

A "Vanilla+" weapon mod for Hexen that that adds alt-fire attacks, hold/release functions, new graphics/sounds, and reworked animations.
No monsters have been modified. The armaments of Hexen, but tempered!
Tempered Arms v1.6.2
Requires GZDoom 4.11.0 or newer
Feedback, criticism and opinions are always welcome!
Spoiler: Weapon Descriptions
*Fighter*
-Sword and Gauntlet
Primary fire: Punches using left arm; a more powerful swing will commence after two successful jabs to a target (vanilla behavior).
Altfire: Swings the sword with the right hand; after one successful hit to a target, either another swing or back swing will commence, followed by a thrusting stab if second hit was successful.
-Timon's Axe
Primary fire: Swings the axe in one of three ways at random. reverts to a weaker axe when out of mana (vanilla behavior).
Altfire: Swings a heavy shield if tapped and will bash the target, knocking them back. Brings up the shield to block if held, and will swing away when released or time runs out, knocking any targets back.
-Hammer of Retribution
Primary fire: Hammer attack at close range that does fire damage; throws hammer at long range (vanilla behavior). Reverts to a simple hammer that does less damage when out of mana (vanilla behavior).
Altfire: Slams the hammer onto the ground, causing a quake with explosions that surround the player. Can survive any fall if pressed while falling, which can break maps. Non damaging ground quake with no mana that stuns monsters.
-Quietus
Primary fire: Fires Quietus beams in rapid succession. Flammable objects burn with green colors.
Altfire: Fires Quietus beams in the pattern of the sword swing (vanilla behavior). Flammable objects burn with green colors.
*Cleric*
-Mace of Contrition
Primary fire: Increased speed after four consecutive successful hits as long as mace makes contact with any surface. Consecutive attacks have 50% chance to do double damage and will glow white when successful.
Altfire: Swings a small wooden shield to reflect projectiles and knock back monsters. Hold to raise the sheild for 90% damage absorption from all damage types except poison cloud which reduces damage by half as long as the shield is raised.
-Serpent Staff
Primary fire: Fires two projectiles and will leech health in melee range.
Altfire: Spawns poisonous goop from the ground that explode on impact. Does not damage flying enemies unless they're low.
-Firestorm
Primary fire: Normal flame attack.
Altfire: Rains fire at close and medium range.
-Wraithverge
Primary fire: Close range holy shock that can be held.
Altfire: Shoots a holy blast if tapped, releases three holy spirits if half-charged, shoots holy blast that releases three holy spirits if fully charged.
*Mage*
-Sapphire Wand
Primary fire: Normal wand attack.
Altfire: Turns the wand around to charge when held, and thrusts forward with a close range magic attack, damage depends on charge time.
-Frost Shards
Primary fire: Normal Ice attack with left hand when tapped, rapid fires individual shards when held.
Altfire: Breaks frozen targets with right hand, does ice damage to non frozen targets and instantly breaks them if damage is enough to cause freezing.
-Arc of Death
Primary fire: Mages normal lightning attack.
Altfire: Close range shock attack when held.
-Bloodscourge
Primary fire: Fires a laser beam of blood that will pass through targets and explodes when hitting a wall.
Altfire: Releases one scourge ball if pressed, and three when charged. Will damage player in exchange for mana if not enough mana to fire.
Spoiler: Changelog
* 1.6.2pre *
-Fighter will swing sword faster after jab
-Fighter will swing axe faster after shield swing
-Fighter axe shield knockback is doubled but will reduce by half when out of mana1
-Fighter quietus melee gibs
-Quietus gauntlet projectiles use palette swapped ice shard sprites
-Quietus gauntlet mana consumption doubled, and damage increased
-Added sound effects for centaur sword and shield drops
-Layered sounds for flying hammer impacts on walls and monsters
-Fighter hammer altfire slam reworked (now requires GZDoom 4.11 or newer)
-Fighter hammer altfire no longer survives long falls
-All classes have different damagetype resistances and weaknesses
-Added monster projectile damagetypes
-Mace swings with increased speed for every successful attack after four successful and consecutive regular attacks
-Each of the faster mace attacks have 50% chance to do double damage and will glow white when successful
* 1.6.1 *
-Fixed silent axe shield
-Removed axe push and made axe shield bash attack only that still reflects projectiles
-Mace shield sways when raised, reduces damage from all types to different degrees and can be held indefinitely
-Serpent Staff attack shoots splash bubbles that serpentine until they hit something
* 1.6.0 *
-Reworked animations for all weapons
-Replaced alternate sprite angles with texture definitions to reduce filesize
-Added sound for Ettin's mace floor impact when gibbed
-Sword and Gauntlet only use stronger attacks when making contact with monsters
-New rapid fire for Quietus main attack
-Quietus lowers when out of mana
-Flammable objects burn with the correct hue of green when struck by Quietus
-Disabled Cleric combo powerup
-Mace alternate swings act as consecutive hit combo, swing slightly faster and slightly push monsters away
-Serpent Staff and Firestorm alt attacks no longer go through walls
-Firestorm main attack reduced damage and increased animation speed
-Sapphire Wand alt fire pushes monsters away
-removed damagetype modifiers
-removed monster projectile damagetypes
-Updated brightmaps and dynamic lights file
* 1.5.2 *
-Mage lightning dynamic lights properly display
* 1.5.1 *
Added Nash's cblood:
Green blood for Korax and Daedolon/Menelkir
Purple blood for Heresiarch
Dark blood for dragon
No blood for bishop or fire bats
Unpowered Quietus shows axeblood splatter on contact
Shrubs and trees burned with Quietus have green flames
Quietus primary attack no longer splashes in water unless close enough for sword to touch
Raised height of mage's timebomb
Changed puzzle item pickup sounds to the unused weapon piece pickup sound
Updated tempered_arms_lights.pk3
* 1.5.0 *
Added silver ring to mage's left hand with frost shards
Added wall hit sound to Quietus primary fire
Lowered pitch of fighter punch grunt sound
Added fighter grunt to Quietus no-mana attacks
New wall hit sound for fighter jab and shield
Removed cleric mace powerup during low health
* 1.4.6 *
Shield invulnerability effect no longer adds invisible icon
Cleric mace gains powerup that does more damage for 10 seconds and heals for 3 points per hit if health falls below 35 or makes 10 consecutive attacks without missing or releasing fire button
* 1.4.5 *
Adjusted damage to actors with boss flag for all weapons to make bosses not die so fast
Hammer projectiles chase monsters
Quietus projectiles spawn homing projectiles on death that explode after a short time
Adjusted Quietus no mana altfire animation
Replaced Morph Ovum effects with Porkalator
Mana pickup radius and height match Doom's default (r20 h16)
Lightning altfire uses slightly less mana
Frost shards altfire thrusts monsters
* 1.4.0 *
Frost shard hold fire impact causes monsters to shatter
Mana pickup radius doubled
Hammer of retribution glows red
Added new decals to axe, hammer and bloodscourge
New brightmaps for most monsters
Changed SBarInfo to ZScript for weapon pieces
* 1.3.5 *
Shrubs and Xmas tree freeze with several frost shard attacks.
Fixed hammer offset issues with altfire
Hammer melee attack is stronger with mana, does fire damage and uses 1 mana per successful hit
Decreased axe damage with no mana, added one tic for downswings
Decreased shield damage for axe and mace
Serpent staff and firestorm alt attacks use noclip, can sequence-break some maps by damaging monsters on the other side of walls, but is used to ensure the attacks will work in tight spaces
* 1.3.1 *
Exteneded cleric flame distance
Reworked cleric fire rain animation and damage
Fixed brightmaps not working
Fixed pitch issues with fire rain and plague spawner
* 1.3.0 *
Converted all decorate to zscript
Added inventory icons for all weapons
Added sbarinfo to show weapon pieces
Gave ice chunks more gravity and bounce
Added custom blood drops
* 1.2.4 *
Adjusted animations for fighter axe, hefty & spike and quietus attacks
Added decal to main quietus projectiles
Quietus attacks with no mana will stab after 3-4 hits instead of 5-6
New pickup sprite for axe & shield
* 1.2.0 *
Adjusted mace animations and damage, now takes 4-6 swings to kill an ettin instead of 4
Fine tuned Serpent Staff altfire animation and damage, added custom sound effects
Adjusted Firestorm animation
Fixed the way Wraithverge takes mana
* 1.1.0 *
Separated dynamic lights to tempered_arms_lights.pk3
Added brighmaps to tempered_arms_lights.pk3
Removed Mace attack from Serpent Staff altfire and added a poison AoE
Changed wand charged sound to lightning ready sound
General asset cleanup to reduce file size
Added Mace swing and re-timed shield to mace swings
* 1.0.0 *
New animation for Frost Shards; main fire comes from left hand, alt fire comes from right hand
Frost Shards altfire breaks ice
New animation for Arc of Death altfire; does a face rake when button is released with thrust
Arc of Death smoke is translucent
Lighting now causes targets to bleed
Arc of Death and Wraithverge use small amount of mana for shock attacks even when not making contact with enemy
Raised Mana to 2 for Wraithverge shock attack
Cleaned up Wraithverge sprites
Adjusted animations for Timon's Axe
Flying hammer now has chance to seek targets, speed reverted to vanilla
Lowered Mana to 10 for Quietus
Mage wand charge adds new sound
* 0.8.0 *
Reworked Quietus, now works without mana
Increased Hammer melee refire speed
Added block mechanics to axe shield
* 0.7.7 *
Rebalanced damage and mana consumption for piece weapons
Bloodscourge altfire charges like Wraithverge, with sounds
Switched wraithverge fire and altfire attacks, and replaced primary with close range holy shock
Slowed Quietus fire rate by four tics
Reworked select and deselect animations
Reworked left axe swing graphics
* 0.7.1 *
Adjusted Bloodscourge and Quietus to better manage running out of mana
Quietus short range attack now always uses mana
* 0.7.0 *
Replaced mage's frost clone with a frost cloud
Mage's flechette has new animation
Bloodscourge main fire is a wand blast, and altfire is the normal Bloodscourge blast
Replaced Quietus close range attack with zscript
Fixed cutoff sprites from Quietus main attack due to texture lump discrepancy, so now only swings from the right hand
Quietus short range attack now only uses mana on contact with monsters
* 0.6.2 *
Added glow overlay to cleric's serpent staff altfire
Shortened Mace attack range to 128
Changed cleric's shield powerup to an inherited Icon of the Defender and replaced icon with TNT1A0 for compatibility with Icon of the Defender
Firestorm's altfire no longer splashes in water
Converted all sprites to paletted png
* 0.5.7 *
Redefined mage's weapons so they can be picked up instead of vanilla weapons
Shortened sword range for fighter
Cleric's shield now blocks if held, or bashes if tapped. Gives Icon of Defender perk while held
Frost Shards gives player half immunity to ice damage, but doubles damage taken from fire
Frost Shards altfire attack summons an ice clone of the mage, which draws enemy attacks until exploding, potentially freezing the enemies. Damages player if in range
Mage's Arc of Death altfire no longer siphons mana, and does more damage
* 0.5.1 *
Fixed how mana1 is taken from Timon's Axe
Spoiler: Credits
Resources have been used and modified from and by the following:
Hexercise: le_L/Lloyd
Hexen Rebalanced: ReaperAA
Additional Decorate code by Seidolon from:
HereticalDoom: Ryuhi
Sprites: neoworm
Additional testing and advice: whirledtsar, Neccronixis, Whoah, FelesNoctis