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.
Please do note that production is slow due to a one-man team which is slower than usual, but be assured it's getting there. Hold on guys.
It's thanksgiving about now in the US, and I'm spending it slaving away on Hatchet. Figured I'd post the monthly update since I've got time:
-Further increased efficiency of crafting system and made crafting more informative in quantity. These are both actually immediately related and at this point I'd be hard pressed to think of any other ways to optimize the bench.
-Modified naming field to be less obstructive during crafting.
-Modified noise increase from explosive ammo to be smarter, it now increases the actual noise level of gunfire when in use, including making silenced weapons produce audible levels of noise. Bullet impact locations also attract attention.
-Completed stats, icons, and workbench art for the HnK NP7. This should theoretically be the last automatic weapon to enter the realm of Hatchet, its creation was mostly for a "real" submachine gun weapon and to give the SMG skill more than a single use. It is generally less accurate and deadly, but higher ROF and magazine size than its carbine competitor. It comes with a mag size ranging from 25 to 40 rounds depending on quality and fire modes for auto, 3 shot burst, and semiauto, in addition to its own new and unique PDW type ammo.
-Completely meshed the first assault rifle. This has been given a fancy showcase in the videos section by now, and damn... it is awesome.
-Meshed and fixed the new flashlight. Had some bugs preventing it from adding to the player's F12 properly.
-Revised double barreled .50 sniper. This has been applied to icons, part icons, workbench art, and the recipe picture at this point. This is almost certainly its final incarnation and has laid all remaining complaints I've had about it to rest.
-Revised, debugged, and optimized weapon mechanics to be smoother, more reliable, more sensible, and cleaner.
-Completely redid the way the weapon overlay system operates, so now it can be dynamically intercepted by the parent weapon and adjusted some. This is for both optimization and to make way for more advanced overlay function such as the General Rifle. Specifically, the general rifle has implications for 4 versions of every animation on its overlay and 2 on the weapon; this overhaul with overlays is imperative to its function and will allow this to be done with unbelievable ease.
-Added a multiplier and modifiable stats (for parts to increase/decrease effectiveness) for how quickly weapons focus their aim level. In addition to the potential for x2 speed by ducking, heavier weapons have generally slower focus speeds and smaller weapons generally faster ones. Additionally, many weapons with foregrips and the like now can focus their aim faster on better quality models. This is handy for weapons to stay competitive yet equal and is very helpful for shooting slugs from shotguns that are otherwise devoid of precision and high in recoil. Higher aim speed also combats recoil significantly.
-Buffed the Carbine in a few ways, including the appropriate focus speed bonus for weighing half the weight of its M460 competitor and removing the 1 damage penalty previously in place for the gun's smaller stature. Turns out 7 vs 8 on damage made a huge difference and made the carbine otherwise inferior. Its new incarnation is able to stand up to its rifle-sized competitors with acute benefits for agility and handling in exchange for its smaller magazine, lower base accuracy, and so forth generally associated with its smaller stature.