.
  • Added two more infolinks.
  • Improved pathing.
  • Improved some vents to not abruptly end.
  • Named two soldiers.
  • Set some doors to be usable by the AI.
  • Lowered the minimum damage requirements for some destructibles.
  • Lowered the amount of debris the wood makes when destroyed.
  • Lowered ledge to ladder near Hela so it’s easier to get out of the water.
  • Increased the height on some walls so they go up to the ceiling.
  • Removed unneeded gaps in some walls.
  • Moved a skull so it’s not clipping into a crate.
  • Added a block so the player can’t get stuck in a damaged piece of wall near the water area close to the start.
  • Minor geometry improvements.
  • Capitalized the naming on Silhouette members.
  • Paris Streets (Near Champs-Elysees):
  • Changed the strength of a door from 75 to 15.
  • Changed “Rene” to “René”.
  • Gave the maid and receptionist of the hostel a key to the doors.
  • Prevented the player from being able to get out of the map in various locations.
  • La Porte de l’Enfer:
  • Changed Kara’s unfamiliar name from “woman” to “Woman”.
  • Added money to the ATMs.
  • Made sure the code you get from Cassandra is added to your notes.
  • DuClare Chateau:
  • Added another datalink trigger.
  • Added another commando on realistic.
  • Cathedral du Paynes:
  • Greatly improved the pathing.
  • Fixed a bed texture.
  • Fixed a bus stop light texture being misaligned.
  • Fixed the player being able to jump out of the map.
  • Added a biocell.
  • Added cameras to the security console to show the turrets.
  • Morgan Everett’s Home:
  • Fixed a missing texture.
  • Fixed a possible softlock by hurting Everett while in the first conversation with him.
  • Vandenberg Air Force Base:
  • Changed Tony Mares to be invincible.
  • Fixed a trigger relating to the conversation between an MJ12 trooper an Stephanie Maxwell.
  • Tunnels under Vandenberg Air Force Base:
  • Fixed a gap in the container where the robots are raised up.
  • California Gas Station:
  • Changed the amount of fragments wood makes on this map to be more realistic.
  • Changed a gate’s mindamage from 25 to 10.
  • Changed the MiB to play an unused conversation on realistic.
  • Gave the soldier near Tiffany a mini-crossbow on realistic.
  • Gave the MiB a melee weapon.
  • Made all of the enemies react to carcasses.
  • Prevented Tiffany from dying while flying off.
  • Submarine Base near Pasadena:
  • Changed the note you get from Pinkerton to be more clear in regards to his username and password.
  • Changed button reset texture to “GATE SWITCH”.
  • Fixed a line not working due to a typo.
  • Reduced file size from 43MiB to 20MiB.
  • Pasadena Ocean Lab:
  • Fixed a typo in a vanilla datacube. “evironment” > “environment”.
  • Added a datacube to allow progress without computer skill.
  • Missile Silo near Pasadena:
  • Fixed the missile hatch being invisible from below.
  • Fixed the blue lasers not hurting the player and destroying the door, to hurting the player and not destroying the door.
  • Moved an MiB so he can’t be killed prematurely.
  • Changed the elevator buttons to be more logical.
  • Chapter 15:
  • Changed the holograms to not be afraid and run away.
  • Area 51 (Surface):
  • Changed a commando to not appear on easy.
  • Changed the MIB to use a shotgun instead of assault rifle.
  • Added a soldier to the hangar.
  • Added an unused conversation.
  • Area 51 (Sector 2):
  • Changed Simons to not be so forgiving and to attack immediately if attacked first.
  • Increased the size of a skillpoint trigger.
  • Increased the size of a datalink trigger.
  • Added a shorter infolink for when calling up the elevator if Simons is already dead.
  • Added the last chapter of “The Man Who was Thursday”.
  • Added new combat music if fighting Simons here.
  • Fixed Page’s infolink mocking the player in the elevator, changed it to check the player’s health instead of credits.
  • Fixed “personnel” being spelt “personell” in an email.
  • Moved the LAW.
  • Made the easter egg give skillpoints.
  • Area 51 (Sector 3):
  • Added new enemies if you try to do the Helios route.
  • Lowered the delay before the commandos attack from 2.5 to 1 second to prevent the player seeing them spawn.
  • Changed the troopers on the tram to elite ones on realistic.
  • Fixed a texture.
  • Stopped the player from walking in some walls.
  • Area 51 (Sector 4):
  • Added soldiers to the Aquinas router.
  • Added TNT in the Aquinas router.
  • Added a gray carcass.
  • Fixed a security console having its login and password accidentally reversed.
  • Increased the size of the first infolink trigger.
  • Removed collision from some triggers.
  • Texture fixes.
  • Changed the UC lockdown doors to kill anything that blocks them.
  • Changed the medical bot to stand still.
  • Changed security bots to react to more.
  • Moved an ugly alarm panel.
  • Prevented the cleaner bot from being able to activate the turret.
  • Slightly improved pathing.
  • (Ending) A New Dark Age:
  • Fixed an electricity emitter being stuck inside one of the reactors.
  • Gameplay:
  • Blue lasers are now disabled for longer if you level up the demolitions skill.
  • Bosses no longer flee.
  • Reduced the amount of damage greasels take from their poison.
  • In “Normal” mode, grenades are able to be thrown through windows and weak doors/planks.
  • Changed the Magnum to be as loud as a sniper rifle.
  • Slightly increased the speed of the elite troops.
  • Added “Trenchcoat” gamemode, offering the challenge of a reduced inventory when enabled.
  • Misc:
  • Added more objects to the files for localisation.
  • Added unique graphics for the Biomod/Shifter nanovirus vial.
  • Added an “AllItems” cheat to complement the “AllWeapons” cheat.
  • AI can no longer see through black vans.
  • AI can no longer see through vending machines.
  • AI can no longer see through trash cans.
  • Capped the effect channels from 32 to 28 to prevent audio issues regarding voiced lines not playing.
  • Changed the hand-dryer’s name from “HandDry” to “Hand Dryer”.
  • Changed the empty jar’s name from “EmptyJar” to “Empty Jar”.
  • Changed air bubbles and smoke trails to be unlit.
  • Changed karkian carcasses to not be buoyant.
  • Changed MJ12 commando carcasses to not be buoyant.
  • Changed Jock’s helicopter to have more consistent naming.
  • Changed the names of UNATCO and MJ12 from “Troop” to “Trooper”.
  • Changed Manderley to always be known as Manderley.
  • Changed the notification for when starting training to allow the player to cancel for if they misclick.
  • Changed the Revision skillpoint bonus triggers to use the same message standard as vanilla’s.
  • Dead cats and dogs are indifferent to water.
  • Fixed a crash in Biomod related to the electrostatic discharge aug.
  • Fixed gaps when looking through scopes or binoculars.
  • Fixed the black of the binoculars being translucent.
  • Fixed typos in the ‘Human Eye Augmentation’ chart texture. “Ehnancement” > “Enhancement”. “mulitplexing” > “multiplexing”.
  • Fixed typos in the assault rifle diagram texture. “it’s” > “its”. “adapatability” > “adaptability”. “intergrated” > “integrated”.
  • Fixed pre-placed animal carcasses taking more hits than usual to destroy.
  • Fixed pre-placed carcasses not showing their names.
  • Fixed rat carcasses to use all six variations.
  • Fixed the grays to use both of their carcasses.
  • Fixed ToggleCrouch not sticking when loading a saved game that was crouched.
  • Fixed the game lagging if starting a conversation while holding nothing.
  • Fixed being able to use a weapon’s scope while putting it away and having the scope overlay stay on screen, on “normal” mode.
  • Fixed being able to turn on augmentations while dead in “Normal” mode.
  • Fixed music not changing when changing from vanilla music back to Revision.
  • Fixed overlapping hotkeys in the menus.
  • Greasels now hate cats.
  • Increased the collision sizes of the red and green plastic boxes from 20 to 29 to prevent them clipping in each other.
  • Set the new footstep sounds to be enabled. To disable use the command “Set Human bUseRevisionFootsteps false”.
  • Slightly decreased the size of the map files overall.
  • Switched textures from 8-bit to 24-bit for higher quality and greatly reduced file size.
  • The player’s real name is now set to the player’s Steam name by default if one can be found.
  • Updated credits.
  • Many more things I ultimately forgot while in the moment.

New in Deus Ex: Revision 1.0.4 (May 13, 2016)

  • Liberty Island (First Visit):
  • Increased the size of the skillpoint trigger when entering UNATCO.
  • UNATCO HQ (All Versions):
  • Fixed an odd desk texture.
  • Fixed overhang on Jaime’s computer.
  • Fixed some textures in Alex’s room being unlit.
  • Fixed the lower lobby’s TV mount being buggy.
  • Fixed a keyboard texture that was a bit to small and began repeating.
  • Fixed the diagram in the armoury being cut off.
  • Fixed the door to Alex’s server room using the old “Restriced Area” texture.
  • Fixed another ‘Restriced Area’ texture.
  • Flipped some textures in Alex’s room.
  • Made some large houseplants heavier.
  • Swapped out a painting for another one so there aren’t two identical ones next to each other.
  • Prevented rats from spawning from trash.
  • UNATCO HQ (First Visit):
  • Fixed the LAMs in Gunther’s safe (inaccessible still) being in the ground.
  • Fixed a nanokey under Alex’s floor floating.
  • Fixed a floating flag pole.
  • Fixed a skillpoint trigger being too small.
  • Fixed getting 60 throwing knives from the dummy in Anna’s room.
  • Battery Park (First Visit):
  • Set the subway UNATCO troops to wander after the terrorists are defeated.
  • Underworld Tavern (All Versions):
  • Added sinks to the bathroom.
  • Changed the Underworld Tavern to be more geographically correct.
  • Underworld Tavern (First Visit):
  • Readded a missing pinball machine.
  • Hell’s Kitchen (All Versions):
  • Fixed some floating cardboard boxes and trash outside the Ton.
  • Fixed slightly floating Hotel neon sign.
  • Fixed texture alignment on the Ton.
  • Fixed incorrect texturing on street light brushes.
  • Fixed texture scaling on the mattress in the Basketball building.
  • Fixed texture alignment on shower drain in Basketball building.
  • Fixed a few texture scaling issues.
  • Fixed erroneous texture under a phone.
  • Fixed texture scaling on the “No dogs allowed” signs in Tenderloin park.
  • Added a block between a street lamp and the wall to prevent players from getting stuck.
  • Swapped misspelled “Restricted area” texture outside the subway to corrected texture.
  • Made easter egg invincible.
  • Changed the Underworld Tavern to be more geographically correct.
  • Hell’s Kitchen (First Visit):
  • Added back window to the new apartment that was missing for some reason.
  • Added missing answering machine for Paul’s room.
  • Added pathing and made sure Paul would get into the train.
  • Added triggers to Smuggler’s back entrance.
  • Added NSF/Unatco triggers to the side entrances of Osgood’s.
  • Changed AI on RiotCop near smuggler’s back entrance to hate NSF and the Hijackers.
  • Made fence near subway climbable to prevent players from getting stuck.
  • Made the gates to Smuggler’s back entrance area breakable.
  • Made the planks to the side entrance of Osgood’s require less damage to break.
  • Fixed a soda can clipping a computer.
  • Fixed floating items in Osgood’s shelf.
  • Fixed the player being able to crawl through the Subway train windows.
  • Fixed a LAM being stuck in the ground.
  • Fixed Sandra not moving into the tavern properly.
  • Fixed door to Osgood’s side entrance having a backwards texture.
  • Fixed incorrect pivot point on a wardrobe door in the Basketball building.
  • Moved a skillpoint trigger for the new skyscraper apartment.
  • Moved a terrorist.
  • Removed some vanilla triggers that were unused.
  • Did some texture scale/alignments/fixes.
  • Adjusted scale on plane fragments.
  • Hell’s Kitchen Sewers:
  • Changed the names of the MJ12 Troops to “Paramilitary Trooper”.
  • Hell’s Kitchen (NSF Warehouse):
  • Added more logins for the computers.
  • Allowed the computer to open the safe in the basement.
  • Battery Park (Second Visit):
  • Readded the book containing the password to the phonebooth.
  • Readded the buzz sound if you try to use the train panels.
  • Added a button under the phone booth to recall it.
  • LaGuardia Airfield (747):
  • Even more texture fixes.
  • Moved a multitool slightly.
  • Removed an unused trigger.
  • UNATCO HQ (Third Visit):
  • Moved a computer back so it wasn’t hanging out in the air off a table.
  • Added Multitool in vent across the conference room on Level 2.
  • Hell’s Kitchen (Second Visit):
  • Fixed pathing.
  • Fixed buttons on elevators being inside the wall.
  • Fixed fire escape on the “Hotel” building changing between chapters.
  • Fixed floating items in Osgood’s shelf.
  • Fixed the player being able to crawl through the Subway train windows.
  • Added 10mm ammo.
  • Added more snipers on realistic.
  • Added missing answering machine for Paul’s room.
  • Made robots react to more things.
  • Made the gates to Smuggler’s back entrance area breakable.
  • Made the door and windows to the emptied shop near the tavern breakable.
  • The full changelog can be found here: https://www.dx-revision.com/1-0-4-patch-is-live/

New in Deus Ex: Revision 1.0.3.1 (Mar 22, 2016)

  • Liberty Island:
  • Added the new turret to the security console outside.
  • Added crates to allow you to jump up the crates by the cell.
  • Added dart pack.
  • Fixed a backwards texture.
  • Battery Park (First visit):
  • Fixed a laser being inside the wall on normal-realistic.
  • Ton Hotel (First visit):
  • Fixed the terrorist downstairs being friendly if you jump over the front desk.
  • Smuggler’s Lair (First visit):
  • Added crates to the roof.
  • NYC Underground (First visit):
  • Fixed a missing texture.
  • NYC Street (First visit):
  • Fixed part of the sidewalk not being solid.
  • Fixed some floating items in a shop.
  • UNATCO HQ (Third Visit):
  • Added 20mm HE ammo (not on realistic)
  • Added tranquillizer darts (only on realistic)
  • Added assault rifle.
  • Added 7.62mm ammo.
  • Added throwing knives.
  • NSF HQ:
  • Fixed the manholes being invisible from the bottom since one of the last patches.
  • Fixed some lasers showing their invisible backs.
  • Fixed some lights’ collisions portruding out of the ceiling, making walking on one roof a bit wrong.
  • Fixed a fence only being solid for the player.
  • Fixed a skillpoint trigger in the sewer vent that was stuck in a wall.
  • Fixed some flickering surfaces in the basement.
  • Made two of the bushes up by the sniper not solid so it’s less likely to push you to your death.
  • Made all of the large metal doors underground breakable (one wasn’t).
  • Changed the bots to react to more player actions.
  • Moved the basement skillpoint trigger to the datacube room instead of ladder, for if you enter via the sewer.
  • Removed an unreachable crate.
  • Added crowbar.
  • Added lockpick.
  • Increased the amount of doors the basement key works on.
  • Lowered the stregth of the windows of the hidden area.
  • Tidied some textures.
  • Ton Hotel (Second visit):
  • Fixed Mr Renton going for the alarm and breaking conversations.
  • Moved the control panel to reflect chapter 2’s.
  • UNATCO HQ (Final visit):
  • Gave Anna a key to her room and cupboard.
  • Added clip mod (easy only).
  • Added range mod (not on realistic).
  • Added recoil mod.
  • Added reload mod.
  • Added 7.62mm ammo.
  • Added 550 credits.
  • Added EMP grenade.
  • Added LAM (not on realistic).
  • Added combat knife.
  • Hong Kong Compound:
  • Fixed player being able to get out of the map.
  • Fixed some bad pathing making the AI run into a pole repeatedly.
  • Added LAM.
  • Added a button on the other side of the door to Tong.
  • Set the security bot to attack the battlers in the fight on the street.
  • Called the dog ‘Sparky’.
  • Made it harder to land on Jock’s chopper and thus getting killed.
  • Hong Kong Tong’s Lab:
  • Fixed some upside down, backwards, and misaligned textures.
  • Replaced some textures.
  • Hong Kong Lucky Money:
  • Fixed a camera not being able to be turned off via security console.
  • Fixed some emails being on the wrong computer.
  • Ton Hotel (Final Visit):
  • Moved the control panel to reflect chapter 2’s.
  • Navel Dockyard:
  • Swapped the voices of the soldiers to be more unique to the level.
  • Ship Lower Decks:
  • Fixed some metal doors producing wood fragments and sounds when blown up.
  • Graveyard:
  • Fixed key stating “chappel” instead of “chapel”.
  • Fixed a brush glitch which allowed you to stand on some water.
  • Fixed being able to softlock the game by shooting the Gatekeeper before he opened the gate.
  • Removed a glitchy dirt mound.
  • Increased the amount of flares in the chests underground.
  • Added a knife to the aug upgrade room.
  • Added some darts to the skull chest.
  • Lowered the min damage of the wall to leave the aug upgrade room.
  • Neatened the EMP device’s textures.
  • Stopped player from leaving the playing area.
  • Improved pathing.
  • Paris Streets:
  • Improved pathing.
  • Moved an infolink.
  • Everett Home:
  • Fixed Morpheus cosplaying as the moon.
  • OceanLab UC:
  • Replaced the “DOOR RESET” texture with “ELEVATOR RESET”.
  • Made keypads to the command center slightly easier to spot.
  • Gameplay:
  • Changed the medicine/medkits healing from 30/60/75/90 to 30/45/60/90.
  • As most damage types (not sabot or explosive) only do 75% damage to breakable surfaces in “Normal” mode, the minimum damage required was increased to try to reflect the damage that you will most likely need.
  • Misc:
  • Fixed 15_Bunker_Ambient.ogg having the wrong title when played in a media player.
  • Fixed the right keyboard of computers having backwards text.
  • Fixed robots stating critical damage when disabled.
  • Fixed the log not correctly displaying how much space you need when trying to pick up a weapon from a carcass without enough space.
  • Added some support for the * and # keys on keypads. Keypad asterisk for *, Shift + 3 for #, # (British keyboard layout) for #.
  • Added more information for augmentations in “Normal” mode.
  • Added South Sudan to the world maps.
  • Removed California from the world maps.
  • Improved the flare description.
  • Decreased the time that phones beep.
  • Changed the description of the soundtrack option and changed its setting to “Revision/Deus Ex” instead of “Enabled/Disabled”.

New in Deus Ex: Revision 1.0.3 (Mar 3, 2016)

  • Liberty Island:
  • Fixed an ATM being destructible.
  • Fixed a floating camera.
  • Fixed Corporal Collins being killable.
  • Removed the flamethrower thug on easy/normal.
  • Changed a terrorist’s voice to match his conversation voice.
  • Made Gunther somewhat easier to rescue.
  • Moved the coffee mug at the start to Kaplan’s desk.
  • UNATCO HQ (First visit):
  • Fixed being able to push a couch through a wall.
  • Replaced rusty vent textures with cleaner ones.
  • Increased the collision size of the skillpoint award when going to Carter.
  • Moved some broken path nodes.
  • Hell’s Kitchen (First visit):
  • Fixed an error that would kill you if you walked in a certain place. (Thanks LewdFandango!)
  • Underworld Tavern (First visit):
  • Changed Jock to use his unused lines.
  • NYC Underground (First visit):
  • Removed a redundant datacube.
  • Helibase:
  • Fixed some floating items.
  • Improved the elevator, making it be usable if entering via the airfield.
  • UNATCO HQ (Second visit):
  • Fixed being able to push a couch through a wall.
  • Replaced rusty vent textures with cleaner ones.
  • Battery Park (Second visit):
  • Fixed a broken conversation where you wouldn’t receive what you paid for.
  • UNATCO HQ (Third visit):
  • Fixed being able to push a couch through a wall.
  • Replaced rusty vent textures with cleaner ones.
  • NYC MJ12 Lab:
  • Fixed a bad texture and floating datacube.
  • Fixed floating soyfood.
  • Fixed the command center sign using the British English spelling.
  • Fixed the amount of throwing knives you have resetting to the default amount in the armoury.
  • Increased the range of the turret in the armoury.
  • Changed a trooper’s voice to match his conversation voice.
  • UNATCO HQ (Final visit):
  • Fixed half of the academy being called Scott.
  • Fixed AI pathing, AI can now move in and out of any room.
  • Replaced some rusty vent textures with slightly neater ones.
  • Added flamethrowers on realistic.
  • Added shotgunner on realistic.
  • Added a pistol.
  • Added PS20.
  • Added laser mod.
  • Trapped your office on hard/realistic.
  • Gave the realistic soldiers unique voices.
  • Added bonus above armoury.
  • Replaced the first soldier with a MiB.
  • MJ12 Hong Kong Helibase:
  • Lowered the mindamage value of the locker containing the key from 10 to 7.
  • Wan Chai Market:
  • Lowered the collision size of a bot and moved it slightly.
  • Added gas grenade.
  • Added throwing knives.
  • Added WP rockets.
  • Fixed some invisible collision in the street.
  • Fixed some objects not being solid.
  • Fixed some floating decals.
  • Fixed a wire mesh not being solid.
  • Tonnochi Road:
  • Moved an unused skillpoint bonus from vanilla from under Jock’s apartment where it was unobtainable to inside it.
  • Hid the unreachable crates.
  • Fixed crates being too close to a wall and not spawning contents sometimes.
  • Fixed an indestructible crate being destructible.
  • Fixed floating items.
  • Fixed a wall not being solid.
  • Fixed a mesh not being solid.
  • Made the windows to the augmentation upgrade canister breakable.
  • Improved the elevator to Jock’s.
  • Hong Kong Canals:
  • Made a paper lantern invincible.
  • Made an area of the water easier to get out.
  • Fixed a floating cigarette machine.
  • Fixed a flickering texture overlap.
  • Lucky Money:
  • Fixed a bad sign texture.
  • Fixed a woman’s familiar name and unfamiliar name being mixed up.
  • Fixed a commando spawning inside a table.
  • Made a phone invincible.
  • Made a door and keypad unusable.
  • Made the triads behind Max Chen not react to anything.
  • Changed a texture to improve load times.
  • Moved wine out from fridge so it doesn’t clip.
  • Moved wine with a bad hitbox.
  • Improved pathing somewhat.
  • Added another commando on realistic.
  • Removed a potted plant.
  • Versalife Offices:
  • Fixed the windows making a wooden sound when destroyed.
  • Fixed a newspaper not showing its high quality model.
  • Fixed the vents having solid gaps in them.
  • Added lockpick.
  • Improved pathing slightly.
  • Versalife R&D (Level 1):
  • Gave new lines to the MJ12 commandos when they’re friendly.
  • Ship Below Decks:
  • Changed the security consoles from US Navy to Chinese.
  • Gave the dead sailor his missing items.
  • Increased the amount, range, damage, and fire rate of the turrets in the helipad.
  • Added another security console to control the other three.
  • Made the attack helicopter invincible.
  • Made some doors not usable.
  • Made a vent usable.
  • Made the door to the wield point codes breakable.
  • Fixed some vent textures.
  • Fixed a convex window caving in on itself.
  • Stopped the huge fan from “floating”.
  • Graveyard:
  • Made the explosive barrel in the EM generator room not collide with the player.
  • Paris Catacombs Tunnels:
  • Gave Agent Hela a melee weapon.
  • Paris Streets:
  • Fixed some trash bags overlapping each other.
  • Increased the size of the level transition to the club to avoid bypassing it.
  • Lowered some floating items in the arms dealer’s apartment.
  • Blocked off an area where the player can get stuck.
  • Raised a book so it isn’t inside an oven.
  • Replaced the blue lasers with red ones, to prevent confusion.
  • Knight’s Templar Cathedral:
  • Fixed a building having incorrect textures on one side.
  • Fixed another building’s textures.
  • Fixed some misaligned textures in the sewer.
  • Changed the security login for one of the consoles (too long) and added two new ones for it.
  • Added turret above said console.
  • Added crates to get to clip mod.
  • Added clip mod.
  • Improved some pathing.
  • Lowered the move time of the blocked door.
  • Aligned some textures in the cathedral.
  • Everett’s Home:
  • Fixed the dead mechanic not giving items.
  • Fixed disconnected pathing.
  • Fixed not being able to use weapons when pressing against the aquarium glass.
  • Fixed Atanwe’s subtitles including cut text.
  • Moved Alex’s computer back so the underside cannot be seen.
  • Hid some items at the start.
  • Added some pawns outside the window, keep your enemies close.
  • Made Atanwe invincible.
  • Made the doors at the start unusable.
  • Vandenberg AFB:
  • Increased the collision size of a skillpoint trigger so it’s more user-friendly.
  • Increased the commandos’ hearing.
  • Increased a guard near the medical area’s hearing and reactions.
  • Added some lockpicks in areas that were barren.
  • Changed some desk textures.
  • Changed the voice of a MJ12 trooper to match his conversation dialogue voice.
  • Changed a soldier’s weapons with a sniper rifle to make more sense regarding his position.
  • Moved both turrets in the lobby area so they don’t clip into the ground and actually shoot.
  • Moved the smaller security bot’s patrol points so that they move closer to the railings, allowing for grenades to be used.
  • Moved a computer back so you can’t see under it.
  • Fixed the gate to the COMM building being usable.
  • Fixed some other textures.
  • Fixed a computer’s icon.
  • Fixed being able to jump through the barriers at Jock.
  • Fixed Tong running away if you take fall damage.
  • Removed an unneeded door.
  • Vandenberg AFB Computer:
  • Fixed some pathing.
  • Fixed bad textures on the pipes.
  • Fixed overlapping brushes.
  • Made the rails at the top of the level solid.
  • Replaced some textures.
  • Flipped a keyboard texture.
  • Gas Station:
  • Fixed a crate being in the ground.
  • Fixed a glitchy shadow.
  • Fixed a power line disappearing in mid air.
  • Fixed two floating lamp posts.
  • Somewhat fixed an error that prevents you from picking up some items in the gas station.
  • Blocked the player from jumping out of the map. Sorry for the invisible walls.
  • Added tech goggles.
  • Sub-base Surface:
  • Gave two MiBs melee weapons.
  • Fixed a LAW being selectable through a locker.
  • Fixed clipping boxes.
  • Fixed some textures.
  • Fixed a floating book and lamp.
  • Fixed an unsolid mesh.
  • Fixed a ladder not having a texture on the back.
  • Fixed a ladder to the fans.
  • Fixed a mover that was disappearing in the wall.
  • Made an infolink not play if you’ve been to the UC.
  • Made the hatch on the new module not have a gap between it and the ground.
  • Added some contents to empty boxes.
  • Changed some fans to damage you if you block them.
  • Changed a control panel that did nothing.
  • Improved AI pathing.
  • Ocean Lab:
  • Fixed a backwards texture in the greasel pen.
  • Fixed a misaligned ground texture.
  • Fixed a box not having its contents correctly set.
  • Fixed a scientist not having an aug upgrade when he should.
  • Fixed some crates spawning inside a wall.
  • Fixed some ammo being stuck in the ground.
  • Fixed some backwards keyboard textures.
  • Fixed some cabinets not being lit.
  • Fixed a cabinet floating in midair when opened.
  • Fixed a security console not having a username or password.
  • Fixed a security console having its username and password mixed up.
  • Made the computer in the greasel lab able to open the greasel lab and command center doors.
  • Made the door to the greasels pickable, 40% strength.
  • Made the security bot not continously say “Scanning Area”.
  • Made two infolinks not play if you’ve been to the UC.
  • Moved one of the infolinks up so it’s usually triggered.
  • Rotated a texture.
  • Ordered the transgenics in the construction area to wander instead of stand.
  • Added a greasel.
  • Added more pathing.
  • Added a surprise at the end on hard/realistic.
  • Added flares.
  • Added reload mod.
  • Added flamethrower.
  • Added two rebreathers.
  • Added LAM.
  • Added tranquilizer darts.
  • Area 51 Bunker:
  • Fixed some broken pathing and added more.
  • Fixed a MiB having only one clip of ammo and no melee weapon.
  • Fixed misaligned textures.
  • Replaced blue lasers in the sniper tower with red ones.
  • Area 51 Sector 2:
  • Fixed MiBs not having melee weapons.
  • Fixed the generator being able to be destroyed manually.
  • Fixed some keyboard textures.
  • Fixed a window not being solid.
  • Fixed a typo in an infolink.
  • Moved an elevator button to look better.
  • Replaced SecurityBot2 with MilitaryBot on realistic.
  • Replaced the elevator troops on realistic.
  • Made the robots say area secure when killing you.
  • Added a block to prevent getting stuck.
  • Added a LAW to destroy it on realistic.
  • Added rockets on realistic.
  • Area 51 Sector 3:
  • Fixed many carcasses incorrectly having items set to not be collectable.
  • Fixed more MiBs not having melee weapons.
  • Gave a MiB an Elite Assault Rifle instead.
  • Improved pathing.
  • Area 51 Sector 4:
  • Aligned some textures.
  • Made it so some radioactive barrels deal radiation damage.
  • Fixed a crate being broken by a vent.
  • Fixed floating 30.06 ammo.
  • Gameplay:
  • Increased the damage that doors/windows take from weapons.
  • Commandos now play their usused critical damage sounds when at 25% hp.
  • Gave “new” lines to the MJ12 commandos for when they target you.
  • Animals can now be knocked unconscious.
  • As a side effect, animals can now be stunned.
  • Light objects, including but not limited to, grenades, rats, birds, and light props, no longer trigger lasers.
  • Lowered the weight of gas so it also doesn’t trigger lasers.
  • Tech Goggles now last three times as long.
  • Thermoptic armour now gives a 10%/25% damage reduction bonus at advanced/master level in “Normal” mode.
  • Misc:
  • Fixed a texture saying “RESTRICED AREA” instead of “RESTRICTED AREA”.
  • Fixed a bush making a metal sound when walked on.
  • Fixed destroyed cars making a grass sound when walked on.
  • Fixed props taking poison damage, which would have them incorrectly destroyed at times.
  • Fixed lasers staying in the map when transitioning between levels.

New in Deus Ex: Revision 1.0.2 (Feb 18, 2016)

  • Battery Park (First visit):
  • Increased the trigger collisions at the ambrosia from 40 to 130.
  • Added three fire extinguishers in crates.
  • Added a control panel to disable the lasers, 30% strength.
  • Added a medkit inside Castle Clinton.
  • Added crates to prevent player from getting stuck.
  • Added some collision in the train windows.
  • Added a crate in the bay for strength aug users to get the biocell and for cover.
  • Added a prod charger to the bay.
  • Removed three of the lasers on easy, so you can destroy them with one rocket.
  • Aligned some textures in Castle Clinton.
  • Moved some vent textures.
  • Fixed some floating zyme.
  • Hell’s Kitchen (First visit):
  • Readded the augmentation upgrade canister at Osgood and Son’s.
  • Added a new room a skyscraper with rewards inside.
  • Added a missing (unusable) elevator button.
  • Fixed some bad collision.
  • Changed the riot cop AI so they don’t fight you while helping them.
  • Removed the unobtainable items behind the fence near Osgood and Son’s.
  • Increased the size of the map transition to the clinic so it cannot be skipped.
  • Underworld Tavern (First visit):
  • Aligned the textures of the stone floor.
  • Added some more pathing at Shea’s room.
  • Decreased volume of TV at bar.
  • Increased the strength of Shea’s trunk from 10 min to 20 min.
  • The ‘Ton Hotel (First visit):
  • Replaced the blue laser in the elevator shaft with a red one to reflect what it triggers.
  • Replaced the LAM in the elevator shaft with a gas grenade.
  • Fixed a typo in a conversation with Mr Renton.
  • Made it so Mr Renton doesn’t set off the alarm for the terrorists.
  • Smuggler’s Hideout (First visit):
  • Changed the first EMP grenade to not appear on easy.
  • Added a gas grenade on all difficulties.
  • Added a LAM on realistic.
  • Added an EMP grenade on realistic.
  • Swapped the 2nd EMP grenade with a gas grenade.
  • NSF Warehouse:
  • Changed the warehouse windows to make a glass sound when destroyed instead of a wooden one.
  • Made a window in the new area breakable.
  • Fixed some misaligned textures in the bathroom.
  • Fixed a misaligned texture in the elevator.
  • Fixed 30.06 ammo causing pathing issues.
  • Fixed being able to collide with the invisible TNT.
  • Improved some AI pathing.
  • Removed a graffiti texture.
  • Added a missing texture.
  • Added a multitool in an unexplored area.
  • Added flare darts.
  • Added TNT crate.
  • Added a prod charger.
  • Added contents to cardboard boxes.
  • Added 20mm HE ammo. (Rifle on realistic)
  • Added another sniper on realistic.
  • Added peppergun.
  • Hid credit chit.
  • Hid a lockpick.
  • The ‘Ton Hotel (All visits):
  • Fixed some wallpaper having a bad texture scale.
  • Hell’s Kitchen (All visits):
  • Fixed the gap in the window of the shop beside the tavern.
  • Fixed unsolid grating on the balconies.
  • Changed a traffic light from unsolid to solid.
  • Made the stairway in Smuggler’s building more obviously impassable.
  • Added a van to Jimmy’s Car Service.
  • Prevented player from being able to get trapped in a certain room due to high windows.
  • Lebedev’s 747:
  • Fixed some textures being incorrectly scaled.
  • Added NSF outside the plane to reflect the hangar map.
  • Hell’s Kitchen (Second visit):
  • Fixed texture alignment on an advertisement.
  • The ‘Ton Hotel (Second visit):
  • Fixed a book inside Paul’s secret closet that was instantly destroyed when opened.
  • NSF Headquarters:
  • Fixed some incorrectly aligned textures.
  • Fixed some bad collision in a doorway.
  • Fixed issue with the halon gas not being rendered.
  • Fixed some floating boxes.
  • Fixed balcony flowers that were corrupted.
  • Fixed some floating coronas.
  • Fixed more stuff under the railway.
  • Fixed some brushes having holes in them.
  • Changed sewer access to pickable.
  • Changed sewer warehouse entrance/exit to unpickable.
  • Added some darts to the dart board.
  • Added a skillpoint bonus beside the sniper above the tunnel.
  • Increased the HP of the blackvans so they aren’t so prone to being destroyed.
  • Increased the height of the grass in the flowerbeds above the tunnel.
  • Removed some collision that would interfere with grenades.
  • Battery Park (Final visit):
  • Fixed the robots not being allied to Gunther.
  • Fixed the UNATCO troops having the wrong name set for Anna’s alliance.
  • Fixed the UNATCO troops not being aligned with Gunther.
  • Fixed being able to jump out of the map, mostly.
  • Fixed some props overlapping each other.
  • Added a lockpick.
  • Liberty Island (Final visit):
  • Moved Lloyd when playing on realistic.
  • Moved the cameras back so they’re not floating.
  • Moved a box out of bounds containing flare darts in bounds.
  • Moved Kaplan’s computer back so it doesn’t overhang.
  • Added more troops when playing on hard and realistic.
  • Added a fire extinguisher behind the COMvan.
  • Added a multitool besides Lloyd’s desk.
  • Added a biocell on top of the trophy display on easy and normal.
  • Added a recoil mod above the main door.
  • Added a pepper cartridge.
  • Added binoculars.
  • Added 10mm ammo on easy.
  • Added some more lighting at the staircase.
  • Added a robot on realistic.
  • Hid a forty and some cigs.
  • Fixed a bad texture on a fence.
  • Changed the troop in the helipad building’s name to Tech Sergeant Kaplan.
  • Rotated Kaplan’s chair so he looks out at the helipad instead of sitting during the firefight. Also makes it able to sneak up on him.
  • Made the building by the helipad’s main window breakable too.
  • Replaced the assault shotgun in the helipad building with a pistol.
  • Gave the assault shotgun to Kaplan.
  • Gave Lloyd a gas grenade.
  • Rigged that gas grenade to the wall when leaving on UNATCO on realistic.
  • Removed a gas grenade from the helipad building as compensation.
  • Removed some out of bounds objects.
  • Wan Chai Market:
  • Fixed a box having its contents incorrectly set to never spawn.
  • Fixed traffic lights not being solid.
  • Fixed a ship wheel being usuable through a wall.
  • Fixed a wall mounted LAW falling to the ground.
  • Fixed a window not being breakable.
  • Fixed a door making an explosion and the wrong debris when destroyed.
  • Fixed a carcass having credits incorrectly set to not appear.
  • Fixed a crowbar falling to the ground instead of being hung up.
  • Fixed some objects floating in mid-air instead of being wall mounted.
  • Fixed some crates being destructable when they shouldn’t be.
  • Fixed a crashed car displaying a bugged name if viewed in the targeting aug.
  • Fixed the big dog constantly standing on the small dog in the pet shop.
  • Aligned many, many textures.
  • Readded the keypad to get back to the helipad.
  • Replaced some textures.
  • Made a vent unable to be highlighted to ensure it doesn’t annoy people.
  • Added a window texture to a skyscraper that was missing a small section.
  • Added a prod charger to a balcony.
  • Versalife R&D (Level 1):
  • Moved a button on the elevator to level 2 so that it is in-line with the others.
  • Fixed a grate that went inside a wall when opened.
  • Fixed an incorrect brush letting you see through the wall.
  • Fixed a misaligned texture in a secret area.
  • Fixed some backwards textures and replaced some others.
  • Fixed the light fixtures having incorrectly aligned textures.
  • Fixed some cardboard boxes that incorrectly had their contents set to never spawn.
  • Fixed a floating nanokey by the dead grey.
  • Fixed some MiBs having the wrong ammo type.
  • Fixed some missing collision on some walkway glass.
  • Changed AI alliances to make sure they don’t kill each others.
  • Changed some AI to be hostile after stealing the ROM encoding.
  • Changed a cabinet containing multitools from 60%/- to 20%/30%.
  • Added blocks in the vents to prevent rats from getting in the way.
  • Added nanokeys to all soldiers which give access to the lockers.
  • Made more floors reflective to stay consistent.
  • Increased sight range and visibility threshold of Greasel in the vents.
  • Stopped a barrel from producing smoke to prevent graphical issues.
  • Versalife R&D (Level 2):
  • Flipped some textures so they’re at the right orientation.
  • Increased Maggie Chow’s health to 100%.
  • Aligned some more textures on the doors in the tunnel.
  • Increased the height the rod moves to make the blue stuff inside look less terrible after the UC is destroyed.
  • Increased the height of the water you land in when entering via the pipe to fix a shimmering surface issue.
  • Altered a pipe minimally so it connects to another pipe seamlessly.
  • Altered the positioning of the ladders on the pipes under the UC and added a ladder to one of the pipes that didn’t have one.
  • Added more light under the UC to be able to see the ladders more clearly and made them indestructible.
  • Fixed the textures on the UC hatches so they’re scaled properly.
  • Fixed a pipe’s texture scales so it displays correctly.
  • Fixed textures on the nanotech containment door.
  • Lowered water level under UC so you won’t land swimming in it and also to resolve a shimmering surface issue.
  • Made fan destructible above the UC PC.
  • Moved spider-bots backwards so grenades outside won’t be detonated by them until they’re released.
  • Moved the cage light at the end of the level backwards so it is now attached to the wall.
  • Adjusted position of mirror at the start so it’s no longer floating (as badly).
  • Scientist at the computer now reacts to more things, especially sound.
  • Tracer Tong’s Lab:
  • Fixed the plasma rifle floating.
  • Fixed the wicker basket having the contents incorrectly set and never spawning throwing knives.
  • As each throwing knife gives 15, decreased the wicker basket’s contents from 8 to 1.
  • Rotated the plasma rifle to make it more noticeable and look nicer.
  • Improved the ceiling where Tong/Paul are.
  • Added an email to a computer.
  • The ‘Ton Hotel (Final visit):
  • Added pathing to the map to help AI function.
  • Changed AI intelligence to be more aware of their surroundings.
  • Fixed a floating lamp.
  • Hell’s Kitchen (Final visit):
  • Fixed a pathing issue with a robot.
  • Fixed texture alignment on an advertisement.
  • Fixed some brushes in the subway so they can be lit.
  • Added a missing (unusable) elevator button.
  • Removed blocks on the roof that weren’t needed.
  • Increased the size of the map transition to the clinic so it cannot be skipped.
  • Lowered the water level at Osgood and Son’s to prevent swimming when landing.
  • Hell’s Kitchen Free Clinic (Final Visit):
  • Increased the size of the map transition so it cannot be skipped.
  • Brooklyn Naval Shipyards (Exterior):
  • Fixed some of the AI pathing.
  • Added an EMP grenade in a cabinet that was locked but empty.
  • Added a mini-crossbow in a drawer that was locked but empty.
  • Added two PS20s to a drawer that was locked but empty.
  • Added a small crate to the building with the repair bot in, to prevent players from getting stuck.
  • Added a water-cooler in the base commander’s building.
  • Added prod charge to draw that was locked but empty.
  • Added a fire extinguisher.
  • Hid a lockpick on the map.
  • Hid two multitools on the map.
  • Hid a reload mod on the map.
  • Moved some cameras so it wasn’t floating.
  • Readded the flamethrowers to the two bots in the armoury.
  • Brooklyn Naval Shipyards (Interior):
  • Added a sniper rifle on easy and normal.
  • Added a control panel for the lasers.
  • Added monsterblocks to stop the AI going into the water.
  • Added a medical crate.
  • Added flares.
  • Added binoculars.
  • Added gas grenade.
  • Added a turret to the dock.
  • Added a camera and security console for turret.
  • Added a login and password for a security computer that didn’t have one.
  • Added multitool crate.
  • Added water zones in the small buckets of water so items splash/float in them.
  • Replaced the augmentation upgrade crate to be a medical crate instead.
  • Replaced the blue lasers with red ones.
  • Moved pathing to stop the AI going into the water.
  • Moved a patrol to not trigger the red lasers.
  • Fixed a guard having a name incorrectly set.
  • Fixed sailors shooting the guards.
  • Fixed a brush that was too low and appeared to be missing.
  • Fixed two faces that didn’t reflect light in the crane control room.
  • Changed the voice of the new soldiers to be unique.
  • Changed a guard to be a sniper.
  • Renamed some things.
  • Hid a lockpick at the start.
  • Aligned some textures.
  • Lowered the lock strength of a locker.
  • Lowered a crate so it isn’t destroyed from fall damage.
  • Made the goodsroom able to be opened with the new security console.
  • Greatly improved pathing, AI can now move from the dock to the ship.
  • Gave the sailors flares.
  • Gave some of the hard/realistic soldiers additional weapons.
  • Aligned the texture of the destructible floor on the top deck so it blends in seamlessly.
  • Made some chains climbable from one side so you don’t get stuck.
  • Moved the elevator down so it’s the same level as the ground.
  • Denfert-Rochereau (Rooftops):
  • Changed commando and robot alliances.
  • Made the MJ12 troops on the street react to being attacked.
  • Added some darts and a multitool at the end.
  • Blocked player from jumping over the gate at the end.
  • Renamed some stuff.
  • La Porte de l’Enfer:
  • Added more visuals to the map.
  • Optimized pathing.
  • Vandenberg AFB Tunnels:
  • Changed texture of the security bot to Chinese.
  • Added a gas grenade to the dead MJ12 trooper.
  • Added a weapon mod in the radioactive area.
  • Fixed some misaligned textures.
  • Fixed a barrel spawning inside a wall.
  • Fixed the TNT in the radioactive tunnel sometimes exploding on map load.
  • Hid a lockpick and prod at the end.
  • Pasadena Ocean Lab UC Module:
  • Changed fan health from 200% to 100%.
  • Moved a button on an elevator to have a neater and more logical position.
  • Fixed some textures that were wrongly orientated.
  • Missile Silo:
  • Fixed the blue lasers by the elevator on the surface not working.
  • Fixed trashbag1 having contents incorrectly set.
  • Fixed the lid of a chest being unlit.
  • Fixed a door that closed if you blocked another door from opening/closing.
  • Added a hackable control panel to disable the blue lasers.
  • Added an ambushing plasma rifle MiB on realistic.
  • Give the MiBs on the map melee weapons.
  • Made the laser emitters slightly smaller to prevent you from seeing the back.
  • Flipped some keyboard textures.
  • Renamed Jock’s helicopter and decreased its collision size.
  • Gameplay:
  • Greasels and karkians no longer eat bodies at 100%hp, they must be damaged to eat them and heal. This way they will store food for when they need it.
  • When you don’t have enough space to pick up an item it will now state the amount of space required. “You don’t have enough room in your inventory to pick up the Flamethrower” becomes “You don’t have enough room in your inventory to pick up the Flamethrower, you require 4×2.”.
  • Robots now play their “Critical Damage” sound when at 25%hp.
  • Changed robots to be unable to open doors.
  • The GEP gun can now have a laser pointer attached.
  • Fixed some grenades spawning on all difficulties when they shouldn’t.
  • EMP grenades can now permanently disable cameras, turrets, alarm panels, and lasers at master skill level.
  • Master level sniper rifles can now destroy laser emitters, an oversight in the code from the original.
  • The duration of alcohol’s effects is reduced with every level of environmental resistance in “Normal” game mode.
  • Flare darts give back normal darts instead of being reusable.
  • Thermoptic camo can now be used to bypass cameras and turrets as well as organics and bots.
  • Misc:
  • Fixed the keybinding issue with Mantle/Jump in Biomod.
  • Fixed targeting aug showing pure weapon names instead of neat names. I.e. “WeaponRobotMachineGun” -> “Machine Gun”.
  • Fixed bushes making a metal sound when walked on.
  • Recoil weapon mod and reload weapon mod now show “MOD RECOIL” and “MOD RELOAD” instead of “MOD RECOL” and “MOD RELOD” when picking them up from a carcass.
  • Changed the rate of fire weapon mod (Shifter and Biomod) to use both the laser model in game and in the inventory.
  • Changed Jock’s pistol to say “Found Jock’s Pistol” instead of “Found a Jock’s Pistol”.
  • Updated SecurityBot3’s code to allow it to use the (low quality and previously unused) Chinese skin.
  • Made sure that a weapon’s laser sights are disabled after dying.
  • Pallet jacks are now heavier and no longer buoyant.
  • Empty water coolers no longer make a puddle of water when destroyed.
  • Animals now run away from loud noises, such as gunshots.
  • Added Shifter Texture pack to Biomod and Shifter scenarios.
  • Made WinDrvLite the default window manager on a permanent basis, so people will automatically get the mouse acceleration issue fixed.

New in Deus Ex: Revision 1.0.1.3 (Dec 8, 2015)

  • Added raw input to address mouse acceleration issues. This is still experimental, you must manually activate it by opening up Revision.ini found in the System folder (Browse Local Files), and then edit the ViewportManager line under [Engine.Engine] to read ViewportManager=WinDrvLite.WindowsClientLite.
  • If you encounter new issues relating to input, hangs or crashes try switching back to the old ViewportManager and see if the issues go away (you can comment out lines with semicolon). If they are not present in the old ViewportManager make sure to let us know so we can try and locate the issue with the new one.
  • Fixed the Shifter/Biomod crash that happened after training.
  • Fixed the Shifter/Biomod crash when carrying containers (crates mostly) across maps sometimes.
  • Changed mouse sensitivity slider with range of 0.1-0.9 in increments of 0.1, might be useful for the new raw input.
  • Various localization fixes including fixing the incorrect text in Biomod that the previous patch introduced.
  • Fixed an issue where the laser dot would erroneously appear onscreen after applying a laser sight mod to a weapon that you did not have equipped.
  • Made it harder to get out of the playable area in later instances of Liberty Island, also fixed a small AI pathfinding issue in those levels.
  • Fixed being able to give orders to Miguel in the last instance of Liberty Island.
  • Pallet Jacks now show a selection box.
  • Fixed an issue where the crosshair settings box was 10px too large.

New in Deus Ex: Revision 1.0.1.1 (Oct 27, 2015)

  • Added weather effects toggle in Game Options. This setting may be useful for improving performance.
  • Future-proofed the Ogg music system.
  • Fixed a bug where explosive barrels would explode after a small amount of load/save cycles.
  • Added fish names for the targeting augmentation to display.
  • Added a scope to the LAW to reflect the model.
  • Miscellaneous changes to support disposable weapons with scopes, including making sure that the LAW doesn’t get an accuracy penalty when not using the scope.
  • Altered furniture to be flammable for Biomod and Shifter.
  • Made a type of chair flammable in Human Renovation (Normal gameplay style).
  • Made plants flammable.
  • Lowered the low ammo water mark for 20mm HE ammo compared to regular ammo for the assault rifle so it reflects the ammo’s rarity and the amount you can carry.
  • Changed credits so the ‘Special Thanks’ section has better formatting and looks neater.
  • Adjusted behavior for a type of NPC, so that in a firefight they will stand their ground for longer than before.
  • Fixed a slight health issue with a type of NPC.
  • Fixed a lot of improperly aligned textures in the Hell’s Kitchen Sewers.
  • Fixed some issues with fog in the Hell’s Kitchen Sewers, along with a few other small changes.
  • Moved an alarm panel in the detention area so that NPCs can use it in UNATCO HQ.
  • Made it impossible to steal from Anna’s cabinet in UNATCO HQ.
  • Fixed an issue where Simons could get stuck on a door in the detention area, along with getting trapped inside the interrogation room in UNATCO HQ.
  • Fixed a rare issue where the player could get trapped inside Alex’s closet in UNATCO HQ.
  • Made sure that Shannon doesn’t appear in later visits to UNATCO HQ if she has been killed.

New in Deus Ex: Revision 1.0.1 (Oct 22, 2015)

  • Fixed an issue in the Hell’s Kitchen Sewers where a datacube in the water would have a lingering text window.
  • Fixed an issue in the Hell’s Kitchen Sewers where a mechanic would have an incorrect number of lockpicks.
  • Improved AI behavior in the Underworld Tavern; Jordan Shea and Jock will return to their original positions after a fight.
  • Improved performance and lighting on Liberty Island.
  • Changed the boobytraps outside Smuggler’s lair from explosives to EMP.
  • Miscellaneous stability, presentation and interactivity changes in Smuggler’s lair.
  • Miscellaneous small fixes to saved game logic to handle very rare values of available free space.
  • Miscellaneous geometry, texture, stability, AI behavior and gameplay adjustments in Battery Park, including fixing a hole in the subway car.
  • Fixed an issue where players could miss a level transition into the interior of the Brooklyn Naval Shipyards.
  • Miscellaneous AI, Lighting and Geometry fixes in the Brooklyn Naval Shipyards.
  • Miscellaneous gameplay and texture fixes in the Lucky Money mall.
  • Fixed a geometry issue for the Hell’s Kitchen subway car.
  • Made Gunther’s safe non-interactive in UNATCO HQ. We are planning to use the safe to store useful equipment, but there is currently a severe glitch associated with it. Until we can fix this issue, we feel it is best to leave it unmistakably inaccessible.
  • Added datacube with code for UNATCO HQ detention keypads.
  • Reduced hack strength on Alex’s server room.
  • Unlocked the door to Paul’s office for the first time you visit UNATCO HQ.
  • Added Tranquilizer Darts to detention storage for the first time you visit UNATCO HQ. This should help balance out a potential lack of ammunition for players who heavily favor the mini-crossbow in the early game.
  • Removed collision for the contents of Anna Navarre’s office cabinet.
  • Swapped out the old UNATCO logo for the new one in the last visit to UNATCO HQ.
  • Adjusted a type of chair to be flammable in Normal (Human Renovation) gameplay mode.
  • Added support for vanilla music to the Hong Kong Compound area and Hong Kong arrival cinematic.
  • Added a datacube with the code for Alex’s server room door.
  • Added waigie, smirftsch, HawkBird and MoreTriggers contributors to the credits.
  • Forced the game to load the Revision player class to address some potential issues stemming from the use of Kentie’s game launcher with Revision.
  • Added HiDPI UI scaling option. If your resolution is high enough, this will lock the UI to a 2x scale, which may be useful for people using either large displays, or small displays with very high resolutions (such as Retina displays).
  • Updated descriptions for some rendering and audio devices in the Revision game launcher.
  • Added a notice for players when starting Training.

New in Deus Ex: Revision 1.0.0.2 (Oct 19, 2015)

  • Fixed a bug where players would be unable to save games on drives with more than 2TB of free space.
  • Fixed a bug where the game would not recognize hostages in the Battery Park subway station as being saved.
  • Updated default settings for D3D10 for players looking to use that renderer.