NoiceRip and Tear wrote:You’re in luck, because I just put out patch 1.1.1 to fix that.thewolfman00001 wrote:As of now running Cronos Unleashed on GZDoom 4.0.0 doesn't work. The mod crashes on start-up
Cronos Unleashed for Hexen | v1.1.1
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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Re: Cronos Unleashed for Hexen | v1.1.1
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Re: Cronos Unleashed for Hexen | v1.1.1
Very nice mod! The ettins & centaurs moving forward slightly while attacking makes a big difference, fighting them requires a little strategy. However, the stalkers feel too easy when they flinch from almost every hit. Also, weapons only alerting monsters within a radius makes big open areas (such as the ones in Tower Of Chaos) easier, because less enemies are aggro'd at once. Perhaps that could be a CVAR.
- Rip and Tear
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Re: Cronos Unleashed for Hexen | v1.1.1
In a future update, I will probably increase the Stalker's animation speed to compensate for their high pain chance.fluffyshambler wrote:However, the stalkers feel too easy when they flinch from almost every hit.
Re: Cronos Unleashed for Hexen | v1.1.1
I'm liking some parts of this, but I think there's a few major issues that have already been pointed out. And most of them are with the Mage.
First, the mage's wand has lost it's one major, unique ability. Sure it still has range, but being a low damage, high piercing weapon was it's thing. Now there's even less reason to think about your positioning in order to hit as many monsters at the same time. It's become less effective, and more boring.
Secondly, you completely changed the ice shards for the worse. It was never meant to be a rapid fire, long distance weapon-in the original, that's what the wand was for. Having the shards act like a close range shotgun of sorts, with the added benefit of going for full damage on a touch hit, was meant to be a balancing act between it and the wand. At least until you got the third weapon.
And his fourth weapon is just a boring grenade launcher now, instead of the crazy homing missiles, why??
At this point it's hardly the same class anymore.
First, the mage's wand has lost it's one major, unique ability. Sure it still has range, but being a low damage, high piercing weapon was it's thing. Now there's even less reason to think about your positioning in order to hit as many monsters at the same time. It's become less effective, and more boring.
Secondly, you completely changed the ice shards for the worse. It was never meant to be a rapid fire, long distance weapon-in the original, that's what the wand was for. Having the shards act like a close range shotgun of sorts, with the added benefit of going for full damage on a touch hit, was meant to be a balancing act between it and the wand. At least until you got the third weapon.
And his fourth weapon is just a boring grenade launcher now, instead of the crazy homing missiles, why??
At this point it's hardly the same class anymore.
- Blackgrowl
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Re: Cronos Unleashed for Hexen | v1.1.1
Are there plans for adding alt-fire attacks?
It would be great, should actually balance out the fact you heavily changed the Mage, Razumen is right about his changes.
It would be great, should actually balance out the fact you heavily changed the Mage, Razumen is right about his changes.