The Reconquest [1.0b]

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The Reconquest [1.0b]

Postby krokots » Tue Apr 11, 2017 10:43 am

Image

Doom: The Reconquest is a experimental strategy mod/game/hybrid, where you use Doom and other monsters to fight battles. It is heavily inspired by Heroes of Might and Magic, so you'll see "stack" system in here, and various bits (weekly creature/unit growth, resource system). But there are no castles, instead, you construct buildings on a conquered area. The main objective (right now) is to win a battle in the "Black Castle".

You will find more information how to play this in the game (INFO or the "Book of Help");

1.0 features:
42 unit types (Doom, Heretic, Hexen)
70 spells
14 main attributes
11 skills

Known bugs/problems include:
- Messages don't fit sometimes in the GUI
- Spelling and language mistakes (english is not my native)
- Dangerous spells that may crash game or mess with unit behaviour, hypnotize - not tested enough, mirror image - units get stuck
- Flying monsters when hit can fly forever and never loose momentum (will probably fix soon)
- Units that deal "slam" damage (Souls and Maulotaur) can deal weird damage (Souls are safe, but Maulotaur can hurt friendly units I think - will probably fix soon)
- The function that spawn enemy units will break if it will have to spawn extreme amounts of units (1000 mancubi), and it will spawn units outside maps (extremely unlikely though)

If you encounter any bug please tell me, and possibly make a screenshot what happened.
OK, here are screenies:
Spoiler:

Video of gameplay:
Spoiler:


Use GZDoom version 2.4.0 to play and Doom2 iwad.
Main Download:
The Reconquest 1.0b

Changelog
Spoiler:

Enjoy!
Last edited by krokots on Fri Apr 21, 2017 6:28 am, edited 5 times in total.
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Re: The Reconquest [Buggy Beta 1]

Postby isaacpop23 » Tue Apr 11, 2017 12:59 pm

The fact that you made something like this on the Doom engine that works at all is really impressive. I haven't noticed any bugs other than ones you've mentioned, though I haven't done that much yet. My only issues so far are the menu controls (minor) and how complicated the stats seems. It's probably just a learning curve, but trying to keep track of all the different kinds of magic appears quite daunting.
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Re: The Reconquest [Buggy Beta 1]

Postby krokots » Tue Apr 11, 2017 1:39 pm

isaacpop23 wrote:The fact that you made something like this on the Doom engine that works at all is really impressive. I haven't noticed any bugs other than ones you've mentioned, though I haven't done that much yet. My only issues so far are the menu controls (minor) and how complicated the stats seems. It's probably just a learning curve, but trying to keep track of all the different kinds of magic appears quite daunting.

The "Book of Help" have information about attributes, skills etc. But yes, I probably can add another section about some concepts, like "pain" or "nodes".
Your "hero" can have three main stats, which will increase by levels. So you can choose attack, health and accuracy if you don't want to mess with magic. Or wisdom and some magic types, but your units will not become more powerful then (except when you cast buffs on them). You know, it is pretty complicated now when I think of it :wink:. If you want to know anything in particular let me know.
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Re: The Reconquest [1.0]

Postby krokots » Wed Apr 19, 2017 4:55 pm

Updated to version 1.0

You can now design your armies, no more complete random. Rest of changes in the changelog. Most of the bugs are gone hopefully, now it is just not balanced. Next update probably I plan to do some serious monster tweaking - balancing, damage changes, etc. Spells I won't touch yet I think.

BTW here is a "bonus" - spell list ;)

Spoiler:
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Re: The Reconquest [1.0b]

Postby krokots » Fri Apr 21, 2017 6:26 am

Updated to version 1.0b
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Re: The Reconquest [1.0b]

Postby Hellser » Fri Apr 21, 2017 9:47 pm

As someone who absolutely loves Heroes of Might and Magic.. I need to download this. Right now.
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