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 November 2013

A steady and productive month was had, here's what's on the list: -Completed modeling the .45 revolver, link to demonstration video (hosted on youtube because of file restrains) in last post. -Completed modeling the B3-SAS carbine, link to demonstration video in post before last. -General debugging, cleaning up, and polishing on several things. -Finished fixing weapon references to be more consistent and agreeable. -Meshed magazines, ammo, and other tiny tidbits. (Full list in post body)

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A steady and productive month was had, here's what's on the list:
-Completed modeling the .45 revolver, link to demonstration video (hosted on youtube because of file restrains) in last post.
-Completed modeling the B3-SAS carbine, link to demonstration video in post before last.
-General debugging, cleaning up, and polishing on several things.
-Finished fixing weapon references to be more consistent and agreeable.
-Meshed magazines, ammo, and other tiny tidbits.
-Added new ammo effects to the effects pool, including:
+Flechette, currently used in 12G shells for more variety. Higher crafting skill level used; increases tightness of shotgun spread for increased accuracy.
+FMJ or Full Metal Jacket, currently used in 5.56mm rifle and 9mm handgun cartridges. Higher crafting skill level used; since there are now 3 effects contending for "best vs armored" each of these are now unique. Standard AP aka Armor Piercing has high levels of armor degradation but does not add damage or any other effects. Hardened ammunition gives doubled damage vs doors, goes through 2 targets per shot (with special ammo effects only being applied for the first), has a moderate boost in armor degradation, and when coupled with high velocity effect greatly amplifies its abilities vs armor. The new effect for Full Metal Jacket is less about degradation or tactical use and more about raw stopping power vs armored targets. Its degradation is lower than that of its competitors and doesn't receive a bonus to degradation from high velocity like hardened, but vs medium armored targets where degradation is less of a concern vs killing them through their armor in as few rounds as possible, it proves simply devastating. All have their unique uses and are competitive, but competent, siblings.
+Snakeshot, current used in 10mm handgun cartridges, exchanged for hollowpoint. Higher crafting skill level used; exchanges the effects of a single 10mm round for that of a more powerful, but less accurate, shotgun spread of 8 pellets. Much like full-sized shotguns it is best used at close range, has high stopping power vs light targets, and is heavily reduced by the effects of body armor. A very unique twist on ammo effects suggested by a friend known as Ziddno.
-Added the 12G compact shotgun. It weighs a mere 4 pounds (about that of the .45 revolver) and only carries 2 or 3 shells at a time. It is being dubbed a "skirmish shotgun" and is used either in reserve function or for those who simply don't want to dedicate to a full-sized shotgun. It proves lightweight and agile, and highly complemented by both flechette (as its pellet spread is tighter than the 12G burst fire) as well as AP slugs (for quick and easy door-breaching capability)
-Debugged and polished pawns a fair amount
-Cleaned up accessed nones and optimized some code.
-Debugged some crafting cataloging errors, such as missing or improperly rated components.
-Heavily improved function for single-loaded weaponry and fixed some stuff with magazine dropping.
-Debugged some potentially faulty firing offsets on guns.
-Added workbench capability with normal pickups, currently including the ability to craft your own medkits on the fly (if you have the supplies and skill, of course)
-Debugged issues with disappearing or blackening textures used for rendering blood and particular shades of red or blue, and man was it weird.

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