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 June 2017

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. (Continued in full post!)

Posted by on

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.

Post a comment

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