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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Aye, guys, It's Brenden (Atrey).

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 working on Hatchet stuff still and will until it's finished.

So while Markus is taking a required break due to his surgery, I thought I'd let you all know what I have been doing.

1) I have made several new songs to the soundtrack, and I only have less than 10 to go, then I will have a complete 60-Song soundtrack... the biggest for any other Deus Ex game or mod.

2)Native Programming... That's right, I have taught myself finally how to import C++ code into the game engine which helps for simple things for us programmers and ultimately, the gamer.... you.

What I have done so far, (get ready for this), I have finally replaced the old circular shadow that sits underneath every object in the level with a realistic shadow that mimics the move of different characters and objects. (I uploaded screenshots)

All I gotta do for this now is work out the kinks, then I can see what else I can take advantage of with C++.

I'll try to update more often as I progress in the stuffs.

WCCC's Addins: SURPRISE, SUCKAS.

Worth clarifying here that surgery recovery was like 4 months on average for most patients, not 4-6 weeks. Not sure where I grabbed the figure honestly, and most of this recovery time is in the small details and the things I can't do and how it hamstrings my day to day activities I've grown attached to.

Regardless, I'm healing at almost exactly double pace. I swear if there's one attribute I have with this glass biology of mine, it's persistence and recovery rate. Ideally I'll be back and at it in one month's time as it's been about a month thus far, give or take. In the mean time I'll just be surviving and cracking Wolverine jokes with my dad increasingly.

That being said, here's some slick stuff I've been tweaking feverishly while I'm supposed to be out. I'm a bastard, I know, but most of these are small tweaks, since most my day is rehab and band replacement.
-Binding ammos on the ammo belt will increase reload speeds for loading that specific type and make of ammo into your guns. This encourages a less-guns playstyle, since you can have "more power" for less overall guns. This also makes specializing into the weirder guns (snipers, shotguns, revolver) that previously had major reload drawbacks much more practical.
-Aiming down sights now properly applies to ranged projectiles. Coulda sworn it did before, but the code I've looked over implies everything but. Whoops.
-Aiming down sights now affects the spread of the crosshair display, so you can gauge how much accuracy you have with more certainty.
-Further fixes related to AI acrobatics. I'll be damned if the AI can still manage to randomly stop existing now.
-Fixed heat not properly applying to some weapon states.
-Weapon states massively simplified using parent states, cutting a few hundred lines of code out of the 13,000 or so that was HatchetWeapon.uc.
-In an attempt at realism and stat capping, accuracy bonuses with weapons are 0-100% of its Aim down sights accuracy bonus. If you aim down sights, there's no bonus to be had with skill, but suffice to say the more skilled you become with a weapon, the less your character theoretically needs to remember where to aim, and hence after a hell of a lot of hours, one could even fire at master ADS quality on the move. Although let me state mastery is a real pain to get your hands on. Prepare for lots of hours with one weapon!

Upcoming Surgery (Delays!)

Upcoming Surgery (Delays!)

News

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...

Hatchet Monthly Update December 2016

Hatchet Monthly Update December 2016

News

A drowsy month packed with some quality polishing and general war on the decoration front. Here's what got done: -Major weapon effect rebalancing. Amazed...

Hatchet Monthly Update November 2016

Hatchet Monthly Update November 2016

News

A month of injuries and delays. I don't think anyone is having as much as I am. Here's what got done: -Processed and imports models, including some last...

Hatchet Monthly Update October 2016

Hatchet Monthly Update October 2016

News

A month of behind the scenes work. Here's what got done: -Identification of uncleaned actors on travel, invoking instability in the game. -Work to reduce...

Comments  (0 - 10 of 46)
Guest
Guest

I see you putting that work in. I know you probably know this already, but make sure that whatever happens, you try to stay the course and don't lose your motivation.

Wish you the best of luck, Shanana.

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WCCC Creator
WCCC

Oup! Yup. Well, yeah, I can't say I liked who I was in high school. Although I guess that's to be expected, and man am I glad to be out of the dramasphere these days.

Thanks for the words of encouragement, in any case. The wind in my sails, often times.

Reply Good karma+1 vote
Xizzicks
Xizzicks

Very interested in this mod! Looking forward to progress and eventually playing it!

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WCCC Creator
WCCC

Glad to hear it. We hope to live up to your expectations.

Reply Good karma+1 vote
Delta-2
Delta-2

This mod looks very promising.

Keep up the excellent work.

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WCCC Creator
WCCC

Glad to see we're still catching eyes, even while I'm down with a cold. Thanks as always for the support and the interest!

Reply Good karma+1 vote
Hanfling
Hanfling

I'm working for some time on an OpenGLDrv for Unreal Engine 1, however I just ran a quick & dirty test for using some sort of cartoon like effect in Nerf Arena Blast: Coding.hanfling.de and imho such an approach could work fairly well for Hatchet, so contact me if you have some interest in it.

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WCCC Creator
WCCC

Thanks a ton for the offer! We'll talk more in PM's when we get the chance.

Reply Good karma+1 vote
Executor-64-
Executor-64-

looking good so far i'll be watching

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Knight_Ken
Knight_Ken

So i

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WCCC Creator
WCCC

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

Reply Good karma+3 votes
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