Deus Ex Franchise - Immersive Sims

Is this remaster just a way to test the market to see if there's any interest in Deus Ex and make a new game if this sells well.
More like the death kneel of western entertainment industry, where nothing new gets produced that is ever good so they grave dig and hope that puppeteering old corpses move the needle. These studios are creatively bankrupt, they have nothing without memberberries and they can't even do that anymore without ruining what made these games unique or butchering the remasters so that they are broken or janky.
 
These studios are creatively bankrupt, they have nothing without memberberries and they can't even do that anymore without ruining what made these games unique or butchering the remasters so that they are broken or janky.
Ditto for pretty much every other creative output from the West - from movies, to TV shows, cartoons, comics etc.

It's all leftists skinwalking increasingly niche IPs as they steadily turn more and more of them into scorched ground that only evokes apathy from the former fandom, and as the customer base disengages and looks for greener pastures abroad.
 
Not content with overhauling every single one of the maps he made more than 10 years prior and adding some new ones between 2019 and 2023, the mapper of The Nameless Mod continued to work on adding even more maps & things to do to TNM 2.0 (including many things that they wanted to pile into 1.0 but had to cut due to time constraints) on top of expanding the side-scroller minigame unlocked by collecting Easter Eggs (from 1.0 until now, it only had two short levels). And now, it seems, this truly final version of TNM is nearing completion, 16 years since TNM 1.0 came out and 23 years since development on the mod began on the now-long-dead PDX forums. The release date's already been set for later this month.


Considering how both TNM 1.0 and 2.0 turned out, I already have no doubt that this will be more fun than Deus Ex Redeemed Demastered Remastered.
 
Not content with overhauling every single one of the maps he made more than 10 years prior and adding some new ones between 2019 and 2023, the mapper of The Nameless Mod continued to work on adding even more maps & things to do to TNM 2.0 (including many things that they wanted to pile into 1.0 but had to cut due to time constraints) on top of expanding the side-scroller minigame unlocked by collecting Easter Eggs (from 1.0 until now, it only had two short levels). And now, it seems, this truly final version of TNM is nearing completion, 16 years since TNM 1.0 came out and 23 years since development on the mod began on the now-long-dead PDX forums. The release date's already been set for later this month.


Considering how both TNM 1.0 and 2.0 turned out, I already have no doubt that this will be more fun than Deus Ex Redeemed Demastered Remastered.
The content size and density in TNM 1.0 was insane compared to the base game. Definitely going to play the upgrade once it gets a final release.
 
The content size and density in TNM 1.0 was insane compared to the base game. Definitely going to play the upgrade once it gets a final release.
I think they may have already finished 2.0, but it's hard to tell because when I try to search it up I mostly get results from like 2 years ago.
Last update I read said they were down to redesigning the final map or two, and then I remember seeing a big title update for TNM on Steam News after that (which I didnt read).
 
I think they may have already finished 2.0, but it's hard to tell because when I try to search it up I mostly get results from like 2 years ago.
Last update I read said they were down to redesigning the final map or two, and then I remember seeing a big title update for TNM on Steam News after that (which I didnt read).
2.0 was indeed finished as of 2023, in the sense that the redesign of all the main storyline maps were completed by then. What the TNM 2.0 team's been working on until now are additional side missions & the maps for said missions, as well as the aforementioned Radish Adventure (Easter Egg sidescroller) expansion, all of which they couldn't get done in time for the 2023 release and left out at back then b/c they weren't 100% necessary to the core of the game. With these new additions coming out this month, 2.0 can finally be said to be truly feature-complete.
 
With these new additions coming out this month, 2.0 can finally be said to be truly feature-complete.
FUCKING FINALLY.
I've been putting off really digging into TNM since I found out about the 2.0 updates, so if they are actually properly 110% done with everything they're gonna do with it, I can finally settle in and no-life the game for a while to try and "do everything" to get the full picture of both faction routes.

Still trips me the fuck out the mod has its own built-in IRC client so you can talk to other people playing TNM within the game itself.
 
The Nameless Mod 2.0's big content update is out after 2 more years of development. (See also, their Steam page) The behemoth changelog:

Day 1:
Disabled BDE penetration.
Removed the collision on RoofusTrig.
Fixed the source cube not showing all of its pages.
Fix Trestkon not turning to Shaina due to the conversation starting with a choice.
Using binoculars while under ShadowCode's influence no longer makes FOV overflow.
Fixed lasagna typo.
Added delay to OSC BDEs powering up.
Improved rain shelter sounds.
An OSC door is no longer frobbable to prevent softlock.
Fixed broken TG infolink.
Added Generic Thug lines for the slums thugs.
Allowed player to buy medkits at the weapon shop for 300 credits.
Punished player for betraying Hoover.
The sound of the OSC fan now scales with its speed.
Fixed the trigger to make the jammer bots attack having collision right in the doorway.
Improved the intelligence of the OSC laser turrets.
Fixed the hotel elevator not rendering.
Improved Abomination voice for one line.
Disabled Alpha's idle barks when he's shut down the bar.
Scara no longer berates you for going to the Slums if you already allied with PDX.
Added cameras to the OSC consoles to help match with images.
Fixed errors in Despot script not preventing a softlock.
Increased amount of rain.
Kylie no longer talks to Scara from beyond the grave if you didn't kill anyone in DXO.
Fixed Ghand's window.
Raised water around temple by 2UU to make the FootRegion enter it.
ManInBlack's model matches his collision.
Fixed the fog in Despot's apartment clipping through the floor.
Fixed Goat City fog not appearing when looking at the entrance.
Fixed being able to trigger the karkian arena outside of it.
Fixed Clark's emails.
Added a nuclear skin for the reactor rods containers.
Fixed Hoover's goal closing early.


Day 1/2:
Gave Krissy a new desk.
Fixed the fog in the transition to the secret area in the voodoo shop.
Added an up to date image for the WC sublevel.
Fixed Black Ice pwning you when you pwn'd them first.
Fixed some surfaces where the AI could hear you walking above or below them on a different floor.
Improved Jonas' room.
Melk fountains now have unlimited melk unless the supply was shut off.
Breaking into the cafes and diners is now accounted for like in 1.0.
Added goat city trap door key to persistent info.
Black ICE now disables the sewer cameras if you kindly ask them to.
Fixed disabling the weapon shop alarm actually triggering it instead of disabling.
Raving no longer plays his idle barks before his main conversation.
Fixed the ceiling of PDX HQ level 2 not being lit.
Fixed fog in some levels not appearing when in water.
Fixed Goat City theme not being hostile if hostile to both Goats and Llamas.


Deus Ex Incarnate:
Named the thread defenders.
Fixed thread defender crash and threads being destructible early.
Other things can now go in BSP errors.
Skipping Beeblequix and getting the staff and going back to him now skips his intro.
Fixed ZP's missing PM.
Bot no longer has ears.


Day 2:
Prevent PJ contacting you to meet him if you kill him and do his quest anyway.
Hid Admiral Justin and their crew during a PDX playthrough.
Fixed Kevo goal not closing after killing him.
Improved the hovercar crash, fixed missing interpolation points.
Fixed a security guard getting spooked by a pre-placed body in the sublevel.
Fixed script failing to give Evil biocells.
Fixed ricebag turrets having mismatched rotation rates.
Added skillpoints for completing ZP's new quest.
Fixed robot weapon falling out of world.
Centred the Lara Croft Poker Party images in the Greasel Pleasure Dome.
Improved audio for ZP's infolinks.
Increased volume of Kevo's line when talking about the crates.
Fixed firewalls not appearing in weapon shop day 2 if they appeared day 1.
Fixed MadMax gas immunity.
ATM accounts get repopulated with an additional credits on day 2.
Goal to meet Kevo-sama no longer appears if he's dead.
Fixed an infinite skillpoints oversight.
Abomination's key now works on day 2.
Added a spare key in the slums to not require combat to progress.
Removed a buggy effect when Athena respawns.
Made Athena take longer to respawn.


Aunt Betty Industries:
Fixed JC Monkey's prod being missing.
Breath is more visible while an NPC talks.
Fixed quaddamage not working with fireblade.
Fixed Hao missing his items.
Removed cerberus trigger collision.
Fixed Ricemanu's health.
Piloting the helicopter to ABI yourself will now close the goal to fly there.
Killing Ryan during his conversation no longer softlocks.
Fixed 90% of water drips in ABI approach not being active.
Fixed missing trigger for Midashand to throw the firestaff out of the helicopter.
Turned off Treskton's weapon lasers when he dies.
Fixed Trestkon's carcass spawning when getting captured in ABI.
Added icy detailtextures to all of the snow covered textures.
Added skillpoints for beating Treskton.
Killing Ryan's hitmen makes them hostile.
ABI exterior particle generators no longer require proximity.
Fixed archive firestarters not activating the right sprinklers.
Moved Ozmo.
Fixed trying to create a mana potion in ABI.
Added text to show available vouchers on the ABI machine.
Account for ABI loading bay robots being disabled for Scara's infolink.
Increased female ABI speed to match male.
Increased the lifespan of snow footprint decals so you can see patrols from them.
Reduced Treskton's burnperiod from 30 to 7.
Increased Treskton's health.
Treskton now immediately activates his augs when he spawns.
Fixed a PDX PM playing for WC players.
Fixed the cinematic slipgate grays not disappearing.
Decreased sniper's home radius.
Added weather nodes to approach.
Allowed NPCs to breathe in approach.


HTTP GameSpy:
Prevented the new enemies here from dropping their weapons by damaging their arms.
Fix LEET UC keypad code.
Fixed the game crashing due to Biomod/Shifter code if you played TNM with those mods enabled.
Fixed vent spydrone being friendly.
Enabled male GameSpy voice.
Made Narcissus disappear when removing them from security on WC plot.
Made all the cabinets in admin useable.
Phaser clones fade out as phaser dies.
GS turrets now display at the intended rotation.
Fixed datacube being usable through wall.
Moved turret to not shoot into the elevator.
Disabled audio in vacuums, for the most part.
Fixed robot weapon falling out of world.
Made Debugger's bad-size door have dynamic lighting.
Fixed laser turret beam sticking around if it was destroyed while firing.
Turned off GS utility bot screen when disabled.
Can now ask Narcissus to do NG+.
Reworded Fargo's notes to be more accurate.
Fixed a trigger closing the gravlift unintentionally.
Fixed an enemy remaining next to Kylie.
Gave irradiators a new weapon.
Irradiators no longer do pain animations while their shield is up.
Fixed the electricity not disappearing when using a multitool on the control panel.


Endgame Cutscenes:
Fixed Ryan appearing in the WorldCorp ending if he was banned.
Avoiding talking to Gwog will now play the bad line during deneoumont.
Fix Trestkon's glasses floating in the air during Narcissus ending.
Fixed missing embers in the WC ending and stuff falling out of the world.
Fixed Scara thinking he's still talking during the WC ending.
Increased Kashue's volume in the WC ending.
Fixed typo in WC ending quote.
Fixed lipsyncing in WC ending.
Fixed the camera teleporting during the Goat deneoumont scene.


Radish Adventure:
Fixed radish invulnerability effect when in water.
Changed invulnerability effect.
Added W/S support.
Jumping is now immediate instead of delayed a few frames.


Gameplay:
Fixed the last round in a magazine not causing any recoil.
Allowed NPCs to kick things out of the way if they get blocked.
Increased gibinator down animation speed 120%.
Added alarm lines for CSI guards.
Altered some bosses so stun weapons do stuff to them when out of energy.
bAimForHead, bRequireLOS turrets now check for LoS to the head instead of chest.
Sheep poster now goes in the accessory slot instead of inventory.
Increased the health of invaders and Treskton.
Fixed Treskton not getting augs.
NPC combat strength aug now needs to actually be active to give the bonus.
NPCs now get all the same bonuses from having the targeting aug that the player does.
NPCs are less likely to switch to a weapon that needs to reloaded.
Treskton is smart enough to switch to one of his dozen weapons instead of reloading.
NPCs with the synthetic heart aug now get a skill bonus from it.
Reduced range NPCs try to use plasma through walls from 64ft to 8ft.
Increased hoverbot FOV from 90 to 225.
Vortex grenades no longer fling keys.
Prodding someone who's rubbing their eyes now puts them in the stunned state.
Blackboxes no longer require multitools.
Added an option to play with 1.0 maps, requires additional download, see workshop for required files.
EMP gloves now work on turrets.
Added legendary mode.
Added nightmare mode.
NPCs with combat strength aug now get swing speed bonus as intended.
AI can no longer see disabled robots.
Summoned spydrones are disabled upon owner death.
Fixed various doors and turrets not being tagged correctly for computer use.
Buffed the gibinator by giving it a bonus AoE attack.
Taser slug damage to the player now influenced by difficulty.
Kylie can no longer drop her weapon from injury.
Increased irradiator health.
Gave Endar augs.
Binoculars no longer require an inventory slot.
Fixed fists to give them the proper damage modifiers (+50% for lethal, -50% for stun).
Prevented BSP turrets from seeing you when using thermoptic camo.
Made NPCs not use gas weapons on animals or EMP on enemies out of energy.
Made NPCs using ricebags always go for the head.
Added password manager option.
Added automated keypad code entry options.
Tranq mines now explode when destroyed, but can't damage movers.
More items are explicitly defined as non-metallic.
Fixed superjump exploit for NPCs.
Gave the hoverbots more of a visual hover effect.
Combat music continues while NPCs are in more states such as while stunned.
Increased gibinator accuracy.
Fixed a 1.0 oversight that didn't give blowdarts the increased damage they're meant to have.
Fixed NPC ADS aug not working.
NPC spydrones created by the aug now communicate what they see back to the summoner.
Robots display EMP health on targeting aug.
Augmented enemies display energy on targeting aug.
When items are forcibly removed from your inventory they'll remember where they were on your belt when you pick them up.
Fixed hoverbots snapping to the ceiling when they leave combat.
Finding easter eggs now gives skillpoints.
Reduced Slicer and ZP's burnperiod.
Fixed the gas mask disappearing if wearing two and one runs out.
Killing someone that's unconscious sends a message on IRC.
Changed quad rocket lock-on sound.
Increased step height for bots.


Misc:
Fixed item refusal not working for swords.
Reduced intensity of plasma screen flashes.
Fixed the map image for the WorldCorp building being mixed up.
Added IRCExit command.
Tetronimoes no long fall down and fill gaps after clearing a line.
Now able to see the next upcoming tetronimo.
Fixed lag in breakout.
Changed a breakout powerup color to be easier to read.
Pressing the end key in breakout now kills your current ball.
Fixed the rain sound disappearing on level transition.
Cloaking now also cloaks any blood you have on you.
Added pawprints in the snow for snow wolves.
Fixed black texture over face when wearing glasses.
Properly unset bIsSpeaking after playing barks.
Added new music player controls.
Allowed the gibinator to get bloody.
Made the main menu opaque when there's a flash on the screen to make it easier to see.
Fixed the menu sound disappearing if you wait on the main menu to completion.
Fixed HUD element showing environmental damage overlapping the egg counter.
Enabled unused firing animation for military bots.
Fixed issue if dying to a greasel in IRC.
Fast dropping a tetronimo now only does it for the one piece.
New character creation menu.
Fixed crash if you have nothing on your belt and use the scroll wheel.
Fixed overflow if clip mods were applied to a weapon that reloads to between 170-255.
Adjusted the accessories button to be full width.
Fixed some of A2's lines not happening because he's a robot.
Fixed some email headers being too long.
Fixed an issue where every door in the level would move.
Books and datascreens now tell you what page you're on.
Added functionality to use CDs on stereos and CDs/DVDs on Radish 3000s.
Capped pong ball speed increase to 20 bounces.
Destroying stereos now stops their music.
Emails have profile pictures.
Fixed a bug where crouching into water at the perfect height would cause the player to lose control.
Fixed belt item names being misaligned by a pixel.
Made hoverbots not spam their suicide sound, lay flat on the ground, not float in the air when disabled, and not have their weapon fall out of the world.
Prevented lag if a carcass gets hit by a flamethrower.
Added support for custom music. See the readme in the music folder for further details.
Fixed a required font not being installed for Pong.
Prevented player's Pong score going offscreen when high.
Updated more images to 2.0 counterparts.
Closed the computer UI when caught looking at hot singles in your area.
Fixed dropped bloody fireblade texture.
More efficient code for BSP turrets.
Bums have a 10% chance of having flies flying around them.
Allowed Kylie to gib in M24.
Allowed spydrone use in water.
Reduce tree sounds.
ShowPath now no longer requires UT99 assets and works in TNM.
Cleaned up game memory when a GS firewall dies.
Improved the kerning on the sublevel blueprint.
PMs should wait for all text to display before stopping/moving onto the next.
Dying should actually remove cloak now.
Altered IAmTrestkon cheat to work with all resolutions.
Slightly better chevrons for TRM.
Changed death animation if you die in space.
Fixed some keypads that are made bypassed by scripts still say "inf" strength instead of "bypassed".
Fixed some mistakes on the chemical bottle textures.
Petting cats makes them purr.
No more t-posing on level start.
Extended belt option.
Fixed lack of cat drip.
Rain collides with decorations and makes pawns drip.
Death sounds for bullet damage now includes turrets and sabot.
Spydrones can no longer go in damaging zones (mainly lava).
Removed messages from picking up an animal carcass.
Fixed chairs becoming unpushable if pushed and then quickly grabbed.
Fixed the stereo texture.
Increased the speed of the training cutscene.
Added a small effect when more wine is spawned in training.
Chapter text is displayed for 50% longer.
Fixed a vanilla bug that didn't reset non-boolean flags on new game.
Altered how the next tetronimo is chosen.
Added tetronimo drop preview.
Fixed vanilla items falling out of the world when grabbed from a utility bot.
Added an option to increase rain radius.
Updated OAT.
Limited notes to 4000 characters to limit memory issues.
Radishes no longer physically move in the world but visually continue to.
Improved vortex grenade animation.
Fixed drunk conversations not working.
Using doors now always uses the standing animation.
 
Sascha Dikiciyan has once again released more DXMD music from his archive as an album. Compared to vol 1, this one is actually much more longer and includes cutscene music once again without the SFX it has in game as well as clean versions of some of the trailers, which is a godsend. As with the previous release, most of these were never properly finished, so the tracks are in different states of completion and can't be reposted or reuploaded anywhere else without strict permission from him.
Meanwhile McCann is still nowhere to be found, hope that this release causes enough ruckus for him to actually do something similar.
 
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