Post news RSS Hatchet Monthly Pre-update September 2013

This month was rather chaotic between getting ready for college, various distractions (like saints row IV), and somewhat lower energy overall. Not to say nothing got done, but the progress wasn't necessarily mind-blowing like some previous months. -Modified door-breaching shotgun ammo to be better VS armored targets, this was necessary since 10G ammo has no VS armor specials. -Buffed door-breaching shotgun ammo's damage threshold. (More in full description)

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This month was rather chaotic between getting ready for college, various distractions (like saints row IV), and somewhat lower energy overall. Not to say nothing got done, but the progress wasn't necessarily mind-blowing like some previous months.
-Modified door-breaching shotgun ammo to be better VS armored targets, this was necessary since 10G ammo has no VS armor specials.
-Buffed door-breaching shotgun ammo's damage threshold.
-Tweaked some stuff with ammo looting so weapons recovered give you their current magazine's worth of ammo and ammo looted gives you no more than one magazine per looting. This is perfectly balanced since previously you could get thousands of rounds of standard ammunition just like that, recent testing has proven this to be just the right amount of looting.
-Pawns may now throw their weapons on the ground provided that:
A. They own at least one melee weapon
B. Their current weapon is NOT a melee weapon.
C. Their current weapon is also either broken (from extensive use), out of ammo, or jamming and they happen to randomly get fed up with it (happens randomly below 25% condition)

-Pawns and carcasses now drop items when gibbed, similar to the effect of TNM but with some key differences (ammo will drop on its own, weapons give ammo equivalent to current magazine, weapons dropped from gibbing take damage to their condition, item weight affects how far items will fling, and generally the range of possible velocities is much more realistic and controlled)
-Carcasses now drop metal fragments if the average armor rating of the pawn that died to make the carcass was above 15%.
-Carcasses now inherit average armor rating from the pawns that spawn them during their death. This makes corpses with higher armor rating more resistant to damage (as low as 16% or so of base damage received)
-Fixed a bug where looting carcasses that are destroyed after opening the window would crash they game. This had a safety mechanism already in place, but it proved ineffective due to the insanity that is extension objects vs actors and how the engine handles their basic behaviors.
-Attempting to pick up corpses that burned to death makes them gib.
-Gibs from burned corpses are now a more charred color to resemble the corpse they came from.
-Pawns that die or are knocked unconscious while on fire will ALWAYS die and become burned now. This had a funny bug prevalent as far as TNM's reach where knocking out people while on fire would make them magically unconscious, except in TNM they would still be on fire, wait what?
-Tweaked console commands a tad. Tiny stuff.
-Fixed a bug with repairing items where if the damage was minimal enough to cost 0 scrap that it would not allow you to repair. Now you can take advantage of such rare opportunities and rejoice.
-Fixed some bugs with the still experimental gore spatter revamp related to rotation; still want to modify it a lot more before I'm calling it acceptable though.
-Installed the replacement to the old aug system. I can't say too much for the sake of spoilers, but it is massively revamped and draws influence from Human Revolution, in that the player levels up and can spend level ups on new abilities or upgrades for old ones.

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