Colerx wrote:Finished until "thanks for playing"
https://i.ibb.co/tmYLr1R/Screenshot-Hex ... 195958.png
I really enjoyed this campaign!
reached level 33 at skill 4 with xp multiplier at default 100 , Barbarian class
played 10 hours and 50 minutes, without count of those thousands of time I quickloaded , was very challenging!!
Loved this, can't wait to see it finished and play it with my cousin!!!
Thank you, it has really filled my evenings with this damn lockdown.
Glad to hear that! Hope you like the new improvements and redesigns in various dungeons in the next update, also multiplayer coop is now supported!
Tresto wrote:Hello!
I am 7 hours through the campain and have some questions.
1. Where can I find the key to the gaveyard chapel, mentioned by the NPC at the eand of the graveyard? By the gaveyard I mean the optional gaveyard map near the Direwood Castle?
2. In the Greenleaf Village Graveyard I have found a skull that says that I have found the second skull so the curse has been lifted. But I don't know where is the first skull?
I am having a lot of fun with your mod and I will give some feedback after finishing! Thanks
Edit:
So I have finished the campain until the "thanks for playing" screen. I would like to add some feedback. I think that this is a very good mod, that when finished would be at my personal top list of Hexen/Heretic maps.
What I liked the most:
- variety of enemies and their attacks. I think that you have done a great job in desining and coding those enemies.
- boss fights - I really enjoyed how differnet they were form each other, but I think more focus on boss arena desing (different than square shapes of arena, obstacles arising during second phase etc.) could enhance the experience,
- side quests and Heretic arenas!
What I think could be improved. I would say that Cult of Despair is good in the first half and great in the second half.
- Some of the optional dungeons could benefit from adding a little bit of lore explaining their setting and what has happened there.
- During the first half of the game you can explore a lot of smal underground caves. It reminded me a little bit of Zelda world. But I think these caves are a bad idea - their design is a little bit boring and unchallenging. I think the overall level design would benefit if you reduce the amount of holes in the ground and focus on building 2/3 of more diverse ones (house basement, underwater secrets etc.).
- The black passage could have a little more light - You are forced to use torches or proceed in complete darkness, either way the beautiful desing is lost.
- The lonely den design is somewhat boring, especially in comparison to other dungeons like cultist fortress.
· The key for the chapel in the crossbone graveyard still doesn't appear in the campaign, same for the emerald key in the swamp (where a soldier tells you that a friend had it and the last time he heard from him was in the Wasteland), those are areas for the late game where you will return. I will make sure to warn when those important items are available in the mod!
· I can't talk about that yet , but you are the first person to find the secret

· Thanks! I always try to add every kind of enemy in three different areas at least, and make them to fit in the place or dungeon. Some spawns may change in some updates to find a good balance, but I think I did a good job in this section.
· I want to revisit some boss arenas like the optional Giant Sludge Golem to improve it a bit, but changing the design of the arena depending on the health of the boss gives me good ideas!
· There are more side quests on the way, also there will be a new Heretic arena in the Wasteland in the next update. I plan to do a total of six (two have appeared so far). Every two arenas, the design changes, so the third and fourth will have a different geometry compared to the first and second ones (which were the same)
· Sure, in the next update some dungeons like the Direwood Castle have some books that explain the origin of the buildings, but I always want to leave room for the player to imagine their original purpose of such ruins and castles.
· Yeah, in fact, those underground holes are a little less common the more you progress in the campaign, so I will improve the current ones and focus in potential dungeons with more diversity of textures and challenges (by the way, those caves are heavily inspired by zelda games, specially Ocarina of Time and Majora's Mask)
· Thanks for the feedback, I will increase the light a little in all sectors of the black passage!
· That is strange, I always liked how Lonely Den turned out, sure, some rooms could be improved, but still like the idea that it isn't a lineal dungeon when you have to search the three keys or the underwater section with the big piranhas and the switches.