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.
Hey hey hey, write code er'y day... is what I wish I could say, but this month or so has been full of dismay.
Things that got done as a whole:
-Atrey got a sweet upgrade to his equipment recently, which will play into his work on Hatchet's Music nicely. Already grateful for his many talents, so I'm excited for that.
-Reformatted PC partially
-Debugged re-installing the Deus Ex SDK, thanks to Mikak once more for a fix on that.
-Bug fixes, optimizations, hotkey tweaks and installations. Just a lot of them, really.
-Improved UI function and ease in a couple of core areas. For instance, recipe book had issues with taking forever and not always functioning easily. Like the workbench, corpse looting, and many other areas that bled unoptimized micro-management, it now has alternate use with WASD + C, so you can navigate its contents quickly, accurately, and blaze through any major shifts to enabled/disabled recipes.
-Set down the baseline for new containers that will be able to handle restocking, item randomization and quality application, and generally be capable for both removing AND adding contents from/to it. This is still waiting on a huge Wad of code to clean out, so things are definitely behind schedule a bit, but the schedule was also built around "best case scenario", which is usually much against my policies on due dates and expectations.
-Tweaks with pawns related to death types and gibbing thresholds. Previously some really gruesome deaths could go off at some not-so-gruesome causes. This now happens rarely for the sake of extremity and hilarity, but most the time it goes more as expected.
-Ate lots of PB&J. Honestly, I live off like 1/3rd PB&J sandwich. Crap is delicious.