From the maker of Markistan RPG 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 we think will shock, satisfy, & puzzle you to the end.

Post news Report RSS Hatchet Monthly Pre-Update June 2014

Sooo much was done this month we're posting some news about it 10 days ahead of schedule, likely with follow up edits to include the other stuff, but for now we want to make a very fine effort not to forget anything. (Full listing in main post)

Posted by on

Sooo much was done this month we're posting some news about it 10 days ahead of schedule, likely with follow up edits to include the other stuff, but for now we want to make a very fine effort not to forget anything.

-Addressed bugs and threshold questions with NPC's. Tweaked gibbing thresholds, edits to gib physics, and so forth to add a smooth and consistent level of polish.
-Did workbench art and belt icons for the recipes, weapons, and subcomponents of the Slugger, P.A.S., and RevKat.
-Implemented recipe book to clean up inventory system, unify cataloged data values, and generally streamline the crafting system's saving and loading of recipes. The new system includes direct skill listings per item (vs per recipe with a set range), colored gems that indicate if an item is unlocked, enabled, and has enough skill to be used, icons per part that make navigation clean, quick, and less text-dependent, and a listing of the player's skill value in the header of the window, all of which make browsing, managing, and checking up on its information incredibly concise and convenient.
-Implemented base weapons for RevKat, P.A.S., and the new Slugger grenade launcher.
-Modeled slugger grenade launcher and P.A.S.
-Redesigned projectiles considerably to include enhanced physics, deeper function, and compatibility with Hatchet's dynamic ammo crafting system. Additionally, projectiles are now tangible, capable of being intersected by bullets and other projectiles, and have realistic collision cylinders instead of an infinitely small collision point.
-Added lacerate into more uses, including a currently unused ammo effect and a 50% damage bonus of Laceration type damage to the P.A.S.'s charge attack.
-Debugged some bits in weapon and projectile code in relation to projectile weapons, ranging from condition to firing to playing sounds. Lots of these were previously unnoticed because no projectile weapons existed to test these aspects out with.
-Debugging and fine tuning in Weapon, Pawn, and Replication code, further increasing the amount of polish currently on Hatchet's existing mechanics.
-Processed UI art in relation to new and upcoming screens and menus.
-Weapons that don't have a custom Subsonic firing sound now play generic stealth pistol instead of their loud firing sound; additionally, suppressed weapons loaded with explosive ammo play a non-silenced fire sound in accordance with the fact that explosive ammo negates their silencer.
-Integrated other blunt weapon skills into the Hatchet's model type skill, which is now renamed accordingly to "blunt".
-Made advanced cleanup protocols to clean up Weapons, Ammos, and Pickups dropped by gibbed pawns similar to how we have fragments cleaning up. Additionally, fragment and new cleanup protocols have been further tuned to only cleanup within 240 ft, outside of that, the stress is dubbed "properly distributed" and will begin its own new set of gibbed bits.
-Crafting parts and materials now can be dropped freely, and have small, universal cardboard boxes (2 kinds for the 2 families of items) for their pickup meshes. This allows them to be logically "there" without needing to do lots of redundant meshing and file size inflation in relation. Additionally, parts and materials are tangible, and are capable of taking damage that will damage parts and even eventually destroy the items. Their exposure threshold is incredibly tolerant, and you're not likely to see them just lying around a battlefield, so this is more of a rare occurrence than a major concern.
-Allowed scrap recovery from Hatchet projectiles, such as spent grenade slugs.
-Edited the new gib system's gib distribution to use less miniature fragments for large-scale damage. Seeing shredded flesh and bone shards vs full gibs and femur fragments made it seem cluttered and inefficient. The new overhaul also slightly optimizes gibbing to be a bit less intensive.

EDITED STUFF (5/28):
-Increased compatibility with Multiplayer further, quickly nearing perfection. Single loaded weapons can now be interrupted by pressing and holding the fire button in MP, firing sound no longer jitters, and some other stuff such as weapon qualities applying for the preset HQ and LQ versions of items.
-Fixed hammer exploits for being able to interrupt the cocking process and steal free cocked mode hits. It now no longer is interruptible, doesn't cast the setting change until the anim ends, and some other stuff.
-RevKat modeled a lot. Not quite animated, but I want to get it in before the month's end.
-Nerfed hammer to 15 damage from 20 and removed explosive damage buff and damage type. Armor piercing is added to cocked hit vs explosive or blunt.
-Re-buffed hammer to a dicey 18 damage and added 1/4 bonus for explosive output, which appears not to dismember targets anywhere near as 1/2 explosive or explosive override type.
-Buffed hammer's ability to take out doors to double of its damage (including skill and part quality) or triple damage if is cocked. Kinda figures a sledgehammer would be good at taking down walls and doors, because that's literally what they're made for.
-Modded hammer's laceration and explosive cast fractions to input skill and part quality, which only makes sense.
-Increased screen shake on hammer, was at knife level previously.
-Adjusted hammer's 3rd person offset to a more balanced grab-point.
-Reoriented various pickup meshes to be consistent for situations where orientation is key.
-Refined testing mechanics and tools before shipping off (a somewhat watered down version of ) the coop testing tool for use in Vanilla Deus Ex Multiplayer. May see further improvement in the future, but I'm holding back an update until I'm sure it's a good and powerful one. You can find Broop Mod V1.1 on the Deus Ex downloads page, recommended for private server usage only... unless you trust people to be super cool about things.
-Modded some things in dynamic ammo system to be NPC compatible and very easy to give to NPCs if deemed fashionable and/or necessary.
-Modded slugger's coloration on Lead and Tungsten projectiles to go from Gray 10 and Gray 80 to their respective material specific colors for tungsten/lead. Seems very spot on.
-Rebalanced Frag, Lead, and explosive ammo parameters for slugger. Lead now does 65 vs 40 because knockout damage can't headshot (baton users might know this). Frag nerfs explosive property less because 1/2 was too little compared to 1/1.5. Explosive now does more damage after being nerfed to do less damage simply because it was insufficient.
-Slight tweaks with UI to refine their mechanics, and I'm sure 3 boatloads of recipe book stuff I forgot to mention.

Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: