Post news Report RSS Hatchet Monthly Update August 2018

A chaotic month. Here's what got done: -Added damage falloff to guns, exceeding no further than 60% of damage lost. *To compensate for overall damage drops, point blank attacks deal 20% more damage. *Longer range weapons have less falloff at range, as one would expect. *Increased falloff rates relative to range for shotgun slugs [More in full post]

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A chaotic month. Here's what got done:
-Added damage falloff to guns, exceeding no further than 60% of damage lost.
*To compensate for overall damage drops, point blank attacks deal 20% more damage.
*Longer range weapons have less falloff at range, as one would expect.
*Increased falloff rates relative to range for shotgun slugs
+Because of this effect on range efficiency of slugs, slugs have received a 50% damage boost, restoring them to their logical, original damage level many patches ago.
-Fixed some accurate/max ranges on weapons not quite making sense, relative to ballistics.
-Revamped the Super Stubby shotgun's part selection, as to make it have more diverse choices.
*Tactical barrel no longer offers muzzle brake effect, but instead offers +1/+2/+3 to tube size.
*Tactical body, which was previously lackluster, now offers a semiauto gas system that overrides the base firing style for the weapon.
*New workbench and icon art has been added to reflect the changes to the parts.
-To help keep gun design balanced, specialized, tactical accessories now add weight to the weapon.
*Silencers, double mags, scopes, the super stubby's 2 new accesories, and silencer removal all factor into weight now.
-Fixed shotgun spreads benefiting from the new duck-based accuracy bonus.
-Made the ammo display now read out rounds remaining instead of magazines, when in weapons that are loaded shot per shot or weapons with less than 3 magazine size.
*Round counter is updated in real time, relative to how many rounds are in the weapon vs left in ammo supply, and the label for the mags vs rounds section of the HUD is updated as well.
-In preparation of more bandit faction weaponry, bandit weapons now have their own loot pool for containers.
-Massively optimized how containers iterated their content indices (from presets), and by extension, optimized virtual memory usage to have less clutter in the game's memory.
-Updated the Order10mm's firing sound, as to have just a bit more roar.
*Also fixed there being a slight chunk of empty space for 0.04 seconds at the sound's start.
-Added move speed multiplier to guns. Previously, run n' gun multipliers were present, but move speed when not reloading, aiming down sights, or shooting were uniform.
*Light weapons such as pistols, knives, carbines/smgs, and others can offer up to a 13.5% speed buff.
*Empty hands also grant a 13.5% speed buff.
*Heavy duty weapons (order assault, auto shotguns, sniper rifles) offer considerable move speed penalties, up to 23.8%.
-Raised damage of NP7 submachinegun to 8 instead of 7, given its tendency for high falloff now.
-Added new options for pretty-fying Hatchet when running a DX10 renderer. This may come to be the prefferable render method into the future, given its high compatability with new UI than the DX9 renderer.
-Attempted fix for select actors having their color swapped out to black on mysterious occassions. The issue is poorly understood at this point, and hasn't been confirmed to be fixed.
-Lowered run n gun penalty of handguns, to further encourage fast paced gameplay with them.
-Added recoil and shake when deflecting projectiles with melee parry. The length and power of the shake is dependant on the power level being blocked.
-Refined melee weapon screen shake, as to feel a little more melee styled than gun styled.
-Fixed a set of inverted faces on the first person model of the super stubby shotgun.
-Remedied an issue with muzzle flash not clearing if changing between air and water on full auto fire.
-Added firing animations for jammed firing states for every current weapon. They feature less motion, but not a flat zero for motion, either.
-Made it so ammunition is no longer dropped when pawns are gibbed by explosives in combat.
-Fixed collision height on shuriken ring to not seem so janky.
-Added 3rd person model updates for Super Stubby shotgun.
-Massively cleaned up thousands of lines of code. Not every line was flawed, but enough could've been improved to seriously grab my attention. This was largely fueled by having built a few games a while back, and the quality learning experience that was.
-Fixed a bug where melee weapons were deprived of ~15% of their damage, due to a bad return function.
-In respect to the overlooked stopping power of 10mm otto, bumped up the Order10mm's base damage from 10 to 11.
-Updated a couple ammo descriptions that were out of date.

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