Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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Re: Walpurgis 1.0 (For Doom/Heretic/Hexen) [GOLD RELEASE!]
Excellent mod! There is just one issue I have experienced that I am not sure if it has been reported already: when I freeze a Fallen One enemywith Illitheya's Lupin Charm, it will turn into a frozen Golem.
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Re: Walpurgis 1.0 (For Doom/Heretic/Hexen) [GOLD RELEASE!]
That is intentional, the legs should be flagged as invulnerable and immortal. There was a problem that was hotfixed where one was automatically transferring damage to the other in an early 1.0 release if I recall, so just make sure you've got the latest download. I did just double check by warping to E3M8 just now and firing 200 mana of laser into his foot, and no damage occured. If you do still experience easily dying spidey after updating, let me know.Doomzilla wrote: ↑Wed Jul 30, 2025 6:43 amThere's a problem with the Mastermind: it has two separate hitboxes, one for its main body, called "SpideyBrainz", that has 3500 HP, and one for its legs, which is called "SpideyBaseLegs" that has only 100 HP, which leads to him dying in seconds in every encounter.
Also the chickens that appear when the egg item is used, are invisible for some reason. At least in Doom games.
The hitbox split was itself an attempt to make spidey less vulnerable to certain Walp attacks that would shred the heck out of him due to his massive default hitbox.
Chickens! Right, I forgot it was possible for Morph Ovums to spawn them in Doom now, but I didn't include their Heretic Sprite. I will look into pushing another fix to include chicken sprites (lol). Thanks for the heads up.
Oops. That's what I get for copypasting their freeze code in a certain part. I'll get that fixed. Thanks for the heads up.JohnnyTheWolf wrote: ↑Wed Jul 30, 2025 12:06 pmExcellent mod! There is just one issue I have experienced that I am not sure if it has been reported already: when I freeze a Fallen One enemywith Illitheya's Lupin Charm, it will turn into a frozen Golem.
Re: Walpurgis 1.0 (For Doom/Heretic/Hexen) [GOLD RELEASE!]
Yeah, it turned out to be a version problem. I was sure I was using the latest one. Guess it was some "silent" update that I missed.
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Re: Walpurgis 1.0 (For Doom/Heretic/Hexen) [GOLD RELEASE!]
Yep, I think this problem was indeed a silent hotfix I threw up after it was reported on Doomworld rather than here. One of those funny things about a 1.0 release, suddenly lots of new people play and fresh eyes mean catching lots of obscure bugs.
I'll probably properly make note of it being 1.0A in the changelog when I've finished fixing the chicken problem.
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Re: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]
**New Hotfix release** (use the frontpage links) for the issues reported above.
Notably, goblins turning into mummies when frozen, and chickens created from morph ovums used in doom going invisible.
In case you've missed them so far, the hotfixes since the initial release have been a few, so I've summarised them below and on the first post.
Notably, goblins turning into mummies when frozen, and chickens created from morph ovums used in doom going invisible.
In case you've missed them so far, the hotfixes since the initial release have been a few, so I've summarised them below and on the first post.
Code: Select all
[1.0A] Hotfixes
--------------------
+Fixed: Issue with Starhammer tertiary upgrade hanging GZDoom in some cases due
to some spawner weirdness.
+Fixed: Issue with Starhammer secondary upgrade causing an infinite sound effect
to constantly play.
+Fixed: Druid Dog Mode Ice Comet Upgrade had sprite rendering weirdness. Fixed.
+Fixed: Possible issue with high mass on Hexen Spike Trap projectiles tweaked.
+Fixed: Orks now have XDeath state. I was pressed for time to include it in
the initial release; but now sprites are included and it's here!
+Fixed: Some Decorations could still be sent flying by Heavensever and Vis when
they shouldn't be.
+Fixed: Hebiko Sceptre primary shots were using wrong damage calculation.
+Fixed: Upgraded Dagon Cane Tertiary was calling damage method twice, making it
fair bit more powerful than it should be.
+Fixed: Weird issue with damage transfer for Spider Mastermind, making it die
prematurely from a low amount of damage.
+Fixed: Morph Ovums used in Doom caused evil invisible chickens to be created (lol)
due to missing sprite references.
+Fixed: Goblins, if frozen by cold attacks, were turning into frozen mummies.
+Balan: Orks Charge attack damage reduced by about 25%. Generally people found it
quite overtuned. They ARE supposed to be dangerous in melee, though.
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Re: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]
Does Baselard bleed stack?
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Re: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]
Sorry for missing this. Yes; up to 4 times, and 9 times if you upgrade the Baselard. It also does x3 the bleed of most weapons that cause bleed.
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Re: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]
Hexen and Heretic have just had a re-release remake on Steam by Nightdive with some laundry list of changes and even a few changes to the official iwad, apparently. This certainly came out of no-where for me (lol).
That version is made for KeX, rather than GZDoom, so of course, Walp will not work natively with it, but since it includes the classic versions of the iwads, you can happily buy them here rather than from GoG and transfer those over to your copy of GZDoom, and play Walp with them alongside Doom itself.
I'm also going to say that the changes for the new improved version of the iwads will obviously have to be reviewed and things will probably break right now, but if you try it in GZDoom, let me know of the results!

That version is made for KeX, rather than GZDoom, so of course, Walp will not work natively with it, but since it includes the classic versions of the iwads, you can happily buy them here rather than from GoG and transfer those over to your copy of GZDoom, and play Walp with them alongside Doom itself.
I'm also going to say that the changes for the new improved version of the iwads will obviously have to be reviewed and things will probably break right now, but if you try it in GZDoom, let me know of the results!
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Re: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]
Do you think it is a coincidence that the Cleric's starting weapon - a mace with a shield - is now more or less Parias's? 

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Re: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]
I like to think someone at Nightdive also like Walpurgis, yes.JohnnyTheWolf wrote: ↑Fri Aug 08, 2025 12:09 pmDo you think it is a coincidence that the Cleric's starting weapon - a mace with a shield - is now more or less Parias's?

Re: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]
eharper256 wrote: ↑Sat Aug 09, 2025 2:03 amI like to think someone at Nightdive also like Walpurgis, yes.JohnnyTheWolf wrote: ↑Fri Aug 08, 2025 12:09 pmDo you think it is a coincidence that the Cleric's starting weapon - a mace with a shield - is now more or less Parias's?![]()
On the new remastered Hexen version, Cleric shield reduces damage when blocking.
So...
Could you "copy" the "copy"?
Pretty please

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Re: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]
Sadly not, I've forsworn any shield damage reduction before in the past, and don't like any "hold to reduce" systems in general, especially when the Crusader is already pretty darn tanky.
Re: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]
I've only played around with it a little bit but it's my impression that it does a bit more than that too.
I *think* when you get a successful block, the enemy hitting you gets knocked back a little and maybe takes some damage. Certainly, an Ettin hit me, I got a different impact sound to normal, the Ettin seemed to jump back and then I took him down very easily afterwards. However, that's all subjective without looking at any code. So it could be quite wrong.
Not saying that changes any arguments for or against inclusion. I'm just musing on the fact that it might be a bigger change than just a block/damage reduction.
Re: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]
Enjay wrote: ↑Sat Aug 09, 2025 3:08 pmI've only played around with it a little bit but it's my impression that it does a bit more than that too.
I *think* when you get a successful block, the enemy hitting you gets knocked back a little and maybe takes some damage. Certainly, an Ettin hit me, I got a different impact sound to normal, the Ettin seemed to jump back and then I took him down very easily afterwards. However, that's all subjective without looking at any code. So it could be quite wrong.
Not saying that changes any arguments for or against inclusion. I'm just musing on the fact that it might be a bigger change than just a block/damage reduction.
Yeah. If you parry a melee attack not only you reduce its damage but also stun enemies and weaken them by reducing defense or make them take extra damage.
The Walpurgis shield doesn't stun but knock back monsters instead.
I mean, I think the author of this mod is more likely into fast pacing shooters, which I don't.
In my case, I like more slow-pacing stuff like medieval combat things. And nothing is more fundamentally medieval to me than shield blocking followed by countering. That is why I like the new Cleric "parry/stun" gimmicks from this new Hexen remastered. It is simple, but it still quite cool nevertheless.

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Re: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]
Actually it does stun, dependent of the strength of the monster: it deals a special damage type ["STUNHIT"] that guarantees and doubles the length of the Pain state on enemies. Of course, higher tier stuff might only have pain for 6-8 tics or such by default, so it can be hard to notice it being it 12-16 instead (it's 35 tics to a second in GZDoom), and the stun might already be elapsed by the time they've recovered from being knocked back, but it's there.neto592 wrote: ↑Sat Aug 09, 2025 10:21 pm Yeah. If you parry a melee attack not only you reduce its damage but also stun enemies and weaken them by reducing defense or make them take extra damage.
The Walpurgis shield doesn't stun but knock back monsters instead.
I mean, I think the author of this mod is more likely into fast pacing shooters, which I don't.
In my case, I like more slow-pacing stuff like medieval combat things. And nothing is more fundamentally medieval to me than shield blocking followed by countering. That is why I like the new Cleric "parry/stun" gimmicks from this new Hexen remastered. It is simple, but it still quite cool nevertheless.![]()
But yes, the intent is to help you make space to move, rather than turtle up. Despite what the movies and games might show us, taking whole hits on shields in real life is a VERY BAD IDEA (tm). Even moreso against a monster, they would crumple and you'd break your arm.*

And yes, one of the design goals was to encourage always to keeping on the move in Walpurgis. Even the Magister moves about 15% faster than his baseline Hexen interpretation, and the Druid runs 20% faster than Doomguy runs (ZOOM!). Constantly ducking and weaving and keeping up spatial awareness at all times are essential skills for difficult classic Doom Maps, so I encourage them. It's also why the baseline Hexen monster cast gets speed and lethality buffs around the board and are generally made more aggressive.
*= There was a funny video I watched once about how Link can block a charging Lionel in the newer Zelda games and they did napkin math to prove that if this is possible, bringing a charging 2 tonne mass to a stop in an instant and recoiling it, Link's strength must therefore enough to shatter a car with a punch or something like that.
