From the maker of Markistan RPG 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.
A month of getting back into the flow of things. Here's what got done:
-Fixed weird animation rates sometimes being animated in certain circumstances.
-Reduced reliance on Vanilla code, increasing compatability with TC's that override the game's native files.
-Fixed a typo in a certain description.
-Added recoil patterns to weapon recoil, causing them to be much less predictable than they used to be.
*As a part of this revamp, the questionable muzzle break effects of tactical parts now make recoil patterns more predictable instead.
*Weapons with single shot capacity still use the old muzzke brake effects, however.
*Weapon recoil has been lowered in sheer intensity across the board, now that recoil management is more of a human-side skill.
-Yet more recoil effects, rebalancing how certain weapons kick and making kick less directly related to aim decay.
*Also added per weapon family recoil and decay multipliers.
-Modified the way recoil is calculated, to be scaled relative to rate of fire.
*Specifically, higher rates of fire produce more recoil per second, as more cartridges are being fired.
*Equally, slower firing weapons have comparatively lower recoil, as their recoil will be spaced over more time.
-Fixed updates to pump animation speed re-introducing the "killburst" bug on the atlas combat sniper.
-Fixed a bug with the inventory screen sometimes displaying in incorrect max encumberance capacity early game.
-Rebalanced ammo capacity limits to match weapons on a case-by-case basis.
-Slightly rebalancing on some of the Slugger's ammo effects. Nothing too much of note.
-Rebalanced the M460 and Atlas Combat Sniper weapons, so that low quality variants use heavy parts instead of light. This is to counteract the fact that 100% light parts early game feels like utter trash, and reflects poorly on the player's first impression with the weapon.
-Revamped B3-SAS firing sound when suppressed. The faster speed helps reduce the presence of a sound bug when firing the weapon as it jams.
*Only the B3-SAS is known to do this, and only when suppressed. The fire sounds are equal bitrate and length as loud ones, making this bug quite mysterious indeed.
-Modified the flo lights that are seen in the early sections of the game. Previously, its placement made it a poor choice for lighting rooms. This has been modified using some odds methods, so now it is placed (roughly) at a height where proper lights should be, while still visually appearing the same.
Happy new year, folks. Here's what all got done: -Fixed a bug where the shuriken ring had a redundant safety setting, although it was off by default...
A month that had a sleepy start. Here's what got done: -Buffed 12G Compact to fire and reload faster, since its greatest limit is capacity. *Being the...
-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...
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...
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