HeXeReTiC Fantasy Special Edition (Updated 12 Jul 2018)

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HeXeReTiC Fantasy Special Edition (Updated 12 Jul 2018)

Postby Hexereticdoom » Wed Sep 27, 2017 10:27 pm

():) :whip: :cheers: :joker: :joker: :cheers: :whip: ():)







IMPORTANT: THIS ADDON REQUIRES GZDOOM 3.1.0 / QZDOOM 2.0.0 OR LATER TO WORK PROPERLY. OTHER SOURCEPORTS LIKE ZANDRONUM ARE NOT SUPPORTED.


INTRODUCTION

Welcome to HeXeReTiC Fantasy! :D

Here you will take the role of Corvus III, the descendant of the brave Corvus, the unclaimed hero of the Sidhe Elves tribe.

Just like your grandfather, you'll have to confront again versus the evil Serpent Rider known as D'Sparil and all of his followers, and make your way into it with help of your habilities.

Thanks to your powerful physical and magical training during last decades, you feel prepared enough for your task. You got some new powers over time, also with your increased strength and agility, it's a big chance to make D'Sparil and his minions biting the dust one again, and this way honoring the memory of your defunct and beloved grandfather.

It's now time to pick up your new recharged Jade Rod and start now your new adventures!


DESCRIPTION

HeXeReTiC Fantasy is a GZDoom/QZDoom randomizer addon destined for being loaded and used exclusively with Heretic IWAD. Yeah, although at first it may seem by the addon title, it is not compatible with Hexen, but instead it brings and adapts some ported elements from that classic Raven Software game. It can also be used for some external PWADs that modify original Heretic map levels, as long as they don't make some critical changes which alter the gameplay, monsters, weapons and other base elements, because it may conflict badly with this addon. Some PWADs like Heretic Treasure Chest, Call of the Apostate, Curse of D'sparil, Elf Gets Pissed, HYMN, History of Fruit, etc. should be perfectly played with HeXeReTiC Fantasy, and also it can be used with most auto-generated PWADs made with Oblige or Obhack tools!

This randomizer addon has been built mainly from some already existent ZDoom Heretic addons/mods, taking them as a base and adding some improvements and exclusive new features. Most of the used resources comes from the following addons/mods: COTIS Visual Enhancement mod, Heretweak weapons mod, Merciless Enhancement mod, [Hexen & Heretic] Remixed & Remastered Sounds addon and some Realm667 website resources, without forgetting the material coming from original Raven Software games. (See more details in Credits section).

Like all my previous workings, this addon is provided for you at no cost, and has been created just and only for fun. And of course, I DO NOT earn any money from it in any way, not even in the hosting and downloading file action, and it never will be! (That's not my style, you will know...)


LIST OF CONTENTS

- Improved graphic special effects and remastered sounds overall, plus randomizing spawners for monsters and collectible items (weapons, ammo, artifacts...)

- A stronger and more agile heroic main character: Corvus III can pick up more health and ammo, run faster and jump higher than his memorable grandfather, and even can stand for very long time without breathing underwater! (Suck that, Guybrush Threepwood! :lol: )

- New eight skill difficulty levels: you can choose from the piece-of-cake Sorcerer's Apprentice to the really challenging Supreme Master of Spells!

- A new starting weapon: the Emerald Rod [*]. A small, magic emergency peashooter that has quite medium-low power, but don't underestimate it: apart from his precise long-range attack, it can also be used when magical ammunition gets scarce, 'cause its power never runs out!

- Every and each one of the game weapons have their own alternative fire mode, and also even a more powered version of them when you use the magic Tome of Power. Check and try them all! (Warning: they normally cost more ammo than the primary fire modes).

- Available medium-sized ammunition pickups: they will give you more ammo units than small pickups, but less than big ones. (Obviously, what did you think? :P )

- New enemies coming mostly from Hexen universe, so the game bestiary is now more varied and difficulty is also increased! (Also including some exclusive variations, like the Ice Gargoyle and previously unfeatured ghost-mode enemies).

- New collectible items and artifacts: enhanced crystal vials, a new shield type, plus some improved Hexen artifacts: Poison Flechette and Disc of Repulsion. (Oh yes, and a totally new one: the Regeneration Elixir!)

- Special direct action keys: Taunting action (Default key: T - It allows you to make fun of your enemies, but it could alert some hidden ones!) and One-Key-Savegame action (Default key: O - Directly brought feature from my previous H-Project mod, this allows to save instantly your game without having to navigate through GZDoom/QZDoom menu and having to choose and name manually a slot; let the friendly Holy Savior make the work for you!)

[*]: This weapon has taken the place of the older and smaller Jade Rod in HeXeReTiC Fantasy Special Edition, although it's not too different in terms of functionality and playability. ;)

List of previous releases (press 'show' to check more info about them):
Spoiler:

*** New features from Special Edition (Latest Stable Release) ***

- Replaced completely the old Jade Rod as player's starting weapon by the new and upgraded Emerald Rod. This magical wonder has practically the same attack patterns like its predecessor, but it is able to shoot slightly faster, at the same time it is a bit more powerful. And yes, it doesn't require any type of ammunition either! :)

- Available two new sneaky enemies: the Small Rat and the Chaos Cube! The Small Rats are little wild critters that are quite hungry for elfish flesh, and because of its small size, they only will be able to nibble you at your own feet (so they are more of a nuisance than anything). Regarding the Chaos Cubes, here is a pretty interesting story about them: these large hexahedrons that were created some time ago by powerful wizard elves, who sought out to create a kind of magical bombs by storing massive amount of mystical energies inside them. (Something similar to Pandora's Box, in fact). While they were not able to create the weapon they were attempting to make, they created instead something more unique. It is said that the amount of energy stored inside these chaotic boxes is pretty unstable, what makes them have quite erratic movements while they float around, and also they can fire a variety of elemental magic projectiles. So then, you better be careful with them!

- Included some extra sprites to show Corvus III's crouch state in a more fancy way than the older Y-asis shrink method (you can see this change more clearly switching to Chasecam Mode).

- Now you will start your adventures equipping a Crusader Shield instead of the classic and weaker Silver Shield, for having some additional protection against the first enemy hordes.

- Some weapon attacks and projectiles have been revised and updated to make a bit more damage than in previous releases.

- Corrected a bug related to the Portable Torch artifact, that previously was provoking some serious performance issues when GZDoom/QZDoom's Dynamic Lights were activated, resulting in a pretty high drop frame rate on certain game conditions.

- The HeXeReTiC HUD has now been merged into the addon's main file, so it is no longer necessary to load it separately. Also, it has been updated for compatibility with the new Emerald Rod weapon.

- Changed and replaced partially the default Heretic fonts; from now the addon has a more stylized and gothic font type (courtesy of Jimmy's Gargoyle Wing Style Fonts pack).

- Replaced the simple Automap vector arrow (the one that depicts the player) by M8f's Arrow Corner, which has a quite better visible direction than the old GZDoom/QZDoom one.

- Some minor bugfixes, tweakings and code optimizations.


CREDITS LIST (MAY BE INCOMPLETE)

    - COTIS Visual Enhancement mod & Merciless Enhancement mod by: Expect No Mercy
    - Heretweak weapons mod by: Baratus
    - [Hexen & Heretic] Remixed & Remastered Sounds addon by: Aethun
    - Additional Heretic remastered sound effects by: PerKristian & Raven Software
    - Heretic sprite fixes and Widescreen-friendly graphics by: Marphy Black
    - Medium-sized ammo pickups for classic weapons by: Dreadopp (Realm 667)
    - Hexen enemies and artifact sprites by: Raven Software
    - Crusader Shield sprite & code by: MagicWazard (Realm 667)
    - Regeneration Elixir sprite & code by: Tormentor667 & BlueShadow (Realm 667)
    - Holy Savior sprites taken from unknown source(*), edited by: Hexereticdoom
    - Fiery Crystal sprites by: Evil Space Tomato (Realm 667)
    - Amber Staff sprites by: Mor'ladim & NeoWorm (Realm 667)
    - Ancient Arbalest sprites by: ETTiNGRiNDER (Realm 667)
    - Ice Bringer sprites by: Raven Software & Eriance (Realm 667)
    - Death Scepter sprites by: CodenniumRed (Realm 667)
    - Vampire Crosier sprites by: Eriance (Realm 667)
    - D'Sparil Staff sprites by: Raven Software & Ichor (Realm 667)
    - Vitality Crystal Vial sprites by: Raven Software
    - Legendary Shield sprite taken from unknown source(*), edited by: Hexereticdoom
    - Ogre Mask sprites by: Captain Toenail (Realm 667)
    - Silver Coins, Gold Coins & Gold Coin Chest sprites by: Rogue Entertainment
    - Updated Ice Gargoyle sprites by: Raven Software
    - Dark Gargoyle sprites by: Raven Software & Virtue (Realm 667)
    - Toxogargos sprites by: Monolith Productions
    - Toxogargos sounds by: Raven Software
    - Stone Golem sprites & sounds by: Raven Software
    - Magma Monster sprites by: Virtue & CodenniumRed (Realm 667)
    - Magma Monster sounds taken from unknown source(*), edited by: Hexereticdoom
    - Undead Archer sprites by: CodenniumRed & Ravagefox (Realm 667)
    - Undead Archer sounds by: Raven Software
    - Evil Conjurer sprites by: MagicWazard & Gothic (Realm 667)
    - Evil Conjurer sounds by: Raven Software
    - Hoarfrost Dog sprites by: Monolith Productions & Eriance (Realm 667)
    - Hoarfrost Dog sounds by: ID Software & Raven Software
    - Silver Armor Knight & Golden Armor Knight sprites by: Raven Software & Bullfrog (Realm 667)
    - Silver Armor Knight & Golden Armor Knight sounds by: ID Software
    - Steel Spider sprites by: FreeDoom Project Team
    - Steel Spider sounds by: Raven Software & Rogue Entertainment
    - Underworld Paladin sprites by: Raven Software & Eriance (Realm 667)
    - Underworld Paladin sounds by: FreeDoom Project Team
    - Inferno Succubus sprites by: YuraoftheHairFan (Realm 667)
    - Inferno Succubus sounds taken from unknown source(*), edited by: Hexereticdoom
    - Cursed Diamond Turret sprites by: Hexx & Captain Toenail (Realm 667)
    - Cursed Diamond Turret sounds taken from unknown source(*), edited by: Hexereticdoom
    - Mistery Chest sprites by: Raven Software & Blue Shadow (Realm 667)
    - Mimic sprites & code by: Hexereticdoom
    - Mimic sounds by: FreeDoom Project Team
    - Allied Mage sprites by: Skyraidstar
    - Allied Mage sounds taken from unknown source(*), edited by: Hexereticdoom
    - Defense Crystal Vial sprites by: Raven Software
    - Raptor Shield sprites by: Raven Software
    - ???? #1 (unknown secret item)(**) sprites by: Raven Software
    - Battler Lizardman sprites by: Rolls (Realm 667)
    - Battler Lizardman sounds by: Raven Software
    - Razorslasher sprites & sounds by: Raven Software
    - Razorslasher's projectile sprites by: Hexereticdoom
    - Betrayer Elf sprites by: Tormentor667 & NeoWorm (Realm 667)
    - Betrayer Elf sounds by: Raven Software
    - Hunter Blunderbuss sprites by: Monolith Productions & Batandy
    - Hunter Blunderbuss sounds by: PerKristian & FreeDoom Project Team
    - Gunpowder Keg ammunition sprites taken from Hexen game, edited by: Hexereticdoom
    - Fast Dagger slash sprites by: Exhumed & Xim (Realm 667)
    - Several alternative decoration elements by: Blasphemer Project Team
    - Skeleton sprites by: 00_Zombie_00 & Sir Squidly (Realm 667)
    - Skeleton sounds by: Bethesda Softworks & Daggerfall (Realm 667)
    - Dark Mercenary, Dark Crusader and Dark Warlock sprites by: Raven Software
    - Dark Mercenary, Dark Crusader and Dark Warlock sounds by: FreeDoom Project Team
    - Armored Beast sprites taken from Duke Nukem 3D game, edited by: Hexereticdoom
    - Armored Beast sounds by: Blizzard Entertainment
    - Powder Pistol sprites by: Monolith Productions
    - Powder Pistol sounds taken from unknown source(*), edited by: Hexereticdoom
    - Cultist Belly-Bow & Sleetfall Rod sprites by: OSJC Latchford
    - Scourge Wand sprites by: Eriance & CodenniumRed (Realm 667)
    - New Ice Chunk sprites taken from GZDoom's internal PK3 file, edited by: Hexereticdoom
    - Grosshopper sprites by: Raven Software & WhiteMagicRaven
    - Grosshopper sounds taken from unknown source(*), edited by: Hexereticdoom
    - Vermin Viper sprites & sounds by: Raven Software
    - Blizzard Fiend sprites & sounds by: 3D Realms
    - Gorgon sprites by: ID Software & SunMadcat
    - Gorgon sounds by: Raven Software & Jaeden (Realm 667)
    - Traitor Dark Elf sprites by: HorrorMovieGuy (Realm 667)
    - Traitor Dark Elf sounds by: Raven Software
    - Steelfeather Rod sprites by: Raven Software & NeoWorm (Realm 667)
    - Steelfeather Rod sounds taken from Ryuhi's Heretical Doom addon, edited by: Hexereticdoom
    - Sunlight Cane sprites by: Raven Software, NeoWorm & Eriance (Realm 667)
    - Sunlight Cane sounds by: CAPCOM & Runic Games
    - Original Footsteps addon by: The Zombie Killer
    - Killer Plant & Fake Killer Plant sprites by: Raven Software & Dolphman
    - Killer Plant sounds by: Raven Software & FreeDoom Project Team
    - Rough Crystal sprites by: Oni1ink
    - Rough Crystal pickup sounds taken from unknown source(*), edited by: Hexereticdoom
    - Gatling Cannon sprites by: Monolith Productions
    - Gatling Cannon sounds by: Zer0
    - Gunpowder Barrel ammo sprite taken from Hexen game, edited by: Hexereticdoom
    - ???? #2 (unknown secret item)(**) sprites by: The Skulltag Team
    - ???? #2 (unknown secret item)(**) magic aura sound taken from DBZ series, edited by: Hexereticdoom
    - Emerald Rod sprites by: OSJC Latchford
    - Small Rat & Chaos Cube sprites & code by: NeoWorm & DoomedArchvileDemon (Realm 667)
    - Small Rat sounds by: FreeSounds
    - Chaos Cube sounds by: Raven Software
    - Corvus III's crouch sprites by: PaganRaven
    - Gargoyle Wing and Gargoyle Wing Small style fonts by: Jimmy
    - Custom Automap Player Arrow by: M8f

If there are still some missing credits to anyone, please just send me a PM or contact me by e-mail at: hexereticdoom@gmail.com

(*): Do you know who is the original author from this/these? Please tell it to me!
(**): You will need to play with the addon to reveal this item! ;)


DOWNLOAD PAGE (MODDB ADDONS)

ALTERNATIVE MIRROR (MEDIAFIRE)



Hope you enjoy your Heretic adventures with HeXeReTiC Fantasy!

Have fun and a nice Doomsday... 8-)
Last edited by Hexereticdoom on Wed Jul 11, 2018 7:17 pm, edited 18 times in total.
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Re: [WIP] HeXeReTiC Fantasy v0.666

Postby Mister Neauxbauxdeay » Thu Sep 28, 2017 8:41 am

Where did you get that enemy health bar I see in the screenshot?
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Re: [WIP] HeXeReTiC Fantasy v0.666

Postby SiFi270 » Thu Sep 28, 2017 1:16 pm

I appreciate you recoloring the projectile throwing Gargoyles and Golems to distinguish them from their melee counterparts, and I was wondering if you could do something similar for the Chaos Serpents by changing the basic non-boss non-brown ones from green to grey. If you don't want to, that's fine. It's just a little thing that wouldn't make that much difference but I think would still be nice.
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Re: [WIP] HeXeReTiC Fantasy v0.666

Postby SeriousWeasle » Thu Sep 28, 2017 5:01 pm

Awesome! Will this be something like the HXRTC Project for Heretic? If so, that would be really cool to see. Keep up the good work!
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Re: [WIP] HeXeReTiC Fantasy v0.666

Postby BradmanX » Thu Sep 28, 2017 10:42 pm

Looks like it could be alot of fun, glad Heretic's getting more love these days. Do you think that at some point you could perhaps make a monsters only version? It'd be nice to have a monster mod for Heretic to mix things up for playthroughs.
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Re: [WIP] HeXeReTiC Fantasy v0.666

Postby Ryuhi » Fri Sep 29, 2017 12:13 am

always love when heretic gets some love, let me know if you want to borrow anything from my mod :D
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Re: [WIP] HeXeReTiC Fantasy v0.666

Postby Moe_ » Fri Sep 29, 2017 5:55 am

So I tried to play this with gzdoom ver 3.1.0 but it gives me this error
Execution could not continue.

R_InstallSprite: Sprite MNTR frame E is missing rotations
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Re: [WIP] HeXeReTiC Fantasy v0.666

Postby Hexereticdoom » Fri Sep 29, 2017 11:37 am

Hi everyone mates! I'm gonna answer all of you, so let's go... 8-)

Mister Neauxbauxdeay wrote:Where did you get that enemy health bar I see in the screenshot?

It is the JP Healthbar addon, the mod friendly one to be precise:

https://forum.zdoom.org/viewtopic.php?f=46&t=46204

SiFi270 wrote:I appreciate you recoloring the projectile throwing Gargoyles and Golems to distinguish them from their melee counterparts, and I was wondering if you could do something similar for the Chaos Serpents by changing the basic non-boss non-brown ones from green to grey. If you don't want to, that's fine. It's just a little thing that wouldn't make that much difference but I think would still be nice.

Yeah, to be honest, one of the few annoying things it had Vanilla Heretic for me was they gave the same colour pattern for the melee-only and long-ranged enemies, and you had to guess who was who, and the same case in Hexen where Centaurs and Slaughtaurs shared also the same colours. But that has been fixed on the addon!

By the way, that's a nice suggestion, in fact I have been testing and it might be a good idea to give a greyish colour to the lower class Serpents, to distinguish them from the D'Sparils stronger elite riding pet. If everyone is OK with that, next release will implement this change! =:)

SeriousWeasle wrote:Awesome! Will this be something like the HXRTC Project for Heretic? If so, that would be really cool to see. Keep up the good work

More or less, that's the idea... With some more time, I'll try to make it almost as complete as the H-Project if possible. :winker:

"BradmanX wrote:Looks like it could be alot of fun, glad Heretic's getting more love these days. Do you think that at some point you could perhaps make a monsters only version? It'd be nice to have a monster mod for Heretic to mix things up for playthroughs."

Perhaps, once the bestiary become even more varied in the addon. I'll take it into consideration! :wink:

Ryuhi wrote:always love when heretic gets some love, let me know if you want to borrow anything from my mod :D

Thanks for the offer, your Heretical Doom mod it also rocks! :thumb:

Moe_ wrote:So I tried to play this with gzdoom ver 3.1.0 but it gives me this error
Execution could not continue.

R_InstallSprite: Sprite MNTR frame E is missing rotations

Try to invert the loading order of the files. Don't forget you must load Heretic IWAD before the addon.
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Re: [WIP] HeXeReTiC Fantasy v0.666

Postby cambertian » Fri Sep 29, 2017 12:04 pm

I'm loving it so far! My only minor complaints:

  • Some of the weapon archetypes I've seen so far are too same-y? The starter wand, golden wand, and dragon claw all have hitscan fires and projectile alt-fires, for instance. (The dragon claw can be forgiven; its spread is much greater and its projectiles much faster/more specialized, but my point still stands.)
  • I don't like the ice shards dealing damage - waiting for them to melt in cramped hallways is a bit of a pain. Do they usually do that in Hexen?

Great work - can't wait for the finished product!
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Re: [WIP] HeXeReTiC Fantasy v0.666

Postby Valherran » Mon Oct 02, 2017 11:08 am

Just finished Heretic on the hardest setting and here's my feedback:

The weapons were alright, but some were just lacking in substance, and a few need some serious tweaks. The new enemies are a nice touch, however the enemies made of ice were extremely irritating due to leaving ice shards on the floor as caltrops.

There were some instances where the damn things would be moving for eternity and never go away. This is also a balance issue in the higher settings, killing one of those ice gargoyles point blank resulted in it shredding most of my armor off and a large chunk of health. With Heretic's map set, this is problematic as you will sometimes have to be stuck fighting them at that range. Simply removing this imbalanced feature would be most recommended.

The extended ammo was also a nice feature, but also seemed a bit unnecessary with how the balance is currently set, however the new items that were added were nice.

SUGGESTIONS:

Weapons:

1. Elven Wand - Players should start with this in conjunction with the Jade Wand. Starting with the Jade Wand made fresh starts far more difficult than it needed to be due to the lack of punch it provides. Nothing needs to be changed about the Jade Wand, I think it's fine the way it is, so the simple solution would be to just let us start with the Elven Wand. The alt fire however could use a change. If you make it a slow firing but super fast projectile with good damage, then it won't be completely outclassed by the Dragon Claw.

2. Necro Gauntlets - The boost you gave them is great, but the alt-fire is totally useless. It would be ideal if the punches provided knock back.

3. Crossbow - Goddamn is this good, almost too good. Once you get this it nearly outclasses weapons 1-2 entirely in the game's current state.

4. Dragon Claw - This hasn't changed much in performance compared to it's original design. The alt-fire seems out of place considering the Dragon Claw is a lightning/energy type weapon. If the Ice effect is here to stay, I would at least change it to a kind of freezethrower weapon that pierces.

5. Hell Staff - Similar to the Dragon Claw, the alt-fire is kind of out place with its performance. Instead of firing a big energy ball, it should fire a piercing energy beam. Firing that beam would have the same cooldown as the Crossbow's alt-fire.

6. Phoenix Rod - This weapon is OK at best, but I think a rework is in order to make it better. For the primary fire, you could speed up the projectile by around 50% more to help hit targets easier. The alt-fire could be the current primary fire, but the projectile is now guided, it will travel wherever you aim it. The primary fire in ToP mode needs to be completely replaced with a better functioning flame thrower, the current one is completely useless plus it has issue with the flame always traveling left.

7. Firemace - It sucks, other weapons completely outperform this thing. This would function a lot better if the steel balls traveled at high velocity and also had good splash damage on impact. The alt-fire would be a lot better if the weapon fired one big steel ball like a grenade launcher that explodes into like 50 other balls on enemy impact.

MISC:

1. Enemies - As said before the new enemies were a nice touch, but I think they need to be made more challenging plus adding some more would be ideal. Even though I had the game cranked up, I still found it to be rather easy due to the enemies being so simplistic (save for the stupid ice frags.)

2. Sounds - Some weapons and swap sounds could be better, the current ones don't fit at all or make the weapon underwhelming. Dragon Claw for example, the sound it has currently makes it sound weak. Hell Staff sounds too much like you are pulling a gun instead of a magical weapon. I think you can do better than what you have now. And for the love of God, please get rid of that damn wing flapping sound from the idle gargoyles, It was super loud to where I can hear it from a mile away like it was Hexen 2's Imps all over again.
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Re: [WIP] HeXeReTiC Fantasy v0.666

Postby Hexereticdoom » Sat Oct 07, 2017 11:38 am

@cambertian & @Valherran: Thanks both a lot for your nice feedback! A new release of the addon is coming soon along next week, and it is going to have some significant changes based on some of your given recommendations. :thumb:

For example, as for giving you some fresh news about it, the player's arsenal has been increased with new weapons and some of the existent classic ones have been slightly improved, including a little bit of new ammunition types. However, it might not going to have important changes to bestiary and items list, that will be more probably on a next update (remember this is still a WIP, there is plenty of things to implement in the addon and several of them are pending at the moment, but development won't stop: it's slowly, but surely!) :wink:

As been said, expect a new update release in a very few days! Cheerio, everyone! 8-)
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Re: [WIP] HeXeReTiC Fantasy v0.777

Postby Hexereticdoom » Thu Oct 12, 2017 1:05 pm

Bump for announcing the availability of a new release: v0.777! :)

Please check the changelog and download links on first post.

Hope you enjoy it, keep having fun! 8-)
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Re: [WIP] HeXeReTiC Fantasy v0.777

Postby -Ghost- » Sat Oct 14, 2017 12:58 pm

Does the gold do anything currently, or are you laying the groundwork for a future update with shops or something?
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Re: [WIP] HeXeReTiC Fantasy v0.777

Postby Mister Neauxbauxdeay » Sat Oct 14, 2017 11:24 pm

Remembering the pattern you developed for the HXRTC Project for Doom, I'd bet that where there's gold, there will eventually be a way to spend it, yes?
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Re: [WIP] HeXeReTiC Fantasy v0.777

Postby Hexereticdoom » Wed Oct 18, 2017 9:54 am

Yeah, as you say, at the moment the gold coins are just a 'score' resource, so actually it is not useful, but in a future update it will be! :wink:

Some additional fresh news: the new HUD is almost finished, still has to be polished and debugged in some ways, but I can confirm the next release of the addon will include it. It will be pretty similar to current HXRTC HUD, but more in line with Heretic theme! =:)
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