Before we get on with the main post. We're thinking of doing a Q&A for the holiday season. If you have the time, be sure to let us know either of these two questions:
A: Would a Q&A with fan-powered questions be in your interest? Why or why not, for bonus points.
B: If so, what is your question about Hatchet or its development? We'll try to answer anything reasonable.
A drowsy month packed with some quality polishing and general war on the decoration front. Here's what got done:
-Major weapon effect rebalancing. Amazed it took me this long to get to some of these changes noticed!
*Weapons can now bypass armor if their damage * their armor damage multiplier * a patchable, universal multiplier exceeds region of armor hit. This has led to a massive influx of .50 BMG rounds passing through even the hardiest of headware for more one shot kills. Who would've guessed.
*Speaking of which: Slightly lowered damage and penetration of Order Sniper to match that of Atlas Sniper. Further lowered armor damage multiplier to ~2x (on par with .308 rounds) for both .50 caliber rifles. Anything with 80% or less current head armor will have its helmet skipped through post patching. Who the heck would have that much head armor? Currently, virtually no one, but 96%threshold seemed like overkill. Still, this leaves POTENTIAL room for uses on the "double" setting of the order sniper.
*Rebalanced accuracy penalties for low tier weapons. It was pretty bad before, depending on what kind of weapon you used. The power curve for accuracy is now less of a curve and more of a ramp. Thank goodness, as the previous was just too extreme and reliance on crafting should not be mandatory.
*Rebalanced odds of projectile penetration for "Hardened" munitions, which are made with overpenetrating in mind. Originally odds were 100%, before rebalanced to 50% for the absolute bringer of death known as Hardened + Order Assault. Now penetration odds are relative to armor degradation multiplier.
+Values for penetrating with confirmed "Hardened" capable guns are as follows:
-Order 10mm has a 30% penetration chance, being a mere handgun. Still, it benefits from increased vs armor damage, so don't think it's useless just yet. Especially not with higher velocity rounds available... >:)
-Order Assault has about 2/3 penetration chance. This was my 2nd go to for the penetration chance nerf, so I ain't even mad.
-Order Sniper and Atlas have about 2/3 penetration chance as well. The atlas always has "slamfire" mode for rolling the dice often, and the Order Sniper has the "double" fire setting, as well. If you ARE firing on double, expect a 5/6th penetration chance, effectively.
-General Rifle has just over 80% penetration chance. Yeah, that seems a little crazy, but everything has a purpose, I assure you. Has to be a reason to use other cartridges, right?
-Modeled fluorescent light with breaking action and lightswitch compatibility.
-Modeled dumpsters with open/close animations that work as containers for stuff, like crates and whatnot.
-Modeled a picture frame. It's painfully simple to the point of not even being screenshot worthy.
-Primarily modeled a PC monitor and a keyboard. More needed on this later on, though.
-Debugged some odd cases with corpses and containers relating to collection quests. Forgive me if this was listed on the last update, as I'm pretty 50/50 from memory alone.
-Fixed a bug with Order Sniper Tracefire code being slightly outdated and leaving room for ammo null bugs. Didn't see issue with either in the laboratory environment, but hey, a fix is a fix.
-Updated armor code for animal subclasses. Didn't account for new degredation multiplier, oops, and now not only includes that code, but the armor bypass code in case it was ever relevant. Why not carry over the armor system, right? Possibilities galore.
Regardless of whether we do a Q&A, just wanted to wish you all happy holidays. Hope you all have as good of a winter season as possible.
-Nerfed Glok-17 Spec Ops base capacity from 24 to 20. The magazine is supposed to be extended at some point in the lore, so this is still technically true will limiting the potential "all day shooting" of 34 and such shot mags.
-Buffed shotgun pellet damage from 2 to 3.
-Added 1/3 and 2/3 damage falloff for shotguns at 50% and 100% of accurate range.
-Added count indicators to disassembling ammos and pickups. How this took so long to think of is beyond me.
-Lowered accurate range of all shotguns by 50%. Should make long range slug shooting even more fun, given they may very well exhibit drop now.
-Removed skill bonuses to damage from non-melee weapons. It just doesn't make sense shooting bullets in the same location.
-Shotgun damage falloff also applies to ammo effects on ammunition fired.