Post news RSS Hatchet Monthly Update February 2018

A month of getting back into the flow of things. Here's what got done: -Fixed weird animation rates sometimes being animated in certain circumstances. -Reduced reliance on Vanilla code, increasing compatability with TC's that override the game's native files. -Fixed a typo in a certain description. -Added recoil patterns to weapon recoil, causing them to be much less predictable than they used to be. (More in full post)

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A month of getting back into the flow of things. Here's what got done:
-Fixed weird animation rates sometimes being animated in certain circumstances.
-Reduced reliance on Vanilla code, increasing compatability with TC's that override the game's native files.
-Fixed a typo in a certain description.
-Added recoil patterns to weapon recoil, causing them to be much less predictable than they used to be.
*As a part of this revamp, the questionable muzzle break effects of tactical parts now make recoil patterns more predictable instead.
*Weapons with single shot capacity still use the old muzzke brake effects, however.
*Weapon recoil has been lowered in sheer intensity across the board, now that recoil management is more of a human-side skill.
-Yet more recoil effects, rebalancing how certain weapons kick and making kick less directly related to aim decay.
*Also added per weapon family recoil and decay multipliers.
-Modified the way recoil is calculated, to be scaled relative to rate of fire.
*Specifically, higher rates of fire produce more recoil per second, as more cartridges are being fired.
*Equally, slower firing weapons have comparatively lower recoil, as their recoil will be spaced over more time.
-Fixed updates to pump animation speed re-introducing the "killburst" bug on the atlas combat sniper.
-Fixed a bug with the inventory screen sometimes displaying in incorrect max encumberance capacity early game.
-Rebalanced ammo capacity limits to match weapons on a case-by-case basis.
-Slightly rebalancing on some of the Slugger's ammo effects. Nothing too much of note.
-Rebalanced the M460 and Atlas Combat Sniper weapons, so that low quality variants use heavy parts instead of light. This is to counteract the fact that 100% light parts early game feels like utter trash, and reflects poorly on the player's first impression with the weapon.
-Revamped B3-SAS firing sound when suppressed. The faster speed helps reduce the presence of a sound bug when firing the weapon as it jams.
*Only the B3-SAS is known to do this, and only when suppressed. The fire sounds are equal bitrate and length as loud ones, making this bug quite mysterious indeed.
-Modified the flo lights that are seen in the early sections of the game. Previously, its placement made it a poor choice for lighting rooms. This has been modified using some odds methods, so now it is placed (roughly) at a height where proper lights should be, while still visually appearing the same.

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