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.

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Post comment Comments  (20 - 30 of 201)
Prototype458
Prototype458 Feb 3 2014, 10:47am 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
Elitesse
Elitesse Jan 28 2014, 4:48pm says:

Did you know that whenever the New York City skyline is visible in the background, the Twin Towers of the World Trade Center are absent? This was due to texture memory limitations that arose during the game's development, but the in-universe explanation for the missing towers is that they were destroyed in a terrorist attack. A year after the game's initial release, the real Twin Towers were destroyed in the 9/11 terrorist attacks!

+1 vote     reply to comment
CyberP
CyberP Jan 29 2014, 6:19pm replied:

Coincidence. There was also an attack on the WTC in 1993: En.wikipedia.org

+1 vote     reply to comment
SamirLP
SamirLP Jan 17 2014, 9:45am says:

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

+1 vote     reply to comment
tomas352000
tomas352000 Oct 7 2013, 3:22pm says:

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

+3 votes     reply to comment
walton
walton Dec 10 2013, 11:24am 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, 11:37am 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
zenith99
zenith99 Dec 4 2013, 2:21pm 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, 2:32pm 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, 1:42pm by SlayerX3

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