v0.4a
by Smoke39 - bomberman49@hotmail.com


---------------------
     - Installation -

- back up DeusEx.int in DeusEx\System if you really want to; it seems to redundantly
  contain a bunch of text from DeusEx.u, overriding many of my changes

- unzip to DeusEx\System

- open DeusEx.ini in DeusEx\System and above the line that reads
  "Paths=..\System\*.u"
  add a new line with
  "Paths=..\System\Smoke39\*.u"

- also in DeusEx.ini, make sure "DefaultGame" is equal to "DeusEx.DeusExGameInfo"
  (if this pertains to you, you'll probably be messing up another mod by doing this step)

- open User.ini and make sure "Class" is equal to "DeusEx.JCDentonMale"
  (if this pertains to you, you'll probably be messing up another mod by doing this step)



--------------------
     - Description -

Changes a bunch of details in DX to spiff up the game.  Some things that have been changed
or added that aren't explained or necessarily apparent in-game are:

- You can now "duck-jump" like in Half-Life.  Just crouch in mid-air and you'll be able to
  climb onto higher things.

- You can reduce fall damage by pressing crouch half a second before you land, ducking
  into the fall and absorbing some of the impact.

- If you run, crouch, and immediately press jump before releasing crouch, you'll long jump.

- Crouching and then jumping just after releasing crouch will execute a high jump.

- Dropping the combat knife at trained low tech skill or better will cause you to throw the
  knife.

- Crouching with a rifle or heavy weapon will reduce recoil and scope view waver, and
  increase the rate at which the weapon's accuracy increases while still.

- Damage dealt is converted to a number of skill points that go toward the next skill level
  of the weapon used.

- If a part of your body takes enough damage, augs installed in that slot (excluding health
  regeneration) won't work until you heal that body part sufficiently.

- An aug canister containing an aug you already have installed can be used to upgrade that
  aug.  A medbot is still required to do this.

- The spydrone can activate buttons and switches, use computers and keypads, and read
  datacubes and other information devices.

- Charged items can be deactivated now.

- Ballistic armor and hazmat suit charges are reduced based on relevant damage taken as
  opposed to idle use.

- IR goggles now 1: actually let you see people in the dark, and 2: allow you to see people
  through walls a bit.

- Your swimming skill determines your weapon accuracy while swimming.

- Holding fire before throwing a grenade will cause you to throw it farther.

Besides those changes and additions, keep your eyes open and try different things.  Some
bugs and logic have been fixed, though there's still some stuff I'd like to change sometime
in the future.  There are also a few additions that are a bit quirky in a few situations.
Nothing major.  Worst case, they just look kinda out of place.  Also, don't bother trying to
play this in multiplayer.



------------------------
     - Version History -

- v0.4a

	concussive blast replaced with nanite cloud
	environmental resistence and energy shield require bioenergy again
	  (based on damage taken, like ballistic protection)
	the dragon's tooth sword is a little louder to NPCs
	sawed off shotgun damage slightly increased
	clouds now slide along walls (tear gas etc. should disperse better in tight areas)
	hazmat suits should correctly deteriorate now, and should stack more logically
	  with the environmental aug


- v0.3a

	flushing clean toilets no longer makes them filthy

	charged pickups can be turned off again
	  (I think this was also causing the game to crash when a charged pickup ran out)
	charged pickup activate/deactivate sounds should always play now
	thermoptic camo now has an ambient sound while active

	the following values are scaled to your disadvantage at higher difficulty levels:
	-drowning damage
	-health restored by medkits/medbots
	-energy restored by biocells/repairbots
	-max lockpick/multitool carrying capacity
	-max medkit/biocell carrying capacity
	-max food/beverage carry capacity

	spydrone makes an EMP blast noise upon detonation
	spydrone aug is deactivated when drone is destroyed

	enemy grenades now flash your view

	sword ROF increased to about the rate of the DTS and crowbar

	throwing knives can be thrown underwater

	DTS now emits a sound while active that can alert NPCs
	DTS now has a deactivate sound

	flamethrower doesn't lose its fire sound after changing levels
	flamethrower's pilot flame now has an ambient sound and light
	fixed an 'accessed none' in the on fire effect

	plasma rifle keeps its fire sound when changing levels
	plasma rifle has an ambient light
	

- v0.2a

	modified the install instructions for clarity and thoroughness
	added a note about the swimming skill to the Description section

	got rid of some accessed nones in DeusExWeapon.Tick() which were making the log file
	  become insanely HUGE and likely slowing the game down

	fixed weapon reload bugs

	starting a new game REALLY clears your inventory now

	sniper rifle waver is no longer zero at low skill levels

	changed progress bar colors from blue->fuchsia->red to cyan->blue->dark blue

	having zero energy no longer prevents you from toggling augs that require none

	firing the LAW while using its scope no longer leaves you locked zoomed in

	health regeneration aug is no longer disabled by high torso damage

	water blood should cause slightly less lag, and doesn't kill the beginning of the
	  ocean lab anymore (lots of carcasses in water there, blood now does not appear
	  in unrendered zones)

	aggressive defense no longer defends against darts, flamethrower projectiles, etc.

	ballistic armor degrades 4x as fast now
	ballistic armor protection against explosion damage has been halved

	AI now better acknowledges that headshots are quieter

	you now have a quarter of the time to defuse mines
	demolition skill affects the fuse of mines you place

	tear gas looks nicer now
	rather than killing you, tear gas now interferes with your vision and aim

	dirty toilet water becomes clean when flushed

	added sounds for:
	-charging at a repairbot
	-healing at a medbot
	-installing/upgrading an augmentation
	-drinking soda

	firing the flamethrower no longer shakes your view

	holding fire before throwing grenades makes them go farther

	flareguns don't lose their fire sound after changing levels
	mini crossbow dart texture now stays correct after changing levels with it selected

	idle view wandering takes longer to kick in

	you can no longer reload if your clip's full or if you don't have any extra ammo

	firing the last 20mm grenade with auto reload on no longer locks the assault gun
	  firing bullets

	JC no longer makes pain noises or drops decorations when damage is fully absorbed

	you can now only use one of each charged pickup at a time

	speed aug works properly now

	EMP darts now affect turret guns (you used to have to shoot the base)

- v0.1a

	first release



---------------------------
     - Credits and Thanks -

- http://www.planetdeusex.com/endemia/ for a TP mesh.  I'm guessing the guy calls himself
  endemia.

- Bill Carson for the new silenced shot sound

- DXEditing.com forum folks for ideas, testing, feedback, stroking my ego, and encouraging
  me to actually release this

- WMP Unreal mod team for testing and a bit of the above


