Post news RSS Hatchet Monthly Update December 2017

A month that had a sleepy start. Here's what got done: -Buffed 12G Compact to fire and reload faster, since its greatest limit is capacity. *Being the agile shotgun, this is hardly any surprise. With the upgrade to the Order 10G, its agility was comparably lowered. *Reload begin animation, shooting animation, and pumping animation all were buffed 25% in rate (20% less time to perform) (More in full post!)

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A month that had a sleepy start. Here's what got done:
-Buffed 12G Compact to fire and reload faster, since its greatest limit is capacity.
*Being the agile shotgun, this is hardly any surprise. With the upgrade to the Order 10G, its agility was comparably lowered.
*Reload begin animation, shooting animation, and pumping animation all were buffed 25% in rate (20% less time to perform)
*Reload looop animation and reload time per shell was dropped in time required by 10%, AKA an 11% boost in rate.
-Added new sounds and visual effects when bullets impact NPC armor, when of a metallic make.
*This is to aid players in judging armor rating. Later, visual effects will come, too, but for now this is helpful.
-Improved accuracy of the testing environment, to scale to player progression and test a more "Active" sense of balance.
-Modified the way discarded knives may impact and damage NPC's. Now proper detection is given for blade vs hilt impacts!
-Rebalanced how accuracy is given on scoped weapons, effectively nerfing the general rifle's recently acquired (and alarming) accuracy when scoped with a heavy barrel.
-Updated the way the revolver overlay code works, to resolve an extremely elusive bug with the number of casings that would fall out when reloading.
-Super stubby with a heavy body now grants +1 tube size at any level. Previously, a heavy body was purely a downside, but now it has a specific set of tradeoffs to it. Specifically, while the reload speeds and ergonomics will be the slowest in class, that extra +1 in the tube makes it perform much closer to the role of a full-size combat shotgun.
-Fixed workbench letting enemies see through it. Not huge, but it was a thing it turns out.
-Fixed the rate at which weapons are cocked/pumped (shotguns especially) to properly scale in all instances, along with rate of fire.
-Rebalanced scope sway to never become too steady. Surprisingly, scope sway was able to become virtually null on some weapons.
-Added the ability to the Trenchkat knife by discarding it with the item in hand. If dropped from the inventory menu, they will simply be dropped normally.

Late edits:
-Added ability for AI to dodge physical projectiles, if of sufficient "training level". This has existed over vanilla code to dodge enemy projectiles, but the vanilla code in question relied on such an incredibly precise timing during pathfinding, it has triggered once over months of testing ever. The new code triggers very reliably, by comparison.

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