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This is a mod that adds RPG elements to the world of Hexen (and Doom and Heretic).
The main features of the mod includes a skill, experience, and stat system, a new HUD based on Guncaster's old HuD by PillowBlaster and TheDarkArchon, and an alchemy system (Credits to Worst).
There is also more. There are three new classes added to the mix, new monsters (select few doom and heretic monsters gain special abilities), new armor system and two new weapons for the classic classes, new particle effects, accessory system, and more. Not only that, but there is also Cooperative support so you can play alongside your friends. (Requires compat_clientssendfullbuttoninfo to be TRUE).
Spoiler: CHANGELOG
Changelog V3A
Changelog V3A
========================
Classes:
Fighter
* None.
Cleric
* Summon Legend now properly gains damage from the skill.
Mage
* None.
Hunter
* Wolf Companion now properly gains damage from the skill.
Necromancer
* None.
Assassin
* Deathbringer Arbalest's alternate fire main projectiles now bounce off of surfaces.
* Night Clones now alert nearby enemies when using their crossbow attack.
Hexen:
* Rebalanced many of the random spawns.
Misc:
* Dark Servants now alert nearby enemies when attacking.
* Black Flask archers now alert nearby enemies when attacking.
* Killing Sprees should no longer cause massive frame drops.
* GZDoom now uses ZScript for handling damage numbers via DamNums and floating health bars via Top HP Bar.
* Floating health bars now only appear when damaged.
* For Zandronum, floating health bars now only update upon taking damage.
Tormentor667 - Blessing FX Sprites, Aura Effect Sprites
Virtue - Ice Stalker
Espi - Imp Warrior/Warlord, Dragon Familiar, Bat
Eriance - Vorpal Blade, Acolyte, Skullstaff, Hellfire Cannon, Lich Staff,
Archon of Hell, Necromancer Sprites, Ghoul, Death Incarnate,
Death Knight, Bone Shower projectiles
Tormentor667 - Bormereth
Maelstrom - Vampire
CodenniumRed - Knight Archer, Jade Wand, Lich Skull
RavageFox - Knight Archer
Fury3 - Magma Serpent Sprites
Popsoap - Afrit Recolors, Black Chaos Serpent Recolor
Ichor - Disciple
Gothic - Bow
Xaser - Machete
Nash - Nashgore
Blizzard Entertainment - Skill Icons from World of Warcraft
Raven Software (Heretic, Hexen)
id Software (Doom 1/2)
The Ultimate Doomer - New Armor sprites, Assassin Sprites, Dagger and Grenades
TerminusEst13 - Tan flask caltrops effect, taken from his Ranger mod with slight recoloring by me
Blox - Burning death sprites, outlines for Hellforge Cannon and Raven Staff
DavidG - Baron alternate attack sprites
Vader - Shadow
Captain Toenail - Blot smoke puffs
President People - Empty Flask sprite
Blue Shadow - Charm of Spirit, Blood Amulet, Living Steel Amulet
Ghastly Dragon - Bracers of Force, Ring of Focus, Quicksilver Threads, Hexen II Monsters
Rolls - Shadow Beast
Ravage - Alternative Doom torch sprites
Sounds:
Raven Software (Heretic 1/2, Hexen 1/2)
id Software (Doom 1/2, Quake 1/2)
Blizzard Entertainment
Graphics:
Blue Shadow - HUD
The Ultimate Doomer - Fonts
Jimmy - Apostasy Font
Code:
Worst - Alchemy
TheShooter7 - Snippets of his Legacy of Chaos Sphere II RPG code (Monster scaling)
The Ultimate Doomer - Menu Positions
Popsoap - Making projectiles pass through players.
Hexadoken - Script allowing Experience to carry across levels
StrikerMan780 - Damage Indicators (modified by me to work on monsters)
Xaser - DamNums
Apothem - Monster Health Bar
Lloyd - Hexercise Weapon attack animations
CrazyEyes - Hexercise + Wrath of Cronos snippets
Coldcite - ZSCript Top HP Bars
Other:
DbThanatos - Base for Texture Pack
If I miss anything or anyone in the credits please let me know.
(If you want to play singleplayer, GZDoom is much more stable).
I recently played your mod, It was very interesting. although for me it felt a little stale after a while since I'm not a huge fan of the Hexen classes. Is it at all possible that you could add a Heretic themed class? or maybe a Doom class as an added bonus? but I wouldn't have the faintest idea how the Doom marine would even cast spells... Hmm I can see the heretic Class using spells with his staff / Gold wand or something. anyways Nice to see unique mods out there. keep up the good work o;
Thetis wrote:Monsters that become stronger as you do
What's the point of leveling up, then?
To become stronger, learn new abilities. The player naturally outscales all the monsters. The monsters gain power every time you level but in small increments compared to the player, so that you don't instakill them later on and they would still be a threat. Also, bosses like the Heresiarch and Korax do not become stronger in terms of health so you can kill them faster.
Last edited by Thetis on Fri Mar 29, 2013 7:16 am, edited 1 time in total.
to access new abilities, maybe. if monsters didn't keep up with you, game would not get more challenging. doom rpg had this problem - at certain point gameplay becomes trivial, regardless of difficulty level.
i'll give this mod a shot later, to see if that helps balance things.
i feel that necromancer's shadow summon is a bit unbalanced, but i cannot quite put my finger on what's exactly wrong with it.
on default difficulty, even at lvl1 it's fairly useful, and at lvl3 it can dispatch most enemies fairly quickly. at least it can take care of flying enemies pretty well. it seems it becomes stronger a bit too fast
one thing that bugs me is that sometimes after summoning it you cannot summon it again - it would be useful to be able to resummon it once it gets stuck somewhere.
other minor issue - on character selection screen new classes do not have looped animation. it runs once and stops (on zdoom).
neoworm wrote:Glad to see that someone found use of my excessive amount of random potion sprites.
I've always loved your sprites.
yoshi314 wrote:i feel that necromancer's shadow summon is a bit unbalanced, but i cannot quite put my finger on what's exactly wrong with it.
on default difficulty, even at lvl1 it's fairly useful, and at lvl3 it can dispatch most enemies fairly quickly. at least it can take care of flying enemies pretty well. it seems it becomes stronger a bit too fast
one thing that bugs me is that sometimes after summoning it you cannot summon it again - it would be useful to be able to resummon it once it gets stuck somewhere.
other minor issue - on character selection screen new classes do not have looped animation. it runs once and stops (on zdoom).
The shadow may seem powerful, but it is also has the lowest health out of all the minions that the necromancer has. It's more or less the glass cannon summon although I may tweak most of the summon damage values.
Also, if you cast a summoning ability when a minion is already out, you simply desummon it and if you are too far away from your pets, they will teleport to you.
yoshi314 wrote:i feel that necromancer's shadow summon is a bit unbalanced, but i cannot quite put my finger on what's exactly wrong with it.
on default difficulty, even at lvl1 it's fairly useful, and at lvl3 it can dispatch most enemies fairly quickly. at least it can take care of flying enemies pretty well. it seems it becomes stronger a bit too fast
one thing that bugs me is that sometimes after summoning it you cannot summon it again - it would be useful to be able to resummon it once it gets stuck somewhere.
other minor issue - on character selection screen new classes do not have looped animation. it runs once and stops (on zdoom).
I really like using the shadow as a health booster. With the gloves that drain health from enemies and give it to you, you can rapid fire summon shadows and drain them, converting magic to health essentially. Not sure if this is intended or not.
Last edited by JimmyJ on Mon Apr 01, 2013 3:29 pm, edited 1 time in total.
The necromancer's revenant summon isn't very good compared to the death knight or even the shadow. Maybe if his curse attacks were quicker and hit more targets? The ghoul rocks, definitely my favorite. Out of all the curses, Chaos is the only one I've invested in so far--Enfeeble and Terrify don't really seem that useful to me, and Blight is too slow. Haven't tried the Poison or other direct attack spells yet.
This is a pretty fun mod, though the different keybindings that are necessary can be a bit of a hassle.
one more problem, maybe it's intentional - level up menus require me to press most of the buttons twice to get any reaction, at least first time i press each button.
Funky Gnoll wrote:The necromancer's revenant summon isn't very good compared to the death knight or even the shadow. Maybe if his curse attacks were quicker and hit more targets? The ghoul rocks, definitely my favorite. Out of all the curses, Chaos is the only one I've invested in so far--Enfeeble and Terrify don't really seem that useful to me, and Blight is too slow. Haven't tried the Poison or other direct attack spells yet.
This is a pretty fun mod, though the different keybindings that are necessary can be a bit of a hassle.
I agree that the revenant is a bit weak but I haven't found a way to make him useful as a minion. The curses are definitely going to get a buff and I'm going to shorten the time between Blight tics.
yoshi314 wrote:one more problem, maybe it's intentional - level up menus require me to press most of the buttons twice to get any reaction, at least first time i press each button.