Post news Report RSS Hatchet Monthly Update January 2018

Happy new year, folks. Here's what all got done: -Fixed a bug where the shuriken ring had a redundant safety setting, although it was off by default. Bizarre. -Updated the still-filler POV corpse icon. Why tho. -Added proper belt icons and recipe book icons for the shuriken ring components. Dunno how I forgot this. (More in full post)

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Happy new year folks. Here's what all got done:

-Fixed a bug where the shuriken ring had a redundant safety setting, although it was off by default. Bizarre.
-Updated the still-filler POV corpse icon. Why tho.
-Added proper belt icons and recipe book icons for the shuriken ring components. Dunno how I forgot this.
-Work has been repeatedly poured into trying to get the recipe book to not bug out when assigned to the object belt. Suffice to say, DX belt code can be a little wonky when adding objects out of the blue.
-Pickpocketing now adds 1/4 skill when failing. This helps build a foot to start on for stealth builds.
-Failed pickpocketing has been polished up as a frame work.
*Noise level is now more easily adjusted, but has a default of 2.
*Agitation level is new, and is handled like noise, with a default of 2.
*People nearby the pickpocket victim (witnesses) will become enraged, if an ally of the victim.
*The victim themselves will be twice as mad, regardless of positioning.
-Increased polish on how AI dodging/leaping is scaled, to look less silly. Animations down the line will have to 80% of the work for this, but for now here's 10% of the picture.
-Fixed animation errors invoked by reloading when a weapon was already full.
-Yet more improvements were made to the test environment, helping to conform to expected conditions.
-Slight refined net code and replication.
*Fixed a bug where melee weapons could attack while in parry mode. Spoiler alert: It's native functions not operating properly in multiplayer.
-Preparation of (painfully in depth) material relating to multiplayer test parties, and getting potential new test members initiated.
*I apologize in advance. This took several times longer than anticipated and was a major bottleneck this month.

In other news, it seems highly likely that EUV, the company previously in agreement with Hatchet's team, went under silently some time ago. This was highly suspected for a while, but it's all but proven now. Hatchet will be fine and remain development fine as ever, but likely, we'll be needing to do some finer work to remove association with the now dead company. Don't panic.

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