Hi guys. I just made an account to give you guys some feedback. So first of all this mod is great! I'm having a lot of fun playing it. So thank you very much for making this!
Anyway here are some issues I noticed:
HUNTER
Hunter's wolf is pretty weak probably one of the weakest summons. Stat wise he's okay but he deals low damage, cannot fly and has no ranged attack so if you have lots of platforms or fliers poor guy can't do anything. With Survivalist he seems to be able to jump I think but still not good. Maybe wolf can eat on dead bodies around to restore health when not fighting or when low? Or maybe he should have some strength/constitution/health regen stat boosting howl for all players and himself to make him more useful? Or maybe a fear howl that makes enemies freeze up every 20 sec-1 min or so?
Tripwire Bomb is very difficult to get it working right. Perhaps a mine that detonates with splash damage when enemies are nearby would be simpler?
The weapon zoom function only works on the bow sharpshooter path. I think maybe it should work for Hunter on all weapons but way lower zoom, or maybe work on some weapons, maybe even work for some Assassin weapons too.
ASSASSIN
Assassin Clone seems to walk a lot instead of attacking. Seems to me like he is trying to go in melee range but can't so just walks around until he dies. Maybe he should only have a ranged attack so he's more consistent? Or maybe he should prefer ranged attack and only use melee as last resort if they are very close. Would also be nice if the clones were permanent pets and would not de-summon.
CLERIC
Summon Legend has similar issue to Assasin Clone wondering around but is much more useful actually and way stronger so when he hits he really hits. But I think he should not despawn and should remain a permanent friendly pet. Also he should probably be able to use the ability to pull enemies to him like Warrior does.
But yeah all in all is really fun!
Re: Wrath of Cronos RPG V3A
Posted: Tue May 25, 2021 6:23 pm
by chickenwrap
Also sorry for the double post but I noticed there are actually two versions of this mod floating around the interwebs.
There's this one here 3A then there is also 3.1.4 found on modDB and they have subtle differences.
For example Weapon 5 for Mage in 3A is JadeWand but in 3.1.4 is RubyWand and has additional sound effects but the functions are still named Jade for ex JadeShot, JadeDartTrail etc which seems to suggest 3.1.4 is newer version of 3A in that Jade was changed to Ruby but many references for the old name Jade still remain for the most part.
Also 3A scripts are compiled with ACS 5 but 3.1.4 are compiled with ACS 6 and are not inter-compatible and further suggests to me that 3.1.4 is a slightly newer than 3A.
There are many other things for example 3.1.4 has a number of DamageFactor added for summons which don't show up in 3A.
I cannot find any information as to who made 3.1.4 and why but it appears that 3.1.4 is newer than 3A but here's the odd thing moddb one was posted on August 16, 2019 but the last change here is November 28, 2019 which seems to suggest that 3A is newer. Which one should I use?
Re: Wrath of Cronos RPG V3A
Posted: Tue May 25, 2021 7:53 pm
by Exeor
Wrath of Cronos 3.1.4 is an interesting build indeed, since Tethis hasn't said a single word about that version (we don't even know if he worked on it officially being a unstable/semi-private version or if an user made this version using his own hotfixes and changes).
And if things weren't already strange, the other WoC files that contain the doom demons and the extra enemies were also updated removing some monsters that are accidentally cloned into v3A code like the Magma Chaos Serpent or the Draugr from Hell Forged mod, making it cleaner and optimized in the process.
3.1.4 version also fixed a visual bug where the Swamp Stalker Leader used the Ice variant sprites, so whoever made this version (if it wasn't done by Tethis) took a lot of trouble to improve it.
Re: Wrath of Cronos RPG V3A
Posted: Tue May 25, 2021 8:14 pm
by chickenwrap
Exeor wrote:Wrath of Cronos 3.1.4 is an interesting build indeed, since Tethis hasn't said a single word about that version (we don't even know if he worked on it officially being a unstable/semi-private version or if an user made this version using his own hotfixes and changes).
And if things weren't already strange, the other WoC files that contain the doom demons and the extra enemies were also updated removing some monsters that are accidentally cloned into v3A code like the Magma Chaos Serpent or the Draugr from Hell Forged mod, making it cleaner and optimized in the process.
3.1.4 version also fixed a visual bug where the Swamp Stalker Leader used the Ice variant sprites, so whoever made this version (if it wasn't done by Tethis) took a lot of trouble to improve it.
I have been using the one from moddb for a while now and got a lot of saves in progress. I wanted to know more about what attributes affect which weapons/skills for Hunter and Assassin (which are my favorite at the moment ) so decided to look though the pk3 with SLADE but I accidentally saved some garbage modifications so I thought oh oh I might have broken the mod lemme get a fresh copy just in case so I got 3A from here and my saves were no longer working saying saves have a newer version of ACS. Then I realized I was actually dealing with 2 different versions! Hahah
Anyway this is the info I gathered up and modified an older guide for WoC posted long time ago with some of the modified info + Assassin class details. Warning spoiler contains the entire .txt file. I added the Assassin weapon interactions with ghost enemies, Assassin level progression, what attributes affect what skills.
---------------------------------------
---------------------------------------
Wrath of Cronos RPG mod v.3A by Thetis
---------------------------------------
---------------------------------------
Guide compiled by Void Weaver aka TancreDim, with best regards to Thetis for his awesome mod
and with special thanks to the members of the ZDoom community for their informative discussions about this mod.
Any suggestions or critics about guide are welcomed.
Mod official homepages
https://forum.zdoom.org/viewtopic.php?f=43&t=35846
https://zandronum.com/forum/viewtopic.php?t=1224
TABLE OF CONTENTS
0. INSTALLATION
0.1. WARNING!!!
I. WoC HEXEN BESTIARY
II. GHOSTLY MECHANICS
1. Ghostly invulnerability to weapons
2. Ghostly invulnerability to skills
III. ARMORS
1. Armor types
2. Armor cap and % reduction
3. Armor drops
IV. POTIONS
1. Quartz potions
2. Mystic Ambit Incant
V. FLASKS AND ALCHEMY
VI. ACCESSORIES
VII. SKILLS
1. Notable skillbreaks and hints
1.1. Fighter
1.2. Cleric
1.3. Hunter
1.4. Necro
1.5. Mage
1.6. Assassin
2. Stats influence on skills
2.1. Fighter
2.2. Cleric
2.3. Hunter
2.4. Necro
2.5. Mage
2.6. Assassin
VIII. STATS AND WEAPONS
1. Stats grow rates for classes
2. Stats influence on weapons
---------------
0. INSTALLATION
---------------
FILES SOURSES:
---------------------------------------------
WoC 1.3b - 1.8a
http://gam.thewaitingroom.org/be_wads/
WoC 1.8a - 2.0
http://allfearthesentinel.net/wads
http://static.allfearthesentinel.net/wads/
WoC 2.0(doom fixed) - holy fix by vidumec for "*" marked files which fixes DOOM_WoC compatibility troubles with 2.3-3.0 gzdoom, otherwise you should use gzdoom 2.2 or zandronum
https://drive.google.com/file/d/0B2IErgIQg4pkaFBzbmU4c254S1U/view
WoC 2.0 Heretic Weapons Bugfix Patch - patch for WoC2.0_Heretic by Kenon aka Reiko which fixes a bug which causes is no weapons at all in the Heretic_WoC2.0
http://hexen-game.ru/_fr/8/weapon_fix_for_.7z
OR
http://allfearthesentinel.net/download?file=wrathofcronosr2_hereticweapfix.pk3
---------------------------------------------
wrathofcronosr1_7b.pk3 - WoC Core FIle
wrathofcronosr1_8a.pk3
*wrathofcronosr2.pk3
------------------------------------------------------------------------------------------------------------------------------------------------------
*wrathofcronosnothexenpatch.pk3 - WoC NOT Hexen Patch (must load before main file if you are NOT playing on Hexen, contains sprites and sounds)
------------------------------------------------------------------------------------------------------------------------------------------------------
wrathofcronoshereticpatch1_7b.pk3 - WoC Heretic Patch (must load after main file if you are playing on Heretic)
wrathofcronoshereticpatch1_8a.pk3
wrathofcronoshereticpatch2.pk3
------------------------------------------------------------------------------------------------------------------------------------------------------
wrathofcronosmocpatch3.pk3 (1.8a) - WoC Masters of Chaos Patch (must load after Heretic Patch if you are playing with Masters of Chaos, (G)ZDoom only)
wrathofcronosmocpatch2.pk3 (2.0)
------------------------------------------------------------------------------------------------------------------------------------------------------
wrathofcronosstrifepatch1_7b.pk3 - WoC Strife Patch (must load after main file if you are playing on Strife, (G)ZDoom only; WoC 1.5b-1.8a only)
wrathofcronosstrifepatch1_8a.pk3
------------------------------------------------------------------------------------------------------------------------------------------------------
wrathofcronosdoompatch1_7b.pk3 - WoC Doom Patch (must load after main file if you are playing on Doom)
wrathofcronosdoompatch1_8a.pk3
*wrathofcronosdoompatch2.pk3
------------------------------------------------------------------------------------------------------------------------------------------------------
wrathofcronosdoomrandom1_7b.pk3 - WoC Doom Randomized Monsters Patch (load after Doom Patch)
wrathofcronosdoomrandom1_8a.pk3
*wrathofcronosdoomrandom2.pk3
------------------------------------------------------------------------------------------------------------------------------------------------------
*wrathofcronosr2_extramonsv10a.pk3 - WoC Doom Extra Monsters Patch (load after Doom Randomized Monsters Patch)
------------------------------------------------------------------------------------------------------------------------------------------------------
wrathofcronosr2_hereticweapfix.pk3 - WoC 2.0 Heretic Weapons Bugfix Patch (must load after Heretic Patch)
LAUNCH EXAMPLES:
------------------------------------------------------------------------------------------------------------------------------------------------------
Hexen(.bat)
gzdoom -file "WoC Core FIle.pk3" -iwad hexen(or hexdd).wad
Heretic(.bat)
gzdoom -file "WoC NOT Hexen Patch.pk3" "WoC Core FIle.pk3" "WoC Heretic Patch.pk3" wrathofcronosr2_hereticweapfix.pk3 -iwad heretic.wad
Heretic Masters of Chaos(.bat)
gzdoom -file "WoC NOT Hexen Patch.pk3" "WoC Core FIle.pk3" "WoC Heretic Patch.pk3" wrathofcronosr2_hereticweapfix.pk3 "WoC Masters of Chaos Patch.pk3" -iwad heretic.wad
Doom(.bat)
gzdoom -file "WoC NOT Hexen Patch.pk3" "WoC Core FIle.pk3" "WoC Doom Patch.pk3" -iwad doom2(or doom\plutonia\tnt).wad
Doom Monstes(.bat)
gzdoom -file "WoC NOT Hexen Patch.pk3" "WoC Core FIle.pk3" "WoC Doom Patch.pk3" "WoC Doom Randomized Monsters Patch.pk3" -iwad doom2(or doom\plutonia\tnt).wad
Doom Extra Monsters(.bat)
gzdoom -file "WoC NOT Hexen Patch.pk3" "WoC Core FIle.pk3" "WoC Doom Patch.pk3" "WoC Doom Randomized Monsters Patch.pk3" "WoC Doom Extra Monsters Patch.pk3" -iwad doom2(or doom\plutonia\tnt).wad
Strife(.bat) - ((G)ZDoom only, WoC 1.5b-1.8a only)
gzdoom -file "WoC NOT Hexen Patch.pk3" "WoC Core FIle.pk3" "WoC Strife Patch.pk3" -iwad strife1.wad
---------------
===============
0.1. WARNING!!!
===============
---------------
If you are want to launch mod with a custom map wads\packs then you should place files BEFORE "WoC Core FIle.pk3" for Hexen or BEFORE "WoC NOT Hexen Patch.pk3"
for other games, it help to avoid WoC data overwriting, which may cause to some gameplay problems.
EXAMPLE:
Lets say that you want to launch Doom2_WoC2.0 with "Disjunction" mod and random monsters, so you must use next parametre line sequence:
"gzdoom -file disjunct.wad wrathofcronosnothexenpatch.pk3 wrathofcronosr2.pk3 wrathofcronosdoompatch2.pk3 wrathofcronosdoomrandom2.pk3",
otherwise if you try to launch with another sequence instead, like as:
"gzdoom -file wrathofcronosnothexenpatch.pk3 wrathofcronosr2.pk3 wrathofcronosdoompatch2.pk3 wrathofcronosdoomrandom2.pk3 disjunct.wad",
you will collides with a bug which cause you will not gain any EXP from kills!!!
------------------------------------------------------------------------------------------------------------------------------------------------------
---------------------
I. WoC HEXEN BESTIARY
---------------------
Shopkeeper (Cloacked guy, looks like MacGuffin from Strife) - you can trade with him. He sells anything except reagents and weapons.
Probably he (as like the Treasure chests) may randomly replace next items on thier usual spawn points:
in Hexen - Force Cube, Porkalator, Boots of speed, Banishment device;
in Heretic - Tyketto's Tome of Power, Gauntlets of the Necromancer;
in Doom - Berserk pack, Chainsaw, Megasphere.
Chest keys can be randomly dropped by Imps, Bishops, Reivers and common Ettins.
Ettins
1) Ettin 180 hp
2) Ettin Commander 500 hp - ranged attack
3) Bormereth (Class-boss - fear and confuse immunity, can't be controlled or revived, accessory drop) 1200 hp
\Fireball
\Fireball Tripleshot
\Tripple Volley Fireball
\Charged Homing Fireball
\Flame Shield
\\Common drop: Red\Yellow\Orange Flasks, Krater of Might, Mystic Urn, gold
Afrits (can't be revived)
1) Afrit (Yellow) 80 hp
2) Afrit Leader (Red) 160 hp
3) Afrit Commander (Blue) (can't be controlled) 300 hp
4) Afrit Queen (Purple) (Class-boss - fear and confuse immunity, can't be controlled or revived, accessory drop) 1000 hp
\Ghostly Clones
\Homing Missiles
\\Common drop: any flasks exclude Empty\Maroon\White, Krater of Might, Force Cube
Serpents
1) Chaos Serpent (Green) 250 hp
2) Chaos Serpent (Brown) 250 hp - poison
3) Magma Serpent (Red) 600 hp - splash
4) Black Serpent (Black) 600 hp - poison splash
5) Spectral Chaos Serpent (White) (Class-boss - fear and confuse immunity, can't be controlled or revived, accessory drop) 1400 hp
\Manaburn
\Ghostly
\Ghostly Breath (can't be deflected)
\Ghostly Multyshot (5)
\\Common drop: Krater of Might, Mystic Urn, Force Cube, Mystic Ambit Incant, Chaos Device, Porkalator, Dark Servant, Torch
Stalkers (can't be controlled or revived)
1) Swamp Stalker 130 hp
2) Swamp Stalker (Leader) 130 hp - poison
3) Ice Stalker 180 hp
4) Ice Stalker (Leader) 160 hp - ice shards
Sabreclaws (no drop)
1) Sabreclaw 190 hp - leap attack
2) Razreblade 240 hp - leap attack, ranged attack
Centaurs
1) Centaur 220 hp - shield block
2) Slaughtaur 300 hp - shield block, ranged attack
Wendigos (can't be controlled or revived)
1) Wendigo 280 hp - pain immunity
Imps
1) Imp Warrior 200 hp - shield block
\Bat Familiar 10 hp
\Dragon Familiar 25 hp - flame breath
2) Imp Warlord 250 hp - shield block
\Bat Familiar 10 hp
\Dragon Familiar 25 hp - flame breath
\Homing Fireball
\Double Fireball
\Poison Tripleshot
\Poison Multyshot (5)
\Crimson Missile
Bishops
1) Dark Bishop (Green) 160 hp
2) Dark Acolyte (Black-red) (can't be controlled or revived) 160 hp - healer!!!
3) Dark Disciple (Purple) (can't be controlled) 220 hp - triplechain shot
4) Vampire (Black-white) 200 hp - Heart of Yorick attack + batstrike
Reivers (can't be controlled)
1) Reiver (Red) 240 hp - drain
2) Poison Reiver (Green) 250 hp - poison
3) Ghost (White) 280 hp - ghostly, tripleshot
---------------------
II. GHOSTLY MECHANICS
---------------------
1. Ghostly invulnerability to weapons
Class\Weapon 1 2 3 4 5 6
-------------------------------------------------
Fighter *+|- (+|+) (+|+) (+|+) +|+ (+)|-
Cleric -|- +|+ +|+ +|+ (+)|- +|+
Hunter -|- (+|+) +|+ s|- s|s +|sh
Necro -|- +|+ +|+ -|+ +|+ +|+
Mage +|+ -|- +|+ +|+ +|- +|+
Assasin -|- -|+ +|- +|+ -|+ +|+
-------------------------------------------------
* - criticals by Fists primary fire ocassionally does harm
.|. - Primary|Alt-fire
() - only with mana damages
s - only splash damages
sh - only splash damages but hard to realize
2. Ghostly invulnerability to skills
Class\Skills which doesn't harm
Fighter - Mighty Blow, Stomp, Hook Shot; (War Cry deals ridiculous damage)
Cleric - none
Hunter - Bear Trap, Spike Trap, Ice Arrow, Fan of Knives, Raven Companion; (Trip Bomb works but won't activate)
Necro - (Metamorph alt-mode single blast projectile - only splash damages)
Mage - Ice Bolt; (Deep Freeze - only radius and splash damages)
Assasin - Nailgun/Impaler primary fire and Grenade alt fire can't hit ghosts; Night Clones can kill ghosts
-----------
III. ARMORS
-----------
1. Armor types
Armor type\Armor value 25 20 15 10 5
Platinum Helmet Fighter Cleric Necro Hunter Mage
Mesh Armor Fighter Cleric Hunter Necro Mage
Dragonskin Bracers Fighter Hunter Necro Mage Cleric
Leather Greaves Hunter Cleric Fighter Necro Mage
Elven Boots Hunter Mage Fighter Cleric Necro
Falcon Shield Cleric Fighter Hunter Mage Necro
Ring of Protection Necro Mage Cleric Fighter Hunter
Amulet of Warding Mage Necro Cleric Hunter Fighter
2. Armor cap and % damage reduction
Fighter 140 - 80%
Cleric 130 - 77%
Hunter 125 - 75%
Necro 105 - 69%
Mage 100 - 67%
3. Armor drops
Some enemies randomly drops armor pieses:
Imps -> Platinum Helmet
Ettin Commander -> Mesh Armor
Reiver -> Mesh Armor
Centaurs -> Falcon Shield
Dark Bishop -> Amulet of Warding
Dark Acolyte -> Ring of Protection
-----------
IV. POTIONS
-----------
1. Quartz potions
Minor Quartz Potion -> 10% - (15)% health
Quartz Potion -> 25% - (37,5)% health
Major Quartz Potion -> 33% - (49,5)% health
Supreme Quartz Potion -> 50% - (75)% health
(value)% - with a Philosopher Stone
2. Mystic Ambit Incant (looks like a magic scroll)
Fighter -> armor boosts for you and allies
Cleric -> heals you and allies
Hunter -> speed boost for you and allies for 30 seconds
Necro -> fear from you and allies for 30 seconds
Mage -> mana\magic for you and allies
---------------------
V. FLASKS AND ALCHEMY
---------------------
Hint: Philosopher Stone boost flasks damage by 25%.
Hint: all types of damaging flasks scales with a character level and isn't affected by stats.
Hint: all types of damaging flasks can does pierce through Heresiarch shield.
Rare
01) Aqua Flask (Blue + White) -> throws a grenade that explodes to create damaging water.
02) White Flask (Black + any flask) -> creates a cloud that solidifies and blocks projectiles.
03) Black Flask (Red + Green<=>Blue + Orange<=>Yellow + Purple) -> creates a cloud that summons a friendly Kniht Archer.
Uncommon
04) Purple Flask (Red + Blue) -> creates a cloud that shoots out magical shots all around it.
05) Orange Flask (Red + Yellow) -> throws a grenade that creates a ring of fireballs.
06) Maroon Flask (Red + Tan) -> sets a bomb that can be shot at (actually works like a mine).
Common
07) Yellow Flask (should be Red + Green but create Black instead) -> throws an explosive grenade.
08) Blue Flask (Empty Flask + Blue Reagent) -> creates a cloud that rains down ice shards.
09) Green Flask (Empty Flask + Green Reagent<=>Yellow + Blue) -> creates a lingering gas cloud.
10) Tan Flask (Empty Flask + Tan Reagent) -> throws a flask that shatters into several shards.
11) Red Flask (Empty Flask + Red Reagent) -> sets a bomb that detonates shortly after.
12) Empty Flask
Reagents can be obtained by two ways:
a) as regular loot and
b) spawned when objects (gore\gibs\projectiles\splashes) hitting the floor with a specific texture.
Afrits and Ettins drops Red, Wendigo and Ice Stalkers drops Blue reagent;
hitting swampy water will result a rich harvest of Green, while hitting a lava bring some Red,
but Blue reagent can be obtained through a hard mining on the icy floor.
Some enemies randomly drops flasks:
Ettins -> Empty
Centaur -> Empty, Maroon
Slaughtaur -> Empty, Blue
Imps -> Empty, Black
Bishops -> Orange
Dark Disciple -> Purple
Vampire -> Black
Reiver -> Green, Black, White
Poison Reiver -> Green
Ghost -> White
Bormereth -> Red, Yellow, Orange
Afrit Queen -> any flask exclude Empty, Maroon and White
---------------
VI. ACCESSORIES
---------------
Top Tier
01) Lich Skull -> your attacks have a chance (small chance) to 50% lifesteal.
02) Orb of Clarity -> chance (small chance) to restore mana after each kill.
03) Charm of Spirit -> +50% hp\magic regen.
Middle Tier
04) Bracers of Force -> every 10 seconds, your weapon can fires an extra magical projectile.
05) Blood Amulet -> +50% dmg when your hp below 50%.
06) Polymorph Protection Rune -> -10% damage taken and immunity to polymorph effect.
07) Living Steel Amulet -> you regenerate a point of armor every 10 seconds, up to 20 points.
08) Ring of Focus -> reduces the delay between spells by 10 tics.
09) Philosopher Stone -> +50% to hp potions efficiency and alchemy success rate, and +25% flasks dmg.
Crappy Tier
10) Quick Silver Treads -> +20% move speed and jump height.
11) Mask of Terror -> cause monsters to run away from you in fear in random intervals.
12) Cloack of Shadows -> you become invisible and ghostlike in low light areas (very dark areas).
13) Talisman of the Depths -> -25% ice damage taken and "you can breathe endlessly underwater" (sic).
-----------
VII. SKILLS
-----------
1. Notable skillbreaks and hints
1.1. Fighter
Hint: Criticals by Fists primary fire ocassionally damages ghostly enemies.
Hint(seems for Hexen only): Hook Shot can does insta-kill a non-bosses, whenever you stand higher (on a cliff forex)
than target and throw in, the Hook does attempt to pull target to you and
IF a hooked foe collides with a obstacle on the way then it's become throwed up and receive 1kk falling damage after landing.
Hint: Deathblow didn't kills Bosses, but does class-bosses.
1.2. Cleric
Hint: Blunt Mastery grows by +10% per slvl up to 100%, affects shield damage.
Hint(a bug probably): all healing skills doesn't heal converted foes.
Skill name (effect difference)\Skill level
1-3 4-6 7-10
Wraith (ghosts number) 1 2 3 Hint: does pierce through shield block
Holy Shield (walls quantity) 2 walls +1 wall per slvl up to 12 walls
Intervention (duration) 5,5 seconds +0,5 second per slvl up to 10 seconds
1.3. Hunter
Skill name (effect difference)\Skill level
1-3 4-6 7-10
Spike Trap (spikes quantity) 1 5 9 Hint: you can walk and shoot through spikes while foes can't either
Fire Arrow (explosion type) (1 medium) (1 medium + 5 small) (1 medium + 10 small)
Ice Arrow (ice shards quantity) 3 5 7
Lightning Arrow (rays quantity) 1 1+2
Raven Companion (ravens number) 1 2 3
Wolf Companion
1.4. Necro
Hint(exploit probably): Life Tap may be applied on some non-living targets like some trees, bushes, corpses and even jars!
Hint(exploit probably): Life Tap may be applied on the revived creatures!
Hint: Rise Dead may be applied on the same corpse unlimited times.
Hint(exploit probably): Revived creatures may leave loot after its death!
Skill name (effect difference)\Skill level
1-3 4-6 7-10
Darkness (clouds quantity) 1 2 3 Hint: does pierce through shield block
Poison Blast (splash radius) medium big huge
Shadow (skills) red misslie learned Darkness Darkness casts often
Ghoul (skills) charge learned Poison Nova learned Poison Strike, Poison Nova casts often
Revenant (skills) hitscan blast learned DoT Mark learned Bone Shower, DoT Mark casts often
1.5. Mage
Skill name (effect difference)\Skill level
1-3 4-6 7-10
Fireball (splits quantity) 1 1 splits on (1+2) 1 splits on (1+4) Hint: initial fireball will stay if it doesn't hit destructible target
Fire Trap (splash radius) medium big huge
Meteor (splits quantity) 1+4 1+8
Ice Bolt (bolt type) shard (arrow with small splash)
Deep Freeze (radius) medium big huge
Blizzard (duration) 5,5 seconds +0,5 second per slvl up to 10 seconds
Spark (sparks quantity) 15 sparks +1 spark per slvl up to 25 sparks
Energy Absorb (charge amount) 8 charges +1 charge per slvl up to 18 charges
Polymorph (eggs quantity) 1 egg +2 eggs per slvl after 1st slvl up to 19 eggs
1.6. Assassin
Shadow Walk
Night Clone
Fade
Blackout
Shadow Needles
Kick
Impale
Lunge
Dagger Mastery
Deft Strikes
Killing Spree
Murderous Intent
Dagger Toss
Caltrops
Glaive
Fan of Knives
2. Stats influence on skills
2.1. Fighter
War Cry - INT, but damage stay ridiculous
Mighty Blow - probably scales with STR or doesn't scales by stats anyway
Charge - STR
Stomp - STR
Hook Shot - AGI
2.2. Cleric
All healing skills (include Aura) - WIS
All direct damage skills except Wraith - INT
Retribution - INT
Wraith - CHA, also equally scales to your level
Summon Legend - CHA, also equally scales to your level
2.3. Hunter
Spinning Slash, Wind Slash - STR
Elemental Arrows - AGI
Traps - AGI
Raven, Wolf - CHA, damage only
2.4. Necro
Summons - CHA, also equally scales to your level
All direct damage skills - INT
Metamorph - INT
Life Tap - WIS
2.5. Mage
All direct damage skills - INT
2.6 Asssassin
Assassin Clone - CHA, melee/ranged damage only
Kick, Impale, Lunge - STR
Shadow Needle - INT
Dagger Toss, Caltrops, Glaive, Fan of Knives - AGL
-----------------------
VIII. STATS AND WEAPONS
-----------------------
1. Stats grow rates for classes
Stats\Class Fighter Cleric Hunter Necro Mage Assassin
Health Points per level 6 5 4 3 2 4
Health Points per Constitution 6 5 4 3 2 4
----------------------------------------------------------------------
Mana Points per level 2 3 4 5 6 4
Mana Points per Intellect 2 3 4 5 6 4
----------------------------------------------------------------------
Magick Points per level 2 3 4 5 6 4
Magick Points per Wisdom 2 3 4 5 6 4
----------------------------------------------------------------------
HP needs for +1HP\5sec regen 50 50 50 50 50 50
MP needs for +1MP\5sec regen 50 50 50 50 50 50
----------------------------------------------------------------------
Base speed 0.95 0.85 0.8 1.0 0.9 1.05
----------------------------------------------------------------------
Base inventory capacity 10 9 8 7 6 0
*Capacity per Strength 0.5 0.5 0.5 0.5 0.5 0.5
* - counts separately from starting STR
2. Stats influence on weapons
Class\Weapon 1 2 3 4 5 6
---------------------------------------------------------------------
[Fighter] S|S (S)|I I|(S) I|(S) I|I I|(S)
Cleric S|S I|S* I|I I|I (S)|S I|I
Hunter S|S (A|A) A|A A|A+I** A|A A|A
Necro S|S I|I I|I I|I I|I I|I
Mage I|I I|I I|I I|I I|I I|I
Assassin S|S A|A A|A A|A A|A I|I
---------------------------------------------------------------------
S - Strength
A - Agility
I - Intellect
.|. - Primary|Alt-fire
() - having mana doubles weapon base damage or a damage for attack of that type
[] - yep, it means if you invest in STR but not in INT you will do FAR less damage from a ranged attacks than melee EVEN WITHOUT mana and vice versa!
* - yep, lifesteal IS STR-based
** - yep, ONLY alt-fire grows by BOTH stats simultaneously
Re: Wrath of Cronos RPG V3A
Posted: Fri May 28, 2021 9:11 am
by Exeor
There are some mistakes with the guide related to the health of many enemies, for example: Ettin Commanders have 400 hp instead of 500, Afrit Leaders have 100 instead of 160 or Slaughtaurs have 250 instead of 300. I have checked that both WoC 3.A and WoC 3.1.4 keep the same hp for several of those monsters.
Funny thing is, I increased the health of some enemies slightly in my mod, like Nitrogolems, Afrit Leaders and Slaughtaurs too, so they scale better with the level player
Re: Wrath of Cronos RPG V3A
Posted: Fri May 28, 2021 12:04 pm
by peewee_RotA
Exeor wrote:Funny thing is, I increased the health of some enemies slightly in my mod, like Nitrogolems, Afrit Leaders and Slaughtaurs too, so they scale better with the level player
WoC does a great job of spawning bigger monsters and sort of mini bosses. It is a really useful tool actually for scaling.
In my Hexen II mod Game of Tomes I iterated on this idea by adding respawn to the monsters to act as "wandering monsters". They get a randomized chance that they will be a type of miniboss. That chance goes up as the player levels up.
So what happens is that some monsters scale up, but most monsters do not. It helps a lot with the challenge level.
One thing to avoid like the plague is exact scaling to counteract levels. Meaning if your damage goes up by 50% and all monster health goes up by 50% then your player didn't gain any levels. You unmade your RPG.
There is a lot of game theology where this is justified because RPG elements are seen as nothing more than "artifically gating progress". I.e. if you have to grind to a higher level just to survive the first fight in the desert world, then they might as well have put a door with a key there. This is really shallow and actually does not translate to fast paced action RPGs. Look at Simon's Quest. Leveling helps you survive the next world, but it is still freaking hard. That has to do with scaling right.
Hexen makes an excellent game because most monsters have relatively low hitpoints. Monster 1 takes 3-4 punches. Monster 2 takes 3-5 punches. By the end of the game, the biggest monsters still only take 4-6 punches. They generally have the same HP. The challenge scales in completely different ways. So adding levels that lets you one-shot an ettin is useful even at the end of the game, and it doesn't change the challenge. For example, those reavers in the 2nd to last level could all be 1 shot kills and they'd still get plenty of projectile hits on you. The damage/health scale is a great progression for the player that still leaves the dynamics and challenges of the maps.
With that being said, occasionally fighting minibosses makes it fun, while dealing with the same dynamic of the regular mooks wandering around.
Anyway, I'm working on this modified wandering monster mechanic in HRPG at the moment and it will be a good practical example of how to help resolve this.
Re: Wrath of Cronos RPG V3A
Posted: Wed Jun 09, 2021 7:56 am
by nakkemake
Why does not the green mana, blue mana show as a sprite? I see only their light effect on the ground. Combined mana looks regular and shows ok as a sprite. Am I missing a option or whats wrong?
Edit* I cant see sword flames been thrown or hammer thrown...
Re: Wrath of Cronos RPG V3A
Posted: Fri Jun 11, 2021 5:48 pm
by Craneo
Will we ever see a monster randomizer like the Doom version get added into other IWADs? I was thinking of Heretic specifically, as I want more monsters than just the base ones.
Re: Wrath of Cronos RPG V3A
Posted: Thu Jul 01, 2021 2:13 am
by rayburn
Hi. Just a heads up for anyone who runs WoC V3A Lite with monster replacer mods.
For whatever reason, executing TopHPBars "borrowed script" takes waaay longer with LITE version + replacers (tried two, my own project and Hedon monsters) compared to FULL WoC or just LITE with vanilla doom monsters. So when a certain amount of monsters activates, FPS plummets. You can see that using profilethinkers 8 10 console command.
This is the script that causes issues: viewtopic.php?f=46&t=56910
So, all you need to do is to turn it off, it's not really vital for the experience of playing the mod IMO. Just comment the mentions of said script or remove them.
in zscript.zc, //#include "zscript/TopHPBars.zc"
in mapinfo, AddEventHandlers = "WOCScriptHandler", "DamNumEventHandler"//, "TopHPHandler"
From what I can see with latest tests I performed, this removes the FPS drop entirely. You can also read the topic above for some more insight.
That said, I was not able to figure out why exactly it runs longer with LITE compared to FULL, and why vanilla monsters don't cause issue, but replacers I tried do. I guess there is some additive effect involved, feel free to correct me here.
Finally, let me say WoC is a crazy good mod, I absolutely LOVE it and going to play the hell out of it once I complete my monster replacer to go with it.
Cheers.
Re: Wrath of Cronos RPG V3A
Posted: Wed Jul 14, 2021 9:43 pm
by ELPoder36
Hello creative genius! I greet you and I congratulate your project and work. I wanted to ask you something, in my case I always liked to play with high difficulty, but I understand that a creator must be regulated to please everyone, but i were thinking as something interesting to give it a creative touch and more strategic action and this is to incorporate some more enemies that have status-altering spells or Buffs / Debuffs. In the version before his last work had included enemies equivalent to Arch-vile such as the Hierophant that fired to player a pink curse that slowed us down and diminished the damage. Another example was in the Hexen style an equivalent to the Bishop who was a Priest who healed his own ... How about trying to add enemies that have skills like that to make the game difficult and that one must go through those supports first to win in an enemy zone? would add an interesting touch, don't you think?
Re: Wrath of Cronos RPG V3A
Posted: Sat Jul 24, 2021 5:46 pm
by Burtie
Hi this is kind of a minor problem but it does bug me a bit and basically when I play as the fighter the sprites for the gauntlets, the weapon you start with, are too small for the screen and so look like they're disembodied and are cut off at the shoulders. Is there any way to adjust the size of wielded weapon sprites in this mod or am I doing something wrong here? The sprites work fine in normal Hexen BTW.
Re: Wrath of Cronos RPG V3A
Posted: Tue Jul 27, 2021 11:48 pm
by LordKane1701
Burtie wrote:Hi this is kind of a minor problem but it does bug me a bit and basically when I play as the fighter the sprites for the gauntlets, the weapon you start with, are too small for the screen and so look like they're disembodied and are cut off at the shoulders. Is there any way to adjust the size of wielded weapon sprites in this mod or am I doing something wrong here? The sprites work fine in normal Hexen BTW.
that is because the mod uses the original sprites from the game which arent meant for widescreen monitors.
Re: Wrath of Cronos RPG V3A
Posted: Wed Jul 28, 2021 1:57 am
by -Ghost-
Yeah, I think there might be some fixed versions floating around, but not sure.
Re: Wrath of Cronos RPG V3A
Posted: Fri Aug 20, 2021 1:22 pm
by RailedRobin
Is there any way to open the ACS file "RPGSCRIP.o"? I would love to check how the rpg system is done, but don't know how to check under the hood.