From the maker of DSTNM comes Hatchet. Hatchet is a heavy duty conversion mod for Deus Ex with a campaign all its own. Hatchet contains a unique storyline & employs free-roam mechanics to present a world will shock, satisfy, & puzzle you to the end.
Most of Hatchet's Plot has to be kept hush hush for proper reasons, but be aware it has been heavily thought out and layered with the concept of 12 different endings in mind. Additionally an all-new world style of mushy cartoon-like presentation and brutal action up its sleeve, you won't see Deus Ex the same ever again.
The mod has only recently started production and will take some time, as many mechanics are ambitious, such as all-new gameplay mechanics, totally remeshed characters, weapons, & decorations, and a large world with many fascinating locations to travel to and visit. A lot of ambition is set, but it's all within practical reach with enough time and effort.
Check regularly (or "watch" the mod) for updates in screenshots, videos, and more.
Edit 1/8/14: We have just signed up with an up-and-coming company, Ex Unitae Vires, for development, and are very excited for their benefits they'll bring the mod and what we can offer them.
-Decreased the accurate range for most weapons in Hatchet. This means bullet drop will occur in more circumstances where it did not previously.
*Fun fact, bullet drop was a feature accounted for in the original Deus Ex weapon code.
-Increased accuracy of all shotguns considerably, now that they suffer drop at anything past ~46 feet.
*Slugs were NOT buffed on the order 12G though, since it was already questionably effective with them.
-Prepared weapon part composition to be editable in the map editor, so custom weapons may very rarely appear later in select locations.
-Added a buff for the general rifle and m460 rifle, when using a scope. This also effects the Order 10G and atlas combat sniper.
*Whereas previously, scopes reduced inaccuracy by 2/3 and ADS had an additive bonus to accuracy, now scopes add the ADS bonus, THEN divide inaccuracy by 3.
-Updated the 9mm ammo model to reflect the new version of the spec ops handgun.
-Fixed a bug with using doors relating to keys and door states.
-Limited the maximum level of inaccuracy, so mobility and full auto fire are penalized less. Maximum recoil induced penalty is roughly the broadside of a full size fridge, instead of a barn.
-Limited the benefit of aiming down sights to only provide 50-100% of its bonus, in inverse scaling with a player's skill with a weapon. This reinforces the idea that extremely high skill levels limit the player's need to use sights as a constant landmark when aiming, for best results.
-Added a new master trigger class with some bells and whistles for making trigger usage easier.
*Added child triggers for Clock Trigger, Begin Play Trigger, and Property Setting Trigger
-Fixed a bug where magazine loaded weapons became slower to load as more skill was acquired.
*Due to the high investment to "master" a weapon in Hatchet's current balance, this was hard to diagnose at first.
-Added some new science decor, incoroporating 2 different meshes. One's a bit of machinery, one's a stand for it, when appropriate.
A booming month. Here's what got done: -Fixed microscope's collision box being a bit too tall. -Various mapping advancements. *While this has been said...
Decorations. Decorations everywhere. Progress: -Progress with mapping. -Added a barrel model. -Added two cardboard box models. -Added a microscope model...
A turbulent month in life, but here's what got done. Expect a pro-transparency sit down later today. - Fixed depleting an ammo type causing "locked" muzzle...
A month of much weapon modeling. Here's what got done: (See full post. This one's lengthy!)
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