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.
Decorations. Decorations everywhere.
Here's what got done:
-Progress with mapping.
-Added a barrel model.
-Added two cardboard box models.
-Added a microscope model.
-Added an office chair model.
-Fixed an AI crash related to patrol routes that caused explosive tier, runaway iteration.
*This bug is notorious in many Deus Ex mods. Some have even fixed it, such as TNM, and after some mean crashes in isolated cases within the test environment, now Hatchet is, too. Luckily, it's simple fix.
-In accordance with Hatchet's faster pace, all aim focus speeds have been doubled. This means less setup time for an encounter, but the same pacing within an encounter.
*Recoil rates have been doubled to compensate. This actually just means that focusing won't outpace recoil rates, so recoil is virtually identical both before and after this pacing tweak.
-Fixed iron sights offset being pretty janky on the B3-SAS carbine. Oh, what an old model it is proving to be.
-Fixed perpendicular dodges being vastly overpowered when used by AI. This has further reduced "disappearances" occurring very rarely with AI dodges.
-Fixed attemptdodge calls not checking with fast traces. This appears to have finally vanquished enemies getting destroyed when dodging, in rare cases. We'll see in the future, though.
-Fixed projectiles drawing blood from entities that do not bleed. Deus ex does this too, make no mistake (if you've seen MP bots with robots, you know what I mean when they start bleeding), but Hatchet's bullet code does not. Now, projectiles reflect this as well.
-Fixed melee weapons from bloodying on entities that don't actually bleed.
New section, Meta Report:
We've input another round of playtesting within the inner circle. We're looking at balance, satisfying AI performance, and the elimination of "metas" within Hatchet's arsenal. Hatchet's arsenal is aimed to be variable in style and learning curve, but without any weapon being consistently "better" in its natural state. So far such testing has proved to be quite positive. The only "metas" found this month was the Order Assault rifle and B3-SAS carbine. The Order Assault due to its high power and capacity being friendly to newcomers, and longer term, the B3-SAS carbine, but for reasons that are odd.
The B3-SAS is simply very well rounded as a "middle grounds" of sorts. Less power than the Order Assault, less volume of fire than any other automatic weapon, and less accuracy than the M460. The B3's only main attributes are its competitive 2 shot burst, being easier to land all hits on target than the NP7's 3 shot burst, and its tied fastest reload speed with the NP7. Quite frankly, its accuracy, power, rate of fire, and so forth are all "good enough" with its handling being agile and coordinated in nature. For this reason, the B3-SAS isn't so much as "good" as it is never explicitly "wrong", save for extremely long range combat.
Given how the test environment has a lot of "room clearing" and skirmishes, the SAS has likely stood out explicitly because it's an excellent close quarters, fast paced weapon with extreme potential for efficiency. This is not surprising, given these are the quarters in which SMG's and some carbines flourish in the real world.
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