Walpurgis 1.0 (For Doom/Heretic/Hexen) [GOLD RELEASE!]

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eharper256
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Re: Hexen: Walpurgis [0.87- "A Magical Reform!"]

Post by eharper256 »

Thanks for the suggestions! 8-)

However, I finally figured out how to get the chain functioning correctly after studying the QCDE Lightning Gun for awhile, and its now pretty awesome! I ended up doing it a rather different way to how that mod does it; but it gave me a pointer for what I was missing (it was, as usual, more obvious than I realised... :x )

Of course, it does also illogically ricochet off walls and floors now when seeking targets, which is a bit weird for lightning, when it should ground out, but hey we've already got a bouncing ball of plasma so its just a case of a wizard did it. :lol:
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MaxRideWizardLord
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Re: Hexen: Walpurgis [0.87- "A Magical Reform!"]

Post by MaxRideWizardLord »

eharper256 wrote:Honestly both options might be off the table at the moment, might be back to the drawing board; triple blast causes horrendous lag even on my Radeon RX580 and frankly looks a bit of a mess; and chain lightning either just fails to appear entirely or constantly hunts the player even when flagged as friendly and dealing no damage (as its generated by effectively 'a monster' in engine, rather than the player). Its a serious headscratcher after three hours of various code revision attempts. -_-'

As an aside MaxRide, whilst I do like the Teslakannon in Wolf, I very much doubt the engine can mimic the effect in DECORATE; and considering I can't get either above function to work without misbehaving, combining the two would like cause my PC to explode.

Well, that is unfortunate to hear.

But hey, fear not anymore, as there a mod named D(E)4D by Major Cooke that does exactly that, automatically shoots 5 cones of lightnings at enemies, and it does not lag on my potato PC. It even works okay-ish on my cheap lenova android mobile phone.

There is a BFG that functions something like this - it creates a huge AoE radius that automatically damage everything within it's radius as the ball moves, yet the first (or the closest enemies) to the ball counting from the left get a visual constant lightning strike damaging them. When you upgrade the BFG, you can make the ball rotate around the player as you shoot it, turning the weapon in to a close range lightning force pwnage of anything in your vision (within the ball's range). It have one of the best\realistically looking 3D model of lightning\electricity I have ever seen in history of doom modding; probably I'd even say THE best looking. :wub:

Sure it's n0t "decorate" per-say anymore, but not a lot of your mod seem being held via mere decorate code anymore. :P
So what you can do is mere look at the code of that BFG ball and copy parts of it for your Fulgur's primary. So you could just make it shoot 6 lightnings instead of 5, 3 per hand, and perhaps give some kind of flag so it doesn't damage EVERYONE within the radius, but only these that are get struct by visual lightning (and it will always pick the ones that are closest to you), just recolor the green lightning in to blue one. This will represent both the best looking Force Lightning you can even think of for Doom Mod and behave the closest to the Tesla Cannon like in the Wolf.
I'm pretty sure Major Cooke is nice enough to share his code with you as long you credit him. You won't regret it. :wink:



In fact, if I remember correct, the lightning gun in that mod ALSO allow lightning to bounce from walls, floors and obviously from enemy to enemy in case you're curious. 8-)
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Re: Hexen: Walpurgis [0.87- "A Magical Reform!"]

Post by eharper256 »

On the contrary; EVERYTHING in Walpurgis is actually DECORATE except the statusbar, which is by 3saster and NightFright.

I like D4D, but I expect it to be wholly ZScript; slamming a fragment of it in there is asking for trouble; and I don't really want to use anyone else's code much (even all of 4page's code from HexArcana is now gone or heavily modified EXCEPT the Throwing Axe Code which I couldn't do any better for in any case).

I've got the chain lightning working now in any case.
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Re: Hexen: Walpurgis [0.87- "A Magical Reform!"]

Post by eharper256 »

Though I didn't have much time to work on Walpurgis on Monday/Tuesday, things are still going well; I've done all the Algor/Fulgur upgrades now, as well as the first Mace upgrade.

Just a few more to go (I'd like to get all upgrades for the 1-3 weapons for all classes ready for the next update).

A couple of questions as usual:

>> How do people feel about the ultimates getting upgrades as well?
>> My current plan for the 0.89/0.9 version is that the ultimate weapon upgrades will cost 2x upgrade items so as to make the lower upgrades more tempting.
>> Finally, a random ask~ do people like the new Vis sound primary sound effects or did you prefer the old ones?
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Re: Hexen: Walpurgis [0.88- "Upgraded Horizons!"]

Post by eharper256 »

0.88- Upgraded Horizons

Suddenly a release!
All of non-ultimate weapon upgrades are done!
Get 0.88 Here at MEGA!

Code: Select all

 [0.88]
'Upgraded Horizons'
-----------------------
+New!:	Vis Upgrades! The Primary fire force discs hits harder and propel enemies 
		much further with its blasts. The Secondary fire loses its normal short 
		range, and fires off infinitely into the distance. 
		Adding a Tertiary gives the Magister the ability to fire off a special
		force sphere that hauls a foe off the ground and crushes it to death!
		This effect requires concentration for a time from the Magister, though.
+New!: 	Algor Upgrades! Algor's Primary ejects more ice shards in a mesmerising
		swirling pattern. Algor's Secondary ice spears become rapid fire death. 
		Algor's Tertiary now erects its glacial pillars around the target you
		specify (wall => prison), trapping them inside ready to be shattered. 
+New!:	Fulgur Upgrades! Fulgur's Primary now chains to nearby targets on hit.
		Fulgur's Secondary ejects additional shockballs as it flies and bounces.
		Fulgur's Tertiary makes the Storm fire quicker and fire a flurry of bolts
		at its end; and the bolts also leave residual electricity sometimes.
+New!:	Mace & Shield Upgrades! Primary now includes a lesser version of the old
		holy smite every 3rd/4th hit depending on combo. Secondary makes the 
		shield bash stronger and gives it a better projectile reflection vector.
		Adding a Tertiary gives the Crusader the means to charge at a target at
		very high speed to deliver a devastating mace smash!*

+New!:	Vis also got a few brand new; much swankier looking sprites for its force
		blasts; as well as a pseudo-3d enhancement effect. Swizz!
+New!:	Quietus Tertiary Fire has new sprites with much more spectral green
		flames applied (for both the blade swing and the projectiles). This both
		more matches the general coloration and reinforces its green flames image. 
		Its average damage was also slightly increased and it got new sound fx.
+Misc:	The readme was rather out of date; so I gave it an overhaul with new info.
+Balance:	Five frames of animation were clipped from Algor's secondary fire
		to speed it up in general. It feels more responsive now, though
		the animation seems a little less impressive. I'll test the thoughts
		on this one to see whether people like it.

*= Despite my best efforts, the charge-attack still acts strangely sometimes.
   I'll see what people think of it and try to improve its programming.
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Re: Hexen: Walpurgis [0.88- "Upgraded Horizons"]

Post by AvzinElkein »

You didn't fix the HUD yet! The proof is in this album: https://imgur.com/a/0QcFuJW Also, you didn't provide a replacement for the Partial Invisibility powerup.
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Re: Hexen: Walpurgis [0.88- "Upgraded Horizons"]

Post by eharper256 »

AvzinElkein wrote:You didn't fix the HUD yet! The proof is in this album: https://imgur.com/a/0QcFuJW Also, you didn't provide a replacement for the Partial Invisibility powerup.
Sorry; what HUD fix? No-one's mentioned it before, so of course I haven't fixed it. I even did a topic search for 'hud' to check I wasn't going mad; but there was nothing. :shock:

The only thing I can see with those screens is that the centralised status bar creates a long bar along the bottom and its kinda small? Is that what you're referring to?

I also don't have any trouble with either normal or split bars myself, just double checked:


Do you an unusual resolution or an ultra-wide display or some-such? Have you tried fiddling with the GZDoom HUD settings menu? I don't know what else to say about it?
-----
As for partial invisibility; there is no equivalent power in Hexen itself, so I let it spawn normally in Doom, as it works perfectly fine? I guess I could make a Hexen-ish replacement sprite, will think about that for the next patch.
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Re: Hexen: Walpurgis [0.88- "Upgraded Horizons"]

Post by AvzinElkein »

Actually, check the mana counts in the screenshots I provided. Notice a discrepancy there?
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Re: Hexen: Walpurgis [0.88- "Upgraded Horizons"]

Post by SmisterMandSand »

Just got done checking out the new update. I love the direction you've been taking this! Here are my thoughts:

-Vis's upgrades are just about perfect. I think my favorite attack of Daedolon's whole set might be the telekinetic crush. It feels really powerful. I'd say the floor impact volume needs to be louder, but that's a minor gripe.

-Algor's upgrades are fine. The damage increase in the primary fire is definitely noticable, though it seems to lack something visually, but I can't place what. The secondary fire is pretty fun. I'm a bit torn on the tertiary upgrade. I understand it's meant to give it utility in head to head fights, but I'd typically use that attack to set ambushes. The ability for the spikes to go through walls meant I could stuff surprise attacks, which I enjoy. It works fine for what it does- maybe it's just a difference in how I play.

-Fulgor is a force to be reckoned with when powered up. Nuking rooms full of enemies with a single electric orb is a blast, and the chain lightning helps the primary keep pace for clean-up. The tertiary fire feels a lot better with the speed increase.

-I like the upgrades for the Crusader's mace, though there is a glaring issue with the shield charge. It never seems to go in the direction you are facing. It will either spin me around or throw me in a random direction. I thought it was an issue with the camera CVAR, but it doesn't look like that option affects it at all.

As far as future proofing, the double upgrade points on ultimates sounds fair. If you are adding Hexen II classes in future updates, will we be seeing the Demoness? She never seems to get much love.
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Re: Hexen: Walpurgis [0.88- "Upgraded Horizons"]

Post by eharper256 »

AvzinElkein wrote:Actually, check the mana counts in the screenshots I provided. Notice a discrepancy there?
Fair; I checked myself in Heretic and switching between bars and even in the same place, with the Crusader, and didn't see any problems, though...


Seems to maintain the same mana fine as you can see. Even checked the ZScript; and nothing indicating anything should be up. So honestly, I have no clue.
SmisterMandSand wrote:Just got done checking out the new update. I love the direction you've been taking this! Here are my thoughts:

-Vis's upgrades are just about perfect. I think my favorite attack of Daedolon's whole set might be the telekinetic crush. It feels really powerful. I'd say the floor impact volume needs to be louder, but that's a minor gripe.
Thanks; yes I really like that attack. It is quite powerful; but it requires you to do nothing else for about 1.6 seconds (and you can fire off Vis Blasts dealing nearly as much in that time), has no homing, and needs an upgrade. I did realise that you can sometimes one-shot the Heirsarch with it (lol) when I did a test this morning after the release (whoops- I forgot about Hexen's autokill on reaching terminal velocity, lol) so it'll be slightly nerfed in the next release, but its in a good place. I might add a proper squelch noise now you mentioned when I do that.
SmisterMandSand wrote:-Algor's upgrades are fine. The damage increase in the primary fire is definitely noticable, though it seems to lack something visually, but I can't place what. The secondary fire is pretty fun. I'm a bit torn on the tertiary upgrade. I understand it's meant to give it utility in head to head fights, but I'd typically use that attack to set ambushes. The ability for the spikes to go through walls meant I could stuff surprise attacks, which I enjoy. It works fine for what it does- maybe it's just a difference in how I play.
Mmm, I also did wonder about more visual flair to the primary upgrade; but decided that the mesmerising swirl it makes was sufficient (lol). The other upgrades rather change the usage of those modes, as you say, but as upgrades are optional I'm not too worried about that.
SmisterMandSand wrote:-Fulgor is a force to be reckoned with when powered up. Nuking rooms full of enemies with a single electric orb is a blast, and the chain lightning helps the primary keep pace for clean-up. The tertiary fire feels a lot better with the speed increase.
Yep, Fulgur's been in a good place now since 0.87 and this only improves it further, so I'm quite happy with it.
SmisterMandSand wrote:-I like the upgrades for the Crusader's mace, though there is a glaring issue with the shield charge. It never seems to go in the direction you are facing. It will either spin me around or throw me in a random direction. I thought it was an issue with the camera CVAR, but it doesn't look like that option affects it at all.
Yes, as I mentioned in the Changelog; the Charge Attack is a bit iffy sometimes because of Doom Physics being quite erratic. If you charge at a certain distance; it can bounce you off an enemy as you noticed, or even send you sliding past. I'm going to have to continue working on it.
SmisterMandSand wrote:As far as future proofing, the double upgrade points on ultimates sounds fair. If you are adding Hexen II classes in future updates, will we be seeing the Demoness? She never seems to get much love.
There won't be Hexen II classes, but I am planning an original 4th Class (you may have noticed a Bow sprite a few posts back, which is for that!). Can't say when it'll appear though.
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Re: Hexen: Walpurgis [0.87- "A Magical Reform!"]

Post by MaxRideWizardLord »

eharper256 wrote:On the contrary; EVERYTHING in Walpurgis is actually DECORATE except the statusbar, which is by 3saster and NightFright.
And this is EXACTLY what I was referring to after looking inside your code, heh. :P

Unfortunately, DECORATE is extremely limited, so most tend to switch to acs and zscript.
eharper256 wrote:I like D4D, but I expect it to be wholly ZScript; slamming a fragment of it in there is asking for trouble; and I don't really want to use anyone else's code much (even all of 4page's code from HexArcana is now gone or heavily modified EXCEPT the Throwing Axe Code which I couldn't do any better for in any case).
Didn't exactly said to use the exact code, rather than look it up and learn from it. A similar, or even better mechanic could be created using a similar code, like lightning that actually seeks targets on it's own rather than hits anything within the radius to the player which would allow the lightning to target foes behind cover, something that Marisa have done to one of his energy weapons.
eharper256 wrote:I've got the chain lightning working now in any case.
Yeah I saw that, you got it quite interesting way but imho it's one of the attacks that can be improved\polished endlessly to achieve it's maximum resemblence of the lightning.
eharper256 wrote:>> How do people feel about the ultimates getting upgrades as well?
Yes.
eharper256 wrote:>> My current plan for the 0.89/0.9 version is that the ultimate weapon upgrades will cost 2x upgrade items so as to make the lower upgrades more tempting.
As long as they provide a much greater power than the upgrades for the rest weapons, that be fair. And so long there will be enough of these upgrades to spend for all of the weapons and their attack as well.
eharper256 wrote:>> Finally, a random ask~ do people like the new Vis sound primary sound effects or did you prefer the old ones?
I haven't noticed any diffrence to be honest, but it does sound great for what it sound. There a couple of other problems with Vis as far i can tell.

eharper256 wrote:Suddenly a release!
All of non-ultimate weapon upgrades are done!
That's sure a great news, but there are a few important things I'd like to give as a feedback. Been a few days already since I started playing it.

First, the upgraded tertiary attack of Vis is really fun to use. Leaves mage vulnerable, but kills anything regardless of range.
However, it's pretty bugged. If you accidentally aim in the sky and shoot, the hand animation is stuck forever, and no matter what I did, this doesn't stop remain bugged. The only way to fix it is by restarting the game or changing the map, then it gets unstuck.

Second, I'd like to address a few of issues with the Vis overall. The primary fire, regardless upgraded or not, tends to lags after every shot, the lag last like 1-2 frames, but it still annoying after a while.
There is also one issue that been bother me for a while with Vis is that it inconsistently moves enemies around, sometimes kick them in the orbit. This is especially annoying when you fighting hordes of afrits over distance on Archmage difficulty, and on random they get pushed in to the ceiling or in to the sky for no reason, which makes aiming even harder than it is. I'd assume they'd do the same on Warlock difficulty, but I tend to give commentary while playing on harder difficulty.
The eyes also start hurts after a few seconds of using this attack, because every time you shot it just flashes the white-grey screen for no reason and this just gets you to epileptic level. Funny thing though, when you use Vis primary and look straight down under your legs or straight up, the flash effect disappears, yet it's the most vivid when you're using it in straight line in front of you without any angle toward up or down. Something need to be done about it as it's physically painful.
The same issue I had with Algor idle animation, when you're idle the weapon constantly generates random white clouds in random location throughout the whole time, which blocks the vision and tires your eyes. I'd suggest to shrink it a lot so it doesn't interfere with your aiming or make it possible to get rid of it through CVAR command.
I do enjoy the secondary of the Vis though, no issues with it whatsoever.

Now just a normal feedback:

Speaking of algor. The primary upgrade looks neat, although I don't understand what it does aside from making the point blank range damage even more powerful, despite being the stronger of all mage's weapons.
The second attack, however, feel underwhelming when upgraded, almost useless in comparison to nonupgraded version. The non-upgraded version could unleash 4 spikes of death instantly, good for ambush and killing tough enemies in a single burst damage. The upgraded one just inconsistently shoots slow ice shards like one per second that aren't even that good and waste ammo insanely quick for something that even Vis's upgraded primary could give a good competition. Imho it's a huge waste of a upgrade, and attack overall.
I highly prefer the old attack that is both ammo effecient and useful due to the fact that you can charge it up and release to do a huge damage instantly. I also noticed that now when you hold them up, they slowly drain ammo as you hold them, something I don't like for sure and disagree with, but that get me to the nice idea. I remember you had a huge fetish love toward old Bloodscourge's droids-nunchucks (or whatever you called these) that spin around the player and automatically shoot the targets that are in your vision, as long droids-nunchucks are in front of your vision as well. What if we remain the old attack of shards that you can charge up and hold to maximize damage, but the upgraded shards, as you hold them, automatically shoots smaller shards toward enemies in your vision, just like that one blooscourge's attack? That way at least it would be justifiable to drain your ammo so quick, and it could be used for a long range combat too unlike the old blooscourge's attack which had limited range. So far the new shards are just give you a WORSE attack than the non-upgraded one while as well drain your ammo real quick. If you think that "automatically shooting" is too much, you could just remain them as 4 machineguns shooting in straight line constantly, either way would work just fine. :D
As for tertiary attack, I don't quite understand it's usefulness. It doesn't trap enemies, and it's barriers aren't that useful to block the incoming projectiles as non-upgraded version, and as for combat I'd use other weapons and their anyway. Well, at least you can spawn it over distance, so there is that.

The fulgur's primary upgrade is actually pretty neat. It finally lets the lightning function like lightning and automatically magnets to the foes on it's own; the upgrade also slightly increase it's range, which is good thing too. The fact that it "chains" from the sky also allows the lightning to actually zap foes behind the corner, which is a great way to use the weapon strategically. The downside is that, no matter how I tried, I couldn't get lightning to chain from enemy to enemy. Maybe rename the upgrade in to lightning attraction, or simple - smart lightning?
The secondary is... well, I don't find it that useful since most of the damage came from the lightning itself that emerging from the ball, most of the droplets miss foes, even when I shoot it in horde, so they were kinda useless for the most part. Still doesn't feel right that the ball just bounces around rather than flying in straight line, and then just ricochet off the walls. :P
Tertiary while didn't get that much better, at least get more ammo efficient, as the extra lightnings do extra support to clean more foes around. My only complaint is that it still can't hit airborne targets, which comes often as a waste of the whole attack.


Now speaking about the rest of classes.

The cleric's mace upgrade... Honestly, the whole holy attack lost all of it's charm once it's AoE is greatly reduced to almost nothing. It was really fun to use back in the pre-shield update. As an a random and inconsistent attack that appears on it's own, it's no longer fun as you no longer feel to be the master of it. I can't find it's use either as it just pushes enemies around rather than do extra damage to them, or hit all enemies at once. As you said, it used to be as "panic button" that just pushed everyone away from you, and since it appears on random and after some time, it's no longer useful, especially with given overnerfed range. In all honesty, I found the upgrade provides more harm than it does gives the good, as it constantly pushing foes that I'm actually hitting rather than everyone around, forcing me getting close to them every time which provides more risk of getting hit myself.

The tertiary shield bash is while unique, is quite useless as well. Every time I tried to aim precisely with it, I always miss and pass through enemy. Even when I'm about to hit the enemy and the GZDoom's engine trying to help me with it's built-in aim assist system, I often somehow miss the hits. All it's good for is to get insanely overpowered running speed by spamming it endlessly and retreat like coward. Personally I'd rather have a return of the holy attack with a big AoE and replace the current tertiary attack, at least it was fun to use and was useful. Especially useful in first levels to hit annoying afrits by smashing floors. :lol:

Nothing much I can say about secondary, although the way it hits foes and stun\push them away, reminds me shield gameplay mechanics from Pirates, Vikings and Knights 2. Were you inspired by that?


Fighter got pretty damn overpowered kick now, I'd say it's literally gamebreaking considering that you can do insane high "rocket-jumping" with it and pass a lot of parts of the map where you're not even supposed to be, potentially breaking the game. The AoE is also HUGE, I'd even say it's bigger than the one that the holy mace bash had, and it seem to stun enemies all around you by sending them in air while also seem to instakill at point blank.
At least the quietus primary finally feels less brokenly overpowered so you no longer can W+M1 throughout whole game without even ever use ammo at all. At least it feels like it's range been greatly reduced, or that it's green wave finally function as visual. Maybe I just didn't rush with that weapon by hold W+M1 like previous time, rather than used it now mostly at it's maximum reach range.
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Re: Hexen: Walpurgis [0.88- "Upgraded Horizons"]

Post by eharper256 »

However, it's pretty bugged. If you accidentally aim in the sky and shoot, the hand animation is stuck forever, and no matter what I did, this doesn't stop remain bugged. The only way to fix it is by restarting the game or changing the map, then it gets unstuck.
Oh fucking skies and their unique handling. I just need to set +SKYEXPLODE on it again, its the same problem that the Fighter's chain used to have. Will fix that for the next version.

This is probably not (soon tm.) because my keyboard's CTRL key just snapped all its prongs inside the mechanical switch, the week after I had to replace my headset. So my ability to program is going to be nerfed for awhile.
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Re: Hexen: Walpurgis [0.87- "A Magical Reform!"]

Post by eharper256 »

MaxRideWizardLord wrote:
eharper256 wrote:On the contrary; EVERYTHING in Walpurgis is actually DECORATE except the statusbar, which is by 3saster and NightFright.
And this is EXACTLY what I was referring to after looking inside your code, heh. :P

Unfortunately, DECORATE is extremely limited, so most tend to switch to acs and zscript.
I was rather exhausted and pissed about my keyboard yesterday, so I'll get around to answering the rest of your post now.

For starters; its gonna remain purely DECORATE for the forseeable future. I think I've mentioned this before.

For sure, from a programmers perspective, ZScript is certainly a more versatile system. However, as someone who doesn't have a math brain and who is not much of a programmer; its like learning a whole new language and alphabet. Moreover, I've actually enjoyed making all of this within the constraints of DECORATE, in fact.

As a stubborn asshole at the best of times; I'm the sort of guy who will try fifteen thousand ways to smash a square peg into a round hole just to prove I can. So; the more people encourage me to switch to a better solution, the less likely I will do so. It's the same reason that's its really counterproductive for you to keep mentioning the same things that need tweaking... like, for example, making Fulgur Secondary not bounce or returning the old Holy Smite Mace attack, which you mention alot... and every time you do, they drop further in the list of priorities. :lol:

Its invariably better to mention something once, and then leave it stewing even if I disagree with it. I'll eventually probably go back and implement it if its actually a good idea. Case in point; when you previously couldn't hold Algor's Secondary Shots. That was mentioned way back in like... the 0.72 patch, and I hated the idea. But lo behold, I eventually saw the logic in it come 0.86, and changed it.
MaxRideWizardLord wrote:Second, I'd like to address a few of issues with the Vis overall. The primary fire, regardless upgraded or not, tends to lags after every shot, the lag last like 1-2 frames, but it still annoying after a while.
There is also one issue that been bother me for a while with Vis is that it inconsistently moves enemies around, sometimes kick them in the orbit. This is especially annoying when you fighting hordes of afrits over distance on Archmage difficulty, and on random they get pushed in to the ceiling or in to the sky for no reason, which makes aiming even harder than it is. I'd assume they'd do the same on Warlock difficulty, but I tend to give commentary while playing on harder difficulty.
Unfortunately, flying monsters seem to have some odd physics when they're told by a projectile to move. As you say, sometimes Afrits (and Heretic Gargoyles, and Lost Souls) seem to be most affected. I believe thats likely due to them not having much Mass, but its something I've been investigating for awhile. I'm not sure what you mean by 'lags' though?
MaxRideWizardLord wrote:The eyes also start hurts after a few seconds of using this attack, because every time you shot it just flashes the white-grey screen for no reason and this just gets you to epileptic level. Funny thing though, when you use Vis primary and look straight down under your legs or straight up, the flash effect disappears, yet it's the most vivid when you're using it in straight line in front of you without any angle toward up or down. Something need to be done about it as it's physically painful.
This is simply the projectile generating a 'tail'. FastProjectiles can do this up to 8 times a second and you can't turn that off with a command, its implicit in their nature if they generate one at all. If you're strafing left and right whilst shooting them, you also won't have as much impact. But the real issue is that I realised that the Vis shot itself has a couple of blank frames when it starts, but the effect it generates does not. I will add a similar invisible part to the start of the effect, so as to hopefully mitigate this.

Thinking about it; your perceieved 'lag' could be due to this, if I think about it. Vis has to have tics of invisible frames when it starts to prevent an even worse white flickering effect due to the Doom engines thing with Projectiles being generated at the players centre when they appear. Hence, a big white disc is appearing literally on the camera, if you think about it, which is what causes the flicker. Its the same reason Fulgur actually generates a target point, which in turn fires lightning, rather than actually getting the player to directly fire lightning, because in the latter case, the lightning seems to come from your armpits. :evil:
MaxRideWizardLord wrote:The same issue I had with Algor idle animation, when you're idle the weapon constantly generates random white clouds in random location throughout the whole time, which blocks the vision and tires your eyes. I'd suggest to shrink it a lot so it doesn't interfere with your aiming or make it possible to get rid of it through CVAR command.
That's just trying to emphasise the cold-ness of it, like one's breath on a winter morning, and this one's only noticeable when you're hanging around in a darker area. But disabling more visual effects with CVARs is something I will probably work on.
MaxRideWizardLord wrote:I do enjoy the secondary of the Vis though, no issues with it whatsoever.
The makeover also helped it out a bit. But yeah, its a nice attack.
MaxRideWizardLord wrote:Speaking of algor. The primary upgrade looks neat, although I don't understand what it does aside from making the point blank range damage even more powerful, despite being the stronger of all mage's weapons
Yep, it just adds more shards. The new shards technically only do 1 damage (as opposed to being 3-4 damage rippers) but there's quite a few of them in the swirl. Overall it just does a flat 2-30% more damage. Since the other Algor upgrades made fundamental changes to how that fire mode works, I wanted this one to be basic.
MaxRideWizardLord wrote:The second attack, however, feel underwhelming when upgraded, almost useless in comparison to nonupgraded version. The non-upgraded version could unleash 4 spikes of death instantly, good for ambush and killing tough enemies in a single burst damage. The upgraded one just inconsistently shoots slow ice shards like one per second that aren't even that good and waste ammo insanely quick for something that even Vis's upgraded primary could give a good competition. Imho it's a huge waste of a upgrade, and attack overall.
I will point out that Algor got a much faster animation in the secondary charge up fire (as mentioned in the changelog; its about 5-7 tics faster). I suppose that has stolen the thunder from the rapid fire mode a bit. If you test firing, you can still get 5 shots to impact a target in the same timeframe it takes for you to fire a quad-shot normally, though. Basically, it levels the damage of the mode into a steady linear line rather than spikes. So this is down to preference, I'd say.

If you're inaccurate as fuck like me, its overall a fun mode to use (lol).
MaxRideWizardLord wrote:I also noticed that now when you hold them up, they slowly drain ammo as you hold them, something I don't like for sure and disagree with, but that get me to the nice idea.
That was also in the last version. You get ~3.4 seconds of holding before it starts charging you. Before then, it was instant release and you didn't get a choice.
MaxRideWizardLord wrote:As for tertiary attack, I don't quite understand it's usefulness. It doesn't trap enemies
What enemies does it NOT trap? :| Afrits of course can fly over the stalagmites, but everything else is trapped inside by my tests. It doesn't stop, say, Serpents spitting fireballs at you, but they cannot leave the cage, and nearly everything dies when you detonate the stalagmites.
MaxRideWizardLord wrote:The fulgur's primary upgrade is actually pretty neat. It finally lets the lightning function like lightning and automatically magnets to the foes on it's own; the upgrade also slightly increase it's range, which is good thing too. The fact that it "chains" from the sky also allows the lightning to actually zap foes behind the corner, which is a great way to use the weapon strategically. The downside is that, no matter how I tried, I couldn't get lightning to chain from enemy to enemy. Maybe rename the upgrade in to lightning attraction, or simple - smart lightning?
I mean, it chains precisely once. That chain can occur from the floor, which is why it might seem to be smart. But if the enemy is stood behind the current enemy, it may not be obvious its just chained. If it did multiple chains, it would be horribly overpowered. I suppose its more of an arc. An Arc of Death, you might say. :lol:

There are some circumstances where the chaining effect is dumb and chooses a target that it can't hit, or even chooses to hit the same enemy (rarely), and since its not a piercing shot, it won't manage to hit that. I might make the chain pierce in the future.
MaxRideWizardLord wrote:Nothing much I can say about secondary, although the way it hits foes and stun\push them away, reminds me shield gameplay mechanics from Pirates, Vikings and Knights 2. Were you inspired by that?
Not heard of that or played it. Just shield bash doin' what shield bashes do.
MaxRideWizardLord wrote:Fighter got pretty damn overpowered kick now, I'd say it's literally gamebreaking considering that you can do insane high "rocket-jumping" with it and pass a lot of parts of the map where you're not even supposed to be, potentially breaking the game. The AoE is also HUGE, I'd even say it's bigger than the one that the holy mace bash had, and it seem to stun enemies all around you by sending them in air while also seem to instakill at point blank.
At least the quietus primary finally feels less brokenly overpowered so you no longer can W+M1 throughout whole game without even ever use ammo at all. At least it feels like it's range been greatly reduced, or that it's green wave finally function as visual. Maybe I just didn't rush with that weapon by hold W+M1 like previous time, rather than used it now mostly at it's maximum reach range.
Well, none of this has changed for quite awhile, so you haven't played Myrm in a while I guess. Only the tertiary Quietus fire changed this patch. All the rest has been around since like 0.85. Myrm's Rocket Jump continues to stay around because it amuses me. :P
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SallazarSpellcaster
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Re: Hexen: Walpurgis [0.88- "Upgraded Horizons"]

Post by SallazarSpellcaster »

Hello! I've tried the latest version with Hexen and Doom, and would like to share some thoughts!

Full disclosure: I used the medieval monsters mod for Hexen, and Colorful Hell for Doom, both at difficulty 5, and a damn blast to play through.

The meat and potatoes being the upgrades for the Magister, they're awesome! Fulgur especially became my go-to room clearer, as its primary upgrade lets the Magister decimate hordes of ugly bastards monsters with ease, allowing for a tactical approach as it chains from floors and walls. To me, that was the highlight of his upgrades, since it lets you go full Dark Jedi on anything that isn't you.

Algor's secondary was the best for me - though I missed the burst damage of a fully charged blast, I found the damage output to be more reliable by using it as a nailgun of sorts.

Vis' third is of course the best upgrade for the weapon, as it's really fun to crush monsters into a pulp.

From a pure fun perspective, I have a great time - you get to feel powerful as long as you know how to use your toolbelt, you can still fail and die miserably if you're not careful.

From a gameplay perspective, things take a turn. Consider the following as you read through my comments - I'm a bit of a min-maxer, and I naturally gravitate towards what I find to be the best tools to commit mass genocide, that doesn't mean that I didn't have a lot of fun with all the weapons and upgrades, only that I found myself mostly using a certain combination of weapons and upgrades.

On a single Hexen playthrough, you can find at most two (maybe three) upgrade items, of course forcing you to prioritize certain upgrades over others; this causes some of the upgrades to be very low on the priorities list, especially when you are going for maximum damage output, or are looking for an "optimum" build. Of course, this is all subjective, and based on my own experience, and gameplay style.

First weapon upgrades are cool across all classes, but ultimately trivial, as their damage output doesn't justify spending an upgrade on. The usefulness of other weapons also fluctuates wildly:

For the Myrmidon, I found that the two most important upgrades are to the hammer's secondary, and axe's secondary or tertiary, depending on whether one wishes for a means for healing, or raw damage output.

The Crusader is a similar case, as the best upgrade to me was Firestorm's secondary - its damage output becomes beastly once the projectile triples,- whereas the Lightbringer's primary upgrade seemed the best to me - the reflecting from the secondary beams was too unreliable, and though having the prism be cheaper was nice, it didn't offer as many advantages.

The Magister is a special case - for him I found the two best upgrades to be Fulgur's primary and tertiary. The primary renders every other attack obsolete, save for Agnus, while tertiary works great against single opponents and crowded rooms. The secondary is good enough without an upgrade, so upgrading it didn't really improve its usefulness.

Playing with either megawads, or mods such as Colorful Hell, which adds a metric fuckton lot of drops, the previous issues don't necessarily apply, as you get enough upgrade items to last for a lifetime. Still, I found myself leaning back on my favorite weapons, interspersed with occasional uses of the fourth weapons.

The fourth weapons pose another problem - not Crux nor Agnus, they're bloody badass, but Quietus. Since the Agnus, Quietus has lost a lot of luster, as the other two characters' weapons can nearly one-shot bosses, and clear rooms with ease, while Quietus struggles. Though the visual revamp of its tertiary is pretty neat, its overall damage output pales when compared to the other weapons. For room clearing, I actually found myself relying more on the upgraded hammer secondary, as Quietus' charge made me too open to attacks while it loaded.

Suggestions, thoughts, and maybes:

-Quietus might be easy to fix by reducing the charge time on its secondary attack, and maybe letting the player fire quick volleys by tapping the attack button, making it easier to control crowds.

-Primary upgrades are fine - primary weapons are still a last resort, only they become far more reliable once upgraded; still, if you maintain a good mana economy, balancing mana drops, kraters, and ambits, it's unlikely that you'll need to use them again.

-Vanilla Hexen has too few upgrade items - since they replace the dark servant item, and those are damn scarce, you can at most get two upgrades (I think I might be missing one, though.) An easy fix would be to make boss level monsters drop upgrade items; this could also make the gameplay faster on Heretic and Doom. Still, other than on vanilla Hexen, it's not really an issue, as many map packs, and megawads, have enough upgrades to fully upgrade one or two weapons.

-Spiced up text for the porkalator and the chaos device, it just seems odd that you just pick them up, and that's about it. For the chaos device, you can mention that it comes from another dimension, as it was created by the Seraphim from Parthoris and used by the sidhe.

The following are just "maybes" and "what ifs" that could be fun or worthy of consideration.

-Tome of Power!!! It's ridiculous, unnecessary, and broken... Sounds fun.

-Fourth weapon upgrades - I know you've mentioned them before, but they're still worth mentioning. They'd have to be world-shattering, though - think of Guncaster's Old Dreadful and it's space cannon firemode. Think so large it'd make Russian Overkill seem mellow by comparison!

-Alternative slot 1/manaless weapons, to spice up the non-powered gameplay (still hoping to see magic missiles one day)

-More weapons, maybe - upgrades offer enough variety to weaponplay that more weapons might actually make things too cumbersome.

-Mana batteries - for when a Krater is too much

-Something to replace disks of repulsion - though they're useful, they tend to be pretty circumstantial, and end up piling up in the long term, seeing little to no action.
Edit: of course, an idea immediately came to to mind as I returned to play the game (Delta Touch truly is a blessing.) Since Walpurgis, and Hexen in general are heavily inspired by Dungeons and Dragons, discs of repulsion could be replaced by different types of offensive, single use wands. The idea came from the wand of hitscan, and they could work to give characters a bit of a combat boost, they'd need little sprite work, and might offer different strategic avenues.

-Combined mana wisps and large chunks, it just seems odd that those aren't present.

-Quietus replacement! I'm aware it's a lot of sprite work, however considering that the Magister and Crusader have new ultimates, why not show the Myrmidon the same love?

As you can see, the critiques and suggestions I offered are entirely subjective. Objectively, Walpurgis is really fun to play with throughout every game it supports - I've found myself mixing and matching with monster mods to make the experience more difficult and engaging, which is a good sign that it has a good staying power.

Keep up the great work - Walpurgis is really one of my favorite gameplay mods, and it keeps getting better and better!
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Re: Hexen: Walpurgis [0.88- "Upgraded Horizons"]

Post by eharper256 »

New keyboard arrived today; got myself a Durgod Taurus K310 with Brown Switches today to replace my borked Logitech G810; so I can get back to not cursing at a missing CTRL key six times a day; and having to pry it out because I accidently tried to use a shortcut. Nice board; solid, compact, clacky and a sign that I've gotten over my needless phase of having backlit boards. :shock: I am still, however, mostly broke now this month as a result of having to get this AND a new headset in the same week. :x
SallazarSpellcaster wrote:Hello! I've tried the latest version with Hexen and Doom, and would like to share some thoughts!
Anyways... thanks as always for your support Sallazar. Glad you like the upgrades.
SallazarSpellcaster wrote:On a single Hexen playthrough, you can find at most two (maybe three) upgrade items, of course forcing you to prioritize certain upgrades over others; this causes some of the upgrades to be very low on the priorities list, especially when you are going for maximum damage output, or are looking for an "optimum" build. Of course, this is all subjective, and based on my own experience, and gameplay style.
I'm going to have to replay the core Hexen campaign again to be honest, last check was like... 0.75, lol. But I always wanted them to be a slightly difficult choice.
SallazarSpellcaster wrote:First weapon upgrades are cool across all classes, but ultimately trivial, as their damage output doesn't justify spending an upgrade on. The usefulness of other weapons also fluctuates wildly:
They're mostly there because they're a nice economy option. Ironically, you have less need of that in Difficulty 5, since the mana output from drops is automatically increased by 50%.
SallazarSpellcaster wrote:For the Myrmidon, I found that the two most important upgrades are to the hammer's secondary, and axe's secondary or tertiary, depending on whether one wishes for a means for healing, or raw damage output.
Interesting that Cluster Hammer is your chosen option; but it makes sense, its a nice option, and Myrm really likes having a good ranged option. Personally I really like upgraded Tertiary hammer for the spread-fire effect, but I imagine cluster hammer is really great for groups. And the axe is a workhorse; so those make sense as well.
SallazarSpellcaster wrote:The Crusader is a similar case, as the best upgrade to me was Firestorm's secondary - its damage output becomes beastly once the projectile triples,- whereas the Lightbringer's primary upgrade seemed the best to me - the reflecting from the secondary beams was too unreliable, and though having the prism be cheaper was nice, it didn't offer as many advantages.
Again, pretty much as I would expect in this case. I wanted to do more for the Prism but I wasn't sure what else it could do besides giving it more ability to roam with the player or an increased duration/cost. The split mortar Firestorm is indeed crazy powerful if you can get the trajectory right.
SallazarSpellcaster wrote:The Magister is a special case - for him I found the two best upgrades to be Fulgur's primary and tertiary. The primary renders every other attack obsolete, save for Agnus, while tertiary works great against single opponents and crowded rooms. The secondary is good enough without an upgrade, so upgrading it didn't really improve its usefulness.
That was a worry with anything Chain Lightning; its really good. I might nerf it slightly in the future. I'm glad you like the Plasma Ball (I do worry since MaxRide constantly hates on it despite me liking it alot).
SallazarSpellcaster wrote:Playing with either megawads, or mods such as Colorful Hell, which adds a metric fuckton lot of drops, the previous issues don't necessarily apply, as you get enough upgrade items to last for a lifetime. Still, I found myself leaning back on my favorite weapons, interspersed with occasional uses of the fourth weapons.
Not horribly worried about that; everyone has their favorites in anything with upgrades (I know I always gravitate to the same ones when playing Argent and Trailblazer, lol).
SallazarSpellcaster wrote:The fourth weapons pose another problem - not Crux nor Agnus, they're bloody badass, but Quietus. Since the Agnus, Quietus has lost a lot of luster, as the other two characters' weapons can nearly one-shot bosses, and clear rooms with ease, while Quietus struggles. Though the visual revamp of its tertiary is pretty neat, its overall damage output pales when compared to the other weapons. For room clearing, I actually found myself relying more on the upgraded hammer secondary, as Quietus' charge made me too open to attacks while it loaded. -Quietus replacement! I'm aware it's a lot of sprite work, however considering that the Magister and Crusader have new ultimates, why not show the Myrmidon the same love?
Yes, it suffers from 'first-thing-itus'; as it was the first ultimate I wrote script for; it was designed before the upgrades were even considered, and the others have power-creeped away from it a little bit. Its main balance issue (and why I've hesitated a few times to make it stronger) is that it still has its zero-cost primary fire which is stonking good when it gets up to speed. Because its so awesome, I have hesitations making its other modes too strong lest you only use Quietus when you get it.

I have considered giving the Myrm a full ultimate overhaul as well; though making it would be pretty sprite-work intensive and I'm fine with admitting that, for me, melee weapons are by far the hardest thing to sprite and not have them look shit :shock: . I can say this with confidence after a failed attempt at the Lightbringer-Spear which never saw the light of day (because it was awful looking). It is still on the cards as a possibility, but I don't know when.
SallazarSpellcaster wrote:-Quietus might be easy to fix by reducing the charge time on its secondary attack, and maybe letting the player fire quick volleys by tapping the attack button, making it easier to control crowds.
Ironically, this sounds easy, but would require a huge code-rewrite since the torpedoes size, damage, and radius are all linked to how long it spends charging in the first place.
SallazarSpellcaster wrote:-Vanilla Hexen has too few upgrade items - since they replace the dark servant item, and those are damn scarce, you can at most get two upgrades (I think I might be missing one, though.) An easy fix would be to make boss level monsters drop upgrade items; this could also make the gameplay faster on Heretic and Doom. Still, other than on vanilla Hexen, it's not really an issue, as many map packs, and megawads, have enough upgrades to fully upgrade one or two weapons.
This has its issues; the Wyvern could easily drop its upgrade in a stupid place when it dies (and theres no guarantee you're fighting with the Wings of Wrath on); you'd have to wait a moment before collecting the Hiersarch's one due to his exploding cubes, and the three leaders are really late in the game to be getting them. Fairly sure I remember seeing 4 Dark Servant, but I could be misremembering (I did do all the Secret Levels, mind).

This does remind me that I also need to overhaul the three-leaders and other bossfights again at some point.
SallazarSpellcaster wrote:-Spiced up text for the porkalator and the chaos device, it just seems odd that you just pick them up, and that's about it. For the chaos device, you can mention that it comes from another dimension, as it was created by the Seraphim from Parthoris and used by the sidhe.
This one is literally because I don't replace items that are unique to specific games. The Blursphere in Doom and Morph Ovum in Heretic is the same. I should probably think about it, its just one of those really low priorities.
SallazarSpellcaster wrote:-Tome of Power!!! It's ridiculous, unnecessary, and broken... Sounds fun.
Its also a massive undertaking. Upgrades on Upgrades. I do like Tome; but this is the sort of patch that appears after I'm bored and unemployed for seven months, not something I'm able to do whilst working lol.
SallazarSpellcaster wrote:-Fourth weapon upgrades - I know you've mentioned them before, but they're still worth mentioning. They'd have to be world-shattering, though - think of Guncaster's Old Dreadful and it's space cannon firemode. Think so large it'd make Russian Overkill seem mellow by comparison!
Yep, on the cards, and due to cost 2 upgrade items. But I don't want to start them until I'm sure I'm keeping the current weapon load-out (i.e. if I'm gonna replace Quietus, I'll do that first).
SallazarSpellcaster wrote:-Alternative slot 1/manaless weapons, to spice up the non-powered gameplay (still hoping to see magic missiles one day) -More weapons, maybe - upgrades offer enough variety to weaponplay that more weapons might actually make things too cumbersome.
Alternative any-slot weapons, like trailblazer has both Bitchmaker and the Grenade launcher on slot 5, are also a possibility in the far future, but not right now.
SallazarSpellcaster wrote:-Mana batteries - for when a Krater is too much
You mean, working like a Duke 3d Portable Medkit, I assume, where you only take what you need? That's actually how I ideally want Krater to work, but whilst its possible, its a big fiddle.
SallazarSpellcaster wrote:-Something to replace disks of repulsion - though they're useful, they tend to be pretty circumstantial, and end up piling up in the long term, seeing little to no action.
Edit: of course, an idea immediately came to to mind as I returned to play the game (Delta Touch truly is a blessing.) Since Walpurgis, and Hexen in general are heavily inspired by Dungeons and Dragons, discs of repulsion could be replaced by different types of offensive, single use wands. The idea came from the wand of hitscan, and they could work to give characters a bit of a combat boost, they'd need little sprite work, and might offer different strategic avenues.
Has been considered for quite a while, actually; you discovered a secret accidently! Good job! :lol: The hitscan wand was in fact also a test-bed for future potential wands; and it works fine.
SallazarSpellcaster wrote:-Combined mana wisps and large chunks, it just seems odd that those aren't present.
Mostly because I thought that Large Combined Chunk is redundant when Krater is a thing. And as only Ettins drop wisps (and Zombies in Doom) and they can appear in large numbers, small combined wisps seemed a bit too good unless they just weren't (i.e. 2 of each mana, lol).
SallazarSpellcaster wrote:As you can see, the critiques and suggestions I offered are entirely subjective. Objectively, Walpurgis is really fun to play with throughout every game it supports - I've found myself mixing and matching with monster mods to make the experience more difficult and engaging, which is a good sign that it has a good staying power.

Keep up the great work - Walpurgis is really one of my favorite gameplay mods, and it keeps getting better and better!
Thankyou; that's the best thing I can hear about it! :D
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