XRpg - Simple Hexen RPG mod [v1.4.2 Released] 2 NEW HUBS

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peewee_RotA
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Re: XRpg - Simple Hexen RPG mod [v1.4.1 Released] 2 NEW HUBS

Post by peewee_RotA »

First level of hub 3 is functionally complete. It's actually a pretty big hub, so it's got a ways to go. But I'm having fun looking at some new monster ideas.
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Vanille987
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Re: XRpg - Simple Hexen RPG mod [v1.4.1 Released] 2 NEW HUBS

Post by Vanille987 »

Halfway through HUB 2 now I think, scratch my point on too few enemies since HUB 2 has enough haha, sometimes it goes a bit too hard on minotaur's too imo and these new golem guys are really tanky. Otherwise no qualms tho, I really like the new enemies outside the tankiness of the golems, and open feel. I think HUB2 does the 'choose your difficulty well', especially with the lave area being guarded by a minotaur which gives a good hint of what to expect.

Just 2 more questions/notes:

These ice golems sometimes seem to do a move where they seem to be charging up and ice particles floating upwards around them, but it doesn't seem to do anything? Or I'm I missing something.

I also might've discovered an EXP exploit. These fire golems barely seem to be taking damage from sun spells which is understandable, although EXP gain is still the same. In the caldera of the minotaur, in the area I screenshotted there were like multiple fire golems, the fun thing was that I could spam the arc of death sun spell here (from the door) and amass a truckload of EXP constantly, only drawback being the mana consumption but still. I could grind a lot of levels if I wanted.

https://imgur.com/a/P4bbeX7
peewee_RotA
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Re: XRpg - Simple Hexen RPG mod [v1.4.1 Released] 2 NEW HUBS

Post by peewee_RotA »

Yay! That's what I was going for. I was hoping players would try to explore those regions that way.
Vanille987 wrote:These ice golems sometimes seem to do a move where they seem to be charging up and ice particles floating upwards around them, but it doesn't seem to do anything? Or I'm I missing something.
The ice golems came in a WAD with this note:
From the jounal of Edwin Heikassan,
Associate Instructor of Enchantment
17th day, Month of the Hammer, 539 TA

Ever since the inception of the high art of golemworks, the concept of an
ice golem has only ever been a subject of comedy. When someone thinks of ice,
durability and sustainability does not exactly spring to mind, certainly when
stone is so readily available!
That is about to change! After only a few months of experimentation, I have
succeeded in creating a durable ice golem! The main issue, of course has been
keeping the ice from melting. The issue plagued me for quite a while, as the
prototypes never lasted longer than a day before they lost integrity. Then it
hit me! I devised a way for the golem to condense and freeze moisture in the air
itself! Not only did it give it the ability to remain in form indefinitely, but
it gave it the intriguing ability to regenerate substance lost in combat!
Further density enchantments make the subject even more resilient over a longer
period of time than the more conventional stone golems!
Unfortunately, the ice golem still has a weakness to heat, and especially
fire. Being made of ice that was unavoidable. However, it is more resistant
than expected, and I would surmise that the golem could potentially last for as
long as a week in a desert before crumbling.
I shall work further on perfecting and documenting the process of creation.
Then I will publish my findings.
I looked into the code and they appear to heal back up to 150 health with that move. It's not much by the time you're at that level, and it doesn't matter with the arc of death attack. They seemed fun as is, so I didn't modify them from the original resource.

There are some monsters that have that XP glitch. It seems to be from modify damage functions being run in unexpected orders. The player's XP methods run before damage is reduced. But as far as I can tell the normal damage factor code works properly. So I may be able to fix it. One thing to keep in mind is that some of the monsters really do have a ton of health. A stone (gray) fire golem should have at least 1,500 HP.
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Vanille987
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Re: XRpg - Simple Hexen RPG mod [v1.4.1 Released] 2 NEW HUBS

Post by Vanille987 »

I see, yeah it's definitely not something super important, just wondering what it did!

How much does sun damage do to golems? as an experiment, I spammed the arc of death spell around 40 times on them before trying to finish them off with the regular arc of death attack, and it still took around 5-6 arcs. SO I'm assuming sun spells do very little damage to them.

Oh and one more question if you don't mind, how do the death version of arc of death and frost shards work precisely? Arc of death sends a ghost that seems to do very little damage? And the frost shard version seems to lock enemies while damaging them and creating mines?
peewee_RotA
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Re: XRpg - Simple Hexen RPG mod [v1.4.1 Released] 2 NEW HUBS

Post by peewee_RotA »

Try aiming it at a corpse.


The frost shards version is to stun them.
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Re: XRpg - Simple Hexen RPG mod [v1.4.1 Released] 2 NEW HUBS

Post by Vanille987 »

Will do, thanks! I feel stupid for not thinking about that now
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Vanille987
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Re: XRpg - Simple Hexen RPG mod [v1.4.1 Released] 2 NEW HUBS

Post by Vanille987 »

Completed HUB 2 now! Also did the secret level in HUB2. Not much more to add expect I found the final battle a bit too insane, also not sure what happened but flying in the air during that battle got me crushed seemly randomly killing me instantly?

That said I do love how the wing of wraith made a 'post-game', something I wish the vanilla HEXEN games did
peewee_RotA
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Re: XRpg - Simple Hexen RPG mod [v1.4.1 Released] 2 NEW HUBS

Post by peewee_RotA »

Vanille987 wrote:That said I do love how the wing of wraith made a 'post-game', something I wish the vanilla HEXEN games did
I am ashamed to admit that I didn't realize until this year to use the wings in 7 Portals on the secret level. :oops:


I'll test out the labrynth with wings. I'm not entirely sure what would do that, but it's possible that the giant spike traps can still hit you if you are above them.
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Vanille987
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Re: XRpg - Simple Hexen RPG mod [v1.4.1 Released] 2 NEW HUBS

Post by Vanille987 »

haha, it makes it a lot easier though without is a fun challenge.

Oh that could be the culprit, they may 'stretch' upwards to infinity and crush me against the sky ceiling?
peewee_RotA
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Re: XRpg - Simple Hexen RPG mod [v1.4.1 Released] 2 NEW HUBS

Post by peewee_RotA »

Another map functionally complete for hub 3. A few more to go.
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Re: XRpg - Simple Hexen RPG mod [v1.4.1 Released] 2 NEW HUBS

Post by peewee_RotA »

One more down. This one was a lot of fun. Really scary dark section with candles. The kids were creeped out.
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Vanille987
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Re: XRpg - Simple Hexen RPG mod [v1.4.1 Released] 2 NEW HUBS

Post by Vanille987 »

well I'm glad I started as mage so I can spam the sun spell for light, don't like darkness D:
AvzinElkein
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Re: XRpg - Simple Hexen RPG mod [v1.4.1 Released] 2 NEW HUBS

Post by AvzinElkein »

You should clean some of the older code up:

Code: Select all

Script warning, "xrpg.pk3:zscript/xrpgbishop.zs" line 189:
Accessing deprecated member variable ScaleX - deprecated since 2.3.0, Use Scale.X instead
Script warning, "xrpg.pk3:zscript/xrpgbishop.zs" line 228:
Accessing deprecated member variable ScaleX - deprecated since 2.3.0, Use Scale.X instead
Script warning, "xrpg.pk3:zscript/xrpgundead.zs" line 70:
Accessing deprecated function A_PlaySound - deprecated since 4.3.0, Use A_StartSound() instead
peewee_RotA
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Re: XRpg - Simple Hexen RPG mod [v1.4.1 Released] 2 NEW HUBS

Post by peewee_RotA »

AvzinElkein wrote:You should clean some of the older code up
Thanks. I plan on resolving those warnings in the next version. I'm trying to develop the map pack while locked into the current version, and will put out an update after. That wayI know it's stable with the current version.

Let me know if you see anything else that needs attention.
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Re: XRpg - Simple Hexen RPG mod [v1.4.1 Released] 2 NEW HUBS

Post by AvzinElkein »

How do I access the Fighter skills?

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