Netheritor wrote:Oh, yeah. before I forget again.
Can you nerf the pyrodemon a bit? It's just his AoE is too big for map that small. The teleport is also annoying, can you make a teleport sound? I didn't really like to get ambushed in my blind spot.
The next annoying boss is the 3 spiders. But My class is strong enough to beat them, and they also don't teleport.
Netheritor wrote:Hey, I use necromancer and some knight archer too. That spider is nothing to me. Well, it emptied my yellow magick though. It's just I remember the previous version, I throw 2 maulotaur and they (maulotaours) still lose. And like I said, I'm high level enough. Necromancer is crafting beast, I got like 6000x green reagents (It's farming for 1 hour, I think).
And I think only Cleric, Mage, Necro, and hunter has a chance to beat Pyrodemon. Also, I don't know if this bug or not; The assassin 'become invisible' ability is not working with the boss, I still need more in depth testing, because I only test it with 'summon hellsmith'.
Add 1: Actually nevermind for the boss. It's just boss thing, the original korax still detects me partially, still attacking but randomly. The thing with your boss is they know where I located.
Woolie Wool wrote:Just played through this twice, the first time on skill 3 as the Necromancer, the second time on skill 4 as the Fighter. Ever since I first encountered Wrath of Cronos several years ago, I had wanted a full-length level set balanced for and using all the functionality of WoC, and you delivered. Not only that, but it has Heretic and other Raven-style enemies to plug the gaps in the limited Hexen bestiary, no random-spawning bullshit, and a continuous overworld instead of a mere hub layout? Oh, yeah! It's almost sort of Hexen meets Strife meets Zelda in its world design and progression sensibilities.
That said, it still can't deal with the enormous ramp-up in power that any competently-built character has after 15th level, as skills, stats, accumulated resources, and path all combine together to give the player overwhelming advantages. The last dungeon and Heresiarch/rider apprentice dudes battle was an absolute piece of piss both as the Necro and the Fighter, but many of the earlier, low-level bosses (especially the Pyro Demon and Dukes of Sheol) were all but impossible as the Fighter, with any approach bold enough to actually hit the enemy in melee (which, as the Fighter, you want to do all the time because it's the only way to do damage efficiently) is likely to get you completely owned by the fuckery these bosses spawn all around them, like VG Cats' "Horrible Rape Radius" come to life. In later encounters you're so overwhelmingly powerful that it doesn't matter. As the Necro I did not have a particularly difficult time with any boss, though the Dukes of Sheol made me sweat a bit.
The biggest downside is the level design. While a good deal of it (especially the overworld maps, which seem to have had the most work put into them) looks good, they almost all use noodly room/corridor progressions that feel like pen-and-paper dungeons or uninspired Zelda dungeons, and don't take into account many of the strengths of the Doom engine. Instead of making this campaign three times as long (really, what I got felt like two thirds of a campaign, or at least half, not one third!), I would suggest revising many of the maps to have more open, complex architecture and more dynamic fight staging, with an eye towards a shorter, more focused end product. I'm lukewarm on the soundtrack; some of the pieces like the ones in "Spaurus Field" and the beginning of "Throne Room" fit very well, but many of the louder, more JRPG-ish tracks were annoying, and so many of them sounded like midis rendered with a soundfont that I don't see much reason not to just use midis instead and save hundreds of megabytes.
Even with those problems though, this is by far the best-realized and most complete "Hexen RPG" I've seen so far. Keep it up!
Nightgaunt wrote:I really liked how you managed the nail the "dark fantasy" theme, even with the names' choices, with sinister sounding words like Spaurus and Sheol.
If only Thethis woundn't have used WoW icons for his mod, they look so "cutey" and out of place.
Nightgaunt wrote:I really liked how you managed the nail the "dark fantasy" theme, even with the names' choices, with sinister sounding words like Spaurus and Sheol.
If only Thethis woundn't have used WoW icons for his mod, they look so "cutey" and out of place.
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