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[0.98A Hotfix]
'Immortal Evil Overlord'
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23/09/2023
+New!: New difficulty option- [Damage Multiplier]. You can now increase the base
multiplier for monster attacks, if you think Walp enemies are not deadly
enough, up to 2x. This will stack with the regular increases from Skill 5,
if you play that, so keep that in mind.
+Tweak: Difficulty/Skill Level no longer modifies HP. If you want to modify
Base HP, use the option from the Walpurgis Difficulty Options menu
instead. This is to improve compatibility with current & future bosses.
+Balance: Magister Vis Primary and Secondary Fire reduced damage by around 15%.
+Balance: Dagon Primary Mutate Aqua Jets reduced damage by around 10%.
+Balance: Hebiko Sceptre Primary Upgrade Caduceus Shots reduced damage by 15%.
+Balance: Hebiko Sceptre Primary Mutate Acid Spray increased range by 10%.
+Fixed: The main hotfix- Korax's scripts were fixed as they actually didn't work
if Korax's Base HP had been modified by any factor (oops).
+Fixed: Slight alteration to Sturm Spear Secondary Mutation Bouncy Spear trying
to fix the fact that it sometimes causes a weird sound on final explosion.
Not 100% sure if this does it, but it should.
[0.98]
'Blood of the Earth'
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28/05/2023
+New!: The Myrmidon gets his alternate in-slot (3) weapon, the Bardiche, Alastor!
The Bardiche specialises in close-combat area damage in contrast to the
mid/long range of the Hammer.
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> [Primary Fire] swings the bardiche. It has a wide arc and will hit
ALL enemies in a wide frontal AoE slash for good damage. Slightly slow
but the hits will usually cause pain and knockback.
>> Upgrading this will improve the damage and area of the swings that
the Bardiche makes.
>> Mutating this will make each swing also fire off a slash made of
blood. It has infinite range and penetrates foes, but has fairly
low damage overall.
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> [Secondary Fire] will slam the Bardiche shaft on the ground, causing it
to summon huge spikes of blood from the ground, which will impale foes
in front for alot of damage, and then explode into shrapnel, throwing
blade pieces everywhere that will cut through other close enemies.
>> Upgrading this will make it so that the spikes deal more damage,
and explode into more shrapnel.
>> Mutating this will change the mode so that it no longer summons
spikes. Instead, a heavy spiked ball is shot out, which will bounce
up to medium range, throwing out shrapnel with each bounce.
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> [Tertiary Fire] will create a magic circle in front of you. If there
are any corpses there, they will swell up and explode! Multiple corpses
can be exploded at once, and corpses killed by corpse explosions will
help feed the ability further!
>> Upgrading this will also create vengeful spirits at the same time as
causing the localised Corpse Explosion. They will attack those near
the circle with strong attacks to make some new corpses!
>> Mutating this will make Corpse Explosion no longer toggle from this
fire mode. Instead, ALL bardiche melee strikes cost +1 Mana, and
on killing with them, the dying monster explodes on hitting the ground.
This Fire Mode instead launches a powerful explosive blood missile.
By default, this will spawn randomly along with the Hammer of Retribution,
but you can disable either of them in the Walpurgis Options if preferred.
(Please Note: Corpse Explosions only work if you are using the Walpurgis
Bestiary. If it is off, the Bardiche Tertiary fire instead fires blood
missiles. The Upgrade system isn't able to detect this right now.)
+New!: The Magister gets his alternate in-slot (3) weapon, Lapis Flos (Geomancy)!
Lapis Flos focuses on crowd suppression and knockback. It is strong but
requires good spacing and tactical casting.
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> [Primary Fire] causes you to conjure boulders in front of you whilst
you hold down the button. You can conjure constantly up to around 10
boulders if you want. They will hover in place until you release
the button or reach the maximum. When released, they will fly off in
direction they were originally conjured to crush enemies.
>> Upgrading this will make the boulders bounce further and constantly
fragment, throwing out deadly rock splinters on each bounce.
>> Mutating this will change the function to conjuring alternating
stone fists that will launch shortly after formation rather than
waiting. The Fists fly surely and steadily, smashing foes out of
their way, only to keep going!! Heavy monsters that can't be smashed
aside take additonal damage from casting Fist at them (lol).
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> [Secondary Fire] makes you fire a Geomantic Beam. This beam passes
through enemies for no damage. If it hits a floor, stalagmites will
tear from the ground, impaling enemies above. If it hits a wall or a
ceiling then an avalanche of rocks will erupt to crush nearby foes.
>> Upgrading this will increases the amount of rocks and stalagmites
summoned in any given casting.
>> Mutating this will change the mode to instead causes a upheaval of
stalagmites in a wave emanating out from your position.
You no longer aim the attack and it cannot cause rockslides, but
it will causes many stalagmites to erupt between you and the next
blocking line, making it excellent for crowds in narrow spaces.
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> [Tertiary Fire] creates an Obelisk covered in Geomantic runes. It will
wait for and detect nearby foes. When it does, it will slam power into
the ground, causing powerful earthquakes! You can only have one at a
time and they cost a fair bit of mana, so place them strategically.
>> Upgrading this will improve the Earthquakes unleashed by the
Obelisk, making it throw out more damage and more debris.
>> Mutating this will change the Obelisk into a Buffing Obelisk. It
will instead project a protective aura when created. If you get all
three pulses, you will get +20% Damage Reduction and some small
HP regeneration for a short time.
By default, this will spawn randomly along with Fulgur (Lightning),
but you can disable either of them in the Walpurgis Options if preferred.
+New!: A brand new Korax final boss fight level for Hexen! Includes new map,
several new behaviours, new attacks, and additional voice work. This
Korax now has three distinct boss fight stages. Whereas he was still
rather tepid as a final boss before, he now actually feels like a boss!
+New!: To go with the above, completely revised the ending graphics for
Hexen. In addition, Hexen: Deathkings no longer shares the same dialogue
and gets it's own, more appropriate Ending AND Intermission text.
+New!: New Elite: The Marquis of Hell. As you might imagine, this is the Elite
Baron of Hell that has been absent previously. Whilst Barons can use
Meteor Shots sometimes, Marquis fire them rapidly and exclusively rather
than standard baron balls. He also launches columns of fire, watch out!
Additionally, the E1M8 Barons, the Bruiser Brothers, will now ALWAYS be
Marquis of Hell to give that level more of a bossfight feel (assuming
you're not just flat out disabling all monster replacement, of course).
+New!: New Extreme Death animations for Revenant, Mancubus, Cacodemon, Baron,
Hell Knight and Archvile added.
+New!: Cacodemon gets bite sprites for his bite attack, thanks to the work of
HorselessHeadsman.
+New!: Even smarter Smart Flasks (OH NO!). Now, a Flask you cannot pickup right
now and which cannot be used immediately will not lose it's smart effect
forever. It will regain smarts after around 25 seconds (it needs to have
a long delay like this, else infinite loops become possible).
+New!: '+25 HP' overlay now shows when chugging the improved smart flasks.
If you like this kind of extra UI information, please let me know, as
this is a test to see if it's worth the time investment. If no one
notices, I'll assume no-one cares. :(
+New!: Algor Ice Spears get a brand new sprite set. On hit, they also now
explode into chunks of ice, somewhat increasing their damage.
+New!: Myrmidon Fists Upgrade no longer has the old ground kick move as it's
Tertiary Fire. Instead, you may throw Legion Pilums like Javelins.
They have good range, and knock enemies away from you (or off ledges).
Right now, they are infinite and cost no mana, we shall see how people
find the balance of this going forwards.
+Tweak: Stunning Hits from the Grapple Chain and Shield should now be more
reliable, increasing the length of the hit foes pain-state by 50% or so.
Additionally, the Myrmidon's kicks will cause more knockback than before
to prevent enemies immediately attacking back in most cases.
+Tweak: Technical behindscenes tweak to how Mana Capacity is expanded, which
allows the above new item to work (and cleans up the Magister's
previously silly method for getting an expanded mana capacity).
+Tweak: Craneo's Crusader armour pickups (with some alterations by me) added.
+Tweak: Myrmidon Axe Primary Fire Mutation now has a much more spiffy electrical
effect and sound to accompany its balance change.
+Tweak: Crusader Spear Primary Fire Mutation also gained a unique frame of
animation for each type of swing/stab to accompany its balance change.
+Tweak: Crusader Lightbringer Secondary Upgrade now has a charging up sound
effect to help give audible pointers to its purpose.
+Tweak: Druid Dagon's Cane Primary Upgrade AND Mutation given new SFX and VFX
to help give them more oomph and identity over the basic fire.
+Tweak: Iron Golem seen in Heretic as an Elite gets a makeover for its spiked
ball projectile; looks massively better than its old one.
+Fixed: Mode 4 for weapon drop type (pick only 1) should now respect startup
spawn logic and work correctly even when there are multiple simultaneous
spawns of a singular weapon type.
+Fixed: When a Pain Elemental died, it would sometimes spawn a Magi-Caco. Fixed.
+Fixed: Spawners now inherit from a base class, preventing rare cases where
monsters (and Turul) would attack the ground for no reason. This still
doesn't change Ettin Sergeants obsession with beating up corpses,
because I have no idea why he does that, but its funny.
+Fixed: Ghostly Ettins summoned by the improved endgame Korax are no longer
mysteriously immune to all damage except Fire and Lightning, and have
a few changed attributes to make them more interesting.
+Fixed: Crusader Spear Primary Mutation (Shock Spear) would not refund mana if
it missed. It now does so. For mysterious reasons, this is still finicky
on occasion and may refund a little too much... but after failing for
over an hour to understand why this is, I'm calling it a buff. :D
+Fixed: Crusader Firestorm had some finicky upgrade detection logic (probably
as it was on the first ones I did). In regular play, this shouldn't have
caused issues, but fixed anyway.
+Fixed: If you had exactly zero mana when trying to create Algor Ice Spears,
they would make a horrible screeching noise and also sometimes bypass
the mana check. Fixed.
+Fixed: In some rare instances the Aestus ammo check was skipped. Fixed.
+Fixed: If you died whilst using Agnus Abyssus Primary Fire, the spinning energy
overlay would continue. Now it ends correctly even if that occurs.
+Fixed: Due to a wrong pointer, Druid Dog Vision would still default to Sepia
on occasion. It should now stay in colour.
+Fixed: Some minor sprite corrections to a few hands.
+Fixed: Heretic Disciples given correct blood colour.
+Fixed: Doom Imps dying would never cause your character to taunt due to a
skipped check. Fixed.
+Fixed: Barons of Hell should finally stop fighting each other. I thought this
was already fixed, but some situations still prompted it to occur.
+Fixed: Hexen Bishop's spell firing noise played globally. Fixed to be local.
+Fixed: Hexen Stalker and Bishop were treated as if they were walls for the
purposes of sound when melee attacks hit them, so they 'clanged'. They
should now splatter as appropriate.
+Balance: Myrmidon Axe Primary Fire Mutation swing damage increased by 15%
to more justify mana cost, and it deals a very small amount of AoE
damage as well. The Primary Upgrades damage is reduced by 5%, to
increase the difference between the two.
+Balance: Myrmidon Hammer Tertiary Fire Rumblers damage increased by 20%,
which also applies to the upgrade and the mutation. The Mutation
also had its AoE range increased by 10%.
+Balance: Myrmidon Quietus Tertiary Fire Seeker Flares damage increased by 15%
and their homing routine was altered, should be more robust.
+Balance: Crusader Lightbringer Primary Fire shot damage reduced by 10%, and
AoE radius also reduced by 10%. Applies in turn to Primary upgrade,
but not primary mutation which remains at the same damage level.
The base attack was just slightly too awesome as it was.
+Balance: Crusader Lightbringer Secondary Fire Upgrade now only takes 1 second
to charge up the big laser burst, rather than 1.5 seconds. It also
has slightly less recoil.
+Balance: Crusader Sturm Spear Primary Mutation damage increased by 10% and
more likely to shock enemies to be more competitive to the upgrade.
+Balance: Crusader Sturm Spear Secondary Fire partisan damage reduced by 10%,
AoE Radius also reduced by 10%. Upgrades are not affected by damage
nerf. Also, the Upgrade (multi-spear) costs -1 less mana per spear.
Again, the base attack was just slightly too awesome as it was.
+Balance: Crusader Sturm Spear Tertiary Mutation (Shock Circle) buffed with
+20% damage and +20% range on each lightning zap to be more useful.
+Balance: Crusader Firestorm Primary Mutation Bouncy Flames damage increased
by 30% to be more competitive with the Primary Upgrade.
+Balance: Magister Aestus Primary fire darts gain a 5% damage increase. Also
applies to the Upgrade (but not the Mutation).
+Balance: Magister Fulgur Primary Mutation Lightning Helix gains a +15%
damage increase.
+Balance: Magister Agnus Primary Fire Seeker Stars damage reduced by 10%.
+Balance: Druid Hebiko Sceptre Tertiary Mutation (Hebiko Avatar) is now
summoned right in front of you, rather than being a bouncing ball.
It also attacks +1 additional time before dissapearing. This makes
it considerably easier to place and more reliable.