Post news Report RSS Hatchet Monthly Update July 2014

Could dub this a pre-update, but it's unlikely anything super major will occur within the 4 days or less left in the month. Summer school occurred, so free time has been out the window. What was done regardless: -RevKat durability lowered to a fraction of its previous durability. This also increases repair cost rates, as the same base item value is damaged at a higher percentage. -RevKat base damage docked a couple of points. (Full list in post)

Posted by on

Could dub this a pre-update, but it's unlikely anything super major will occur within the 4 days or less left in the month. Summer school occurred, so free time has been out the window.

What was done regardless:
-RevKat durability lowered to a fraction of its previous durability. This also increases repair cost rates, as the same base item value is damaged at a higher percentage.
-RevKat base damage docked a couple of points. Its previous damage level of 20 could be raised to 25 with a high quality hard blade component, its attack speed bonus (old version) of 25% also raised DPS, and the 35% boost in accuracy via hilt component made its potential and accurate DPS overwhelmingly deadly, especially with skills or abilities (which have yet to make a public debut, for proper reasons) they could fell almost any enemy with one clean blow to the head, armor system included.
-Melee weapons with speed bonus/penalty (if low quality) and handling of that of heavier weapons (2 handed, basically) now produce a speed bonus/penalty that is a square root of its total multiplier instead of the original multiplier. For instance, a high quality revkat (the inspiration for this...) would have a base of 1.25, which now equates to about 1.18 or so, and conversely a low quality revkat would produce a 87% or so multiplier vs 75%. This is no small part due to the fact that 2 handed weapons have slower animations, and larger ranges simply looked and performed absurdly.
-PAS inflicts 25% base explosive damage when cocked in addition to base damage and 50% laceration. Combined with gore clauses that reduce organ spatter or limb elimination scenarios less sensitive to higher power melee weapons, the sledgehammer is now effective vs armor (As lacerate and blunt are highly negated vs heavy) yet does not dismember opponents often.
-PAS multipliers for skill/abilities/parts applied to its cocked damage bonus and damage multiplier vs doors. Some odd nulls had entered the situation and made this previously very whack, and this is a relief its sorted out.
-RevKat mode changing, and less so drawing and sheathing, is now affected in speed by skill with the weapon. Its drawback of slow toggling and potentially reduced draw speed (if low quality) can now be counteracted by an experienced swordsman, or even a frequent meleer, since both swords skill and broad spectrum melee skill play into the picture. Its current stats are still far from mary sue, and are moreso a nice bonus... for this, we are glad.
-RevKat now has an automatic, target detection based unsheathing attack, but only when used with at least 50% of total skill mastery, targets are present, and targets are vulnerable (hence no slashing at elevators and metal crates, only logical targets) This attack has a 50% damage bonus with slightly elevated armor penetration, but increases corrosion rate 5 fold per use. It additionally negates toggle time used by drawing the blade in nonlethal mode, encouraging nonlethal options as well. Combined with lessened durability and the skill requirement, this makes a powerful, yet hard to master and costly, technique that has been planned for the RevKat since its inception.
-Weapons that change ammo types when current ammo is depleted or clip is empty and reload is not in progress (For those who don't have auto-reload enabled) will now drop a discarded magazine of their emptied clip and do a full reload chain. This also eliminates an "exploit" of sorts that bypassed 1/3 of total reload time for cycle ammo, and gives magazine salvage freedom for those with multiple ammos... largely brought to mind by the slugger and its low ammo quantities/clip sizes. You'd be nuts not to salvage those 40mm shell casings with how expensive 40mm shells can be to make.
-Changed fragmentation 40mm shells to have less blast penalty and use titanium laced gunpowder for its crafting vs titanium nuggets. This now increase its crafting cost and makes it less puny, since the whole reason it was puny was due to the low cost of titanium nuggets vs explosive powder loads. Also, this now makes titanium gunpowder have 2 uses, so slugger and door-breaching 10G shells are cross-capable with crafting knowledge.
-Modified reloads that are interrupted after their reload period has ended but their anim unfinished to not restart their reload times again on draw, even though this was a 66% length benefit vs the original reload. They will re-insert mags and cock the weapon based on re-draw instead.
-Stability increases and tweaks.
-Introduced laceration damage to ammo effects pool as "frangible" (vs the older obsidian idea) and produce a higher DPS to light targets than does poison to any kind of target... the reasons obvious, but only vs light and it is lethal, giving it less tactical value.
-Some modeling, art, and other tweaks.
-All weapons in the arsenal now reskin their color palettes to match their most dominant part qualities. This previously wasn't done since (obviously) multiple parts use the same colors more often than not, but an efficient algorithm was devised that checks for ALL parts using the color to be on the same page for shifts to occur. THIS IS MONUMENTALLY COOL. The in-depth and interesting crafting system's 2D world now comes to life in all forms of 3d rendering, and at no real addition to file size.
-Slight fixes applied to some stat mechanics.
-Hands now appear and play relevant animations in first person. This had a mini-video cameo, but has since seen an impressive and satisfying level of refining, as well as more depth and smarter recognition. The new system is simply awesome, and makes running around and doing simple things immersive and fun, the 2nd of which was an unexpected side affect.
-Magazines and shell casings now inherit parent velocities from their owners movement. Thought it was odd that you could run through your own brass carelessly, so the new parent-velocity system that has seen application in other areas previously makes the fragments seem incredibly reactive and cool. Flying leaps while spraying lead will now produce an artistic avalanche of brass that matches your path, which is simply dashing.
-Polishing and refining of some less-polished mechanics. Confidence intensifies.

Post comment Comments
mikak
mikak - - 167 comments

"Magazines and shell casings now inherit parent velocities from their owners movement. Thought it was odd that you could run through your own brass carelessly, so the new parent-velocity system that has seen application in other areas previously makes the fragments seem incredibly reactive and cool. Flying leaps while spraying lead will now produce an artistic avalanche of brass that matches your path, which is simply dashing."

this will be very impressive.

Reply Good karma Bad karma+2 votes
WCCC Author
WCCC - - 254 comments

Haha. Glad you think so too. It's amazing what one extra line of code can do to world detail lol.

Reply Good karma+1 vote
Post a comment

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