Walpurgis 0.94A (For Doom/Heretic/Hexen) [0.94A Release!]

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Re: Walpurgis 0.93 (For Doom/Heretic/Hexen) [HOTFIX/New Trai

Postby SallazarSpellcaster » Tue Jun 15, 2021 7:08 pm

eharper256 wrote:Oh, if you mean, you can't repeatedly press F1 to cycle pages? Yeah that's just a GZDoom thing; if you F1, and then Enter, it works fine.

To my knowledge, F1 is only able to trigger the first Help page. You'll see the same behaviour in Doom. It's likely that way because all the games, by default, only have 1 help card rather than 5 like Walp lol.


Alright, I just tried it without any other mods loaded and it worked just fine - it was a conflict with something!
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Re: Walpurgis 0.93 (For Doom/Heretic/Hexen) [HOTFIX/New Trai

Postby eharper256 » Wed Jun 16, 2021 12:48 am

SallazarSpellcaster wrote:Alright, I just tried it without any other mods loaded and it worked just fine - it was a conflict with something!

Mmm, it means that something else was re-defining the GameInfo block that adds InfoPages.

Some wads might do this in such a way that its own page is there when you're in the map, but then, Walp is changing the pointer so it points to the WalpHelp card. The fun-times of certain load orders and their hilarious interactions. :lol:
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Re: Walpurgis 0.93 (For Doom/Heretic/Hexen) [HOTFIX/New Trai

Postby eharper256 » Sat Jun 26, 2021 2:28 am

Oof, sorry for the lack of updates for last few days, work has been piling it on me, and then various relatives and friends have been finally receiving their jabs (1st or 2nd in various cases) and visiting me for the first time in a while. Nice to see them all in person, of course!

The only serious update of note is that the secondary fire of the Dagon's Cane is now complete. I was going to wait until I had all three modes done before showcasing another video, though.
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Re: Walpurgis 0.93 (For Doom/Heretic/Hexen) [HOTFIX/New Trai

Postby PresBarackbar » Wed Jun 30, 2021 11:17 am

Ok so I've had some thoughts recently while getting back into Walpurgis a bunch.

Suggestion: I had an idea for Aestus upgrades if you haven't already decided on them

Primary: Increase rate of fire and projectile speed (to make it easier to hit distant targets)
Secondary: Meteor no longer travels on the ground (so you can hit enemies on a different level from you)
Tertiary: Slamming the whip hits in a nice 360 arc from you for better crowd control

Gripe: The more I use Quietus and the Warg Form, the more and more frustrated I get with their secondary attacks. I like the IDEA of homing projectiles, but I can't tell you how many times I've aimed both of these attacks fully charged at a really dangerous enemy only to have it fly off mid way and hit a Lost Soul. I'm not sure what could be done to alleviate that but its really my only complaint about anything at the moment.
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Re: Walpurgis 0.93 (For Doom/Heretic/Hexen) [HOTFIX/New Trai

Postby SallazarSpellcaster » Wed Jun 30, 2021 2:03 pm

Hello!

Finally finished a playthrough of Hexen with Walpurgis -as Crusader- + Corruption Cards (It works on Hexen, surprisingly) + ERBLA Monster pack. It was sadistic, terrifying, frustrating, and really fun.

Something did come to my attention though. Under high-stress situations (which, granted, aren't too frequent when playing normally,) the Crusader's Icon of the Defender REALLY lags behind the rest. It doubles total damage output, but also doubles mana consumption as a result which ultimately makes it more wasteful than useful; plus, it's the only icon which doesn't offer some form of damage mitigation or healing capacities, and though it reflects damage received, there's no point on reflecting, for example, 100 damage points when you only have 75hp left. Myrmidon's deals quad-damage + health absorption which not only makes Baratus mana efficient, but also lets him tank heavy attacks while it lasts; Daedolon's freezes time, and Illitheya makes her a semi-tank through healing. Only Parias leaves him completely vulnerable which, on the long run, makes using Mystic Ambits more useful on their own than an Icon of the Defender.

Another thing, just as an observation, there are only 2 spawn points for upgrades on vanilla Hexen, one in Shadow Woods and one in Castle of Grief. Deathkings has another 8 spawns, but the base game has only 2. Regardless, playing with CC+ERBLA was an interesting experience which really made me use every single tool at my disposal, while being mindful of mana expenditure, map layout, etc. Call it Hexen - Dark Souls mode, but damn it was a hell of a ride!

The Crusader's icon of the defender may benefit from returning invulnerability, instead of damage deflection, it might be more generic but also more on-par with the rest of Icons.
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Re: Walpurgis 0.93 (For Doom/Heretic/Hexen) [HOTFIX/New Trai

Postby eharper256 » Thu Jul 01, 2021 3:33 am

PresBarackbar wrote:Suggestion: I had an idea for Aestus upgrades if you haven't already decided on them

Primary: Increase rate of fire and projectile speed (to make it easier to hit distant targets)
Secondary: Meteor no longer travels on the ground (so you can hit enemies on a different level from you)
Tertiary: Slamming the whip hits in a nice 360 arc from you for better crowd control

Thanks for the ideas; I was wondering about Aestus upgrades lately, and those are pretty good, you pretty much nailed what the Primary upgrade was going to be, and the meteor was either between losing its ground based behaviour or bouncing off walls, and I wasn't sure about the whip, so I might well go with that!

PresBarackbar wrote:Gripe: The more I use Quietus and the Warg Form, the more and more frustrated I get with their secondary attacks. I like the IDEA of homing projectiles, but I can't tell you how many times I've aimed both of these attacks fully charged at a really dangerous enemy only to have it fly off mid way and hit a Lost Soul. I'm not sure what could be done to alleviate that but its really my only complaint about anything at the moment.

The Warg's Ice Comet shouldn't be homing anymore? That was changed a couple of versions back as I decided I didn't like it either.

Quietus is a bit more contraversial, since I added homing because missing with the ball is rough when you're fighting bosses. That said, I can also pop in a CVAR for this behaviour if you like.

SallazarSpellcaster wrote:Something did come to my attention though. Under high-stress situations (which, granted, aren't too frequent when playing normally,) the Crusader's Icon of the Defender REALLY lags behind the rest. It doubles total damage output, but also doubles mana consumption as a result which ultimately makes it more wasteful than useful; plus, it's the only icon which doesn't offer some form of damage mitigation or healing capacities, and though it reflects damage received, there's no point on reflecting, for example, 100 damage points when you only have 75hp left. Myrmidon's deals quad-damage + health absorption which not only makes Baratus mana efficient, but also lets him tank heavy attacks while it lasts; Daedolon's freezes time, and Illitheya makes her a semi-tank through healing. Only Parias leaves him completely vulnerable which, on the long run, makes using Mystic Ambits more useful on their own than an Icon of the Defender.

Well, ~technically~ all the icons also give a flat 50% damage reduction on top of armour, but yeah basically Parias' was designed under the assumption that he's already by far the tankiest and would appreciate damage output. Originally it also had a tiny bit of regeneration as well when it first came in, but it was a bit flaccid so Illitheya got a much better regen version, as you know.

I do see what you're saying though, as his is a bit of outlier. The main issue (lol) is that there are only so many power-up types that I can use that can be helpful. I'll look into options for it though, as this kind of feedback is interesting to think about.

SallazarSpellcaster wrote:Another thing, just as an observation, there are only 2 spawn points for upgrades on vanilla Hexen, one in Shadow Woods and one in Castle of Grief. Deathkings has another 8 spawns, but the base game has only 2. Regardless, playing with CC+ERBLA was an interesting experience which really made me use every single tool at my disposal, while being mindful of mana expenditure, map layout, etc. Call it Hexen - Dark Souls mode, but damn it was a hell of a ride!

The Crusader's icon of the defender may benefit from returning invulnerability, instead of damage deflection, it might be more generic but also more on-par with the rest of Icons.

Hmm, yeah for some reason I thought there were more Dark Servant spawn points in vanilla hexen, but looking at the wiki you're absolutely right; I was probably confusing it with Deathkings. I may well replace the Boots of Speed (does anyone use them for anything?) or perhaps add a random spawner for the Bracers to give them a small chance to be an upgrade.

You'll hopefully appreciate proper Dark Souls mode that should be coming in 0.94 with the special (Estus Flask) version of the Philter of Vitality!
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Re: Walpurgis 0.93 (For Doom/Heretic/Hexen) [HOTFIX/New Trai

Postby KynikossDragonn » Thu Jul 01, 2021 7:16 am

eharper256 wrote:I may well replace the Boots of Speed (does anyone use them for anything?)


"Boots of Speed" is primarily useful in speedrun skips, but otherwise I don't think I've seen very many players use that artefact otherwise.
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Re: Walpurgis 0.93 (For Doom/Heretic/Hexen) [HOTFIX/New Trai

Postby PresBarackbar » Thu Jul 01, 2021 11:59 am

eharper256 wrote:The Warg's Ice Comet shouldn't be homing anymore? That was changed a couple of versions back as I decided I didn't like it either.


Embarassing! I guess I just remember it so strongly from before. You are right, it is not homing currently. Time to get in more Druid play!

eharper256 wrote:I do see what you're saying though, as his is a bit of outlier. The main issue (lol) is that there are only so many power-up types that I can use that can be helpful. I'll look into options for it though, as this kind of feedback is interesting to think about.


I had to edit because I thought of an idea. If you wanted it to be more flavorful plus go with the idea that you're going to use an Icon in a moment of stress, I think it'd be cool if the Crusaders Icon gave him Firestorm's tertiary for the duration of it in addition to whatever else. Give you a real "unleashing the wrath of God on the heathens" sorta feel!
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Re: Walpurgis 0.93 (For Doom/Heretic/Hexen) [HOTFIX/New Trai

Postby eharper256 » Fri Jul 02, 2021 12:10 pm

KynikossDragonn wrote:
eharper256 wrote:I may well replace the Boots of Speed (does anyone use them for anything?)


"Boots of Speed" is primarily useful in speedrun skips, but otherwise I don't think I've seen very many players use that artefact otherwise.

Yep, I figured. The only real use I can recall was using one when dashing between hub levels.

PresBarackbar wrote:Embarassing! I guess I just remember it so strongly from before. You are right, it is not homing currently. Time to get in more Druid play.

Heh, yeah its fine; it was quite obnoxious before since the ball doesn't have much AOE either.

PresBarackbar wrote:I had to edit because I thought of an idea. If you wanted it to be more flavorful plus go with the idea that you're going to use an Icon in a moment of stress, I think it'd be cool if the Crusaders Icon gave him Firestorm's tertiary for the duration of it in addition to whatever else. Give you a real "unleashing the wrath of God on the heathens" sorta feel!

Periodic fake 360 degree Discs of Repulsion were an option; though that would go in instead of the reflect damage (which could move to Druid in that case).
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Re: Walpurgis 0.93 (For Doom/Heretic/Hexen) [HOTFIX/New Trai

Postby PresBarackbar » Sun Jul 04, 2021 1:28 pm

You know, after watching Civvie 11's video on HeXen the other day, I definitely appreciate this mod a lot more. The weapons in Walpurgis are just so much more interesting than in the base game. Like sure, Arc of Death is a cool lightning spell, but Fulgur just feels so much cooler to use. Top that off with the really creative new stuff and the upgrades and HeXen really feels like a more fresh, dynamic experience. Not to mention you can use it on Heretic and Doom!
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Re: Walpurgis 0.93 (For Doom/Heretic/Hexen) [HOTFIX/New Trai

Postby eharper256 » Tue Jul 06, 2021 9:38 am

PresBarackbar wrote:You know, after watching Civvie 11's video on HeXen the other day, I definitely appreciate this mod a lot more. The weapons in Walpurgis are just so much more interesting than in the base game. Like sure, Arc of Death is a cool lightning spell, but Fulgur just feels so much cooler to use. Top that off with the really creative new stuff and the upgrades and HeXen really feels like a more fresh, dynamic experience. Not to mention you can use it on Heretic and Doom!

Well thanks! :wub:

Yep, base Hexen has not really aged that well, which is why it has rather fallen off on the wayside compared to Doom.
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Re: Walpurgis 0.93 (For Doom/Heretic/Hexen) [HOTFIX/New Trai

Postby eharper256 » Thu Jul 15, 2021 1:01 am

Hello everyone!

Not dead over here; but I've recently taken on a few new aspects and responsibilities in my job which has needed some extra post-work training and studying.

That is calming down now, but it has meant I've done very little to Walp the last few weeks despite meaning to; I've usually just used what small spare time I have had to play games and some maps.

Hope you're enjoying 0.93, and don't worry, 0.94 hasn't been forgotten, its just iRL getting in the way.
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Re: Walpurgis 0.93 (For Doom/Heretic/Hexen) [HOTFIX/New Trai

Postby eharper256 » Mon Jul 19, 2021 2:21 pm

At last, here's the short preview of Dagon's Cane for the Druid; showing all three of its cool Fire modes: Hydro-Blast, Geyser, and Aqua-Charge, which are now all fully animated!

I've put quite a bit of work into this sucker (as much as I've done with the Agnus Abyssus and Fulgur, for sure, if not more); but I'm finally done with my coral mythos staff, whee.
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Re: Walpurgis 0.93 (For Doom/Heretic/Hexen) [HOTFIX/New Trai

Postby Lagi » Mon Jul 19, 2021 3:50 pm

at first when i saw this stick with coral end i was like - you losing it harper.

but it make ton of sense now. The bubble water projectile. The gaizer stick. The name Dagon.
only this "drill through" attack doesnt seems to follow the sea theme that much. but still its an excellent job.

from gameplay/sensibility perspecive the stick is used only to hit the ground. And this weapon is more of another hand spell.
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Re: Walpurgis 0.93 (For Doom/Heretic/Hexen) [HOTFIX/New Trai

Postby eharper256 » Tue Jul 20, 2021 1:06 am

Lagi wrote:at first when i saw this stick with coral end i was like - you losing it harper.

but it make ton of sense now. The bubble water projectile. The gaizer stick. The name Dagon.
only this "drill through" attack doesnt seems to follow the sea theme that much. but still its an excellent job.

from gameplay/sensibility perspecive the stick is used only to hit the ground. And this weapon is more of another hand spell.

Yes, it's Lovecraft Mythos related. The Druid was always actually supposed to be a bit of a crazy cultist type; and each of the magic items is themed over a strange ancient god; the Primordial Wolf, the Snake Eternal, and the Brightest Butterfly (and now the Sea Leviathian). And if you watch closely, the Elder Sign shows up during the primary fire!

I had someone else mention the fact that the cane is more of a focusing element than used directly, but that's okay; staves can do that. I've always liked it when the purpose of the artifact is to grant powers to its wielder, rather than being powerful in of itself. 8-)

When I eventually get the point of doing art for the upgrades, Dagon's Cane might gain a suspicious eye or tentacle or two for good measure. :)

The drill through is supposed to getting the Druid to turn into water herself and rush forwards; but I also wanted it to be a quick, panic button attack, so its not very clear in the animation: I might tweak it a little to make that more obvious.
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