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.
-Additional sound works, yet again. All but 2 on-cast abilities now have sound effects on use.
-Bug and quirk fixing, yet again.

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Post comment Comments  (40 - 50 of 201)
rgt32
rgt32 May 12 2013, 8:40pm says:

Can some one please make a third person view mod some thing like in Deus Ex Human Revolution thank you

0 votes     reply to comment
Guest
Guest May 19 2013, 8:35am replied:

behindview 1

+4 votes     reply to comment
Prototype458
Prototype458 Apr 22 2013, 8:36am says:

Who ever is interested in making new maps with s3tc textures(high resolution) visit this link

Gravity-world.com

hope some of you wil actualy start using this for new maps and other so we can make deusex even more lovely!

+1 vote     reply to comment
JewelOfRio
JewelOfRio Mar 15 2013, 1:54am says:

Someone needs to remake this awesome game in source or unreal engine 3.

+3 votes     reply to comment
J.
J. Sep 20 2013, 4:10pm replied:

If the gameplay is to remain as it is, but the graphics improved, will be amazingly great. But i believe what made this game a legend is, in part, that its engine runs on systems which are unable to run UE3 or Source, which would mean a smaller player base.

+1 vote     reply to comment
guest09238
guest09238 Aug 17 2013, 5:39pm replied:

Why remake it? It's perfect the way it is

+2 votes     reply to comment
VictorsMod
VictorsMod Aug 19 2013, 3:37pm replied:

It has it's own share of flaws, but I agree it's darn near perfect. That game definitely is an amazing gem for it's age.
Even to this date I can pick it up and play through it... I am doing that exact thing at the moment, to be perfectly frank.

+1 vote     reply to comment
Blue_Dust
Blue_Dust Feb 5 2013, 5:08am says:

Whatever the claim may be from people, my only interest is having fun within a game. Deus ex is a kind of game that I enjoy a lot due to the ability to explore (unlike a certain game of duty modern warfare whatever). It's not an easy game but it is fun for me. I just hope that one game developer looks at this and tries to base a game around this type of gameplay rather than going for the yet again bland first person shooter adventure in some kind of war.

+6 votes     reply to comment
Opinionator
Opinionator Dec 22 2012, 4:39pm says:

Remake or remaster this game I want this back after the dismal 2 & 3 poor offerings.

+1 vote     reply to comment
TheManHimself
TheManHimself Mar 14 2013, 9:04am replied:

Its funny, I kinda liked the second one more than the third one because my expectations were low for IW, but high for HR. But both are nothing like the first one, so I too want a remake of DX 1.

+2 votes     reply to comment
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Deus Ex
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Nov 29 2010, 1:42pm by SlayerX3

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