
Search found 1116 matches
- Mon Sep 22, 2025 10:24 am
- Forum: Gameplay Mods
- Topic: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]
- Replies: 1458
- Views: 341855
Re: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]
Glad you got that resolved. 

- Wed Sep 17, 2025 9:51 am
- Forum: Gameplay Mods
- Topic: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]
- Replies: 1458
- Views: 341855
Re: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]
Don't get me wrong, I love a bit of tech and magic merging. One of my longest running D&D epics (that I GM'ed over 3 campaigns) covered 90 years and the start of industrialisation (with electro-magi powered trains), which I incidentally pulled on to characterise the Crusader's God, and several of ...
- Wed Sep 17, 2025 1:37 am
- Forum: Gameplay Mods
- Topic: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]
- Replies: 1458
- Views: 341855
Re: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]
hey there,these enemies are pretty cool so would you consider making a enemy pack in the future?as much as i like walpurgis i think its a shame we dont get a non mage class that as acess to ranged weapons and is more of a hybrid in sense that it can use melee but at the same time there is a bow, a ...
- Tue Sep 16, 2025 1:25 am
- Forum: Gameplay Mods
- Topic: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]
- Replies: 1458
- Views: 341855
Re: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]
Could you tell me the Walpurgis Patch Stange Aeons uploader name, so I could PM ask him/her to upload it again? Your Google-Fu is weak, young padawan. No seriously there's a search topic function here, one quick search got the original post for me: https://forum.zdoom.org/viewtopic.php?p=1229111 ...
- Sun Sep 14, 2025 2:17 am
- Forum: Gameplay Mods
- Topic: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]
- Replies: 1458
- Views: 341855
Re: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]
Hi. On the first post of this topic, I wasn't able to download the Walpurgis patch for Strange Aeons. EDIT: I think there is a bug when playing Heretic with the Crusader. When you hit a Ghast with a shield, the Ghast image reverts to a Mummy one. I didn't make or maintain the Strange Aeons patch ...
- Sat Sep 06, 2025 8:32 am
- Forum: Gameplay Mods
- Topic: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]
- Replies: 1458
- Views: 341855
Re: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]
Finally got around to picking up the new Nightdive iwad releases, and yes , they function perfectly well with GZDoom and Walpurgis. I made a mini tutorial on how to use them too: https://i.imgur.com/Gav96LF.png https://i.imgur.com/wJxkVjR.png https://i.imgur.com/aoX5EqB.png Vestiges of Grandeur ...
- Sun Aug 24, 2025 1:36 am
- Forum: Gameplay Mods
- Topic: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]
- Replies: 1458
- Views: 341855
Re: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]
I have tested this mod with the HXDD and it seems to be working well without any issues so far. I wish there were more Heretic and Hexen mods that work well on the HXDD, as most are incompatible or have compatibility issues, such as Wrath of Cronos and Serpent Resurrection RPG Mod. Mainly because I ...
- Sat Aug 23, 2025 2:08 pm
- Forum: Gameplay Mods
- Topic: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]
- Replies: 1458
- Views: 341855
Re: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]
Fair enough. Health scaling actually works on vanilla bestiary, though: the value it is set to will still apply even with 'Walpurgis Bestiary" turned off. Does it really? Huh. Well I'm better at ZScript than I thought I was then. :lol: I'll simply disable the required check for Bestiary in the next ...
- Sat Aug 23, 2025 3:18 am
- Forum: Gameplay Mods
- Topic: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]
- Replies: 1458
- Views: 341855
Re: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]
Small issue: if I disable Walpurgis Bestiary in the options, then the monster health scaling option in 'Adjust Difficulty Settings" becomes greyed out. Also, is there a way to disable the custom enemies like the Fallen One? I thought disabling '(Add Elite Monster Spawns)' would do the trick, but ...
- Fri Aug 22, 2025 3:53 am
- Forum: Gameplay Mods
- Topic: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]
- Replies: 1458
- Views: 341855
Re: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]
Note that the held Torch is not part of Walp of course (you can tell it's using the old Fighter fist when you're playing the Crusader in the first shot). You just activate it like an item (I think holding it is something from WoC, I prefer to think the Walp torch is a magic hands-free one that ...
- Thu Aug 14, 2025 2:22 pm
- Forum: Gameplay Mods
- Topic: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]
- Replies: 1458
- Views: 341855
Re: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]
It's very unlikely that HoN uses the same references and pointers so lots of the code would just not work sadly. I went ahead and tried anyway: combat works great (as Baratus, anyway), but none of the pick-up items (weapons, ammo) get replaced. Oh well... Makes sense, Walp doesn't know what it's ...
- Thu Aug 14, 2025 1:13 am
- Forum: Gameplay Mods
- Topic: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]
- Replies: 1458
- Views: 341855
Re: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]
snip I'm generally of a 'whatever floats your boat' sort of mindset, there's no correct way to play, so I'm glad others can enjoy Walp in a myriad of ways. :) The only thing that makes me go "u wot" is indeed the minimap mod. Getting hopelessly lost and confused is part of the Hexen experience. :D ...
- Thu Aug 14, 2025 1:06 am
- Forum: Gameplay Mods
- Topic: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]
- Replies: 1458
- Views: 341855
Re: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]
Out of curiosity, has anyone tried playing Walpurgis in GZDoom-powered 'Hands of Necromancy'? I reckon the setting would be a perfect match! I imagine Walpurgis/GZDoom would have a hernia and explode. :D It's very unlikely that HoN uses the same references and pointers so lots of the code would ...
- Tue Aug 12, 2025 10:26 am
- Forum: Gameplay Mods
- Topic: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]
- Replies: 1458
- Views: 341855
Re: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]
I've heard from Doomworld that you can indeed run the Heretic.wad, then the new heretic_ex.wad, and then Walp in that order and apparently it works fine.
- Mon Aug 11, 2025 6:55 am
- Forum: Gameplay Mods
- Topic: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]
- Replies: 1458
- Views: 341855
Re: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]
Oh, so it's as I suspected, it's like that by design. Yeah, that bastardized file is from 2024, and I see you've updated your mod recently. Also, yeah, I don't see anyone credited in the file description, or any .txt file inside the mod. I believe it's also bundled with the game's WADs files and I ...