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.
Trying out this new trick where I (WCCC) write down stuff that gets done in a log file in real time. This should help make sure monthly reports are as accurate as possible!
-Added overencumberance icon that's visible when overencumbered. It it a cartoony red anvil with an exclamation mark on it. This was needed for a long time.
-Fixed a pair of errors that slowed down 10mm's rate of fire. It now fires 50% faster with these two fixes.
-Fixed Spec Ops Glok firing at slightly slower anim rates.
-Modified the way subsonic and silencers work. Instead of being duplicate, but stackable, effects, they are now two different effects.
*Supressors reduce noise 35% at no damage penalty, and subsonics reduce noise 60% at some damage penalty.
*"Two stage supressors", AKA upgraded supressors on weapons that, by default, HAVE supressors (gust rifle and Spec Ops Glok), still reduce damage by a lesser degree, but also supress slightly less well than subsonic.
-Increased 10 Gauge Shotgun's pump anim rate and fire animation rate. It was just too damn slow.
-Decreased falloff penalty for shotguns slightly.
-Buffed revolver damage so it can at least 1 hit kill unarmored combatants on a headshot, if not also the same vs a light helmet.
-Fixed an obscure error with loading null parts in the assemble menu of the workbench
-Fixed rate of fire errors with ~2/3 of weapons left in game. Some ROF stats weren't scaling due to default stat types such as strong, agile, and tactical.
-Nerfed M460 rifle's sight bonus. It was apparently an absolute destroyer all along, allowing for sprinting and massacring if built JUST right.
-One shot kills don't make noise when killing or knocking out pawns anymore. Also of note, this applies if a pawn is taken down in <0.6 seconds or has lost track of its target.
-Fixed bugs with physics destroying actors. Some still exist, but it's improving all the time.
-Rebalancing with some specialized abilities to make them much more usable.
-Some slight debugging for the test area and some expansion of the firing range.
-Buffed frag effect with slugger shells considerably.
-Increased anim rates for semi auto fire in multiplayer test environment 2.5x, rounding out to about SP equivalent.
*Side note, not sure why, but AnimFinish() takes ~2x as long to respond in multiplayer, hampering ROF greatly. A crude fix is a fix none the less.
-Fixed oso's 3rd person animation firing incredibly slowly. About 1/5th its desired speed, in fact.
-Pickpocketing now has an MP equivalent, although it is crude by comparison to its SP form.
-Weapons that chamber a round between reloads can now be fired part way through a reload for that one fleeting shot, if one shot is left loaded. Reload will resume as normal once it resumes.
*Example: You fire 24/25 rounds from your B3-SAS. You hop behind cover, drop the magazine, and begin the reload loop looking for a new one, an enemy presses into your cover zone, so you point, press fire, and a single shot is fired, dusting off your opponent. You resume the rummaging period, and throw in a new mag and charge your carbine, as it was just now emptied.
So funny story. Funnier than the article name typo last month. Down with a cold, and then bronchitis, and went to make a video discussing the event and...
Another month of getting back into the swing of it all. While certainly a fun train of events, let's go over what got done: -Implemented new models for...
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...
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...
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