BRUTAL HEXEN RPG (ZDL Edition) v4.7

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Re: BRUTAL HEXEN RPG (ZDL Edition) v4.7

Postby Darkzero » Wed Mar 11, 2020 12:54 pm

I just joined to tell you guys how much I appreciate your hard work in creating this great mod. I played through v4.6 using the fighter and it was really great. I only had a few issues that I had to cheat to overcome...The game hung every time I tried to enter the area with the swamp key, I had to use the butcher cheat to get through the dungeon because of the never ending spawning of ettins and the same problem with the reivers. Regardless, I really did enjoy it. I also just downloaded the new 4.7 update so I'm going to try that later to see what's new (hopefully the mage isn't so weak).
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Re: BRUTAL HEXEN RPG (ZDL Edition) v4.7

Postby Darkzero » Wed Mar 11, 2020 12:58 pm

Oh I almost forgot...Is it possible that I could get the megawad as well?
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Re: BRUTAL HEXEN RPG (ZDL Edition) v4.7

Postby ZDL_800 » Thu Mar 12, 2020 6:46 pm

Thankyou for the reply Darkzero.

We appreciate your time. As I read your post I noticed the swamp bug, in 4.7 the issue should be fixed.

Also the Brutal Horde is not a bug you have to fight, kill, and kill more.

Hopefully on the new update, start the brutal rampage with the MegaWAD included with your DLC WAD and experience Total Epic Brutality.
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Re: BRUTAL HEXEN RPG (ZDL Edition) v4.7

Postby SallazarSpellcaster » Fri Mar 13, 2020 6:15 am

Hello! I waited until the swamp bug was squashed to try this version of Brutal Hexen, here are some thoughts!

General:
I realize this mod is still really early in its development, still, it's fun to play as it is, though there are some places with room for improvement. These relate to the whole game, not to any particular character.

- Wildlife is a cool addition, but as it is, it's actually more dangerous than large-scale monsters! I fear no Heresiarch, but damn cave spiders frighten the bejeezus outta me. My suggestion would be to balance these creatures so that they cause negligible damage when alone -one point at most, - but can be dangerous in groups; their speed is also an issue, since they're tiny, they move too quickly to actually be hit, this could be balanced by either slowing them down considerably, or by giving them so little health that they can can be killed with a single hit, making them a nuisance rather than terrifying opponents.

- The Brutal Hexen info section could use an overhaul, particularly to explain what every stat does. Some, such as max health, mana, and physical strength are pretty self-explanatory, but stuff such as tactical ability and arcane mastery seem a bit vague.

Baratus:
Being the most developed character, I completed the game with him, as he's the only one who's fully playable -and enjoyable- for now. Currently there isn't a lot that could be changed for this character, as he's fun, and brutal, to play with.

For the other two characters, I used "give all" to accord them both weapons and levels, as in their current state, they're not yet as fun to use from the beginning as Baratus is.

Parias: I built him focusing on physical strength for his mace, and arcane mastery for -I assume - his magic damage.

- He has a bit of a rough start, as his mace doesn't seem to deal as much damage as Baratus', though it's still manageable at first. Also, possible bug: by using "give all" the static frame of his mace is changed to a necromancer's sickle surrounded by a red aura. Problem comes with his mana-powered weapons, as they generally lack a consistent damage output.

- Serpent Staff: for some reason, it uses green mana, making the earlier portion of the game much more difficult, as you need to constantly convert blue mana into green. It's main attack deals a more consistent amount of damage, but its secondary fire isn't cost effective regarding the damage it causes. Also, it seems like fire modes are flipped around - main fire causes health drain, while secondary shoots projectiles.

- Firestorm: it uses blue mana, though it's not a big deal by the time you find it, since mana drops are now relatively even. First fire mode, same as with the Serpent staff, barely deals enough damage to be worth using. Its secondary fire is pretty cool though, and was my main method for dealing consistent damage.

- Wraithverge: its primary fire is alright, as badass as ever. Secondary fire though deals too little damage to be worthwhile.

Daedolon: With him, I focused entirely on arcane mastery. I understand he's the least developed character so far, though I'll still offer some thoughts on his current situation.

- Sapphire Wand: Neat firing sounds and effects, useless in execution. It takes over ten or so hits to kill a single ettin with it, making Daedolon's start nearly impossible on difficulty 3, and suicidal on difficulty 5. Its lack of a secondary fire mode also puts it at a disadvantage when compared to the other starting weapons, especially Baratus'.

- Frost Shards: Cool concept, awful execution. Same as with the wand, its primary attack deals too little damage, even when standing right next to an enemy. The secondary attack is actually really cool -fireballs are badass- but it seems to deal even less damage.

- Arc of Death: Same situation, primary damage is negligible, barely managing to bring an ettin down to a half of his hp. Secondary is really cool, though, as was my main means of dealing damage while I played as Daedolon.

- Bloodscourge: Same as above, barely deals any damage to enemies. Its secondary attack, I believe, could be better, as it's currently little more than a firebolt.

Suggestions: As I said, I understand Parias and Daedolon are currently not as developed so I'll talk mostly about how I believe they could be further developed. I'll exclude mentioning the obvious -more starting weapons, and familiars, just like Baratus- and try to focus more on their current weapons.

-Serpent Staff: Switching back its mana color would make it better suited for an early game experience, as blue mana remains more abundant overall. Switching its fire modes would be another step in the right direction, as it would give Parias early ranged capabilites. Primary fire - currently secondary - can scale up by bursting into small gas clouds when upgraded, to give it a slight crowd control and damage over time effect. Secondary fire - currently primary - can be improved simply by increasing the amount of health returned.

-Firestorm: Same as above, switching back to green mana would be a good start. Primary attack, of course, needs better damage, and could be upgraded by making it leave an ignited trail of fire, or by making it set enemies ablaze go grant it damage over time. Secondary is okay as it is, and can be upgraded by letting it leave a flaming trail in its wake, like the tomed version of Firestorm in Hexen 2.

- Wraithverge: Primary is okay, secondary needs more work, however. It could be changed into a long-range health leeching projectile, causing damage and draining over a small area, giving the cleric another viable method for curing himself during long fights.

Daedolon:

- Sapphire Wand: Primary needs a huge boost in damage, as it currently feels like a pea shooter. Secondary could be a piercing rail, similar to its original attack, except slower, and dealing increased damage - think of it as an early means for sniping. Similarly to Baratus' weapons, an alternate firemode can entail launching a grenade-like projectile, to give it slight crowd control capacities.

- Frost Shards - Other than a damage boost, the weapon itself is cool. Primary fire can grow through adding more summoned shards, or increasing their damage, while secondary can grow through launching a stronger, meaner fireball.

- Arc of Death: Primary fire needs a lot more damage, secondary is fine.

- Bloodscourge: This one needs quite some work. Its primary fire would benefit from being unlike the original, becoming instead a proper, straightforward fireball dealing heavy damage over a medium area and kicking enemies back. Secondary could launch a sphere-of-annihilation type attack, similar to Heretic 2 - otherwise the Arc of Death's secondary attack in Carnage Galore has a similar effect. -

All in all, Hexen is one of the most metal games out there, and making it brütal is a great step im the right direction, since its emphasis on close combat and awesome magic makes it ideal for the gory treatment. Keep up the good work, can't wait to see how you handle the other two classes!
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Re: BRUTAL HEXEN RPG (ZDL Edition) v4.7

Postby Crudux Cruo » Fri Mar 13, 2020 9:34 am

SallazarSpellcaster wrote:Hello! I waited until the swamp bug was squashed to try this version of Brutal Hexen, here are some thoughts!
Spoiler:


Can totally agree with this. The Mage is totally unplayable. And honestly i cannot really tell that statistics truly make a difference? idk. I don't know how many times i reloaded as the mage on the 7 portals, but it's absurd. the cleric is a little better, but basically?

This mod is all about melee and balanced around it.
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Re: BRUTAL HEXEN RPG (ZDL Edition) v4.7

Postby Darkzero » Fri Mar 13, 2020 10:58 am

Crudux Cruo wrote:
SallazarSpellcaster wrote:Hello! I waited until the swamp bug was squashed to try this version of Brutal Hexen, here are some thoughts!
Spoiler:


Can totally agree with this. The Mage is totally unplayable. And honestly i cannot really tell that statistics truly make a difference? idk. I don't know how many times i reloaded as the mage on the 7 portals, but it's absurd. the cleric is a little better, but basically?

This mod is all about melee and balanced around it.



I also have to agree with this. I had to abandon my mage playthrough when I realized both the initial wand and the ice spell were way too weak to effectively deal with even the weakest enemy in a timely manner. Individually, they're manageable, but in hordes it's downright impossible not to get swarmed and beaten to death. I just got started playing with the cleric so I'll see how that goes, though the mod does seem to favor melee over ranged combat.
I have a few questions to ask about the game though...

1) Is it possible to use the red mana to power the 4th weapon instead of just using it for recipes and conversions? It seems a little worthless aside from these uses.
2) Is it possible to map the discs of repulsion to a button or have it replace your melee attack for a limited time when you activate it?
3) Once you choose your melee weapon at the beginning of the fighter's playthrough, you're stuck with it unless you start a new game. Can the others made to be discoverable during the game or can we find a recipe to make the others? (Funny fact...I thought the axe key was timon's axe when I first saw it).
4) Can a message pop up on screen alerting the player that a horde is incoming? I literally thought it was a bug.
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Re: BRUTAL HEXEN RPG (ZDL Edition) v4.7

Postby ZDL_800 » Sat Mar 14, 2020 3:25 pm

Hello and thankyou very much for the replies, great stuff.

First of all thanks for taking the time to write this I appreciate it.

1. Wildlife - When you play in VR the spiders are scary as hell, we were going to increase the amount of wildlife. There's a brutal frog somewhere in the swamps but I never found them? The world of Hexen is not for the faint hearted, yes indeed a spider can kill you.

2. Parias:

Serpent Staff: I agree the secondary fire needs work, it was the last weapon I worked on and basically tried to implement a light poison over time effect but failed, it half worked but eventually bugged out. I'll work on this.

- Firestorm: I agree the primary fire needs more effects and damage, maybe a random ground firepit with some huge fire particles?

- Wraithverge: Thanks for the update on the secondary fire, let me look into this, should indeed deal huge damage.

3. Daedolon:

- Sapphire Wand: This wand is majestic in VR with all the particles, its epic beyond words, you need to play in VR, I call this wand the 'Eye Candy' wand, I do agree with you regarding a new weapon, now that we fixed the major issue we now need to add 2 new mages. Problem is I failed many times trying to implement 3 mages.

- Frost Shards: I tried to allocate a random freeze to the primary fire instead of just freezing the enemy on death, again I failed to allocate this many times. So the primary fire could randomly freeze a target for a second. The secondary fire should randomly burn the target. Speed up the animations for more intense action with random dynamic magic events to keep the player guessing.

- Bloodscourge: I agree, it should raise the gates of hell with this weapon but I failed to allocate the madness.

We really need to implement 3 Mages and 3 Clerics so we can have a mixture of epic characters, so 1/3 is for VR and the Eye Candy effects, 2/3 are properly allocated for more serious brutality. Problem is I cannot figure this out, we have failed many times.

1. Let me check into this, thanks for the update.

2. I'm sure its already mapped to 'C' can you check your Brutal controls, we implemented 99% of the items into configurable keys.

3. We are trying our best to implement 3 Mages and 3 Clerics to the character menu. We have failed many times.

4. Hexen is not for the faint of hearted.

Thankyou very much for your time and hope to speak soon.
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Re: BRUTAL HEXEN RPG (ZDL Edition) v4.7

Postby SallazarSpellcaster » Sat Mar 14, 2020 8:15 pm

ZDL_800 wrote:Hello and thankyou very much for the replies, great stuff.

Spoiler:



You're welcome! As I said, Hexen is perfect for the brutal treatment, especially because of its emphasis on dark fantasy.

1. Spiders are scary as they are, and it makes sense they're deadly; the only problem is making them so difficult to hit, they're a neat addition nonetheless.

2. Firestorm could summon, in its primary, an actual firestorm, expanding over an area and dealing damage, similarly to how it does originally, except on a larger scale.

As for other weapons, it doesn't seem like the game actually adds three different classes, I.e., 3 different fighter characters; rather, it seems that when you choose a weapon in Baratus' menu, it gives you a weapon for slot 1. I'm not sure about this, though, as I don't know the damn black magic coding that makes it work. My current suggestion would be to focus on making each original character fun and powerful to use, before trying to give them variations.

The wand is indeed really cool visually, only its damage needs quite a bit of tweaking.

Also, I'm doing another full playthrough as Baratus, and found a small inconsistency as I went: When you reach level 5, it says you've unlocked the secondary fire mode for the lightning crossbow, but it actually unlocks at level 6. The same might happen for other weapons, too.


Edit: I found the frog! It's not an enemy per se, instead it's a frog peeking out of murky water, more a subtle decoration than anything.

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Re: BRUTAL HEXEN RPG (ZDL Edition) v4.7

Postby ZDL_800 » Tue Mar 17, 2020 10:34 am

Thanks for the reply.

2. This sounds great, let us look into this, hopefully allocate the next stages successfully this time.

Yes indeed weapon 1 is replaced for each character in the class, would be absolutely brilliant if we could figure this out, extremely difficult indeed.

Thanks for the update on the level strings, let me look into this.

I'm glad you found the frog! That little spawn demon raised from hell and CTD the game. What a little bastard! Harmless ingame yes, did it cause me mental damage? yes.
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Re: BRUTAL HEXEN RPG (ZDL Edition) v4.7

Postby Wivicer » Tue Mar 17, 2020 3:48 pm

This is fun, but playing on the 4th difficulty, I haven't been able to reach level 4 before acquiring the 2nd weapon (at least with the fighter). I had the same problem with the hammer of retribution as well as Quietus. If you know where the pieces are, you can assemble the weapon by the time you get through the Heresiarch's Seminary, but you need to be at least level 20 to use it. When I got the final piece, I was level 12.
My suggestion would be to remove the level requirement from the primary fire of the weapons, but leave it for the secondary, otherwise the player will end up walking around with weapons they can't use for a long time. Either that or scale experience gain with difficulty level.
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Re: BRUTAL HEXEN RPG (ZDL Edition) v4.7

Postby thelawdogg » Tue Mar 17, 2020 5:11 pm

currently playing through as a mage, single player. In Hub 3, Wolf's Chapel, there is a puzzle in a large auditorium where you have to run and jump on two pillars in order to solve it. The Mage's run speed has been lowered in this mod and it is impossible for the mage to complete this puzzle without using Boots of Speed or Wings of Wrath.
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Re: BRUTAL HEXEN RPG (ZDL Edition) v4.7

Postby ZDL_800 » Wed Mar 18, 2020 11:17 am

Thankyou for the replies.

I appreciate your time, so regarding the weapon level system, you must be doing some serious speedrunning if you cant get to level4 for the second weapon? Also if you already know where all the items are, that's speedrunning, this mod is not designed for this, its essentially for coop.

This is also designed to be played with the Hexen+DLC MegaWAD which combines both Hexen and the DLC into one playthough.

Regarding the speed of the Mage, did you have these items ie, Boots Of Speed or Wings Of Wrath when you approached the jump?

If not I would have to place the items near the jump which shouldn't be a problem, thanks for the update on this.

Private message me if you want the MegaWAD, you need to own the Hexen DLC which you include in the mod order.

Thankyou for playing Brutal Hexen.
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Re: BRUTAL HEXEN RPG (ZDL Edition) v4.7

Postby thelawdogg » Wed Mar 18, 2020 1:07 pm

yep I already had the boots in my inventory. Sounds like a good solution to me, if I used the boots for a previous encounter I think I'd be screwed.
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Re: BRUTAL HEXEN RPG (ZDL Edition) v4.7

Postby Wivicer » Wed Mar 18, 2020 4:32 pm

ZDL_800 wrote:Thankyou for the replies.

I appreciate your time, so regarding the weapon level system, you must be doing some serious speedrunning if you cant get to level4 for the second weapon? Also if you already know where all the items are, that's speedrunning, this mod is not designed for this, its essentially for coop.


Is the megawad that you have customized specifically for this mod? For example, higher enemy counts on most maps than what is in default Hexen.

I do love the way the weapons feel. The fighter's starting weapons (especially the mace) provide exactly the right feedback for a chunky, heavy axe or sword. The hammer is fantastic for swatting Afrits, and Quietus is a good time as well.
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Re: BRUTAL HEXEN RPG (ZDL Edition) v4.7

Postby SallazarSpellcaster » Wed Mar 18, 2020 9:26 pm

ZDL_800 wrote:This is also designed to be played with the Hexen+DLC MegaWAD which combines both Hexen and the DLC into one playthough.


Would it be possible to request to try said megawad, too?
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