
For Doom, Heretic, and Hexen
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GET IT NOW HERE AT MEGA!! (Version 0.97)
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GoogleDrive Mirror! (Version 0.97)
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Discord channel Invite: https://discord.gg/4XyyQtUqHU[/size]
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Walpurgis is...
- A gameplay mod that works with Doom and Heretic, straight out of the Box!
- Focused on giving everything three fire-modes without needing any extra resources, just balancing them around standard blue and green mana/ammo consumption.
- Upgrades for each of those afformentioned fire-modes!! (think Trailblazer)
- Strong and fun, but balanced. Extra care has been put into making everything have punch and impact and be fun to use but not the level of overkill. I'm a mad perfectionist when I get going; so repeatedly testing something over and over whilst I tweak values is not unusual.
- Gothically medieval, with a taste of moderate-high fantasy. Magic is meant to semi-common in the world, whether through artifacts, or mystical items.
- Based around play where you get used to using both your arsenal and your inventory items in tandem. Flechettes and Discs of Repulsion are really useful now; so use them!
- Rigorously playtested with custom doom, heretic, and hexen wads to get a feel for how it plays with them; and to see if I can find reason to switch between my arsenal all the time (which is the sign of a good arsenal, in my opinion).
- Is named this way because... well, "Hexen" are witches from germanic folklore. Walpurgisnacht is a grand festival for witches in general. So as a festival of new content for Hexen related shenanigans; its doubly relevant.
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Find out about the four classes and their Weapons!
Spoiler: Classes and their Weapons!
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Don't forget to bind yourself a 'Reload' key. In Walpurgis, this key is your third fire mode. Various inventory items can also be assigned hotkeys.
Comes with its own version of Widescreen Status Bar, you will not need your own.
Please turn off Alternate HUD in GZDoom to get get the best experience with the UI.
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Other optional (but recommended) mods to run in your GZDoom.ini:
Nashgore Vengeance OR Universal Gibs for your bloody splatter needs.
Tekish's HUD addons for general helpful convienience.
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Walp is compatible with Pistol Starter if you like starting levels afresh, and this optionally allows you to keep inventory items (and upgrades) between levels.
Nimlouth over at the Discord made a Walpurgis patch for ZMovement.
Irrevenant made a patch for Strange Aeons, which is available here.
Patch for Walpurgis to work with Elementalism
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Spoiler: Most Recent ChangelogCode: Select all
[0.97] 'Elixir of Mutation' -------------------- 28/10/2022 +New!: Alternate Mutated Upgrades! The big feature of this patch is the ability to select an alternate upgrade path for all 2+3 slot weapons (Basic and Ultimate weapon alternates to come). The Alternate upgrade is frequently a change to the basic function of the fire-mode, but is always stronger. ------------------------------------------------------------------------ --MYRMIDON-- ------------------------------------------------------------------------ Vorpal Axe Primary> The Primary Fire now costs 1 mana a swing, but discharges with an electric shock for extra damage (more than standard upgrade, but this has a cost). Vorpal Axe Secondary> The Vorpal Slash becomes a vertical slash, which reduces its AoE capabilities. However, it remains at a similar power, and is now half-price in mana. Vorpal Axe Tertiary> The Axe is no longer thrown. Instead, it produces a spectral copy in the same manner as the hammer. As a result, you are no longer disarmed whilst it is in flight. However, the projectiles are a bit weaker, do not drain health for you, and explode on impact rather than having boomerang behaviour. Ventus Gladii Primary> After four swings, the Primary fire will take 1 mana to aid the next four swings with a burst of magical wind to make them super-fast. This happens with consistency (4 normal => 4 fast =>). Ventus Gladii Secondry> Rather than firing wind-blades, the gladius now fire a pair of cyclones which viciously pursue nearby targets and throw them around. Not very good range, but excellent at sweeping mobs of small fry away. Ventus Gladii Tertiary> Rather than charging up for a close range tornado strike, you instead charge up to let out a burst of several wind-blades in a shotgun-like spread. The more you charge, the more blades you unleash. Hammer Primary> The hammer now emits additional flames when you strike with it, exploding whenever you hit a foe or wall with a swing. Only works if you currently have Verdant mana, draining 2 per swing. Hammer Secondary> Gives the hammer a special bouncing behaviour that tends towards leapfrog bounces. This bounce also has a special effect on hitting enemies. Rather than bouncing off them in the opposite direction, it carries on going in its original direction or sometimes wildly bounces off to the side. Hammer Tertiary> The shockwave rumbler is now larger and slower, and does not explode on impact. Instead, it causes continual eruptions as it travels, making stones and magma fly everywhere on its path. ------------------------------------------------------------------------ --CRUSADER-- ------------------------------------------------------------------------ Lightbringer Primary> Becomes Rapid Fire, though less precise and each shot loses AoE damage and is less damaging overall. But hey, plenty of dakka! Dakka for all! Lightbringer Secondary> Forks Laser into two lesser beams. Both of these will reflect once upon hitting something. When reflecting, they'll prefer to reflect at an enemy. NOTE: Standard upgrade has changed. It is now a lesser beam initially, but then after holding for a short time, erupts into a larger, stronger beam. Lightbringer Tertiary> A Mini-Prism now spawns attached to the front of the Lightbringer. Whilst this is active, you will always fire as if hitting a prism, directly from the LB, usurping your usual shots/lasers. This is ideal for those that want a firepower upgrade on the go. Unfortunately, you do lose the Prism's innate homing. Lasts until depleted. Sturm Spear Primary> The spear's head now holds a deadly electrical charge, and whenever you hit things in melee it will zap for extra potency. Only works if you currently have Aether mana, draining 1 per swing. Sturm Spear Secondary> The spectral partisans gain the ability to bounce off walls (seeking new targets) and also penetrate through or bounce off enemies (randomly), allowing them to cause havoc in large groups. Sturm Spear Tertiary> The circle will no longer be summoned on the ground. Instead, it will appear hovering in front of you. After the usual charge-up, it will fire multiple holy-lightning bolts at nearby enemies. Firestorm Primary> Creates bouncing fire waves rather than flamer. Has a longer range (both width and length). Firestorm Secondary> Flings a wad of close range flaming embers for your UT Flak Cannon fix. Firestorm Tertiary> Rather than emitting a swirling fire nova around yourself, you now create Fire-Walls. They edge forwards a small amount, providing an excellent means of damaging advancing foes. ------------------------------------------------------------------------ --MAGISTER-- ------------------------------------------------------------------------ Aestus Primary> The Fire Darts become Magma Balls; which erupt into flaming shrapnel on impact. Rather deadly to tightly packed groups or large enemies. Aestus Secondary> Rather than summoning a rolling boulder, drop a meteor at the point indicated a second later. Reliable at a distance, but ineffective against fast moving foes. Aestus Tertiary> Gives the Flame Whip a delayed detonation which increases its range a fair bit in exchange for it having a 'dead-zone' in melee distance. The actual detonation is stronger than the upgraded version but can be difficult to space correctly. Algor Primary> Changes into a cone of cold, rather than ice shards. Drastically increases the range, but with a slight damage decrease. Algor Secondary> The old Upgrade (Rapid-Fire Ice Spears) is now here. NEW STANDARD UPGRADE now increases the total maximum barrage size from 4 => 6, allowing you to hold and deliver more spears at once. Algor Tertiary> The old Upgrade (Ice Prison) is now here. NEW STANDARD UPGRADE now makes you also spawn additional ice blocks alongside the regular spikes for extra damage and coverage. Fulgur Primary> You no longer stream lightning per hand in continual fire. Instead, you fire a single long-ranged dual helix beam of blue and orange lightning that is all about powerful impact damage, acting like a sniper mode. Fulgur Secondary> For those that really hate getting trick shots with the Plasma Ball; it becomes grounded with much shorter tendrils, but hits with a serious wallop. Fulgur Tertiary> Removes the ability to create a powerful static storm; instead, you'll create smaller storm clouds that follow you around and fire at closer targets, like guardians. Rather than having periodic fire, they have a set amount of shots before fading. ------------------------------------------------------------------------ --DRUID-- ------------------------------------------------------------------------ Dagons Cane Primary> Normal water blasts become Aqua-Jets. Aqua-Jets are affected by gravity, bouncing twice. Each time they do, part of the jet bounces off in a new direction. Offers superb room clearance of weak foes. Dagons Cane Secondary> Geysers become Whirlpools. They work the same way with linecross based targeting. The whirlpool throws anything it catches around alot more making it a superb disruption tool, especially in dense packs of enemies. Keep in mind it can throw you around too and will damage if it slams you into the floor. Dagons Cane Tertiary> You no longer transform into a tidal wave for a charge attack, and simply summon a tidal wave. It acts like waves do, growing wider but shorter as it travels, and knocking foes back. It is a good tool for spacing in exchange for the mobility of before. Warg Form Primary> You no longer punch in your regular melee attack combos. Instead, after 4 consecutive slashes in a row, you unleash a rapid 5-punch flurry. Warg Form Secondary> The Ice Comet is no longer launched; instead, you punch it, shattering it instantly and throwing out shards based on its charge level for a shotgun effect. Warg Form Tertiary> Changes the Leaping Quake Slam to a Lunging Punch. This makes it quicker to execute, cheaper, and more focused, but it loses a fair bit of area effect. It gains more damage the longer you lunge in the same way the leap deals more damage from heights. Hebiko Staff Primary> Changes to a medium-range acid spray, instead of long-range homing acid snakes. This is very good at stunlocking and dealing heaps of damage up front! Hebiko Staff Secondary> Changes Hypnosis into Instigation. The monster hit by beam no longer becomes a temporary ally. Instead, the target becomes extremely annoying to enemies around it as well as slowing them and drawing them towards it. Infighting is very likely to start. Hebiko Staff Tertiary> Changes Gas Grenade to a Grenade that creates a pool of oil that lurks insidiously where deployed. When enemies are close by, the pool will manifest into an Avatar of Hebiko, a giant snake of oil, which will ambush and bite the offending foe for a large amount of damage. Bites 3 times before the ambushing pool dissappears. ------------------------------------------------------------------------ --Other Changes-- ------------------------------------------------------------------------ +New!: Various supporting code to upgrade the upgrade interface and UI so it can actually do the above system! +New!: Enjay's fixed Wyvern ZScript code was added; should help it not fail to work in Hexen Map 12 and some custom Hexen Wads. +New!: Dinosaur_Nerd's Hexen Script fixes for Hexen iWad were added as default for Walpurgis, so Hexen Map 23 should no longer cause softlock issues. +New!: Oliacym's Doom 2 Intermission Screens are now included by Default in Walpurgis. I've added in code to make this work with Wadsmoosh D2 too. +New!: Centaur shields are now a fixed hitbox rather than the monster becoming totally invicible. This means they can't mysteriously parry the effects of gas clouds and explosions anymore, but they do now reflect projectiles better than before, deal more damage, and have more HP to compensate. +New!: Korax bossfight for Hexen tweaked with quite a few changes that should render it at least a slight challenge for an endgame Walp character now. +New!: New difficulty option- [Health Multiplier]. You can now change the base multiplier for monster health between 5x and 0.5x, if you are finding that you're just too strong and good at the game (or vice-versa). +New!: New difficulty option- [BFG is Full Ultimate Spawn]. By default, if a Doom level has a BFG9000 spawn, it will now spawn ALL THREE ultimate weapon pieces by default rather than just a single weapon piece. This option can be toggled if you prefer the old (harder) behaviour, but it is recommended for Pistol Starter usage or single level wads. +New!: New sprites for Hammer selection and swing by Neoworm. I've added in a new routine & SFX for the Hammer select to use these. +New!: New draw, idle and sheath effects for Quietus based off works by Lord_Lothar but with quite a bit of respriting by me and extra effects. +New!: For the full trifecta of Myrmidon sprite upgrades; there's now also a 3rd diagonal left to right chop for the axe as well a big update to the horizontal left to right slash (by me). Vorpal Slashes utilise the latter too, and the axe is actually purple when using the upgraded one now (lol). +New!: New Druid character sprite and Frenzyweed sprite by Craneo added. +New!: 1-2 extra taunt voicelines for each character for more variety. +New!: Revised Ichival Arrow sprites. The Primary AoE is alot more obvious now due to this. Though you rarely see the arrows in flight for long, I was still annoyed with their basic-ness, so needless animation boosts ho! +New!: Full support for [Corruption Cards] deployed. Walpurgis gets its own custom deck and monster groups when you use the two mods together now. There is additional custom artwork added as well for these. For the full Chaotic Experience; enable Walp's Dimensional Instability as well, as the deck supports enemies (and Elites) from all three games! +New!: New Elite: Avenger Revenant. Clearly what everyone needed; a Revenant with a level 3 helmet, a cape, and delusions of grandeur. He can rapid-fire homing missiles (which are mildly weaker and worse at homing than normal Rev missiles, but still) and also can spam bouncy grenades. You won't appreciate him providing artillery support, so take him out quick. Or don't... and let him piss off everything else with all the explosions. XD +Tweak: When you hit bloodless and metallic enemies with melee weapons, they now make the same sound as hitting a wall, which is much more appropriate than bloody and squishy noises that they used to use. +Tweak: Readjusted punching sound effects for a better cadence to the whacks. +Tweak: Firestorm Secondary now resolves quicker, so it provides less of a visual nuisance from flames hanging around but still looks good. It also got a slight upgrade to its sound effects. +Tweak: All Walpurgis monsters added by the monster replacers will use the new GZDoom spriteshadow feature to cast themselves some shadows. This will be disabled if using vanilla monsters (as with all monster cosmetics). +Tweak: Bullets and Shells fired by zombies & spiderdemons now make ricochet sounds on impact so they're a bit less surprising from ambushes. The spiderdemons also use a new, meatier chaingun sound to match the the powerful barrages they get in Walp. +Tweak: Tweak to weaponraise routine of Aestus, should be faster now. +Tweak: Druid's Wolf-Mode Ice-Ball is now more centred when charging, making it more accurate to your crosshair when actually launched. +Tweak: Aestus'es Fire-Bolts are also more centred when firing. +Tweak: Footstep sounds for Sand added. This is only used by OTEX right now though. +Tweak: Walpurgis Options menu was getting a bit monolithic, so I added a few extra submenus, and everything is now sorted under these. +Tweak: When upgrading, the default timeout was raised from 5 seconds to 8 seconds. In addition, there is a new menu option CVAR that allows you to increase or decrease this timeout if you want more/less time to read the descriptions of upgrades. +Tweak: The [Read This!] main card was a little out of date, now updated. +Tweak: Revised TITLEMAP, now with a courtyard in place of the old logo. +Fixed: Magister could kill self with upgraded Agnus Abyssus secondary fire. Fixed. +Fixed: Magister's Vis Tertiary Fire Stasis Cage could fail to work if the ceiling was too low. Should now gradually levitate to prevent this. +Fixed: Magister Algor Ice Spears should, finally, never snag on raised surfaces and die prematurely. They will also happily launch from slightly within a wall now, as they don't become solid until after clicking into position. Overall, they should work alot more reliably in claustrophobic levels. +Fixed: Druid Dog-Mode Ice Ball charges more consistently. It would sometimes skip charge stages before, taking longer than neccessary. Fixed. +Fixed: Druid Dog-Mode Leaping Quake Punch would sometimes store the wrong height multiplier, throwing off its damage calculation. Fixed. +Fixed: Myrmidon Vorpal Axe Slash failed to use its failsafe slash mode if your back was against a wall, making you waste mana. Fixed. +Fixed: Some typos in TNT intermission text. Fixed. +Fixed: Fixed a rare overlay failure that might occur on the Lightbringer if you switched from the Mace or Spear and used the shield smite as the last thing you did. +Fixed: Mystics Urn keybind didn't work as it was mapped to an old item. Fixed. +Fixed: You still had a 0.7% chance to taunt sometimes even with the chance set to zero, since I put a less than or equal to, rather than a less than in one of the calculations. Fixed. +Fixed: Doom Imp had a burning death but for some reason skipped it and reverted to the old pillar of fire routine. Fixed. +Fixed: Crusader's Spear, when summoning spectral partisans repeatedly by holding down the button, could skip its check for mana when upgraded, allowing an infinite amount to be summoned in that one barrage. Fixed. +Fixed: Skeleton Minions, when created in Dimensional Instability mode, would be glowing blue when idle and unable to see you (i.e. Blur Sphere, as they're normally summoned by Necromancers). This no longer occurs. +Fixed: I recently discovered Code Inheritence doesn't work like I thought it did. As a result, Lightbringer's upgraded Primary Fire is no longer insanely OP, since it was OP due to it being glitched. +Fixed: If you tried to use an upgrade item whilst affected by the Blursphere or other player renderstyle change, the upgrade interface would inherit this, also becoming invisible or psychadelic. This has now been fixed. +Fixed: In Hexen Deathkings, the godawful level, Sump, uses weird ACS bullshit linked to Brown Serpents to lower parts of the level. Since Walp replaced the serpents, this no longer worked. A needlessly convoluted workaround to fix this with ZScript has been added. +Fixed: Spawners for monsters in general were given an extra 'robustness' pass, so they shouldn't fail to spawn in any circumstance now, even if the circumstance is weird (spawned in tiny closets, for example). +Balance: Many monsters were given around a +5-10% boost to HP. +Balance: Quietus Primary slashes weighting changed somewhat in favour of the vorpal slashes over the actual hits, so that the vorpal effect is more useful and less of a tickle at max range. Overall, this makes the sword slashes feel longer ranged. +Balance: Quietus Torpedo charges 20% faster & deals 10% more damage. +Balance: Quietus Blazing Fusilade deals 25% more damage. +Balance: Crusader Base HP reduced from 115 to 110. +Balance: Sturm Spear Primary Stabs & Swings deal 10% less damage. +Balance: Sturm Spear Partisan summon deals 10% less damage on impact. +Balance: Lightbringer Primary upgrade, now its bugfixed, is actually properly doing the damage its supposed to, around 1.75x if all three shots hit. +Balance: Firestorm Tertiary now costs 18/sec rather than 14/sec, and has a slightly lower floor for its minimum damage. +Balance: Firestorm Primary now deals about 7% more damage, has 20% more range, and costs around 2/3's of what it used to when sustained. These two changes are to make the primary a more attractive option for single target use as its now much more economical for this task. The tertiary remains awesome close AoE, just not quite as spammable. +Balance: Druid's Wolf transformation is now 30% faster, and there are now 3 null frames at the start during which you can switch. This is good for those odd ones among you that use mousewheel to switch weapons rather than the number keys: as before you couldn't wheel past the wolf form without activating it first. +Balance: Druid's Falcon Familiar, Turul, is much better at tracking the player and not quite so bloodthirsty in his murder sprees across the level when he can keep finding new targets (lol). He fires 1 less feather in his barrages than before as well. +Balance: Ichival's Artillery Arrow now costs 18 of both mana, rather than 15, it was rather underpriced before.
Spoiler: Credits-----------------------------------------------
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CREDITS:
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>> Several Code snippets (mostly heavily modified) and some sprites are by 4Page.
>> Footsteps ZScript by DenisBelmondo, edited by myself.
>> FireHammer sprites are by DEAD_FiSH.
>> Widescreen HUD sprites on Mace, Fists, Axe, Hammer, and Quietus taken from
Cronos Unleashed by Rip and Tear, with edits by myself.
>> AxeThrow Sprites, as well as base mage hands, cleric scalemail, and numerous
others by Neoworm; edited by myself.
>> Edits to my Kick Sprite by SallazarSpellcaster.
>> Crux Calicus Vortex Sprites are modified explosions (!) from Russian Overkill.
>> Some Firestorm & Quietus projectile sprites from Rise of the Triad.
>> Quietus alternate swing/stab sprites by Lord Lothar.
>> Quietus Torpedo sprite originally from BulletEye, edited by myself.
>> Quietus Tertiary swing sprite idea from QCDE, remade by myself.
>> Boots sprite, and Ice Spear sprite from Wrath of Chronos.
>> Whip Sprite changed into Grapple Chain for Myrmidon originally from High Noon
Drifter, edited by myself.
>> Glacial Spike from Hisoutensouken, ripped by Random Talking Bush, edited by me.
>> Frozen Doom Monsters by myself, Frozen Heretic Monsters by Neoworm.
>> Some bases for Burning Monster deaths, and Rockets, from Project Brutality.
>> Hell Chevalier sprites by Carnevil.
>> Improved Mummy Sprite by WARDUST.
>> Clapping Baron and Imp Shoot Animations by DavidG (Itsnaturetodie).
>> Initial code idea for hotkeys by Lagi.
>> Basic sprite for Axe/Sword Decal taken from Trailblazer and edited by me.
>> Some base monster sprites by Captain J, Captain Toenail, Zedek, Uboa.
>> Widescreen Split Statusbar (ZScript) by 3saster and Nightfright, edited by me.
>> Font [GargoyleWing] by Jimmy. Font [Midway] by Kinsie.
>> The Testmap and TitleMap use OTEX by Ukiro.
>> Music Credits: Bosa, Everattic, Halcyon Phoenix X, Matthias Verbinnen (Newgrounds).
>> Sounds by Kevin Schilder, Chia Chin Lee, Drew Markham, Tommccann,
Robinhood76, Humanoide9000, Grant_Evans, Partners In Rhyme, and 4Page.
>> Some Sounds obtained from Soundbible.com, GameSounds.xyz,
and a couple were taken from Wrath of Chronos and Russian Overkill.
>> Druid Voice Samples remixed from Turok II and Fire Emblem Fates Voices.
>> A handful of sounds were remixed from Nox, and Turok II, though edited.
If you are missing from the Credits and your stuff was used, vast apologies, please contact me
either at the GZDoom forums, or at DoomWorld (I am eharper256 in both places).
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Official Vids:
CLICK ME for FULL Official Youtube Playlist!!
DRUID VIDEOS
Elementalism in 0.97 (Doom, with Patch)
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MAGISTER VIDEOS
The Great Hall (Heretic) in 0.97
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MYRMIDON VIDEOS
Fallen Leaves (Doom) in 0.97.
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CRUSADER VIDEOS
Brimstone Outpost (Heretic) in 0.97
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GENERAL VIDEOS
Trolling the Cyberdemon! Showing all the Class Ultimate Weapons!
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