Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]

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

Post by JohnnyTheWolf »

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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eharper256
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Re: Walpurgis 1.0 (For Doom/Heretic/Hexen) [GOLD RELEASE!]

Post by eharper256 »

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.
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.

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.
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.
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.
Doomzilla
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Re: Walpurgis 1.0 (For Doom/Heretic/Hexen) [GOLD RELEASE!]

Post by Doomzilla »

eharper256 wrote: Thu Jul 31, 2025 1:24 am so just make sure you've got the latest download.
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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eharper256
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Re: Walpurgis 1.0 (For Doom/Heretic/Hexen) [GOLD RELEASE!]

Post by eharper256 »

Doomzilla wrote: Thu Jul 31, 2025 6:29 amYeah, 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.
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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eharper256
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Re: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]

Post by eharper256 »

**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.

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.
AvzinElkein
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Re: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]

Post by AvzinElkein »

Does Baselard bleed stack?
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eharper256
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Re: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]

Post by eharper256 »

AvzinElkein wrote: Thu Jul 31, 2025 12:46 pmDoes Baselard bleed stack?
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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eharper256
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Re: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]

Post by eharper256 »

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). :shock:

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!
JohnnyTheWolf
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Re: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]

Post by JohnnyTheWolf »

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? :3:
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eharper256
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Re: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]

Post by eharper256 »

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? :3:
I like to think someone at Nightdive also like Walpurgis, yes. :)
neto592
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Re: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]

Post by neto592 »

eharper256 wrote: Sat Aug 09, 2025 2:03 am
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? :3:
I like to think someone at Nightdive also like Walpurgis, yes. :)

On the new remastered Hexen version, Cleric shield reduces damage when blocking.

So...

Could you "copy" the "copy"?

Pretty please :3:
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eharper256
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Re: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]

Post by eharper256 »

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.
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Enjay
 
 
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Re: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]

Post by Enjay »

neto592 wrote: Sat Aug 09, 2025 10:35 am On the new remastered Hexen version, Cleric shield reduces damage when blocking.
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.
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