Ascension (Release, v 1.4) - by Big Memka and Shadowman
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Please read the full rules for more details.
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: Ascension (Release, v 1.4) - by Big Memka and Shadowman
Alrighty then. Melee warriors are indeed somewhat weak, but since all you need to learn a given monster's way of attack, after a few tries it becomes rather easy (until they swarm you in a number larger than two or three, that is). And if you could at least introduce knockback reduction for those satyr pikemen and lizard riders that throw you around the map with impunity no matter how "beefy" you are, that would be most awesome (and poison damage/duration reduction too, please, since it's obviously a "modus operandi" in this mod and every other monster has a [lingering] poison mode of assault/defense, lol).
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Re: Ascension (Release, v 1.4) - by Big Memka and Shadowman
I went into this expecting a single large level RPG themed and not a full game! A pleasant surprise.
Is there a list of locations for the Balduin plates?
There is a spot in the sewers where "the masonry is weak", but nothing seems to break it down. Is that a trick for later or am I missing something?
Is there a list of locations for the Balduin plates?
There is a spot in the sewers where "the masonry is weak", but nothing seems to break it down. Is that a trick for later or am I missing something?
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Re: Ascension (Release, v 1.4) - by Big Memka and Shadowman
Check out Inquisitor3D after finishing this mod.Shadow_Wulfe wrote:I went into this expecting a single large level RPG themed and not a full game! A pleasant surprise.
Shadow_Wulfe wrote:Is there a list of locations for the Balduin plates?
Spoiler:
This will be a part of a later quest.Shadow_Wulfe wrote:There is a spot in the sewers where "the masonry is weak", but nothing seems to break it down. Is that a trick for later or am I missing something?
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Re: Ascension (Release, v 1.4) - by Big Memka and Shadowman
[quote="anjinsanroland"][/quote]
Just finished it, thanks for the Balduin tip!
I had not tried to speak to everyone in the Necro guild and figured it out.
I will not spoil it for everyone, but I am guessing that there is only one ending?
Just finished it, thanks for the Balduin tip!
I had not tried to speak to everyone in the Necro guild and figured it out.
I will not spoil it for everyone, but I am guessing that there is only one ending?
Re: Ascension (Release, v 1.4) - by Big Memka and Shadowman
It's better to try talking to all NPCs. Some of them may give an additional task. And some tell you something interesting.
Yes, there is one end.
Yes, there is one end.
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Re: Ascension (Release, v 1.4) - by Big Memka and Shadowman
Download link is broken, says access denied. Also, Found this page for 1.5 release
Re: Ascension (Release, v 1.4) - by Big Memka and Shadowman
The project has been updated to version 1.7.
- Many models of trees and plants have been replaced with better, more realistic versions,
- the ability to get a "good" ending has been added (if you complete a number of quests "well" and do not complete some "bad" quests).
Link: https://www.moddb.com/mods/ascension-gzdoom
- Many models of trees and plants have been replaced with better, more realistic versions,
- the ability to get a "good" ending has been added (if you complete a number of quests "well" and do not complete some "bad" quests).
Link: https://www.moddb.com/mods/ascension-gzdoom
Re: Ascension (Release, v 1.4) - by Big Memka and Shadowman
List of changes compared to version 1.4
-Added a new level with an arena
-Added 2 new tasks
-Added a mini game in the city
-Added new locations, including a secret one
-Fixed a bug with updating health and mana when moving to a new level
-Fixed the balance of money and gold loss from monsters
-Fixed grammatical errors
-Now the spells "Holy Power" and "Acceleration" increase strength and dexterity by 3 instead of 5 units. And when reaching a wisdom value of 20 - by 5.
-Added very hard difficulty level (hard with increased damage from monsters and more aggression)
-Slightly adjusted balance: mages' spells are weakened, warriors' weapons deal more damage
-Added musical themes to locations with secondary quests
-Added location with an altar distributing characteristics
-Expanded some locations
-Fixed many more bugs: lines with auto saves, texture bugs, etc.
-Some visual improvements
-More detailed tree models
-Added a "Good" ending, to achieve which you need to complete secondary quests "for good" and not complete "bad" quests
-Added a new level with an arena
-Added 2 new tasks
-Added a mini game in the city
-Added new locations, including a secret one
-Fixed a bug with updating health and mana when moving to a new level
-Fixed the balance of money and gold loss from monsters
-Fixed grammatical errors
-Now the spells "Holy Power" and "Acceleration" increase strength and dexterity by 3 instead of 5 units. And when reaching a wisdom value of 20 - by 5.
-Added very hard difficulty level (hard with increased damage from monsters and more aggression)
-Slightly adjusted balance: mages' spells are weakened, warriors' weapons deal more damage
-Added musical themes to locations with secondary quests
-Added location with an altar distributing characteristics
-Expanded some locations
-Fixed many more bugs: lines with auto saves, texture bugs, etc.
-Some visual improvements
-More detailed tree models
-Added a "Good" ending, to achieve which you need to complete secondary quests "for good" and not complete "bad" quests
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- Operating System Version (Optional): Windows 11
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Re: Ascension (Release, v 1.4) - by Big Memka and Shadowman
Hey Memka, awesome to see you guys still kicking - any chance of another project soonish?
BTW, what counts as "evil quests"? I figure stuff like helping the
I'm totally ok with spoilers here, I already know the game pretty well, just wanna make sure I can do a "goodie two-shoes" run properly 

BTW, what counts as "evil quests"? I figure stuff like helping the
Spoiler:would be an obvious one, but what about the necromancers? Does even the starting quest for them count as a bad choice? Cause I always do that, especially on my mage-type characters


Re: Ascension (Release, v 1.4) - by Big Memka and Shadowman
You must correctly complete the quest with the husband's heart, the quest with the Phoenix egg, the Pythia quest, and also avoid the quest with poisoning the source and the quest with planting the bomb to the point of irreversible consequences.
Re: Ascension (Release, v 1.4) - by Big Memka and Shadowman
The google drive link comes up with a "you need access" page for me. Any chance you could address that?
Re: Ascension (Release, v 1.4) - by Big Memka and Shadowman
Try to download from here:
https://www.moddb.com/mods/ascension-gzdoom
https://www.moddb.com/mods/ascension-gzdoom
Re: Ascension (Release, v 1.4) - by Big Memka and Shadowman
Perfect, thank you. 

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Re: Ascension (Release, v 1.4) - by Big Memka and Shadowman
Awesome, thanks man! Mind if I ask a few more q's?

1. Regarding those Balduin tablets, am I just too early for the
Spoiler:and is that meant to be in a much later area? Cause it's definitely not
Spoiler:or at least I couldn't find it.
Also, where do we get the phoenix egg, where do we start with that millet etc? And is the only good option giving it to the guy who originally asked, cause, man, the bag of holding is a much better reward lol.