HeXeReTiC Fantasy v2.2.2.2 (Hotfix Update 23 Oct 2020)

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Re: HeXeReTiC Fantasy Special Edition R2 (Updated 7 Mar 2020

Postby LowEndPCGamer100 » Sun Mar 29, 2020 12:18 am

so what youre saying in the changelog is that this will be compatible with other IWADS like doom and perhaps hexen?
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Re: HeXeReTiC Fantasy Special Edition R2 (Updated 7 Mar 2020

Postby Hexereticdoom » Sun Apr 19, 2020 9:01 pm

batos2 wrote:Hey, with the update of 7 Mar 2020, I tried to run Doom 2 and Hexen with this mod and this time both games were executed without error although... :o

It is a potential to a compatibility patch for Doom 2 and Hexen and without forgetting the sounds?

¡HeXeReTiCDOOM! :?:

When I used this mod with Hexen, some items like potions and flaks were replaced by from Hexeretic.

LowEndPCGamer100 wrote:so what youre saying in the changelog is that this will be compatible with other IWADS like doom and perhaps hexen?

Sorry for the late response guys, but the answer keeps being 'no'. :nope:

This mod -as it was intended the first day- is and it will be only compatible with Heretic or Blasphemer IWADs. Any other tries to load it with any other IWADs like Doom, Hexen, Strife, etc. are not recommended at all, because mostly you will only may get undesired in-game effects.

Anyway, I have a nice surprise for you...

Yes dudes, I'm announcing that the next major update of the mod, HeXeReTiC Fantasy 2.0 is getting closer and closer! These days I'm working quite hard on it, and the progress made on it is actually more than 80%, so you may expect to have it released in a week or two! :wink:

So be prepared my friends, this one's gonna be one of the most important updates ever for the mod... I'll keep you informing about it, so stay tuned! 8-)
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Re: HeXeReTiC Fantasy Special Edition R2 (Updated 7 Mar 2020

Postby LowEndPCGamer100 » Tue Apr 21, 2020 3:36 am

Nice! I really appreciate what's been done here, this has been my go-to way of playing heretic for a couple years now!
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Re: HeXeReTiC Fantasy Special Edition R2 (Updated 7 Mar 2020

Postby Hexereticdoom » Wed Apr 22, 2020 8:39 pm

And for those who still think that what I said is not a serious thing... :P

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Re: HeXeReTiC Fantasy Special Edition R2 (Updated 7 Mar 2020

Postby Exeor » Sat Apr 25, 2020 7:25 pm

Big fan of this mod since I discovered it on Moddb, my best wishes with the project and take your time with the big update :wink:

I really like the "goofy" elements like the mimics or the merchant mages, it makes this mod have its own personality.
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Re: HeXeReTiC Fantasy v2.0 (Updated 1 May 2020)

Postby Hexereticdoom » Thu Apr 30, 2020 7:44 pm

OK my friends, awaiting time is now over! Version 2.0 of H-Fantasy is ready to go and updated download links are available at first post! :)

Just below these lines you can read an extract of the changelog where all the new features and improvements are described with more detail. And by the way, remember that this information and the complete version history of the mod are included in the README text archive, inside the downloaded ZIP file. (I had to remove the long version history from the first post, due to exceeding characters limit).

Et voilà, here it is:

- Finally, after several weeks of intense work and development, the v2.0 has been released! And it has arrived with a bunch of new features and improvements, apart from the corresponding bugfixes and convenient optimizations. Gotta say that with this new version, the mod has taken a step further into its consolidation and also it will make most of Heretic players to live an even more intense gameplay, plus an improved in-game experience than before. :)

- Talking about experience, a notable change in the mod has been the addition of an Experience System, with which the player will be able to improve his statistics while fighting with all the monsters in the path, making him to gain experience points and leveling up to become stronger over time!

- The bestiary has been widely incremented with several new enemies, including some that were still missing from the Hexen universe, even the fearful medium/big bosses! These latter ones have been fully adapted to the mod for replicating their classic movements and attack patterns, albeit with a few minor changes and improvements to modernize them a bit. Keep reading on for a brief description of each one of them!

    + Evil Sword (an eerie and apparently self-living cold steel weapon, but actually is brandished by an spectral entity, possibly a tortured soul from the past. But whatever it is, clearly is seeking for revenge, and will fight with the first one that gets on its way).
    + Managargos (a close relative of the known Toxogargos, although this small flying beast prefers to confront its foes with magic energy bolts instead of using poison attacks).
    + Vile Sword (quite similar to the Evil Sword, but this one moves faster and it is capable of emitting harmful resonant waves at long range, giving it a higher level of aggressiveness).
    + Ice Golem (as its name says, an human-shaped monster modeled from the same material with which Eternal Ice is made. Its biggest weak point is fire-based attacks, although other strong weapons will also work against it).
    + Ghostly Ice Golem (almost the same as above one, but adopting a spectral form).
    + Rotten Reiver (if the common Reivers looked disgusting to you, wait to see their putrid close relatives. These stinky floating spirits will throw acid spitballs to anyone they meet in their path, including you).
    + Ghostly Rotten Reiver (just a phantasmal form of the aforementioned one).
    + Elite Ettin (a veteran, hard-trained Ettin with improved attack abilities. This double-headed soldier is easily distinguished from those lower-rank Ettins by its shiny battle equipment. Be careful, this one is able to toss spike maces at long distance, so stay aware).
    + Ghostly Elite Ettin (you guessed it, an Elite Ettin quite harder to see and hit).
    + Locustone (a stoney variant of the Grosshopper monster, slightly heavier and with less agile movements, although it can throw some pebbles at you with its tail. A hard-skinned enemy which is able to explode violently once it gets very damaged, although you could avoid this if you harass it enough with your ice-based weapons).
    + Gladiator Gecko (a very close relative of the Battler Lizardman, with improved defense and also is able to toss spinning magic hammers to its opponents. It could become a serious menace under certain circumstances, so try not to take your eyes off it at any time, or it may give you an unpleasant surprise).
    + Infernal Cacodevil (yup, this one is the eldest brother of the Cacodevil species, and by far is the most dangerous one of the three. Agility, elusiveness and resistance are its most remarkable properties -without forgetting its high aggressiveness- so better be careful with this awful thing).
    + Ballista Warrior (a really robust assault unit in charge of a huge floor-attached ballista, with which shoots large and powerful arrows, causing a lot of damage to anything they touch. Its main disadvantage is that it's just a stationary unit, which becomes an advantage in your favour as it is in fact an easy target, although it should be better not to trust too much in yourself. NOTE: these enemy units won't be placed directly into a level map, instead they are able to appear at random into undefined locations, like some other special enemies).
    + Death Wyvern [Mini-boss] (you will most likely remember this horrible flying aberration on your past visit to the Hypostyle, right? Now it is back, and this time it's not going to make it easy for any other hero! Watch out specially for its fireballs, because although you avoid them, at the moment they impact with any surface they'll cause some instants later a small fiery explosion with an area effect, which could sometimes catch you off guard).
    + Heresiarch [Big boss] (yeah ladies and gentleman, finally it has come back! The second in command, the right hand of the middle brother of the three Serpent Riders, the main henchman of Korax is here. This big demoniacal sorcerer has a wide range of attack patterns and defense tactics making use of its main power source: the spinning, floating mana cubes over its head. Particularly, and when the time comes to confront it, you'll note that it has now four cubes instead of the three that used some time ago in Heresiarch's Seminary and in the Gibbet. Does this mean that it will have learned new tactics that it did not use in the past?)
    + Korax [Big boss] (uh-oh, he came at last, yes... After a long time, he has finally arrived. Here is now the second of the Serpent Riders trio in person, or better said, in pure evilness state. Honestly, D'Sparil at his side was nothing but a weakling wimp. The only thing that can relieve you is that this time he will not be installed in his hateful and full-of-traps castle lair, which doesn't mean that it stops being an extremely dangerous diabolical entity. If you wanna survive against him, it will be better for you to be forewarned! Prepare each and every one of your magical (and non-magical) weapons, plus all the artifacts from your inventory and last but not least, all of your skills learned through your past adventures. Good luck brave one! You're going to need it...)

- From now, there is a small chance that your starting weapon (the Emerald Rod) can be replaced with an improved and stronger version of itself: the Ruby Rod! If you are lucky enough, you could find one at any random place of certain map levels. Unfortunately, and given its extreme scarcity, it is not possible to acquire it through an Allied Mage, so you'll have to keep searching on for getting this rare magic weapon...

- Although there are no more new weapons available to increase your arsenal at the moment (but hey, do not worry, there will be new ones in a future mod release for sure) each and every one of the existing magic weapons have been updated to show improved animations and aura sounds when they are under the Tome of Power's influence (courtesy of Sgt. Shivers and his really cool Shazam addon for classic Heretic).

- A new hostile decoration replacement is available: the Black Widow! Occasionally, you may face with some of these big poisonous spiders that normally build their cobwebs on the ceilings from some interior zones. If you don't want being bitten by one of these abominable creatures, do not get near them! Alternatively, they can try to hunt you down as their prey sewing you in web puffs, so the best thing you might do is to kill them all, and even better with fire! :grr:

- From now there are a couple of new Crystal Vial types you can pick around: the Reinforced Crystal Vial (which can cure up to 30 health points, but without exceeding the current maximum HP) and the Protection Crystal Vial (that will give you 10 shield points, with an extra-protection degree than the older Defense Crystal Vial). As an extra tip, these items can also be bought from certain Allied Mages!

- Due to the new introduced Experience System, the Vitality Crystal Vial effects have been reduced for balance purposes; so from now instead of growing your maximum HP on 5 points, it will only give you one extra HP for each one you pick up, although they will continue to restore your health to the maximum (just like when you get a 'Level Up' obtaining experience points from monsters).

- Available a new extra accessory: the Lightweight Boots! When you find these ones and put it on your feet, you will immediately increase your movement speed around a 50%, thus giving you greater easiness to dodge most enemy attacks and run over certain traps or cliffs! However, their effect will last until you advance to the next map level, so then you'll need to find another pair to keep running around. They can be also bought from some Allied Mages, although they might be a bit expensive...

- It is also rumored that a new type of artifact has been discovered recently, and although there is not much more information about it, a few gossiping tongues have affirmed that thanks to its magical properties, the gift of immortality can be temporarily obtained... The question is, could there be any truth to these rumors or is it just a stupid hoax from undesirable ones?

- Fixed a major bug that could cause the player to get stuck in certain maps, due to an incorrect call of the BOSSDEATH flag and the A_BossDeath Decorate function on those actors replacing the second form of D'Sparil. [Thanks to Jimflasch76 for bug reporting].

- Replaced all the old-looking Colour Key Gizmos with nicer ones, showing the needed key type with a replica of it inside their glass sphere. (Honestly, they look cooler than before!) ;)

- Updated the HUD with some tweaks and reorganized it a bit, for maintaining full compatibility with all the new introduced elements and features in this release.

- Several bugfixes, a few more tweakings and code optimizations.


That's all for now! More features are incoming on the future next version... Meanwhile, I wish all of you have lots of fun! :thumb:

Cheerio and good luck with your H-Fantasy adventures, dear guys! 8-)
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Re: HeXeReTiC Fantasy v2.0 (Updated 1 May 2020)

Postby LowEndPCGamer100 » Thu Apr 30, 2020 11:48 pm

Beautiful!
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Re: HeXeReTiC Fantasy v2.0 (Updated 1 May 2020)

Postby Smiley9988 » Fri May 01, 2020 6:49 am

One of the best mods i have ever played!
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Re: HeXeReTiC Fantasy v2.0 (Updated 1 May 2020)

Postby batos2 » Fri May 01, 2020 5:49 pm

It's a great update for this great mod for Heretic. :D

By the way, where can I find the sound file that is heard when you use the Tome of Power and stop listening when the effect of power ends? :3:
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Re: HeXeReTiC Fantasy v2.0 (Updated 1 May 2020)

Postby Hexereticdoom » Sun May 03, 2020 10:47 am

batos2 wrote:where can I find the sound file that is heard when you use the Tome of Power and stop listening when the effect of power ends? :3:

Well, there are several sound files for each weapon, not only one... :p

To find all of them, you can open the H-Fantasy PK3 file with Slade tool and then search in the 'Sounds' folder all file names ending with aura (just enter *aura in filter field and you'll get them all!) :wink:
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Re: HeXeReTiC Fantasy v2.0.1 (Updated 19 May 2020)

Postby Hexereticdoom » Mon May 18, 2020 6:34 pm

How is it going guys? B-)

I announce that I've uploaded some instants ago an important update for the mod, which fixes some annoying bugs present in previous v2.0 release but also brings some new extra features not published until now -mainly because they were in testing phase, still not ready to be included (obviously) in latest mod version- but now everything is ready to go! :)

Here you have an extract list of the latest changes included in this first mod update in its 2.0 branch:

- As a small anticipation for the upcoming v2.1, I have decided to release this small update that brings up a few elements that were not completed on time in the previous v2.0, apart from some remaining bugfixes and minor corrections, so I hope you enjoy it while awaiting for the upcoming mod release! ;)

- Introduced a couple of new interesting weapons to adquire in your mystic adventures! Just keep searching around and if you're lucky enough, you will find and get them sooner or later:

    - Tri-Elemental Wandset: a quite rare but curious magical weapon, which is made up of three rods combined with each other, but it's used as if it were a single rod. Upon analyzing it in depth, you might see that it was manufactured from old, tweaked Jade Rods -like the one you used long time ago, do you remember?- but now they have some added elemental attack properties like Fire, Ice and Poison, and all this while maintaining the advantage of not requiring additional magic ammunition to work... Not bad at all, huh?

    - Otherworld Rifle: just like its name says, this firearm does not belong at all to this plane of existence, but rather to another completely unknown world. Even so, it seems that Corvus III could handle it quite easily since it is not too different from his other non-magical weapons. Apparently, this rifle is endowed with a high shooting accuracy; and what is even more curious, it also seems to work perfectly with conventional gunpowder kegs. It may sound strange, but it is as if somebody from another universe knew about the current situation of this world and had sent us this weapon in some way as a kind of help... But who could it be?

- Another recent group of new enemies have joined forces with the followers of the Serpent Riders, and you will see quite soon that they are not just ordinary monsters! You can check more info about them just below these lines:

    + Phantom Cloak (a piece of clothing that for some reason has magically taken on a life of its own; seems that there are fairly accurate rumors out there that it once belonged to a certain extinct race of dwarf wizards who were massacred by D'Sparil's evil hordes. With this, it is almost confirmed that these mysterious spirits are actually the souls of those dwarf magicians who are now seeking for revenge. The only bad thing is that these spooky beings seem to have mistaken you for one of their enemies, which is not very smart from them... So if you meet any of these on your way, you'll have to teach them who is in charge!)

    + Antler Goblin (a strange and unearthly creature that at first glance does not seem to belong to this world; but according to some mythological legends, this supernatural monster actually seems to be related in some way to the great Leshen, the Forest Spirit. What is really true is that this being has a certain affinity with the environment in which you and your enemies are, and if it is threatened by them -or by you- it will not hesitate to defend itself in its own way, although its nature is a bit somewhat... cowardly. On the other hand, even if you manage to defeat it, it will not die completely since it is an immortal entity, but instead it will flee from the battlefield engulfed in flames and perhaps it shall come back again soon).

    + Antler Hobgoblin (apparently, the legend about the monster described above is gaining more strength, since it has been possible to see -although in very rare occasions- another relative of the Forest Spirit, but with a greater antler, more imposing and more vigorous than its younger brother. It is also said that the lucky few who have been able to see some of these creatures in action, affirm that they are quite fearsome and possess elemental abilities such as handling fire, ice and toxic substances at their own will; not to mention the additional skill from some of them to camouflage themselves in the environment and become this way almost undetectable to everyone's eyes...)

    + Fire Enchantress (this young witch is quite adept at handling fire-based magic, and she will not hesitate a moment to demonstrate her flamboyant powers against her enemies. It might be better not to underestimate her, apparently she has a strong resistance to attacks -especially those based on fire- and the ability to instantly teleport herself. As a general rule, she'll be normally accompanied by Disciples of D'Sparil, Dark Bishops and Evil Conjurers. Do not be seduced in any way by her beauty, and try to reduce her to ashes as soon as possible).

    + Walker Stalker (you might remember those swamp-dwelling reptiles who you fought with some time ago in the Bright Crucible and the Darkmere zones, right? Well, I have bad news for you my friend, because apparently some of these disgusting specimens have been able to evolve over time and they have grown a pair of hind legs, with which they are from now able to leave the swampy areas and walk over any type of surface. So they are now more dangerous than ever! And if this was not enough, they are capable of throwing globs of corrosive acid at their opponents more frequently than before, and even more furiously if injured in combat. And to top it off, some of them are even capable of adopting a ghostly appearance...)

    + Leech Maggot (if you have any kind of worm and caterpillar phobia, you may have a pretty bad time when it comes to dealing with this nasty little beast. Like almost all worms, this thing lacks eyes, but it does have a big mouth full of teeth whose bites can be really painful; at short and medium range, it will try to spray its victims with repulsive balls of toxic liquid. Luckily they are not too strong, but be very careful if you defeat one, because it will explode as a huge pimple (yuck!) and several of its disgusting remains will splash all around, infecting everyone who was around it. A small extra tip: DO NOT USE poison-based attacks versus it, as this anelide has its own natural immunity to this element and won't be hurt at all).

- Fixed an unexpected issue related to some of the classic Hexen enemies, which was preventing their projectiles from emitting their corresponding sound effects and their associated dynamic lights. (Yup, a good-damn bug that I missed before publishing last stable version 2.0, sorry). :(

- Reworked both forms of D'Sparil -that is, when riding his Chaos Serpent and going on foot- having slightly improved his attack patterns and abilities. Now in his first form, his mount will start to spawn two fireballs instead of one when it has 2/3 of HP left, and then tree fireballs when it is below 1/3. And in his second form, he will also increase the number and frequency of lightning bolt attacks as he loses more and more HP by your hand, apart from being able now to teleport himself anywhere at random (without the need of map-predefined 'BossSpots', like the ones in E3M8). So from this moment, he will become a tougher opponent than before!

- Another unexpected issue has also been fixed (at least I hope so) that was preventing to spawn in the correct way some of the actors which replace the second form of D'Sparil, after killing those in their respective first form under certain circumstances.

- Improved the Ballista Warrior's behaviour: now he will search faster his targets and attack more often than before, having increased this way its aggressiveness factor.

- Fixed a minor issue with the Phoenix Rod, which previously could not be picked up a second time as it was already in your weapons inventory, and thus granting you the corresponding ammunition.

- Updated the HUD for compatibility with the most recent new weapons.

- Some other remaining bugfixes and code optimizations.

More or less, that's all... Next version of the mod (v2.1) is planned to be ready in short or medium term, but meanwhile I hope you enjoy the current release for now!

Good luck everyone with your heretical adventures! 8-)
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Re: HeXeReTiC Fantasy v2.1 (Updated 12 Jun 2020)

Postby Hexereticdoom » Thu Jun 11, 2020 4:08 pm

Version 2.1 is finally here, dear Heretic mates! And it comes charged with quite cool stuff... 8-)

Here is an extract list of the latest changes (also included in the README text file):

- Yay! At last, and after more than a couple of weeks of hard work and many in-game tests, the new update is now a reality! That's it my dear friends; this version 2.1 is for sure one of the most expected releases so far, because apart from other things that were not ready yet in last previous releases, it brings very important changes to our mighty elf, Corvus III, and his magic arsenal! If you wanna get some more details, just keep reading on! ;)

- Now let's start directly with the main course: a total of six (yes, SIX) new magic weapons have entered into the game, all of them ready from now to be achieved in your mystical adventures! So you want to take a peek immediately to these new magical toys, right? No problem at all, here is a small description of each and every one of them:

    - Topaz Scepter: at first glance it might look like a steroid-packed version of your old and classic Elven Wand... and in fact, it appears to be! :P But joking aside, this powerful staff is actually the prototype of what would be known as the great mage Daedolon's legendary weapon: the BloodScourge. But although it may not be as powerful as the aforementioned one, the Topaz Scepter will become soon a very helpful defender of your integrity in front of your enemies. And luckily for you, instead of working with magic mana cubes (something you can't use at the moment) it only spends yellow Wand Crystals! :)

    - Hellish Ballista: you know, something tells me that this weapon is going to be one of your favorite ones for sure... Why do i say that? Well, just wait to get one, and you'll agree with me! Although the rest of your crossbows are not a small thing, the Hellish Ballista is by far superior to all of them, since it can shoot arrows at a devilish speed and cause serious damage to the enemy hordes in front of you. And if by chance you decide to activate a Tome of Power with this wonder equipped, very few will be the foes who still remain alive...

    - Lightning Maker: who ever said that D'Sparil was the absolute master of thunderstorms? Well, whoever he (or she) is, I bet a sack full of gold coins that never heard about that fearsome magic staff called the Lightning Maker. If you were lucky enough to get one of these toys, you would surely feel like the god of thunder himself, making you able to unleash large bursts of scorching sparkles and devastating lightning bolts at will. But, the only bad thing about this magnificent weapon is its total ineffectiveness against those perfid enemies made of stone, who still mock the powers of electricity throughout their existence. So then, you'll have to make use of other weapon types to close their mouths forever, and much better if you use those ice-based ones!

    - Arachnus Chelicerae: this nasty-looking sceptre, quite similar to a spider or tarantula head, is in fact endowed with some really amazing powers although at first it doesn't seem so. It is unknown who his/her original creator might have been, but what is enough clear is that when he/she forged this magic weapon, he/she knew very well what he/she was doing, and the main proof of this is in its operation. When used in battle, it can throw some red corrosive acid balls that are not only capable of causing moderate damage, but also gradually corrode the opponent's skin surfaces and cause really painful internal burnings. However, some poison-based enemies do not appear to be affected by this highly toxic substance...

    - Nightmare Sower: here is another truly fearsome magic weapon, which in the wrong hands could mean without exaggeration a catastrophe of cosmic proportions. At least, the Serpent Riders and their minions have no knowledge of this one yet, so you should take advantage of it while you can! Using it in combat, it will demonstrate its sinister power by unleashing a kind of ghostly spirits or souls that will chase enemies on their own and bring them eternal deadly nightmares. By the way, this evil staff needs a new type of magic ammunition to work, but you don't need to worry about it, because sooner or later you'll find some samples lying around that will help you to continue sowing nightmares for all your foes. :twisted:

    - Vulcan Bombard: finally we arrive to the biggest heavyweight of all the magic weapons in this plane of universe! No kidding at all, it is almost as heavy as a cow in your arms, but also much more destructive than the most powerful of volcanoes, hence its name! It may be hard to find one of them, or it may even cost you a lot of money if you decide buying it from an Allied Mage who has it for sale, but once you equip it, it will be for sure an unforgettable experience! With it, the devastating power of fire and magma will be at your service, annihilating every living being that comes within range, even most of medium or big bosses will have a pretty hard time against this mega-weapon! The only problem you will have is the likely ammunition shortage, as this big toy consumes LOTS of magic ammo and Flame Orbs are not too much plentiful out there...

- A few more new enemies have also come to stand in your way to victory and use their own abilities to prevent you from coming out of your odyssey alive, as being usual so far. Keep reading up to learn a bit more about them and so they won't catch you by surprise:

    + Ice Werewyrm (a glacial relative of the common Weredragon, it is a bit faster and more robust than its counterpart. This monster has the strange power to throw icy needles through its mouth, which means that you better avoid them at all costs, otherwise this monster could turn you into a frozen cactus. Your best weapon versus Ice Werewyrms is fire -undoubtedly- although some other powerful attacks can also be effective).

    + Midget Imp (directly brought from another hellish and doomed universe -yeah, doomed- this kind of creature with a mix of young child and thorny alien appearance, runs around and attacks with its claws in close combat, or by throwing long-range fireballs otherwise. It's not a hard enemy at all, but it could be a serious nuisance in massive combat, so if you can kill them as soon as possible, it will be much better for you without a doubt).

    + Spectral Swordsman (unlike the couple of enemies mentioned above, this one DOES turn out to be more dangerous than it appears. Lacking a visible body and displaying only its sword and armour, this ghostly evil entity has quite a bit of resistance to magic and non-magic attacks, and also it has a fearsome electrical attack that in most cases can be completely deadly, specially if you are not well equipped enough. Better don't take your eyes off it at any time, and exorcise it as soon as possible before it shocks you).

    + Rattler Rider [Mini-boss] (probably the first time you face this new guardian can remind you a bit the evil figure of D'Sparil riding his Chaos Serpent, but luckily he is not up to him at all. This short-stature knight eventually travels mounted on back of his big and faithful rattlesnake pet, and they certainly both make a good team when it comes to fighting their rivals, since they know how to combine their attacks quite well. So, when the midget rider does not attack with his powerful Ophidian-forged magic trident, it is his forked-tongue partner the one that spits acid balls at the opponent. You may have a hard time confronting this wicked duo, but when one of them gets defeated, the other one will follow him/it immediately and this way you'll get rid of them forever!)

- As been described above, a new type of magic ammunition has been introduced in this release: the Soul Stones, for exclusive use -at least for now- with the Nightmare Sower weapon. Like other types of ammo, it can be found in different shapes which reward may vary according to their proportion. And yes, the Allied Mages can sell you from now both the new magic weapon and its ammunition! :D

- Several statistics for the player character have been improved, so from now Corvus III has a bit more running speed and jumping agility, and also can strafe a little faster and descend from heights slightly slower than before! Likewise, and due to the introduction of all newly brought weapons, he is now able to carry more ammunition than before, and even much more when getting a Bag of Holding (not applied to the Shurikens). And last, but not least, the artifact number capacity limit has been raised up to 50, instead of previous 25. From now this way, there won't be so many leftover items and/or ammo in later map levels, specially in those from big customized megawads! ;)

- The Ballista Warrior has been renamed to Bolt Launcher Warrior. (The rest of his previously defined statistics and behaviour still remain unchanged).

- Updated the HUD for compatibility with all the recent magic weapons and the new magical ammo type.

- Some other bugfixes, tweakings and minor code optimizations.


That's all for now! Hope you have lots of fun with this new release...

Enjoy and have sweet heretical dreams! :thumb:
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Hexereticdoom
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Re: HeXeReTiC Fantasy v2.1 (Updated 12 Jun 2020)

Postby AvzinElkein » Thu Jun 11, 2020 4:42 pm

What are stone enemies weak to?
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Re: HeXeReTiC Fantasy v2.1 (Updated 12 Jun 2020)

Postby Hexereticdoom » Thu Jun 11, 2020 5:34 pm

AvzinElkein wrote:What are stone enemies weak to?

Ice weapons are their main weakness, but other strong attacks (like a few full-load shots of the Hunter Blunderbuss) can turn them easily into gravel...
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Re: HeXeReTiC Fantasy v2.1 (Updated 12 Jun 2020)

Postby batos2 » Fri Jun 12, 2020 5:04 am

Great Update 2.1 there you added new weapons although you forgot to include the Serpent Staff, okay, there is already a weapon that is used similarly to the Serpent Staff. :)

Talking about the new monsters, do I think that these monsters called Antler Goblins give me nightmares when they move and are invisible. :shock:
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