It's here! Walpurgis 1.0 is released!!
GET IT NOW HERE AT MEGA!! (Version 1.0)
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GoogleDrive Mirror! (Version 1.0)
Here's the Changelog:
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[1.0]
'Happy Walpurgisnacht!'
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01/05/2025
#@~@# It's been a long road, but here we are, the 1.0 release!
The final 1.0 upgrade is mostly about final polish and tweaks rather
than big new content, but there's a handful of extras.
Yes, it took over a year. I'll be honest; it shouldn't have taken this
long, but I was rather depressed following the death of my grandad (whom
was my father figure) and then just couldn't even bring myself to look at
Doom for a while due to a bit of burnout. Sorry everyone!
+New!: Bestiary Elites expansion Part II. Likely the biggest new feature for
1.0; a higher selection of standard and elite enemy spawns to make your
fights more interesting. These include the following:
DOOM
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++ Zombie Special Forces (Pistol)- Pistol Zombie Elite, if he can
see you, and is close, he will repeatedly fire his pistol.
++ Zombie Laser Trooper (Rifle)- Basic Zombie Elite. Literally a normal
Zombieman, but uses a laser rifle. Still fairly inaccurate, but if
he does hit you it will sting a bit.
++ Before, Pistol Zombie was the default, and Rifle Zombie the elite,
but now they spawn 50/50, with their own elite variants.
++ Magog- Spikey Black Doom Imp that generates disgusting purple gases.
He will shoot shots that explode in gas that's painful if you stand
in it. When he dies, he also erupts in a similar cloud of gas, making
it very inadvisable to fight him in tight close quarters.
He joins the Vrock as an alternate elite for Doom Imps.
++ Cacolich- Undead Cacodemon, he's quite tough, and very dangerous,
shooting fast energy shots rapidly from a distance, but also breathing
sickly green acid at you if you get close. He sometimes hovers around
erratically as well. He tends to annoy other Cacos in Cacoclouds though.
++ Before, Osseomancer was the Elite for both floaty bois, but now
he is the Pain Elemental Elite exclusive.
HERETIC
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++ Hobgoblins- You might think they're little, but they're slippery
swines, dodging around you to stick a dagger in your flank. They have
a rather classic sound effect bank some people might appreciate too.
These spawn 50/50 now with standard Mummies. D'Sparil is diversifying
his forces- or rather, the goblins were probably just there one day.
++ Flying Imp Leader is made somewhat more aggressive; and is changed to
have a black palette, so he matches his Elite version, and so that its
easier to tell which Imps are more dangerous. He also uses a better
fireball sprite, which was honestly long overdue.
++ Ghast- A spikier, faster Mummy that can double swing if you're silly
enough to stand next to him. He also splatters some acid on death.
Ghasts are now used as the elite for Mummy, and as the replacer for
Ghost Mummies as well, as the Ghost flag has no meaning in Walp.
++ Cyclops- What it says, he's a meaty boi with a single eye, and of
course, some idiot gave him a club that's on fire and causes explosions.
Don't underestimate him; he's agile for a brute, and uses his scary
strength to shoulder charge you and reduce you to cooked meat.
He's used as the Elite for Clinks, since their behaviour is similar.
HEXEN
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++ Orks- The green tide is here (lol). As alternatives to Centaur Sergeants
and Captains (Slaughtaurs), Orks now join them as part of Korax's
minions. Young Orks are a yellow-green colour and wear leather armour,
and Orc Lords are viridian green and wear full-plate. Both of them
use Spears and Greatshields, and are trained to lunge at or past you,
which can seriously shred you if you're not wary. The Lords can also
summon red spectral spears to shoot at you in barrages at a distance.
+New!: The Crusader gets a New Ultimate, The Astral Hammer of Saint Aria Alcyone.
This replaces Crux Calicus, which was the oldest weapon in the mod that
hadn't been touched since the 0.7 era and kind of showed it.
The Hammer is, as you might of guessed, still star-themed. The central
globe seems to contain flowing nebulae, or such.
It is very focused on keeping distance, utilising wide open space, and
overwhelming area denial. If you're fighting in tight quarters, it's
likely more dangerous to yourself than the enemy! Use the Heavensever!
++ The Primary swings the Hammer; and it erupts in blue stellar fire as
you do so. It provides a decent melee strike (albeit not as long
ranged as the spear, nor as reliable as Heavensever), but the real
bonus of it is the burst of flames it causes, which creep along the
ground in front of you for a good distance, burning all that cross.
This makes it a suitable area denial effect.
If upgraded, the melee swings will also punt enemies away a long
distance, and it generates even more Fire when swung (of course!)
++ The Secondary flashes with power, and after a short delay, an area
in the line in front of you is bombarded with falling stars. The
bombardment continues until it reaches an obvious wall or stopping
point. Keep in mind it will have limited effect in tight quarters
and the stars can and will hit the Crusader himself if he's running
forwards into their summon zone; though this is fairly standard for
the hammer, it's a weapon that works best in wide open spaces.
++ The Tertiary is Crux Calicus' old iconic Vortex! I couldn't really
get rid of it. It is, however, buffed, since by default it's great
in Hexen, but kind of mediocre in Heretic/Doom since crushing
gravity doesn't do much there when there's no fall damage!
Hence, it will now also fling boulders around! It does remain very
dangerous to use in close quarters, of course.
+New!: D'Sparil finally gets the boss upgrade treatment that he was lacking.
Firstly, he gets some new sprites to match his disciples taste in robes.
His Chaos Serpent is now a very strange beast that can vomit huge volleys
of Ice, Fire and Acid (usually 2-7 shots) repeatedly, making it a bit
harder to deal with. His second phase has a new necrotic lightning
animation, which fires a large barrage of seeking necrotic missiles. He
also summons disciples and teleports more frequently to help, so like
Tradactus, you need to take him out swiftly or be overwhelmed.
Oh, and he now taunts you, much like his brother Korax does. :D
+Tweak: Drastically increased the responsiveness of the Upgrade interface. Due
to a stupid bit of code I no longer know why I added (possibly debug?),
it would often force a delay of up to 20 game tics before doing anything
useful; leading to awful lag in the interface. This has been fixed.
Note that this increased resposiveness does mean it's also somewhat
vulnerable to you accidently double-tapping, so do be aware of that. There
is basic prevention in place for this but it will only catch fast taps.
+Tweak: Gladius Wind Blades blast radius and blast speed reduced somewhat as on
occasion it could be comically high for lightweight enemies. Has the
side effect of making foes stay in the damage zone slightly longer and
so mildly increasing the damage of the blade (around 4%).
+Tweak: Axe's Secondary Vorpal swings get a new badass keening sound effect to
really sell that VORPALness of them. Snickersnacksniksnak!
+Tweak: Bardiche as a whole got a lot of work. The Primary swings are more
reactive, and force all but the heaviest enemies back with stagger.
+Tweak: The Bardiche Mutated Primary is no longer atrocious; it fires a trio of
much better projectiles now (though they no longer pierce).
+Tweak: The Bardiche's secondary fire Blood Spines have been overhauled so that
they can actually move further away from you rather than being locked to
point blank. By default they can now get about 6-7 player lengths away
and have mild targeting in a small frontal cone. They also ignore ledges
and can rise or drop infinitely to get to a frontal target in the same
way that the Druid's Geysers or Magister's Glacial Spikes can. This is
quite a huge buff for the Bardiche in Doom especially, where it was meh.
+Tweak: The Upgraded secondary fire, taking into account the above change, now
can travel an infinite distance until it hits a wall. This is in addition
to it's usual damage increase, making it much more competitive upgrade
option than before, where the Mutation was often better.
+Tweak: In recompense, the Mutated Ball now flies slightly further and deals
around 10% more damage to pierced targets.
+Tweak: Finally, the range of corpse detonation when you attach the detonation
effect to the Primary via the mutated Tertiary was nerfed. It was way too
good, so it's about half the radius now.
+Tweak: Lightbringers Mutated Primary Fire and it's Prism now interact in a wholly
more sensible way that doesn't cause ridiculous lag. Obviously, it's also
less of a wall of a death for monsters in addition to your PC, but them's
the digs.
+Tweak: Less obnoxious Sound FX for Heavensever secondary fire.
+Tweak: Crusader's Flechette takes advantage of the new blue flame sprites I made
for the hammer, and uses them for a beauty upgrade.
+Tweak: Druid Dryad Secondary Upgrade (Cruorstalks) have been completely changed.
Rather than stealing the Bardiche's Corpse exploding gimmick, they now
explode in a barrage of spikes and spines after their initial rapid growth
phase (which still works as before to impale monsters).
+Tweak: A few new sound effects (1 for Lightbringer, a new set for Flechettes, etc.)
+Tweak: Torches now flicker less, have slightly longer range, and are mildly brighter.
+Tweak: Skeletons summoned by necromancers get a new, better sprite, courtesy of
Craneo's work.
+Tweak: Inspired the similar idea in Shades of Doom, I made it so skeletal enemies
that are hit throw bits of bones around (with my own new sprites). It's
pretty badass to slam into a skeleton knight or revenant with a sword
and have it explode into a pile of bones. :D
+Fixed: Several minor spritefixes.
+Fixed: Fulgur's mutated primary fire could detonate on the player if they were
diagonal running forwards, causing a big wad of self-damage. Fixed.
+Fixed: Magister's Algor Ice-Shatter settings were not being respected. Fixed.
+Fixed: In a rare case, when you enabled monster replacement but entirely disabled
elites spawning in Hexen, Ettins would always be replaced with Centaurs
for the entire level due to a silly typo. Fixed.
+Fixed: Vrocks were immune to pain since they were missing the state. Fixed.
+Fixed: Spider Mastermind had become immune to being crushed by crushers, making
Map 06 of Doom 2 really hard (lol). I figured out a weird ZScript fix for
this. For whatever reason it now seems to die twice as a result... for
reasons I can't understand, but at least it dies!
+Fixed: GZDoom 4.12 onwards continues it's weird pixel adjusting thing, which
makes things tagged with FLATSPRITE egg-shaped. Oddly, this actually
looks great on the whirlwind effects of the Gladius, but a bit shit on
magic circles and stuff (magic egg!) so those were corrected.
+Balan: Did a big pass on mana and HP item spawning in Heretic and Doom.
In general, there is less given overall so that, when playing continuous
you don't constantly end up overflowing with mana and HP items.
[Pistol] starts will also prove to be more challenging where they kind of
were not before as well. Let me know how it feels to you.
+Balan: The Crusader was made mildly slower moving to represent the fact he is
more heavily armoured, and the Magister was given a very tiny speed boost
to represent the opposite. Of course, neither of them will be taking speed
records off the Druid/Myrm anytime soon (and both of them are at least
equivalent to Doomguy's base speed!).
+Balan: The Crusader gets a +5 to his maximum armour with everything equipped
(max 140 now). Doesn't sound a lot, but it can be a one extra 100%
armour absorption instance, which no-one else can match.
+Balan: The upgrade for Fulgur's Primary Lightning, the Chain Lightning mode
is generally considerly wildly amazing, so I've doubled it's mana sustain
cost to make it a little less overwhelmingly great.
+Balan: Similarly, Algor's Ice Shards, whilst good, are rather expensive for
their cost, so it was halved for them.
+Balan: Furthermore, Aestus' Primary Mutation Meteor Bolts were generally way
superior to the Upgrade Fast Bolts, so I've adjusted both so they're more
equally attractive options now.
+Balan: Vis also had a nerf to it's damage as the knockback is super-good on it
regardless of other considerations. It does about 10% less now.
+Balan: The Druid's Base Armour is now 0, rather than 10, and she can also not
reach quite as high a value as the others (max 100). This is actually a
bit of a nerf for her, you'd be surprised how often 10% DR can help!
+Balan: Dryad Form Primary Thorn blast travels further for both the baseline
version and upgrade. It was a little short before, about 25% longer now.
+Balan: The Treant Fists Mutation for Dryad was frankly a bit garbage. Looked
cool, but a serious downgrade to a slow melee with low-damage just for a
a decent if short-ranged stun. Not sure what I was thinking with this,
it barely out-damages the DPS of the Crusader spamming Shield-Bashes lol.
The punches and shockwave have been improved, and it is now a zero
cost melee attack, in case the Dog-Mode isn't enough for you.
+Balan: Bosses made somewhat more resistant to stunlocking from acid attacks.
+Balan: Very Minor Adjustments across the board for Monster stats.
+Balan: Kraters of Might now only restore 80 of both mana, rather than 100.