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 2017

-Decreased the accurate range for most weapons in Hatchet. This means bullet drop will occur in more circumstances where it did not previously. *Fun fact, bullet drop was a feature accounted for in the original Deus Ex weapon code. -Increased accuracy of all shotguns considerably, now that they suffer drop at anything past ~46 feet. *Slugs were NOT buffed on the order 12G though, since it was already questionably effective with them. -Prepared weapon part composition to be editable in the map

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-Decreased the accurate range for most weapons in Hatchet. This means bullet drop will occur in more circumstances where it did not previously.
*Fun fact, bullet drop was a feature accounted for in the original Deus Ex weapon code.
-Increased accuracy of all shotguns considerably, now that they suffer drop at anything past ~46 feet.
*Slugs were NOT buffed on the order 12G though, since it was already questionably effective with them.
-Prepared weapon part composition to be editable in the map editor, so custom weapons may very rarely appear later in select locations.
-Added a buff for the general rifle and m460 rifle, when using a scope. This also effects the Order 10G and atlas combat sniper.
*Whereas previously, scopes reduced inaccuracy by 2/3 and ADS had an additive bonus to accuracy, now scopes add the ADS bonus, THEN divide inaccuracy by 3.
-Updated the 9mm ammo model to reflect the new version of the spec ops handgun.
-Fixed a bug with using doors relating to keys and door states.
-Limited the maximum level of inaccuracy, so mobility and full auto fire are penalized less. Maximum recoil induced penalty is roughly the broadside of a full size fridge, instead of a barn.
-Limited the benefit of aiming down sights to only provide 50-100% of its bonus, in inverse scaling with a player's skill with a weapon. This reinforces the idea that extremely high skill levels limit the player's need to use sights as a constant landmark when aiming, for best results.
-Added a new master trigger class with some bells and whistles for making trigger usage easier.
*Added child triggers for Clock Trigger, Begin Play Trigger, and Property Setting Trigger
-Fixed a bug where magazine loaded weapons became slower to load as more skill was acquired.
*Due to the high investment to "master" a weapon in Hatchet's current balance, this was hard to diagnose at first.
-Added some new science decor, incoroporating 2 different meshes. One's a bit of machinery, one's a stand for it, when appropriate.

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