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.

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Blog RSS Feed Post news Report abuse Latest News: Hatchet Monthly Pre-Update September 2015

0 comments by WCCC on Aug 23rd, 2015

Another busy month spent polishing up the arsenal and, in turn, various mechanics.


Here's what got done:
-Rest of Hatchet arsenal is now completely converted to Nonlinear Parts, effectively TRIPLING the amount of icon work for every weapon's parts and expanding a lot of the code to be smarter, in addition to a bit of modeling (such as the Order 10G's 2 visible attachments) along the way.
-Modified masterkey loads in Order 10 Gauge to be affected by the weapon's spread and hence effective range. This means suppressed and sawed off barrels have to be closer to doors and/or living things to effectively apply the door breaching damage bonus.
-Made .50 Caliber cartridges cheaper to make by reducing the material cost for the tipping and filling by 1 unit, down to 1 for each component, like all sane ammos. This is because the weapon was less economic, and, in recent days, no longer quite as raw firepower heavy as some competing weapons (now that double mags and scopes are abundant), so making the weapon more economic seemed like the rational thing to do.
-Revbow's damage is now affected by its cylinder type. Strong and high quality gives damage bonus, light and low quality produce a damage penalty, and medium quality/tactical give no craps either way.
-Revbow's base damage upped from 9 to 10, since many factors now affect how OP 9 vs 10 actually IS.
-Fixed a bug with .45 magnum filler sometimes spawning in High Velocity variant, which normally does not exist.
-Further, definitive fixes into weapon weight mechanics in relation to part spec. Quite frankly, it was discovered countless things were wrong with the formula including by not limited to: Quality multiplier, bad int vs float conversions, unwanted truncation in calculation, bad value extremities, bad part calculation for scopes, and bad method for comparing certain values. It took me about 3 hours to sort it all out. Dear god.
-Weapons now corrode per part 85% of time instead of 90% of the time, and before that previously 80% of the time. Additionally, using high velocity rounds increasing degradation rate to a very even 100%.
-Modified per-limb player healing to divert overkill amounts of health into the normal order of "heal all".
-Modified code for bridging slugger's noise reducing barrel.
-Modified the way melee damage is calculated, including up to a 10% penalty across to a 10% bonus (new) to damage in relation to how much arm health a player has left.
-Sorted out some formatting errors on shop screens with NPCs.
-Magazines now reskin in relation to the weapon the dropped them, and its magazine coloration.
-Various fixes with reskin method used on some new weapons after non-linearity was applied.
-Fixed some materials not being set for default weapons, in relation to their part spec.
-Fixed bad stat calculations in some very rare instances.
-Modified the values at which scopes give bonuses to guns, relation to the Order Doubled Sniper, General Rifle, and Scoped Order 10 Gauge.
-Fixed some faulty descriptions on the slugger grenade launcher.
-Fixed part inconsistency in stats (in practice) vs described stats in inventory screen.
-Slight stat changes and rebalancing on select weapons.
-Fixed some bugs related to multiplayer replication, and debugged other aspects in preparation for MP.

EDITS:
-Fixed some bad price ranges on ammos containing plastic, since plastic has increased cost since the nonlinear weapons update.
-Added snakeshot "shotgun style" rounds for the gust rifle, allowing it to have both more tactical roles and more ammo choices.
-Re-implemented incendiary rounds for the gust rifle, for the sake of choices and crowd control.
-Modified the way AI aims with physical projectile weapons to properly compensate for projectile arc.
-Made slugger shell velocity scale the amount of knockback dished. This includes, yes, up to a 66% bonus to knockback from high velocity shells. Thunk.
-Modified the way weapon parts appear in randomly generated containers. Now they shift into "higher tier" parts 5 levels faster than entire weapons, though at lower initial probabilities than before. This means players who do a lot of looting and digging around can obtain some nice hardware a bit ahead of the curve!

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Post comment Comments  (0 - 10 of 36)
Executor-64-
Executor-64- Aug 12 2015 says:

looking good so far i'll be watching

+1 vote     reply to comment
WCCC Creator
WCCC Aug 13 2015 replied:

Thanks a ton! Every bit of support goes a long ways!

+1 vote   reply to comment
omnitrix152
omnitrix152 Jun 26 2015 says:

Ok yess!!! nows the time man! email for voice acting whenever :D

+1 vote     reply to comment
WCCC Creator
WCCC Jun 27 2015 replied:

Lol I have your email in a text file on my desktop. Voice acting is still another phase away, but you are on my radar, for sure!

+1 vote   reply to comment
DAFFYDAFFY
DAFFYDAFFY Mar 10 2015 says:

seems to be a long time to wait for a mod release :(
I suppose if it's a big one it's understandable.

+1 vote     reply to comment
WCCC Creator
WCCC Mar 10 2015 replied:

Yes, it is planned to be VERY sizable. Hopefully it's worth the wait.

+1 vote   reply to comment
johnsalt44
johnsalt44 Feb 28 2015 says:

wow, this looks really good. it's cool to see that people are interested in modding classics and creating their own unique stuff. you definately have my interest, keep up the good work.

+1 vote     reply to comment
WCCC Creator
WCCC Mar 1 2015 replied:

Happy to hear it, we appreciate the feedback!

+1 vote   reply to comment
omnitrix152
omnitrix152 Dec 30 2014 says:

Nice, whens this bad boy coming out for release? Been seeing the updates for a while now.

+1 vote     reply to comment
WCCC Creator
WCCC Dec 30 2014 replied:

Yeah, you've been one of our older followers, so it's good to see we're holding your interest.

Currently we've done most of the base mechanics (weaponry revamp, crafting, shops, quests, etc) and now we're shifting into level design now that we have the pieces to place down for making Hatchet-styled levels.

I would expect at least another few years of development, honestly. We have a lot of ground to cover for a lot of big ideas. We do, however, keep a very routinely updated developer's blog on things because unfortunately a lot of mods for Deus Ex suffer from poor communication, infrequent updates, and a LOT of going dead on development. We produce routine updates both to keep the fans informed and let you all know the mod is alive and kicking. Hopefully we'll have some mapping featurettes to show in good time.

As always, thanks for your time and support!

+2 votes   reply to comment
omnitrix152
omnitrix152 Dec 30 2014 replied:

Amazing, very good. So happy to hear its so alive! Heres just an idea, i think maybe you should make a demo outlining the story to excite everyone.

Also im available to do any voice acting, please don't hesitate to email me at - mohsin_1964@hotmail.co.uk

+1 vote     reply to comment
WCCC Creator
WCCC Dec 30 2014 replied:

Excellent! I'll keep that in mind, we'll be needing to do some networking in the mean time for once we start doing convos and voice acting.

A demo is a good idea that's crossed our minds a few times, but it'd have to be a pretty limited chunk since it's an open-world experience. If done right, it could be pretty handy for inserting some hype... we'll see what happens once we've modeled our characters lol.

Those guys are gonna wait until we have a complete list of clothing and "part types" so we can produce a single "mega model" and use skeletals to animate all our characters in one go lol. The order in which our goals appear in this project is definitely a bit sticky, suffice to say...

I'll add your email to our contacts list. Thanks again!

+1 vote   reply to comment
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