Re: Hexen: Walpurgis 0.9 (For Doom, Heretic & Hexen) New Vid
Posted: Sun Nov 08, 2020 1:19 pm
Really like the new projectiles!
Discussion about ZDoom
https://forum.zdoom.org/
Thanks! I'm pretty happy with the results so far.PresBarackbar wrote:Really like the new projectiles!
Walp will work with anything that doesn't have sweeping arsenal and actor changes and there a wide defintion of what makes for 'good' in maps. For me; intuitive flow and fair difficulty are the premium points. In my case: equivalent to the original TNT at UV is probably around what I consider 'fair' since I kinda suck, but most 2010's era maps start to swerve into a ridiculous difficulty level three times that even if you play HNTR/difficulty 2.Linz wrote:Reccomendation for maps anyone?
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Doom megawads that are good for Walp:
Chainworm Commando
Whispers of Satan
2048 unleashed
EPIC
Legacy of Heroes
Torment and Torture
Goetia
Scythe 1
Kama-Sutra
Akeldama
The Czechbox
Hexen Megawads/Hubs:
4 Weeks of Pain
Penumbra
The Scourge of Viscerus
I can't actually think of any Heretic ones off the top of my head.
Thanks for the Heretic Recs. I think I've only played Sold Souls (and it was too hard for me, lol).Lagi wrote:heretic
Ah, thanks for figuring that out! I couldn't find the option for the life of me (not helped by the new 'simple options' thing that it introduced).HLRaven wrote:You can actually fix this by going in Options, Full Options, Miscellaneous and turning "Disabling Menu Clean Scaling" to on
Thanks! Glad you like it!RafaHell wrote:Love this mod! Makes Hexen combat fun !!
Heh; in the stereotypical sense you're right. As someone who has GM'ed alot of Dungeons and Dragons tabletop games, mind, you see quite a few Druids that go off character. One who couldn't shapeshift at all, and just mastered vine whips and lightning strikes. One who called themselves an 'Iron Druid', presumably based on Atticus from the Iron Druid book series, who used alot of knives and was indeed a multiclass rogue, and who I allowed to shift into a iron porcupine form as their shifter. And a few Kannagi's/Miko's (Japanese Shinto Nature Priests) which work completely differently.RafaHell wrote:One small nitpick with your new Druid class: Doesn't feel much like a druid to me... I dunno, usually their weapons are more "nature-based" (oak staff or shilellagh/club, sickle or scimitar if you want the slashy-slashy, slings or wooden shortbows for range).
This feels more like a... an "amazon", if you will. Or even a thief, what with that dagger.
Not at all; I prefer comments to internet silence anyday. Go wild (heh).RafaHell wrote:I don't mean to impose my opinions on you at all (I'm a nobody on the internet, after all), but if I may, this is how it could feel more druidic (I'm just gonna go wild, but hopefully it helps in giving ideas):
Fun fact: the original plan was indeed to use the expanded Heretic staff as the 1 slot weapon. But then I randomly sprited the Baselard and thought 'fuck it, I like knives, it's gonna be knives'. Since I ended up putting a fair bit of work into that sprite, I'm probably not going to change it now, no offence. Petrify and Hypnotism as free mana-less abilities is also pretty overpowered and would be hard to balance (and Hypnotising monsters is already on the Hebiko's 2nd fire).RafaHell wrote:Slot 1- Sling with stones (or acorns, like in the movie "Willow") that turn enemies to stone or something like that. Alt attack enrages enemies so that they attack whatever's nearest to them?
Slot 2- Hebiko's Sceptre here. Maybe make the attacks more melee ranged (homing attack could be more of a short-range, damage-per-second kind of thing, for example).
Slot 3- Ichival Bow.
Slot 4- Shapeshift.
The shapeshift ability is definately druidic, that's for sure!
Imho I feel it would be better as a "4" (like an ult), though.
Well, you do get to summon a pet plant in the flechette. XDRafaHell wrote:I just wanna mention that, when you announced the druid, I imagined more of a "pet" class, where one of the weapon slots would summon a bear or wolf or something (or a bat or spider!), complemented by other "nature-based abilities/weapons" in the other slots.
And I imagined she could be more of a CC class, with plant snares, and short duration paralyzing missile weapons (like the sling + stones/acorns).
Thanks again. Let me know how you fare in various levels. The main thing I'm often wondering about is how people find the difficulty and gameplay loop in levels from all the games, but its something I don't get alot of feedback on. Balance changes only really happen when I personally find something horribly out of bounds, and since I'm a mediocre doom player, I do wonder about even those...RafaHell wrote:This is the best Hexen mod, bar none, imo. (I know you can play Heretic n' Doom maps with it as well)
Hmm, maybe. Loose chickens, pigs, etc, occasionally spawning in the place of low-tier items like Vials/Discs could be a thing, with a food HP drop. I think about that, could be fun!RafaHell wrote:If I may, I'd like to add a suggestion to add critters to the world, like Brutal Hexen RPG does, except not make them so annoying and deadly !!
Cheers
Yup, its quite a stark difference to before!PresBarackbar wrote:Now THAT'S some serious looking firepower! I can't wait to get my hands on it.
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[0.91]
'Stop Bossing Me Around'
-----------------------
+New!: The Deathkings, the humanoid bosses of Hexen, get an entire rework;
to make them more interesting to fight.
~ Menelkir is now a Lightning Master who can unleash plasma balls,
~ trails of seeking plasma, tendrils of lightning, and huge, devastating
~ shockwaves. He blinks around when wounded to evade hits.
[ Zedek IS IN YOUR FACE, remodelling it with his Hammer of Retribution.
[ He's really fast at closing distance and slippery, with good HP,
[ and is very deadly if he can corner you in melee.
+ Tradactus is now a fast, flying Super-Bishop. He zips around his
+ warrens, pelting you with attacks, whilst constantly summoning
+ Lesser Bishops and Reivers to dogpile you.
+New!: Imps, Both Chaos Serpents, Barons/Knights, Revenants and Caco's all
get revised projectiles with improved looks and less random damage.
This especially helps with fighting mid and higher tier Doom enemies in
Walpurgis, leading to less instagibs for the poor Magister and Druid
from 80 damage Revenant missiles and other such RNG related craziness,
which are alot more deadly when your Armour save fluctuates heavily,
as it does in Walp, but does not in Doom.
+New!: Doom Zombies are no longer hitscanners. Been meaning to do this for awhile,
they now fire tracer projectiles. Basic Zombiedudes are probably mildly
more dangerous as they fire short bursts now, but they are still horribly
inaccurate. Shotgunner remains similar danger, chaingunner is slightly
easier due to loss of his hitscan and near-perfect accuracy. They also
gained new sounds for their guns. Spider Mastermind is also affected.
+New!: Armour is overhauled. You will now only rarely spot individual pieces,
as normal Armour drops of all kinds are now class-specific packages
with their own unique sprites (i.e. Myrmidon gets a full set of Legion
Armour, Magister gets a Spellweavers Robe and Boots). The maximum amount
of armour you can have is now slightly higher as well.
+New!: The Torch Item now uses Dynamic Lights so that it properly acts like,
well, a torch (lol), rather than the Doom Light Amp Goggles. It casts
an orangy-yellow halo in a reasonable range, and it flickers.
+New!: General graphical and audio effect improvements, such as a revised
effect when you drink from the Mystic Urn and the Krater of Might and
more variety for pain sounds.
+New!: The Ichival gets a big overhaul to make it better!!
>> The old Secondary (Butterfly Shot) is gone, replaced with the
Artillery Arrow. As this arrow flies, it clones itself over and
over in all 8 cardinal directions relative to its flightpath.
Hence, the longer it flies, the more firepower it produces! At
medium distance, it can be a powerful shotgun blast, and at long
distance, its a wide area MIRV strike in an 8 pointed star shape.
The puts the Ichival's Secondary Fire on par with the other ult's
for horde clearance, especially if you can fire from above.
>> The old Tertiary Fire is also gone, replaced with the Bouncing
Blazer. This arrow ricochets many times whilst spewing napalm.
This makes it especially strong in tight corridors where it can
maximise its bouncing and napalm concentration; thought quite
poor in wide open areas. It can also bounce off monsters!
>> The Primary Fire now zooms in to 2x after a short delay holding the
arrow in the string, and time slows, allowing you to snipe!
Its now also 33% cheaper, costing 8 of both mana, rather than 12.
>> The secondary and tertiary fire now have different arrow effects when
on the string, and also slightly different sound effects.
>> Finally, the bow itself got slightly improved sprites.
+Tweak: The Mystic Urn now allows you to overfill your HP (up to 200!) like Doom
Soul Spheres making it a fair bit more useful and not something clogging
up your inventory all the time until you're really low on health.
+Tweak: Firestorm Font Tertiary Fire (Blazing Barrier) can now be sustained by
holding the Reload button. As it probably should have since the start,
but I was lazy with the coding lol.
+Tweak: New, better looking Gas Cloud sprites and effects.
+Tweak: Quietus flames now have appropriate green embers.
+Tweak: Druid Dog Mode Claw sprites improved. Dog Nose is no longer shown when you
are transformed as it didn't look very good to be honest.
+Tweak: Druid Hebiko Sceptre Tertiary Fire now fires a Gas Grenade, which explodes
on 3 bounces, or hitting an enemy, rather than simply deploying the gas
at your location directly, which makes it easier to use.
+Fixed: When the Ichival only had enough Mana for 1 shot, it would sometimes take
that mana and then fail to work, wasting it and switching weapon, due
to the odd behaviour of A_Refire. This has been fixed.
+Fixed: When adding a quick bind to Flechettes; the Druid's Frenzyweed Flechette
was not included, so the bind wouldn't work for her. Fixed.
+Fixed: Non-Druid Ultimate weapon pieces were displaying generic pickup messages
in some cases. Now each part has a unique message again.
+Fixed: Druid's Hebiko Sceptre would sometimes entirely fail to check for mana
when using the Gas Cloud and Hypnosis, allowing free spam of them. Fixed.
+Fixed: Druid's weapons had no pickup sounds set, so would play the default.
They now have sounds defined.
+Balance: Quietus Secondary Torpedo now charges up 33% faster (!) and if you
miss the overcharge timing it will now automatically fire, rather
than blow up in your face. None of the other ultimate weapons had
a penalty like this and it was a needless nerf to Quietus. It should
now be a mighty and reliable attack.
+Balance: Crux Calicus Primary Fire revised; it now rips through enemies, but
maintains its wall-bouncing. Its damage is now different but still
much better than previous. It also gained a graphical and sound
overhaul to give it a more satisfying 'oomph' to be more on par with
the other ultimate primary fires.
+Balance: Druid Dogmode primary slashes no longer use any Aetherial Mana, and
the secondary Ice-Ball mode charges up about 25% quicker than before.
+Balance: Damage from Firestorm Secondary and Agnus Abyssus Primary nerfed,
as there were some weird random numbers causing the damage to be much
higher than expected in 0.9.
+Balance: Firestorm Secondary Verdant Mana cost increased by 2 (from 8 => 10).
+Misc: A CVAR to prevent Firestorm's Secondary Fire from creating heat and
soot decals was added. A request from Doomworld.
+Misc: Druid Dogmode vision now defaults to colour, if you've not played Walp
before. Remember you can change it in the Walpurgis options!