GMDX 9.0.4 Confirmed Changelist: -Removed hidden influence of weapon maximum range on accuracy -- every hitscan weapon will behave like the pistol did with respect to how your reticule communicates accuracy -AI retain the old formula (tweaked for new ranges, see below) so they can still hit the broadside of a barn with an assault gun -Reworked wearable items. Picking one up adds the pickup's charge to your current wearable's charge -- if this charge exceeds 100%, one copy is added to the stack and the overflow is given to the top item -This removes the exploit where you could infinitely recharge any wearable with swapping shenanigans so long as you had at least 2 -You still cannot exceed 1/2/3/4 copies in the stack (so picking up a wearable when at maximum copies just recharges the wearable) -You can now drop wearable items while active (they will automatically deactivate) -Dropping a wearable item drops the top one on the stack (which will be the only one that may have less than 100% charge) -Using a Ballistic Armor/Hazmat Suit/Thermoptic Camo when another is already active will automatically deactivate the other and activate the new one -Rebreathers now recharge only 10% for each biocell applied -The inventory UI will now display the correct charge amount (used to say 15% for all when most are 30%) -Increased stealth pistol base damage back up to 9 (was accidentally reverted to 8 in v9 beta) -Added an "Info" button to the skills menu so you can see the level descriptions again without clicking on a new skill. -When clicking on a new skill, the menu will remember if you were looking at info or perks and stay on that menu for the new skill -Will do the same when upgrading a skill -Using Tech Goggles or Vision Enhancement should no longer noticeably increase player visibility to AI (as they illuminate surrounding areas by 9.4%) -The IFF readout will still fluctuate, but quickly return to the correct value -Secondary items reworked: -Can use a secondary item when holding anything in hand (before it had to be a weapon) -Can now assign Tech Goggles as a secondary item (activate or deactivate without putting them in hand) -Can now assign Binoculars as a secondary item. Pressing the secondary fire key will toggle binocular zoom and put away your currently held item. -Can now assign medkits or biocells as secondaries with the Combat Medic's Bag perk (use without putting in hand) -If you're not holding anything and equip a secondary weapon, pressing the secondary button again will use it -NOTE: perhaps add an option to make it always quickdraw and never equip normally when not holding anything? -Added a rangefinder to Binoculars. Especially useful now that weapon range stats are more impactful. -Skill cost changes: -Increased cost of Environmental Training skill from 750/1500/3000 to 900/1800/3600 -AI have more varied decision-making regarding how much they'll lead projectile shots -50% chance to lead perfectly -50% chance to lead randomly between not at all and slightly overshooting -Fixed a strong rightward and upward bias to projectile innaccuracy -"Halve Ammo Capacity" menu option (unlocked after beating the game once) fixed -Damage taken by the player now rounds properly, rather than just truncating during conversion to an int -e.g. 9 damage from an assault rifle would always round down to 6/4/4/3 with active Ballistic Protection, but now rounds properly to 6/5/4/3 -Box of WP rockets in Sam Carter's cabinet in the second UNATCO visit moved back so the cabinet can be opened -There was not a box of gamma ionized plasma ammo in the barge that needed to be removed. Fake news -Fixed a bug where laser dots would remain on map transition -Inventory overlap exploit fixed -Stealth Pistol ROF no longer messes up if you have it modded for full auto and switch ammo types -Damage done to the four "corner" wedges on the head will no longer count as torso damage for some unfathomable reason (GMDX fixed the multiplier, but still counted as torso damage like vanilla) -Made the door to Flight Control #2 in the Hong Kong MJ12 Helibase frobbable in case the player gets locked outside it (sometimes the AI close the door and just stare at you through it?) -Reduced two sources of randomization (position + velocity) from crate item spawning to hopefully cut down on the issue of items spawning outside of walls? -Fixed the reload time on the minicrossbow doubling if you switched ammo types -Standing accuracy bonus now properly doubles on Easy difficulty rather than adding +100% -Moved headshot extraMult application outside of TakeDamageBase() in ScriptedPawn.uc to make behavior more robust and also assure that headshot modifiers are reset when changing to a non-altered weapon -Equalized credit distribution between left and right ATMs in the Underworld Bar (visit 2) -Equalized credit distribution among Paris ATMs -Removed redundant non-functional special option from the security computer in Everett's lab (for self reference, bTriggerOnce=True, Text=Nanotech Containment Field 002, TriggerEvent=None, TriggerText=Containment Field 002 Deactivated, UnTriggerEvent=None) -Debug messages are no longer broadcasted to the player when installing the Combat Strength, Spy Drone, or Aggressive Defense System augs -Random ammo pickup counts on pawns and corpses initialized on first map load, rather than on loot so as to not encourage savescumming -Count transfers from pawn -> corpse as well as pawn -> weapon or corpse -> weapon for exploded pawns/corpses respectively; corpse -> weapon would previously result in 0 ammo due to a bug -Most weapons drop 1-4 as before, Assault Guns drop 2-5 (was 1-5), hardcoded counts remain hardcoded -Will not take effect if the player uses cheat commands to enter a map. Entering any area normally will rectify this. -GMDX difficulty modifiers are now enforced on first map load only, which removes some edge case behavior when loading saves -Will not take effect if the player uses cheat commands to enter a map. Entering any area normally will rectify this. -Stun duration now properly instantiated on hit; a typographical error previously caused the riot prod to stun for half as long as intended -The counts of ammo pickups found in the world are now displayed for the player -Using a biocell now reports the actual amount of energy gained if the player is at or near full charge -Left click interact now equips weapons from in the world as it did in previous versions of GMDX -The homeless people by the burning barrel in the second Hell's Kitchen visit (relocated there by GMDX) now walk back to the barrel after fleeing in fear -Binocular zoom is no longer reset when jumping -Attempted a fix for the GEP Gun not making the inventory transfer in the MJ12 Prison level -Made Hardcore save points unaffected by lighting so they can actually be seen with HDR lighting enabled (ClassicLighting=false in the D3D10 renderer) -Fixed the Radar Transparency visual effects using wrong or inappropriate textures on the stealth pistol, sniper rifle, and flamethrower -Changed the behavior of bullet tracers so you still see e.g. water splashes when tracers are not visible -Fixed inconsistent textures between map loads in Hong Kong -Fixed the player view staying zoomed in if the player was using the GEP fly-by-wire feature and didn't deactivate the zoom before the rocket exploded -Fixed the laser mod position not visually updating while using the GEP laser-guiding feature -Fixed the robot alliance settings on the security computers in the Naval Shipyard only working one time each -Added some seemingly missing code for related to new GMDX HUD features which should maybe cut down on crashes during game loads? -Limited camera hack strength for Hard and below/Realistic/Hardcore to 10/15/20% to encourage multitool use (some were as high as 80% from vanilla values, change intended in GMDX but removed) -Limited turret hack strength for Hard and below/Realistic and above to 25/50% to encourage multitool use -Reworked GMDX difficulty scaling another time so it once again goes into effect every time the game is loaded, except for some parameters which are altered on first map load only -Changed rubber bullet damage from 13/19 -> 18 for the Assault Shotgun and Sawed-Off Shotgun respectively (description wrongly claimed 12) -Now properly obtain damage bonuses from weapon skill, Targeting aug, and damage mods (was previously LOCKED to 13/19) -Added the +30% damage bonus for rubber bullets to the Sawed-Off to act additively with other damage mods -Range mods now increase the speed of rubber bullets as they do with other projectile weapons -Fixed Run Silent giving DIMINISHING fall protection as you upgrade it (was 26.25/22.5/18.75/15 reduction, now 18.75/22.5/26.25/30, compare with 31.5/33/34.5/36 from Speed Enhancement)