Search found 1107 matches

by eharper256
Fri Aug 22, 2025 3:53 am
Forum: Gameplay Mods
Topic: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]
Replies: 1438
Views: 338070

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 ...
by eharper256
Thu Aug 14, 2025 2:22 pm
Forum: Gameplay Mods
Topic: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]
Replies: 1438
Views: 338070

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 ...
by eharper256
Thu Aug 14, 2025 1:13 am
Forum: Gameplay Mods
Topic: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]
Replies: 1438
Views: 338070

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 ...
by eharper256
Thu Aug 14, 2025 1:06 am
Forum: Gameplay Mods
Topic: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]
Replies: 1438
Views: 338070

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 ...
by eharper256
Tue Aug 12, 2025 10:26 am
Forum: Gameplay Mods
Topic: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]
Replies: 1438
Views: 338070

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.
by eharper256
Mon Aug 11, 2025 6:55 am
Forum: Gameplay Mods
Topic: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]
Replies: 1438
Views: 338070

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 ...
by eharper256
Sun Aug 10, 2025 6:56 am
Forum: Gameplay Mods
Topic: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]
Replies: 1438
Views: 338070

Re: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]

Hi, first time poster here. First, I thank you for this mod, it's actually great Sir! I got Hexen + Heretic from GoG and I'm already modding it for a playthrough, and I've chosen this mod for that purpose. I've got something to report though, I tried the Druid class and she has the dagger held the ...
by eharper256
Sun Aug 10, 2025 2:28 am
Forum: Gameplay Mods
Topic: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]
Replies: 1438
Views: 338070

Re: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]

Yeah. If you parry a melee attack not only you reduce its damage but also stun enemies and weaken them by reducing defense or make them take extra damage. The Walpurgis shield doesn't stun but knock back monsters instead. I mean, I think the author of this mod is more likely into fast pacing ...
by eharper256
Sat Aug 09, 2025 2:23 pm
Forum: Gameplay Mods
Topic: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]
Replies: 1438
Views: 338070

Re: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]

Sadly not, I've forsworn any shield damage reduction before in the past, and don't like any "hold to reduce" systems in general, especially when the Crusader is already pretty darn tanky.
by eharper256
Sat Aug 09, 2025 2:03 am
Forum: Gameplay Mods
Topic: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]
Replies: 1438
Views: 338070

Re: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]

JohnnyTheWolf wrote: Fri Aug 08, 2025 12:09 pmDo you think it is a coincidence that the Cleric's starting weapon - a mace with a shield - is now more or less Parias's? :3:
I like to think someone at Nightdive also like Walpurgis, yes. :)
by eharper256
Fri Aug 08, 2025 11:40 am
Forum: Gameplay Mods
Topic: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]
Replies: 1438
Views: 338070

Re: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]

Hexen and Heretic have just had a re-release remake on Steam by Nightdive with some laundry list of changes and even a few changes to the official iwad, apparently. This certainly came out of no-where for me (lol). :shock: That version is made for KeX, rather than GZDoom, so of course, Walp will not ...
by eharper256
Sun Aug 03, 2025 3:57 am
Forum: Gameplay Mods
Topic: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]
Replies: 1438
Views: 338070

Re: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]

AvzinElkein wrote: Thu Jul 31, 2025 12:46 pmDoes Baselard bleed stack?
Sorry for missing this. Yes; up to 4 times, and 9 times if you upgrade the Baselard. It also does x3 the bleed of most weapons that cause bleed.
by eharper256
Thu Jul 31, 2025 8:26 am
Forum: Gameplay Mods
Topic: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]
Replies: 1438
Views: 338070

Re: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]

**New Hotfix release** (use the frontpage links) for the issues reported above. Notably, goblins turning into mummies when frozen, and chickens created from morph ovums used in doom going invisible. In case you've missed them so far, the hotfixes since the initial release have been a few, so I've ...
by eharper256
Thu Jul 31, 2025 7:12 am
Forum: Gameplay Mods
Topic: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]
Replies: 1438
Views: 338070

Re: Walpurgis 1.0 (For Doom/Heretic/Hexen) [GOLD RELEASE!]

Yeah, it turned out to be a version problem. I was sure I was using the latest one. Guess it was some "silent" update that I missed. Yep, I think this problem was indeed a silent hotfix I threw up after it was reported on Doomworld rather than here. One of those funny things about a 1.0 release ...
by eharper256
Thu Jul 31, 2025 1:24 am
Forum: Gameplay Mods
Topic: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]
Replies: 1438
Views: 338070

Re: Walpurgis 1.0 (For Doom/Heretic/Hexen) [GOLD RELEASE!]

There's a problem with the Mastermind: it has two separate hitboxes, one for its main body, called "SpideyBrainz", that has 3500 HP, and one for its legs, which is called "SpideyBaseLegs" that has only 100 HP, which leads to him dying in seconds in every encounter. Also the chickens that appear ...

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