New version available, as of Dec 2014 (contains fixes/improvements), links below:
Serpent: Resurrection download link (idgames)
Standalone RPG mod download link (idgames)
Weapons mod download link (idgames)
GZDoom 1.6 download link (official)
(this version is still the tried-and-tested version, newer ones might work ok but 2.1 pre-341 should be fine too)
All characters now have a reduced pain chance. (the new pain sounds can be annoying if they go off every time)
Renamed 3 of the class names to something better. (fighter/cleric does sound a bit daft when you think about it)
The fighter's weapons have been redesigned - the melee and mana versions are now toggled with the alt-fire key, instead of switching weapons.
The axe can no longer be used with mana during the power spell, as a result of the above change.
The fighter's weapon speeds when using the power spell have been rebalanced.
The cleric's mace now does twice as much damage during the power spell, but doesn't increase speed anymore.
The assassin's dagger now uses the alt-fire key to apply poison, instead of switching weapons. The poison charges on the dagger are also retained after you switch weapons.
The dagger now does more damage (both melee and slash attacks) when using the power spell.
The dagger can no longer be used with poison during the power spell, as a result of the above change. (any poison on the dagger will be removed when you cast it)
Fixed a bug where the strength scaling for the dagger was not working in the main mod.
Fixed a bug where one frame of the poisoned dagger's second swing was incorrectly offset.
The flame cannon no longer slows the player down.
Viperlash's poison clouds now last twice as long.
Tempestkeeper's mana cost has been reduced from 20 to 15 per shot.
All assassin weapons will not alert monsters when fired...meaning stealth is now possible on mobs that are facing the wrong way. (except during the city invasion)
The mage's blue staff bolts (with the power spell) now have trails, but doesn't increase speed anymore.
The mage's scarab staff now has a longer range.
Lichbane's fireball does more damage and can no longer hurt the player, mobs also have an increased pain chance against the ground fire. Bosses are also now affected by the ground fire, albeit only a little.
Weapon 7 has been split into 3 pieces, to match the RPG/weapons mod. The new piece is found in Hogger's cave, and can be picked up once you kill him.
All melee weapons except the wooden staff have new graphic effects when using the power spell.
Fixed an issue which broke the power/protection scroll pickups if you ever reached 5 in the inventory. (non-mages only)
The shrapnel spell does twice as much damage now.
The inferno spell does a bit more damage now.
The penetrate spell now fires twice as many shots within it's duration.
The hellstorm spell does a bit less damage now.
The siren orb has twice the range now, and doesn't travel as far when dropped.
The donation required for the holy temple has been reduced to 50 gold.
Fixed a bug where the slow version of the rock golem had no melee states.
Fixed a bug where the crystal golem had no melee attack sounds.
Fixed a bug where the hellguard had no sprite for it's fear state.
The four elementals have been renamed spirits.
The four lich bosses no longer kill their summoned adds when they die.
Fixed a bug where the fast and slow versions of Elysia (assassin playerboss) did not exist.
D'Sparil now has a blue robe.
Fixed a bug where D'Sparil's summoned wizards could drop a tome of power.
Fixed D'Sparil's AoE attack so that it goes round the full 360°.
Fixed a bug where the 2nd and 3rd holy temple priests weren't solid.
Changed the name of the monastery's abbot to Selenus.
Rolling attributes at the start no longer has a reroll limit.
The alternate menu system (the one that doesn't require extra keybinds) now toggles with the show scoreboard key instead of the alt-fire key, as a result of the weapon changes.
The HUD has been tweaked so it now scales properly at higher resolutions.
The old scripted HUD has been dropped as a result of the above change.
Implemented Ed the Bat's messaging functions, so that all the messages now work with the "scale text in hi-res" setting.
Author's hints should now always display when called, even if an author's note is currently on.
Fixed the secret passage at the start of map 01, so it's no longer possible to get stuck.
Moved all the messages that were on village hut tables, so they're easier to read.
Fixed the inn secret of map 05 so the items are obtainable again, also added a bag of gold to it.
Added a message to map 06, explaining that you can still loot bags of gold from frozen enemies.
Fixed the village hall secret of map 07 so the item can be reached.
The 3 small caves in map 07 have been marked secret.
Changed the names on map 08 and 14's prayer books.
Added a solid (but thin) piece of land in front of map 09's secret tunnel (both ends), so that all characters can jump to it.
Switched the positions of two item sets in map 10's flame mask area. (so the jump boots are always reachable with 1 pair, regardless of the direction you take)
The items found along the lava rivers in map 11 have been marked secret.
Moved the Potion of Life from one of map 12's cupboards to the other, as a fix for GZDoom versions newer than 1.6.
Extended the indoor patrol route in map 12 to be circular.
Fixed one sector in map 13 that was too low down for a mage with dexterity of 01 to clamber out of.
Extended the passage and patrol route in map 14 to be circular, some rooms have been shrunk and mobs/items moved to accommodate this.
Added an extra barrel to the abandoned part of map 15, in case you manage to destroy the others before you get there.
Fixed the items on the ice floes in map 17, so they can be picked up in GZDoom versions newer than 1.6.
Removed the scrolling effect from the rivers in map 17, and also the fog from the green room at the end.
Moved one of the trees in map 18's secret forest to prevent low-dexterity players from getting stuck.
Reshaped the pig tunnels in map 18 to look more natural, also removed some of them.
Moved the diamond key in map 18 to a new cave in the red mana village (which now boasts a few more mobs), as a result of the new weapon 7 piece being in Hogger's cave.
Some mobs removed as a result of the new weapon 7 piece (which spawns a patrol) and the new mobs in the red village. (so as to keep roughly the same number of mobs in the map)
The Banedon escort in map 18 now requires both of you to reach the temple.
Fixed a bug in map 18 that occasionally didn't remove the blocking lines after Banedon's escort was completed.
Fixed the death wyvern in map 19 so that he pulls by sight instead of sound. (very important for the assassin now)
Overhauled map 19 a bit - added two new areas to the fire side, some tweaks to existing areas of the fire side to accommodate them, lengthened the outdoor section to match, rextextured the rain goddess scroll room to a water theme instead of fire, moved some mobs and items to the new areas before adding new mobs and traps/patrols to them, removed the forcefields from the entrance room.
Jumping out of the palace into the water now instakills you.
Increased the number of patrols spawned when picking up the weapon piece in map 21, removed a few mobs to compensate.
Fixed the weapon racks in map 22's armoury so they're not overlapping.
Moved the patrol points next to the garden and the blue/green bedchambers in map 23 a bit further away.
Fixed the organist's alcove in map 24 so the poly door doesn't glitch out visually.
Moved the krater of might from the NW tower to the great pool, so that area now has something of value.
Moved the bronze idol from the SW tower to the NW tower.
Moved the speed boots from the great pool to the SW tower.
The newly-moved krater now triggers the giant imp spawns outside, instead of just going in the water.
Added a big stash of gold to the throne room in map 24. (so you can fully kit out for the return trip regardless of wealth)
The summoned chaos serpent can no longer target Eidolon during phase 6. (the arcane bomb phase)
Fixed a bug that broke Selenus' exit script from map 14 if the cutscene was skipped.
Changed the names of some places mentioned in map 02 and the endings map.
Potions of Life now added to the ship for the return voyage.
The invading mobs in map 01 now spawn facing a random direction, some mobs moved out of the alleyways near the docks as a result.
The timer for the invasion of the city palace has been reworked - it's been tightened up somewhat and also varies between skill settings.
On Heroic the timer is very tight, you need to know exactly what you're doing in order to save the king. (but there was still some leeway when I completed the runs, so you don't have to beat my times to win)
Reinstated the 2nd mod soundtrack (which was dropped before the original release), after trying it for the first time and seeing how well it works.
Moved the two soundtracks to separate wadfiles, with a bat file for loading each one and also a bat file for loading no soundtrack at all.
Music-related messages in the game (including the credits map) will now vary depending on which soundtrack (if any) is loaded.
Fixed all the cupboards so the items don't vanish into the ceiling on GZDoom versions newer than 1.6.
Moved all items away from polyobject doors, so they don't vanish into the ceiling on GZDoom versions newer than 1.6.
Various texture alignments, object heights and other fixes/improvements.
Standalone RPG/weapons mods have been updated with the appropriate changes.
The armour spawner for the dragonskin bracers (RPG mod only) has been tweaked so it now spawns each of the 3 lowest armour types. (as all classes can use them)
Renamed the difficulty settings (weapons mod only) so they better match the new class names.
Cleric: Damaging spells worth using now, see below.
Assassin: Easier to use poison on the dagger, flame cannon doesn't slow you anymore, weapon 4 poison clouds last twice as long, weapon 7 costs 25% less mana (both are quite useful now), rudimentary stealth mode added.
Mage: Weapon 7 does more damage and doesn't hurt you anymore, mobs less likely to get past the ground fire, bosses now affected by it too.
Shrapnel spell does a lot more damage, inferno spell does a bit more damage, penetrate spell fires twice as often.
Siren orb is easier to use and has a much longer range.
Holy temple costs half of what it used to.
7th weapon split into 3 pieces (to match the standalone mods), the new piece is in Hogger's cave.
Endgame timer retuned for all classes, and will also vary based on skill setting.
2nd mod soundtrack reinstated (it was dropped before the original release), now you can choose between them.
Compatibility fix for the cupboards on GZDoom versions newer than 1.6.
HUD now scales properly with resolution, messages now work with text scaling options.
The RPG mod is a standalone version of the RPG system (works with the original Hexen, Deathkings and any custom hub without new weapons/monsters/items) and the weapons mod is just the weapons (likewise).
A description of the mod is below:
Summary: A Hexen adventure like no other. The FPS side of the game brings the classic high-speed monster mashing that the Doom engine has always given us and combines it with Hexen's puzzles plus some more tactical encounters in the style of newer games. The RPG side of the game means that the classes are a lot more different compared to each other than just a new set of weapons...their basic abilities, health, armour and item usage all differ, leading to vastly different playstyles and strategies for each class. The world is designed with realism and cohesion in mind, if somewhere looks a bit barren that's because it's meant to look like that since those sort of places do in real life!
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 two-parter that will use both red and yellow. Each class's starting weapon can be powered up by a spell.
Music: A full mod soundtrack.
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.
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.
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 odd puzzle but there's no obscure switch hunts. 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!