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.
Aye, guys, It's Brenden (Atrey).
Since a majority of the updates is from WCCC, I like to pop in every once and awhile and let you all know that I am not dead... in fact, I too have been working on Hatchet stuff still and will until it's finished.
So while Markus is taking a required break due to his surgery, I thought I'd let you all know what I have been doing.
1) I have made several new songs to the soundtrack, and I only have less than 10 to go, then I will have a complete 60-Song soundtrack... the biggest for any other Deus Ex game or mod.
2)Native Programming... That's right, I have taught myself finally how to import C++ code into the game engine which helps for simple things for us programmers and ultimately, the gamer.... you.
What I have done so far, (get ready for this), I have finally replaced the old circular shadow that sits underneath every object in the level with a realistic shadow that mimics the move of different characters and objects. (I uploaded screenshots)
All I gotta do for this now is work out the kinks, then I can see what else I can take advantage of with C++.
I'll try to update more often as I progress in the stuffs.
WCCC's Addins: SURPRISE, SUCKAS.
Worth clarifying here that surgery recovery was like 4 months on average for most patients, not 4-6 weeks. Not sure where I grabbed the figure honestly, and most of this recovery time is in the small details and the things I can't do and how it hamstrings my day to day activities I've grown attached to.
Regardless, I'm healing at almost exactly double pace. I swear if there's one attribute I have with this glass biology of mine, it's persistence and recovery rate. Ideally I'll be back and at it in one month's time as it's been about a month thus far, give or take. In the mean time I'll just be surviving and cracking Wolverine jokes with my dad increasingly.
That being said, here's some slick stuff I've been tweaking feverishly while I'm supposed to be out. I'm a bastard, I know, but most of these are small tweaks, since most my day is rehab and band replacement.
-Binding ammos on the ammo belt will increase reload speeds for loading that specific type and make of ammo into your guns. This encourages a less-guns playstyle, since you can have "more power" for less overall guns. This also makes specializing into the weirder guns (snipers, shotguns, revolver) that previously had major reload drawbacks much more practical.
-Aiming down sights now properly applies to ranged projectiles. Coulda sworn it did before, but the code I've looked over implies everything but. Whoops.
-Aiming down sights now affects the spread of the crosshair display, so you can gauge how much accuracy you have with more certainty.
-Further fixes related to AI acrobatics. I'll be damned if the AI can still manage to randomly stop existing now.
-Fixed heat not properly applying to some weapon states.
-Weapon states massively simplified using parent states, cutting a few hundred lines of code out of the 13,000 or so that was HatchetWeapon.uc.
-In an attempt at realism and stat capping, accuracy bonuses with weapons are 0-100% of its Aim down sights accuracy bonus. If you aim down sights, there's no bonus to be had with skill, but suffice to say the more skilled you become with a weapon, the less your character theoretically needs to remember where to aim, and hence after a hell of a lot of hours, one could even fire at master ADS quality on the move. Although let me state mastery is a real pain to get your hands on. Prepare for lots of hours with one weapon!
Figured I'd make the post in advance. Come the 13th I (WCCC) am going to be undergoing some major jaw surgery with an estimated 4-6 weeks recovery period...
A drowsy month packed with some quality polishing and general war on the decoration front. Here's what got done: -Major weapon effect rebalancing. Amazed...
A month of injuries and delays. I don't think anyone is having as much as I am. Here's what got done: -Processed and imports models, including some last...
A month of behind the scenes work. Here's what got done: -Identification of uncleaned actors on travel, invoking instability in the game. -Work to reduce...
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