New version released as of Mar 2016 (contains map fixes for the new official GZDoom versions):
Fixed all but one of the mod tracks that broke when looping, courtesy of Seidolon. (music selection scripts are still in ofc)
Fixed a bug with magic rings, that was giving Herian & Kamada 2 magic points instead of 1.
Fixed a bug with Darahu's flail, that was making it do less damage per hit than it should. (main/RPG mod only)
Darahu's summoned elemental spirits now have more health and move/fire faster (similar to the ghostly chaos serpent), but only last for 1 minute instead of 2. (the bug that was preventing the timer from working has been fixed too)
Removed the melee attacks from all elemental spirits (normal and summoned), as it was killing their performance.
D'Sparil and Korax have a bit more health. (main mod only)
Profien (heresiarch) has a bit less health. (main mod only)
Fixed a recently-introduced bug in map 12 that prevented the rear doors in Korax's room from being opened.
Main mod download link (idgames)
RPG mod download link (idgames)
Weapons mod download link (idgames)
GZDoom 1.6 download link (official)
GZDoom 1.9 download link (official)
GZDoom 2.1 download link (official)
GZDoom 2.2 download link (official win32) (official win64) (official Mac)
(these versions are tried-and-tested, newer ones will probably be fine but you never know if something will break in them)
Serpent: Resurrection is a Hexen adventure designed to merge the speed and action of FPS'es with the progression and strategies of RPG's. It takes place in another world, some time after Shadowcaster ended. Most of the story will be explained in-game but in short, some crazy dark mage has resurrected the three Serpent Riders on the largest island of a nearby archipalego and (as expected) failed to control them. The adventurer from Shadowcaster was sent out to defeat them but nothing was heard for a while so a new adventurer is sent out after him.
Main mod description:
Description: The reworked fighter class, now focusing on melee combat. High health/armour and weapon damage, but poor ranged ability.
Description: The reworked cleric class, an all-rounder with powerful weapons. No life drain, though. (for technical reasons as well as balance)
Description: A recreation of the Hexen 2 assassin, but also with poison and rudimentary stealth. Great speed/jump, but not that sturdy.
Description: The reworked mage class, now focusing on Serpent's magic spell system. High damage potential, but very slow and squishy.
Description: A recreation of the Heretic player, with a souped-up wand and firemace as the big weapons. A familar, yet unfamilar all-rounder.
Description: A typical monk-type class, who uses mana for various fist techniques (projectiles). Versatile and efficient, but also the most advanced.
Description: A spiritual master, who utilises the power of the elements. Can specialise in melee or ranged combat, but cannot use any spells.
Creatures: The island is crawling with all sorts of entities, from wildlife such as rats and spiders to corrupted humans to undead and demonic beasts (there will be huge amounts of new enemies from a variety of sources, and the bosses are somewhat different to normal). There is also a dynamic gameplay element, which ensures that no two games are identical.
Artifacts: Some Hexen items have been removed, some new ones added and a magic system comprising of scrolls (one-time cast) and magic points (needed to power the casts) gives the player a variety of spells to use - for protection and utility as well as destruction.
Weapons: The player now has 7 weapons at his/her disposal, with 2 new mana types. The first 4 are the same as always (except the mage who gets a wooden staff instead of a sapphire wand) but some with altered mana costs, the 5th will use yellow mana, the 6th will use red mana and the 7th is a 3-parter that will use both red and yellow.
Music: 2 full mod soundtracks, the 1st is demoscene-based (a la Unreal) and the 2nd is fantasy/orchestral-based.
Roleplay: There are 5 attributes covering various abilities, each one can be improved over time by spending skill points which are awarded every time you gain a level. An interactive menu handles this, and as you might expect there are various strategies you can play and various ways to spec your character. There is also a monetary system, where gold drops from various enemies and items can be bought/sold at specific places.
Standalone mod description:
The RPG mod is the standalone version of the RPG system and other game mechanics (the main difference being how the shops are handled, everything else is more-or-less the same). Designed to run with the Hexen IWAD and Deathkings, plus any large custom mapset that doesn't have new game mechanics of it's own. (weapons/monsters/items etc.)
The weapons mod is the standalone version of the classes and their weapons (minus any special features), with everything reverted to vanilla Hexen standards (the new classes have been scaled up/down to fit in with the original ones). Designed to run with the Hexen IWAD and Deathkings, plus any custom map that doesn't have new game mechanics of it's own. (weapons/monsters/items etc.)
Some noteworthy notes to take note of:
Read the text file - I cannot stress how important this is...I know it's uncommon to require it, but if you don't read it you won't have a clue what's happening when you start, or what anything does etc.
This mod is loooooong - in fact it could be one of the longest ever...make sure you set aside plenty of time to play. It's also not really possible to get an overall impression from just the first few maps, it's more of a long-term thing in that respect. (as it is with any classic RPG that influenced this mod)
This is not a classic-style mod - it has a world, a story, and the first 2 maps in particular are designed to set the scene etc. so don't worry about them. The gameplay is a bit different too...weapons, keys & puzzle items have to be found, rather than just being put in front of you. Features such as jumping, crouching and even trading will be required to progress, along with the occasional puzzle (both traditional keys/items and completely new ones). There are help features available if you get stuck, but try not to use them before that point.
This is not designed to be played with external mods - there are lots of new weapons, items, monsters etc. plus the RPG system...all of which are designed to play without anything else loaded.
Hard skill is not the benchmark - Normal skill is the one aimed at first-timers, Hard assumes that you know what you're doing (in terms of the mod's features, strategies etc.) and Heroic is for experts only!