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 March 2018

A month of bug-busting to the extreme! Here's what got done: -Added the ability for guns that spawn in loot containers to randomize their attributes within the 3 stat families, Agile, Strong, and Tactical. Any gun that is randomized has the "Uknown" prefix now. -Fixed some ability descriptions reading out inverse percentages for their potency. Oops. -Rebalanced recoil on the Order 12G so it pulls to the left instead of right. (More in full post)

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A month of bug-busting to the extreme!

Here's what got done:
-Added the ability for guns that spawn in loot containers to randomize their attributes within the 3 stat families, Agile, Strong, and Tactical. Any gun that is randomized has the "Uknown" prefix now.
-Fixed some ability descriptions reading out inverse percentages for their potency. Oops.
-Rebalanced recoil on the Order 12G so it pulls to the left instead of right.
-Renamed the Glok-17 to the Mach-17. It's a vastly superior parody name, and even has some humor to it when read out loud.
-Fixed ADS with shotguns claiming more accurate spreads were being achieved.
-Fixed Skill with shotguns claiming more accurate spreads were being achieved.
-Nerfed slugs by an additional 15%, in addition to the 10% nerf already enacted. The nerf is now at 75%, since slugs don't suffer falloff.
-Fixed guns making noise when jamming instead of firing. Now guns that are jammed will emit a fraction of the noise they did before. If you drop the hammer right behind someone's head, they'll still hear that click, even if the bullet never comes!
-Fixed a bug where weapons from RNG containers wouldn't maintain part effects if randomized. This one was mad sneaky!
-Added a buff to flechette, reducing falloff when using the munition.
-Reduced minimum range where falloff begins for most shotguns, in an attempt to make early game shotties more viable.
-Nerfed shotgun slugs even harder than before.
-Fixed flechette not doing anything for some time, as well as other shotgun accuracy errors.
-Optimized a crapton of state code, merging previously parallel functionality and reducing time needed to maintenance the code. This has shaved off >800 lines of code in the process.
-Fixed the Recipe Book forcibly binding to the belt, even if another item was supposed to be listed instead. This happened on travel, and is related to fixing up the crappy as hell belt code that DX used. Turns out, I forgot to account for a few more variables, and this zombie of a bug can finally see some rest.
-Fixed flechette and some other ammo properties not being properly initialized after travel.
-Fixed some items having "a" instead of "an" or "some" as an article.
-Edited some weapon code to help vastly improve ping in a multiplayer environment.
-Buffed ammo parts that spawn in crates. Now, they should spawn effect-having components 10 player levels sooner, bearing in mind that 50 is the cap.
-Rebalanced the audible range and "noise level" of Hatchet's weapons when heard by NPC's. This should make pistols, shotguns, and some other weapons less secretly stealthy. Individual volume levels have also been modified, as to improve this balance even futher.
-Fixed issues with aim and accuracy displays (through the reticule's spacing) not being estimated properly when injured.
-Fixed new code compression breaking some multiplayer accuracy readings.
-Fixed crafting parts unassigning themselves from the belt.
-Fixed yet more bugs related to maintaining the belt slot of the Recipe Book. Did I ever mention how much I hate vanilla belt code? A lot. It's a lot.
-Lowered the XP needed from the stealth skill used for pickpocketing and theft. While still massively underdeveloped, I feel comfortable saying that it was WAY too hard to level up without going to jail a good number of times, or abusing save/load to hell and back. Being able to fluidly use it without TOO much backlash is key for immersive gameplay.
-Added a fix to workbench ammo crafting. Attempts to craft ammo past the ammo cap will now play an error sound and deny crafting, as to not waste resources on literally nothing.
+Attempts to craft >10x of an ammo, or otherwise exceed the cap on an ammo by crafting in bulk now results in the batch being partially made, so the amount does not exceed ammo cap. This makes keeping track of one's ammo quite simple.
-Edited the hitbox code for Humanoids to not count side-of-the-head shots as torso shots. Deus Ex does this quite on purpose for some, unknown reason. This has been revoked.
-Modified the ratio of lethal-to-non-lethal damage a person can take before dying. This allows players to make people pass out by shooting them in the legs instead of the vital organs. Yes, femoral arteries exist, but this move is largely to give the option for nonlethal no matter what.
-Fixed a bug with ammo caps not always applying when new ammo was acquired.
-Removed the need to activate the recipe book item in inventory. It is no longer listed, but still exists, and recipes are now accesssed with a "Manage Recipes..." button in the inventory screen, below the search bar.
-Fixed arrows recipe having no belt icon. The icon existed, but was never imported. Oops. Since the weapon is not yet modeled, this is hardly of note.

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