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 Update December 2019

Getting back into the flow a hair, here's a few things that were done this month: -Lowered the minimum size of the crosshair when accuracy is being raised. Effectively, this allows for more accurate reflection for weapon accuracy... Bad word choice. Oops. Anyways, this is important given the range of statistics and weapons available in Hatchet's arsenal, even with what exists currently. -Finished implementing new darkness mechanics. [More in full post]

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Getting back into the flow a hair, here's a few things that were done this month:
-Lowered the minimum size of the crosshair when accuracy is being raised. Effectively, this allows for more accurate reflection for weapon accuracy... Bad word choice. Oops. Anyways, this is important given the range of statistics and weapons available in Hatchet's arsenal, even with what exists currently.
-Finished implementing new darkness mechanics.
*On decorations and NPC's no box is shown when bumping into them when totally concealed in darkness.
+Poking a deco reveals it without picking it up, showing a bounding box.
+Poking NPC's alerts them to being poked on.
+Targets with bounding boxes have boxes shown, but no item name rendered. Only lighting can reveal this bit of information directly, although the player can extrapolate when appropriate based on bounding box size. This function previously existed.
+Inventory items, as implied above, are not included, and will display a nameless bounding box instead of no bounding box. This is due to the small and odd sizes of inventory items, and the fact they almost always lie at leg level, where one would be prone to bumping into them naturally.
-Improved the function of pickpocketing aggravation.
*Being looked at while picking an item from a pocket instantly reveals the player and trips a crime indication. Peeking into someone's pockets but taking nothing does not trigger this effect, due to the possibility of accidental activation of pickpocketing. Item success is unaffected.
*Line of sight respects both FOV and distance of the player to determine if they are "seen". Some distance from the corner of the eye will not trigger a reaction.
*Failure chances for pickpocketing have been halved to compensate for this extra risk factor, making player input more important than luck alone.

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