Walpurgis 0.98A (For Doom/Heretic/Hexen) [0.98A Hotfix!]

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neto592
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Re: Walpurgis 0.98 (For Doom/Heretic/Hexen) [0.98 RELEASE!!]

Post by neto592 »

Well...

In my opinion, Dryad certainly is more feminine and more Druid like (especially considering Warcraft 3 kind of druid).
But given that the other weapon 3 is a long range one, I believe this new one will have a melee focus, or I am wrong?
It will be poison damage focused like her flasks?
I said that because I think the versatility of changing between range and melee attacks, on being the best on both capitalizing any opportunity or adapting to any difficulty, the Druid strongest quality.


As for no saying nothing about the changes on version 0.98, as for me, I can say it because I didn't play anything at all!
That is because I am waiting all the characters to have a second third slot weapon because I like to changing the characters a lot by comparing how I beat a map with all of them. It is kind of a gluttony mental disease I have...


But I am really anxious to play using all the third alternative weapons from all the characters as I daily reload this page on my browser.
I just didn't comment anything because I think it would be pointless to make a post only to mention on how hyped I am for this mod here.
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eharper256
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Re: Walpurgis 0.98 (For Doom/Heretic/Hexen) [0.98 RELEASE!!]

Post by eharper256 »

neto592 wrote: Fri Aug 25, 2023 11:51 am Well...
In my opinion, Dryad certainly is more feminine and more Druid like (especially considering Warcraft 3 kind of druid).
But given that the other weapon 3 is a long range one, I believe this new one will have a melee focus, or I am wrong?
It will be poison damage focused like her flasks?
I said that because I think the versatility of changing between range and melee attacks, on being the best on both capitalizing any opportunity or adapting to any difficulty, the Druid strongest quality.

As for no saying nothing about the changes on version 0.98, as for me, I can say it because I didn't play anything at all!
That is because I am waiting all the characters to have a second third slot weapon because I like to changing the characters a lot by comparing how I beat a map with all of them. It is kind of a gluttony mental disease I have...

But I am really anxious to play using all the third alternative weapons from all the characters as I daily reload this page on my browser.
I just didn't comment anything because I think it would be pointless to make a post only to mention on how hyped I am for this mod here.
The current idea is to have a low-mana melee mode for the Dryad, like the Wolf-Form, yes. It might be higher ranged than usual, with a Scythe or Whip type, but the focus was ultimately to be trap related with vines and bullet seeds (kind of Pokemon Grass attacks inspired).

If that's how you enjoy playing, then you do that. You're just a very focused kind of speedrunner? :P

I would still appreciate anyone who can give 0.98 feedback, though!
neto592
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Re: Walpurgis 0.98 (For Doom/Heretic/Hexen) [0.98 RELEASE!!]

Post by neto592 »

If that's how you enjoy playing, then you do that. You're just a very focused kind of speedrunner? :P

Not at all! :sadno:


I think the main reason of why I never played a multiplayer game in my life, it was because I am a veeeerrrrryyyy slowpoke and coward type of player.


Actually, I "study" for weeks on the training level in order to know what upgrade is better to pick and what is the best way to beat any kind of monster.
Also, I generally take hours to beat one level. :(
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eharper256
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Re: Walpurgis 0.98 (For Doom/Heretic/Hexen) [0.98 RELEASE!!]

Post by eharper256 »

neto592 wrote: Sat Aug 26, 2023 12:05 pmI think the main reason of why I never played a multiplayer game in my life, it was because I am a veeeerrrrryyyy slowpoke and coward type of player.

Actually, I "study" for weeks on the training level in order to know what upgrade is better to pick and what is the best way to beat any kind of monster.
Also, I generally take hours to beat one level. :(
Well, that's what I'm saying, training for days on one level to optimise a strat is also a very speedrunning type thing. You're just missing the whole actually doing a speedrun afterwards lol.

Feel free to post what you think are the optimal ways to use parts of the arsenal.
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eharper256
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Re: Walpurgis 0.98 (For Doom/Heretic/Hexen) [0.98 RELEASE!!]

Post by eharper256 »

Playing around with the VFX for the Crusader's Broadsword today; quite pleased with this result especially:
Image
Still needs some work, of course, but it's looking alright. :D

What do you think about it? And what sort of FX do you think should go on a Holy Broadsword?


Also, as it was asked in Doomworld; I put together a shortlist of wads to play with Walp, in case that interests you.
PresBarackbar
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Re: Walpurgis 0.98 (For Doom/Heretic/Hexen) [0.98 RELEASE!!]

Post by PresBarackbar »

Now THAT looks awesome!
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eharper256
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Re: Walpurgis 0.98 (For Doom/Heretic/Hexen) [0.98 RELEASE!!]

Post by eharper256 »

PresBarackbar wrote: Sun Sep 17, 2023 4:19 pm Now THAT looks awesome!
Thanks!
neto592
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Re: Walpurgis 0.98 (For Doom/Heretic/Hexen) [0.98 RELEASE!!]

Post by neto592 »

I like the sword too, but fire was not already the main element of the other third slot Crusader weapon?

I think ice would be better.

It could also being able to apply, in one of its three types of attack, a kind of AOE slow debuff on Crusader's enemies as well. :)
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headlesszombie
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Re: Walpurgis 0.98 (For Doom/Heretic/Hexen) [0.98 RELEASE!!]

Post by headlesszombie »

I really dig the idea of a holy sword, really badass too have a melee alt weapon for both slots. Any idea if you go with it what kind of attacks it will have, will you have the shield in the off hand like the mace?
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eharper256
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Re: Walpurgis 0.98 (For Doom/Heretic/Hexen) [0.98 RELEASE!!]

Post by eharper256 »

neto592 wrote: Mon Sep 18, 2023 3:03 pmI like the sword too, but fire was not already the main element of the other third slot Crusader weapon?
I think ice would be better.
It could also being able to apply, in one of its three types of attack, a kind of AOE slow debuff on Crusader's enemies as well. :)
Yes, obviously, Firestorm is a fire weapon, but this isn't fire, it's using a kind of red energy at the moment. Ice isn't probably going to happen though, as it's not especially holy and crusader-ish. It is possibly going to change to a different colour, though, I just thought red matched the rubies in the hilt of the sword. Debuff's are also not usually a crusader thing; his theme is being methodical and defensive.
headlesszombie wrote: Tue Sep 19, 2023 12:55 amI really dig the idea of a holy sword, really badass too have a melee alt weapon for both slots. Any idea if you go with it what kind of attacks it will have, will you have the shield in the off hand like the mace?
Yes, it will use the Shield like the Mace and the Spear do, though not sure with what functions at the moment. At the moment, I'm playing with the idea that the attacks of the weapon change with the light level of where you are using it, though that is not set in stone.
neto592
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Re: Walpurgis 0.98 (For Doom/Heretic/Hexen) [0.98 RELEASE!!]

Post by neto592 »

If it comes with a shield, could that shield be better that the other from slot 1 and 2 and block for a longer period of time?
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eharper256
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Re: Walpurgis 0.98 (For Doom/Heretic/Hexen) [0.98 RELEASE!!]

Post by eharper256 »

neto592 wrote: Wed Sep 20, 2023 11:48 am If it comes with a shield, could that shield be better that the other from slot 1 and 2 and block for a longer period of time?
Probably not. I think I've said before that highly controllable immortality is a bit too good in game where you're as fast as you are in Doom.
It might have a shield based firemode of some description though.
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DarkQuill
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Re: Walpurgis 0.98 (For Doom/Heretic/Hexen) [0.98 RELEASE!!]

Post by DarkQuill »

Tested out the new weapons. Hohoho, they're so good.

- Pilums for Myrmidon are pretty good, but maybe need a slightly slower fire rate to offset the no mana cost. As a starter weapon, I don't think adding a mana cost to them would be appropriate IMO.
- The +25 popup when using the Quartz Flasks is neat, but I think needs to start a little higher up, and have a bit more of a pause before dropping/fading out. I think it's neat, but if you'd rather not work on those then that's okay too.
- Tested the new Korax fight. Not quite sure what's going on, but after breaking the four crystals, Korax's shield doesn't drop. There's blood effects when hitting him, but not sure if I'm doing any damage. Even put on cheats but still couldn't kill him at all. Only tested with Myrmidon so far.

The rest of the tweaks and fixes are super nice to see, I will have to do a proper run through later on to get a feel for everything in a normal game. But as always you've outdone yourself with how outstanding and refined this mod is.
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eharper256
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Re: Walpurgis 0.98 (For Doom/Heretic/Hexen) [0.98 RELEASE!!]

Post by eharper256 »

DarkQuill wrote: Fri Sep 22, 2023 6:28 pm Tested out the new weapons. Hohoho, they're so good.

- Pilums for Myrmidon are pretty good, but maybe need a slightly slower fire rate to offset the no mana cost. As a starter weapon, I don't think adding a mana cost to them would be appropriate IMO.
- The +25 popup when using the Quartz Flasks is neat, but I think needs to start a little higher up, and have a bit more of a pause before dropping/fading out. I think it's neat, but if you'd rather not work on those then that's okay too.outstanding and refined this mod is.
Glad you like these. I'll probably add more overlay item use tweaks for 1.0, and I might pop a couple of frames extra delay on pilums, though the upgrade is always supposed to be pretty good (i.e. compared with the Druid's Bird, Crusaders Charge Attack, and Magisters Force Cage).
DarkQuill wrote: Fri Sep 22, 2023 6:28 pm- Tested the new Korax fight. Not quite sure what's going on, but after breaking the four crystals, Korax's shield doesn't drop. There's blood effects when hitting him, but not sure if I'm doing any damage. Even put on cheats but still couldn't kill him at all. Only tested with Myrmidon so far.

The rest of the tweaks and fixes are super nice to see, I will have to do a proper run through later on to get a feel for everything in a normal game. But as always you've outdone yourself with how outstanding and refined this mod is.
For Korax, I just suddenly realised something rather embarassing that is likely to cause your issue (and I'm honestly amazed no-one else has reported it so far- it shows how few people will play the Hexen campaign I guess). :shock: He's set to monitor specific HP thresholds which are carefully tweaked by the crystals going kaput. Of course, I always play Skill 3; and I've then forgot about the fact that Skill 4 and 5 give a bonus +10% HP to all enemies, so he's never quite going to go under the HP threshold if you're playing on those difficulties, which quite a few people do, so he'll never change stage. OOOPS. I'll release a hotfix later today (handily I do have an early stable version of pre-0.99 I can inject these changes into).
neto592
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Re: Walpurgis 0.98 (For Doom/Heretic/Hexen) [0.98 RELEASE!!]

Post by neto592 »

I think for the Druid it would be better a pair of small scythes than a big one, because I believe it would be better to give emphasis on speed rather on reach.

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