The year is 2052 and the world is a dangerous and chaotic place. Terrorists operate openly, killing thousands; drugs, disease and pollution kill even more. The world's economies are close to collapse and the gap between the insanely wealthy and the desperately poor grows ever wider. Worst of all, an ages old conspiracy bent on world domination has decided that the time is right to emerge from the shadows and take control. No one believes they exist. No one but you.

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About Hatchet with 0 comments by WCCC on Oct 22nd, 2014

A month spent polishing and refining, working out and eliminating redundancies and kinks. Also, I may be moving soon, though it'll have minimal impact on our work schedule.

- First person hands expanded and polished. New animations exist for smaller tasks, including some with a bit of variety. Player hands now also only appear in animations if the according limb has 20% or more health. No, you won't be taking your broken left arm into your large-strided jogging routine.

- Abilities system saw a lot of fine-tuning and polishing. It kills me every time I have to mention this because it is so frequently under lock and key, but I think I can say a few sub-points without giving anything away.
  * A lot of looking around was done with tiers, function, and redundancy. One ability got the boot entirely in exchange for a re-worked concept. This re-worked concept then was dubbed lower tier in the tree and swapped places with another. Seeing how trees all share fairly common themes such as offense, defense, or utility, this is hardly saying much.
  * "On-Cast" Abilities now have more sound effects, rebalanced usage, and some now interact with the player hands while empty-handed. While empty hands aren't mandatory for usage, it's a fun way to add more immersion to the ability-usage system, once again focusing on bringing life to the canvas.
  * "On-Cast" Abilities now use queuing instead of just "bam. activated". Some cast at different rates, including some that are still instant, but overall this adds a little more sensibility to not just spamming as fast as you can push your F5 key, and adds immersion yet again.

- 12G Compact shotgun now has an alternate firing mode. Previously it didn't even have the "default" safety-on/safety-off setup, but now is the only weapon in game to feature "slam-fire" setting. Slam-firing the super stubby will wear out its parts quicker, but in addition to being able to just hold down the trigger for easy firing, it also slightly increases the maximum rate of fire. For a small and low-capacity skirmish shotgun, this is a great "panic button" and its doubled effects on wear-and-tear are hardly of issue simply because shotguns are the 2nd most condition efficient family of weapons in-game, next to low-capacity precision rifles.


- RevBow is now a thing. This could've been tagged onto the last pre-update, but for whatever reason it was chosen not to be. Everything you need to know about the RevBow:
  * 5-shot capacity, relatively fast-firing weapon. It is classified as low-tech and has very low noise-output, and sports a considerable array of choices for munitions. It has a medium-long reload period and is emptied fairly quickly, but has very considerable stopping power per shot and per second.
  * Slight firing offset, making it the first weapon that doesn't fire where you point the cursor. This was done along the lines of A. darts coming from the center of the screen looking like garbage and B. that it is fired not in or between hands, but from under the wrist. Holding one's wrist over the face isn't always super-convenient, so its left with a slight offset. With a bit of practice, it's easy enough to compensate off the top of your head.
  * It is highly flexible, assuming stealth, assault, and various other tactical roles at once. It has both accuracy boosting and penalizing effects in its ammo pool and can be Vs light, Vs heavy, and Pro-stealth depending on what munitions its loaded with.
  * Revbow was BOMBARDED with nerfing after the video demonstration. Darts that shatter on "heavy armor" targets now inflict 2/3 their base damage when doing so, mostly in response to tranquilizer's super potency. Damage decreased. Twice. Ammo on crafting/purchase modified slightly. Accuracy nerfed slightly.
  * This is a funny one, and was rather unintentional. Standard-Effect RevBow rounds are composed of 2/3 small-quantity steel and 1/3 plastic, and combat knives of standard quality are composed of 3/4 small-quantity steel and 1/4 plastic. What this means is that a bit of "wrap-around" has occured with the crafting system, and you can turn perhaps the most common piece of equipment into a considerable amount of RevBow ammo. Low Tech weapons, go figure.


- Debugging and play-testing all around. Shop system now updates if a new day transpires during browsing, and some other similar tweaks.

- Lots of other fine-tuning and tweaking, such as cleaning up potential weapon system bugs.

We may end up throwing more on this list as it IS a pre-update, but the schedule for the next couple of weeks is gonna be pretty complicated.

EDITS:
-Fixed a 2 persistent bugs in persona screens. One being able to re-open the window when it's already open (button not being greyed out properly) and the other being that pickups that had themselves dropped did not update the inventory tile's information, while using them DID.
-Completed persona edition of quests tracking screen.
-Fixed a few accessed nones about gauging quest status. Damage control on accessed nones has been ongoing but extremely successful. All currently existent accessed nones in a vanilla testing environment are based on incompatibilities with things such as cameras and turrets, and how they search for the older aug system. All part of Hatchet's clean and professional delivery that we strive towards.
-Fixed an issue related to giving players XP on kill. Most of the time this was not an issue, but it became apparent that those kills or knockouts acquired through incendiary (which, is kind of a cheap kill method if you consider incendiary bullets) and kills/knockouts dealt by abilities (with an offense tree this isn't too surprising to say exists) never yielded XP, possibly in addition to some other cases. A quick fix implemented now checks over data related to kills and who hit who with X, and resolves the issue cleanly.
-TrenchKat's weight has been increased from 2 pounds to 3. The original design was for a heavier duty 2 pound knife, but the blade of the knife ended up much meatier than originally imagined, but stuck assuming that A. a jury rigged knife is desired to be meaty for a higher durability and B. that the blade eventually reaches the desired point anyways. As meaty knife is now canon, so is its accordingly increased weight.

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Post comment Comments  (150 - 160 of 201)
J.
J. Sep 6 2008, 5:20pm says:

I attempted to play Deus Ex again, recently. Everything worked fine at the installation and startup, until the screen where one selects the graphics driver (Direct X or OpenGL). No matter what I choose, my computer somehow sees an empty CD/DVD-drive.

I have a Dell Latitude D620 with 1GB RAM, DVD R/RW, 80 GB HDD,
Graphics (copy&pasted from the chip's system info, in case it might help):
Accelerator in Use: Mobile Intel(R) 945GM Express Chipset Family
Video BIOS: 1343

O, and my notebook came degraded from the suppliers with Vista. I have tried running as administrator and in compatibility mode for XP and for 98/ME and for 95.

Could anyone help me on this? I really wish to play DX again.

+1 vote     reply to comment
J.
J. Apr 10 2009, 8:41pm replied:

Sorted. I upgraded to XP.

+1 vote     reply to comment
gamer4NL
gamer4NL Sep 14 2008, 6:01am replied:

I think the game automatically sets the drive to D: or to the drive from which you installed it. So if you have two drives, put the CD-rom into the other drive. If that doesn't work, change "CdPath=D:" to "CdPath=" in DeusEx.ini (C:\DeusEx\System by default). This only works with full installation. And if THAT doesn't work, you can always try a crack.

+1 vote     reply to comment
asdfzxc
asdfzxc Sep 22 2008, 8:27pm replied:

The same thing happened to me once. I had an I drive at the time... (that's a CD DRIVE!!!! Okay, it was virtual but same difference...)

+1 vote     reply to comment
Rigelblast
Rigelblast Sep 5 2008, 9:31am says:

Deus Ex is an excellent game. There's lots of gameplay and elements from many genres (FPS,RPG,etc.). The environment is highly interactive: you can pick up, carry, use and destroy almost everything as well as talk to most people. There are lots of weapons, items and upgrades (such as weapon modification kits and augmentations). The storyline is an essential part of gameplay and sometimes you have a freedom to choose what you will do - the game has several endings. There are also lots of conversations and missions. The environments are also rich in variety (cities, research facilities, etc.). All in all, Deus Ex is, or should be, a classic.

+3 votes     reply to comment
FPSUHalcyon
FPSUHalcyon Apr 26 2008, 2:58am says:

one of the best games ever. the mix of rpg and fps is nearly flawless, and multiple paths through each senario, as well as a long campaign, add to a surprising amount of replayability. seriously, why did no one follow in this game's footsteps?!?!

+4 votes     reply to comment
Chadc
Chadc Aug 22 2008, 11:41am replied:

Because nobody cares about gameplay anymore, and I can pretty much guarantee you that deus ex 3 will be another cash in just like the second one was..

Im not even trying to be cynical here people, but didn't deus ex teach you anything? stop being so optimistic.

+2 votes     reply to comment
Fuzzie
Fuzzie Jun 24 2008, 5:58am replied:

Deus ex 2 was released a couple of years ago, although not as good as first, And the third is WIP and hopefully will live up to the first.

+2 votes     reply to comment
floor-pie
floor-pie Sep 7 2008, 5:17pm replied:

Warren Spector did aplogise for Deus Ex IW, so maybe he's learned his lession and Deus Ex 3 will be good

+3 votes     reply to comment
Jonas
Jonas Feb 9 2009, 8:18am replied:

Warren Spector is not working on Deus Ex 3. ION Storm Austin no longer exists, and DX3 is being developed by Eidos Montreal.

Pardon the necro-post.

+1 vote     reply to comment
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Deus Ex
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Released Jun 22, 2000
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You will reinstall this game a lot.

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Nov 29 2010, 1:42pm by SlayerX3

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