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Patch 1.2 - STATEROOM is Live

The complete list of changes for v1.2 STATEROOM are below. As with every update, please be aware that while saved games from older versions of Deus Ex: Revision should work, you will not see changes in the game world until you progress to a new location.

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.
  • Made the gatekeeper neutral.

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:

  • Modifiers are no longer reset if clicking 'New Game' while in game.
  • 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 for 'Normal' mode.
  • 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 plasma rifle damage in 'Normal' mode to not use the multiplayer values.
  • Fixed pre-placed carcasses not having inventory in Hall of Mirrors mode.
  • Fixed the unique crowbar reverting to a standard one when thrown in Biomod/Shifter.
  • Gave dogs the ability to jump at enemies.
  • GEP rockets can lock-on to cameras, turrets, and alarms, with advanced/master heavy weapons.
  • 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 skip cutscenes.
  • 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 lighting of plasma.
  • 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.
  • Improved meshes disappearing if you are standing really close to them, it's not perfect but a lot better than before.
  • 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.
  • Knocking out Walton Simons no longer disables the heartgun.
  • 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.
  • Replaced the GOTY taskbar icon with the Revision one.
  • 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.