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 December 2015

Another month of busy concept, plagued by more tendon injuries for WCCC. Whew, might wanna read the whole post for this ol' guy.

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Another month of busy concept, plagued by more tendon injuries for WCCC. Tendonado: The Second One.

-Added new ballistic targets with realistic hit boxes, health, values, and the ability to restore and pop up after 15 seconds. THANKS TO ALVIN D FOR MODELING IT FOR US!


-Found a weird bug with armor code that produced a 50% damage bonus for headshots, on top of the 2x bonus against unarmored foes. This has since been tuned down to 11% damage bonus, as it turns out to be key for heavy weapons!


-Weapons now have heat buildup that dissipates in time.
*More heat causes increased corrosion rates on parts. Parts now corrode slower in light of this.
*More heat increases jamming rates on weapons as well. Weapons now also have unique base jam rates, some with innate jamming (no more than 2%), and some with jam resistance (up to 2% resistance) in light of this, meaning some guns are better under pressure and with tactical parts.
*Weapons that build up 100 heat (100 base shots semi, 50 shots pump, and 200 shots auto/burst, with 1/2 heat lost per second along the way for more threshold) will begin to "Cook Off". If you're not familiar with "barrel cook off", it's a real world effect in which weapons fire themselves essentially by excess barrel heat igniting the gunpowder.
*Parts affecting rate of fire determine heat buildup rate. 1 fold for Heavy parts, 2 fold for tactical, and 3 fold for light parts.
*Heat also slightly increases rate of fire, once again in the vein of realism. Automatic weapons have less ROF to start now but semi weapons gain pure speed opposed to old.
*Only cook off heat effects occur in multiplayer, with universal 1x multiplier.

-Adjusted a couple of things with AI to be much smarter with their new tricks and trades.


-Fixed a bug with player hands teetering between running and not running anims.


-Created workbench and crafting bits for the new Oso, Atlas, Gust Bow, and Shuriken weapons. Yet to be completed, due to "you know what".


-AI accuracy greatly improved using weapons with projectile arc, again. Slugger users won't miss up to a couple hundred feet, and revbow users (high arc) up to about 50+ feet, where they begin to lose accuracy.

-Bullet casings (and others) now eject at unique angles and ACTUALLY come from the weapon's breach, adding an amazing touch of finesse to operating weapons.

-Magazines now drop at proper offsets (outside of view) at all times, resolving an old eye sore. When ducking, magazines will often still spawn inside view, simply because they would spawn outside the world. If they can't spawn at fancy offsets for whatever reason, they spawn at the old offset, so at least a magazine exists if you're in a wall or some such.

-Revamped the shotgun firing sounds, added a new Oso firing sound, and added a new shotgun reload sound (WIP to some degree), they are now much more akin to Hatchet's sound style, including some meatier 10G firing sounds.

-Fixed an ancient animation error on the B3SAS (also sometimes referred to as "the brave little toaster"), where the mag being emptied would make the hand vanish from the mag. While hand mag is bad, it isn't THAT bad, so now this has been fixed. Found by disabling auto reload.

-Updated weapon damage display in weapon inspection to properly display various ammo effects (snakeshot vs 10mm for instance) at all times, as well as update damage values to perfect display numbers for projectiles weapons, who have insanely modular damage values of all sorts.

-Revamped the firing range. You guys will be wowed at its display and fun level now, including a new warp room for Hatchet MP Testing, we would LOVE a demo on that ASAP.

-Fixed statistic descriptions on some crafting parts and a typo in one weapon description.

-Added proto-Follower enemies using low tech and melee weapons especially, with high agility. For the MP demo, eventually...

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