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 Aug 23rd, 2015

Another busy month spent polishing up the arsenal and, in turn, various mechanics.


Here's what got done:
-Rest of Hatchet arsenal is now completely converted to Nonlinear Parts, effectively TRIPLING the amount of icon work for every weapon's parts and expanding a lot of the code to be smarter, in addition to a bit of modeling (such as the Order 10G's 2 visible attachments) along the way.
-Modified masterkey loads in Order 10 Gauge to be affected by the weapon's spread and hence effective range. This means suppressed and sawed off barrels have to be closer to doors and/or living things to effectively apply the door breaching damage bonus.
-Made .50 Caliber cartridges cheaper to make by reducing the material cost for the tipping and filling by 1 unit, down to 1 for each component, like all sane ammos. This is because the weapon was less economic, and, in recent days, no longer quite as raw firepower heavy as some competing weapons (now that double mags and scopes are abundant), so making the weapon more economic seemed like the rational thing to do.
-Revbow's damage is now affected by its cylinder type. Strong and high quality gives damage bonus, light and low quality produce a damage penalty, and medium quality/tactical give no craps either way.
-Revbow's base damage upped from 9 to 10, since many factors now affect how OP 9 vs 10 actually IS.
-Fixed a bug with .45 magnum filler sometimes spawning in High Velocity variant, which normally does not exist.
-Further, definitive fixes into weapon weight mechanics in relation to part spec. Quite frankly, it was discovered countless things were wrong with the formula including by not limited to: Quality multiplier, bad int vs float conversions, unwanted truncation in calculation, bad value extremities, bad part calculation for scopes, and bad method for comparing certain values. It took me about 3 hours to sort it all out. Dear god.
-Weapons now corrode per part 85% of time instead of 90% of the time, and before that previously 80% of the time. Additionally, using high velocity rounds increasing degradation rate to a very even 100%.
-Modified per-limb player healing to divert overkill amounts of health into the normal order of "heal all".
-Modified code for bridging slugger's noise reducing barrel.
-Modified the way melee damage is calculated, including up to a 10% penalty across to a 10% bonus (new) to damage in relation to how much arm health a player has left.
-Sorted out some formatting errors on shop screens with NPCs.
-Magazines now reskin in relation to the weapon the dropped them, and its magazine coloration.
-Various fixes with reskin method used on some new weapons after non-linearity was applied.
-Fixed some materials not being set for default weapons, in relation to their part spec.
-Fixed bad stat calculations in some very rare instances.
-Modified the values at which scopes give bonuses to guns, relation to the Order Doubled Sniper, General Rifle, and Scoped Order 10 Gauge.
-Fixed some faulty descriptions on the slugger grenade launcher.
-Fixed part inconsistency in stats (in practice) vs described stats in inventory screen.
-Slight stat changes and rebalancing on select weapons.
-Fixed some bugs related to multiplayer replication, and debugged other aspects in preparation for MP.

EDITS:
-Fixed some bad price ranges on ammos containing plastic, since plastic has increased cost since the nonlinear weapons update.
-Added snakeshot "shotgun style" rounds for the gust rifle, allowing it to have both more tactical roles and more ammo choices.
-Re-implemented incendiary rounds for the gust rifle, for the sake of choices and crowd control.
-Modified the way AI aims with physical projectile weapons to properly compensate for projectile arc.
-Made slugger shell velocity scale the amount of knockback dished. This includes, yes, up to a 66% bonus to knockback from high velocity shells. Thunk.
-Modified the way weapon parts appear in randomly generated containers. Now they shift into "higher tier" parts 5 levels faster than entire weapons, though at lower initial probabilities than before. This means players who do a lot of looting and digging around can obtain some nice hardware a bit ahead of the curve!

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Post comment Comments  (20 - 30 of 200)
DrunkenSurgeon
DrunkenSurgeon Feb 6 2014 says:

Greetings everyone. After playing Deus Ex: Human Revolution - Director's Cut, I feel the need to play the original all over again. I've experimented with various mods in the past. The thing is, I have a major issue with the UI. Basically increasing the resolution decreases the size of the fonts in the game, mod or no mod. I love immersing myself in this game but it's really difficult to do that when I can barely read any of the data cubes, emails, bulletin boards, newspapers or notes from the HUD. Is there any way to resolve this without installing any mods? If the only way to resolve this is by installing a mod, then which one? I really appreciate any advice/ suggestions given. Thanks.

+2 votes     reply to comment
DrunkenSurgeon
DrunkenSurgeon Feb 15 2014 replied:

It appears that I found an answer for my own query. For anyone interested, I recently tried the Deus Ex Enhanced v2.0.0 w/ HDTP beta compatibility mod. (I installed New Vision and Shifter first). This mod appears to do the trick, to an extent. Still, if anyone knows of any alternatives, please feel free to reply.

+2 votes     reply to comment
kocmo
kocmo Mar 22 2014 replied:

Saracen-Rue, you beat me to it :-) I'm shamelessly plugging my mod unifiedDeusEx (see Moddb.com); it does include double-sized UI and sharp fonts from dxEnhanced, and replaces UI icons & textures with high-quality ones. That's what I use myself to play Deus Ex 1 :-))))

+2 votes     reply to comment
DrunkenSurgeon
DrunkenSurgeon Mar 29 2014 replied:

Thanks for your response and suggestion kocmo.

+1 vote     reply to comment
Saracen-Rue
Saracen-Rue Mar 26 2014 replied:

Sorry for the reply-steal there kocmo, I just felt that people had to know of this awesome mod you have.

+1 vote     reply to comment
DrunkenSurgeon
DrunkenSurgeon Mar 29 2014 replied:

Thanks for your response and suggestion Saracen-Rue.

+1 vote     reply to comment
Saracen-Rue
Saracen-Rue Mar 21 2014 replied:

Try Unified Deus Ex, it continues with the resolution solutions seen in Deus Ex Enhanced and has compatibility with various other mods.

+1 vote     reply to comment
Prototype458
Prototype458 Feb 3 2014 says:

if you guys are interested go to this site for some tutorials and downloads and more like admin codes and deusex beta stuff and upcoming mods/unfinished mods
Rdxmp.enjin.com

+1 vote     reply to comment
SamirLP
SamirLP Jan 17 2014 says:

the game is hard cool and pretty cool i have it on cd

+1 vote     reply to comment
tomas352000
tomas352000 Oct 7 2013 says:

damn, it sucks there is still no mod to stay with unatco :(

+3 votes     reply to comment
walton
walton Dec 10 2013 replied:

It would be interesting to explore in an alternate-universe kind of way. JC Denton serving UNATCO, and in turn, Majestic 12

+2 votes     reply to comment
tomas352000
tomas352000 Dec 10 2013 replied:

yea lol. it sucks both mods for it has been cancelled, oh and also, for these who dont know it, game creators WANTED to add the choice - how i know? i refused to send message and came back to paul - i said i know unatco isnt great, blablabla, im not a terrorrist, blablabla, but game dont continue then

+1 vote     reply to comment
J.
J. Sep 20 2013 says:

I am in a bit of a fix. I have recently reinstalled Deus Ex (GOG version) with the following mods:

New Vision 1.5
Shifter 1.9
Kentie's Launcher
DirectX 10 graphics driver
DX Enhanced v.2
HDTP pack (removed)
Revision (removed)

I have started the game before installing the mods. However, my unit portraits on the infolink are too big for the infolink photoframe, resulting in only the top left quarter of the unit ID showing.

Can anyone give me advice (except reinstall - AGAIN) on how to fix this?

0 votes     reply to comment
zenith99
zenith99 Dec 4 2013 replied:

can play the original?) no seriously, even after so many years, the game engine seems beautiful, why all this crap?

+2 votes     reply to comment
zenith99
zenith99 Dec 4 2013 replied:

we have in Russia, unfortunately, the developers themselves probably know, pathetic)) do something really worthwhile rarely, mistland ..... be that as it may, the developers can rarely offer something interesting ..... as whatever it was, waiting for new versions of your favorite games. return of Denton's really surprise the hell)) unreal engin best thing would be created)

p.s
do not know where the interpreter translated, with your tongue, sorry the problem, I hope everything is correct))

+1 vote     reply to comment
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Deus Ex
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Nov 29 2010 by SlayerX3

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