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  (50 - 60 of 200)
zpendam
zpendam Dec 6 2012 says:

NEW WORLD VISION Yeahhhhhhhhhhhhhhhh

+1 vote     reply to comment
TheJCLetsplay
TheJCLetsplay Dec 6 2012 says:

I looooooooove this game so much *__*

+2 votes     reply to comment
orcus_35
orcus_35 Dec 3 2012 says:

I'd rather have a game with horrible graphics and the best gameplay ever, rather than the contrary !

+4 votes     reply to comment
J.
J. Sep 20 2013 replied:

You've deleted the majority of modern games from your wishlist...

+1 vote     reply to comment
DEAD_FiSH
DEAD_FiSH Nov 9 2012 says:

"You are now beneath the nanotech lab."
I have to say that Deus Ex community is one of the best and funniest communities ever!
"Get PILLS against my orders!"
"A BOMB!"
"What a shame!"
"Augmented."
Hehehe. :D

+4 votes     reply to comment
Cossack-HD
Cossack-HD Oct 3 2012 says:

I'm playing old games such as Half-Life 1, Need For Speed 5 Porsche Unleashed (2000), DOOM 1-2... And this seems one more game I HAVE to play :D

Nowadays developers work too much for graphics, and they say "it's realistic", but gameplay is worse than in oldies D:

Cuz graphics make you buy new expensive PC - games become big business and 90% of games now are good looking ****. Old or indie games and mods are only things I'd like to play. In old times bad graphics were compensated by Rich Gameplay.

+2 votes     reply to comment
Kyle_K_ski
Kyle_K_ski Dec 1 2012 replied:

"Nowadays developers work too much for graphics, and they say "it's realistic", but gameplay is worse than in oldies D: "

I absolutely agree with you!

"In old times bad graphics were compensated by Rich Gameplay."

I wouldn't use the term "bad graphics." For the most part, they were doing the best they could with what they had. That said, there is NO question that the developers back then were much more tightly focused on Rich Gameplay. I can barely stand looking at the modern titles that are coming out - more often than not, the website I find myself going to for future purchases is GOG.com, a website that's devoted to selling older titles (and some NEWER ones too!) completely free of DRM.

A great game, regardless of its graphics, will CAPTURE the player, and far too few titles do that today.

I STRONGLY applaud all of the current mods that are going back and overhauling the older titles. Every one of them has gotten my vote for 2012's Mod of the Year.

+2 votes     reply to comment
Prototype458
Prototype458 Sep 11 2012 says:

where is the list of mods?

+3 votes     reply to comment
BeardedBrotha86
BeardedBrotha86 Sep 16 2012 replied:

At the top of the page, underneath the Game's title graphic you'll see a row of links, just after the middle of that row, if you're taking your eyes from left to right, will be 3 links: "addons," "downloads," and "mods."

+2 votes     reply to comment
Prototype458
Prototype458 Sep 21 2012 replied:

i know that but the list of mods are gone for some reason

+3 votes     reply to comment
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Deus Ex
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Windows, Mac, PS2
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Ion Storm
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Eidos Interactive
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Released 2000
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You will reinstall this game a lot.

That is all.

Nov 29 2010 by SlayerX3

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