Post news Report RSS Hathet Monthly Update July 2013

We had one hell of a busy month, busy enough to where I gotta take a breather, do some RL stuff, and decided to post this a tad early. -Weapon debugging and some new additions to various features, including indexed special ammo effects. -Crafting recipes (that load things to craft into the bench dynamically) can now be disabled and enabled freely and easily, in case your library of recipes is cluttered. -Using hotkeyed recipes (1-9) toggle them automatically. (More on full article)

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We had one hell of a busy month, busy enough to where I gotta take a breather, do some RL stuff, and decided to post this a tad early.

-Weapon debugging and some new additions to various features, including indexed special ammo effects.
-Crafting recipes (that load things to craft into the bench dynamically) can now be disabled and enabled freely and easily, in case your library of recipes is cluttered.
-Using hotkeyed recipes (1-9) toggle them automatically.
-Using hotkeyed ammo (you can do that now, by the way) will load them into the gun in hand, if they are compatible. This is extremely complementary to the dynamic ammo system where you load your own effects and names for ammos, with potentially endless numbers of ammos.
-Debugging on player class slightly.
-Workbench got franking finished already. Managed to find the source of the crashes and swept through the last 4 windows with ease, including sounds, skill increments/requirements/effects, and support for custom ammo creation.
-Debugging on previous workbench windows and making info more thorough (such as part durabilities and quantitites)
-Recovered shell casings now no longer return literal casings (since one "casing" produces one magazine and one casing = one round is super inconvenient, even with quantities setting.) but instead return a scrap value roughly equivalent to the value of the shot in casing portion's value. (make 8 shots with 30 scrap, they return 3 scrap each, etc)
-Parts, recipes, icons, and more parts baby. Workbench has a large library of combinations, recipes, materials, parts, and items... most of which are still unfilled. (One weapon can equal about 26+ icons each, varying from specimen to specimen)
-New sounds to fill in various roles, including use outside of crafting.
-Ammo debugging.
-Skill system debugging and modification to the way levels increment (if it goes over the 100% mark for a new skill level, it subtracts 100% instead of of just resetting to 0%)
-Modification and expansion on parts/materials, including real time, dynamic icon updates for the crafting screen. Now as you select a different material or even deplete a supply of a particular material, the part preview will update.
-Debugging on how parts handle condition, had some weird nulls going off.
-Rebalancing on various indexed ammo effects, primarily with explosive, high velocity, and incendiary.
-A tiny pinch of modeling for stuff like shells dropped from shotguns.
-Adjusted fire rates on the alpha phases of fully automatic weapons. I made the serious mistake of using realistic full auto fire rates, which are positively devastating, both in the sense of making them total meat grinders and for the new method of playing sounds that does it on actual shots firing Vs on animation playing. Tinnitus ensued.'
-Rebalanced shotguns a bit to be in the perfect balance of pellets, spread size, and damage per pellet.
-Probably more, to be perfectly honest. Way too much got done this month.


Edit? What. Yea. Got more stuff before the month turned over, figured what the hell, why not?
-New armor system on NPC's, affecting all sorts of things! Armor essentially dampens a solid percentage of damage (some types more than others) and eventually gets worn down by repeating trauma (again, some types have more effect than others. Explosives and armor piercing will wreck armor for instance) and will erupt in metal fragments upon being depleted. Armor also is stored limb per limb and can prove a great way to rebalance the higher power weapons in the mod.
-Inventory screen now displays items in slots 1-9 at the top of the window (if they match the filter type and search query of course) with a numerical label.
-Rebalancing on weapons slightly in the wake of the new armor system. Some things previously nerfed due to being overpowered against unarmored opponents have been rebuffed, since its now no longer unbalanced.
-New fancy root menu for the workbench, the old one was ghetto as hell and the new one is slick, compact, and nice.
-Debugging on melee weapons and some weird stuff with projectile count.
-Rebalancing on indexed ammo effects, again.

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