
another yellow axe from previous version, will dl new one now [no yellow axe in new version just play a bit]
Im just proud of my reflex to capture it

im using only Cyrgoth2 as mappack - and there is no weapon sprites inside
Thanks.Blackgrowl wrote:Damn, these upgrades sure are amazing.
Well, the Axe is technically already enchanted; so the idea is that the whetstone enhances its vicious vorpal nature.Blackgrowl wrote:Gotta say though, there's a rather clear contrast between Unarmed and the Axe, considering Unarmed can get 'elemental' upgrades but the axe can't.
So you want the axe to drop a Crusader Flechette on hitting? That's exactly what that flechette does (lol). I probably wouldn't want that unique-ness to be infringed on, really. The Thrown Axe is already incredibly powerful with its explosive force and health vampire effect.Blackgrowl wrote:I was thinking, maybe make it so the Throw Axe upgrade also stuns enemies? A blue flame that gives DoT to anybody it hit, stunning them every one or two seconds.
I think it's OP, but it's still an idea, maybe you can take it and balance it.
Did you miss the fact you get CLUSTER BOMB HAMMERS?Blackgrowl wrote:Also, the "Throw Hammer" upgrade didn't give much a big effect as I wanted it to. Just 25% faster flying? No changes to gravity? If anything, I think making it so the flying hammers go to a straight line is better, or at least give a very heavy gravity reduction.
Again, crazy idea that is surely unbalanced, but I'm sure you can find a better balanced way for it.
Because the upgrade specifically is upgrading the Myrm's greaves; not his gauntlets. Also because the kick is always second in the combo; which helps maintain a bit of balance and not make it too OP. The Primary fire upgrade makes the uppercut slightly stronger. And hey; the main feature of the tertiary upgrade is free rocket jumps that don't damage you (except on falling).Blackgrowl wrote:The "kick" upgrade for Unarmed gives 25% more damage for kicks. Why not also the uppercut?
Revised sprites for upgrades are indeed eventually on the list; because I want a full Trailblazer-type effect. But not soon.Blackgrowl wrote:Oh yeah and a little nitpick...As much as I like this punch upgrade with the stun and the Electro-orb, it actually gets annoying for a time. Maybe a better particle can be made? Or perhaps even a sprite change? Make the gauntlets look powered up, emit lighting from the gauntlets itself.
Huge revisions were never the idea; they're upgrades, not overhauls, though some will do that to an extent (Algor's secondary upgrade, if I can get it to work, will probably turn into an ice spear machine-gun, for example).Blackgrowl wrote:Whatever you do, know that I sure as hell love this upgrade system even though in some weapons they're just "basic upgrades", nothing amazing. Don't care, even mundane upgrades are amazing to me.
I don't play as the other two classes but I can't wait to see what kind of upgrades you got planned for them!
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+New!: Algor gained a huge graphical update. There are new shard and cold air
sprites; and a new glacial spike sprite as well. Spears and Shards and
Spikes all gain extra graphical flair. Furthermore, sounds for its
primary shard mode got remastered so its less annoying 'bambambam!'
all the time, and more icy and crackly.
+New!: Crux Calicus' Vortex now lets out orbiter sparkles to give you an idea
of its current range. So there's less trial and error from how close you
can approach it now. Of course; using it in close quarters is still not
really advised. XD
+New!: Another improvement to the looks of Fulgur's Tertiary Fire bolts; they now
let out obvious extra electrical charge. Also; if the cloud does not
have a target, it will continue to fire bolts towards the ground rather
than letting them off uselessly into the sky.
+New!: Following on from its projectile updates last week; the Lightbringer
has also had a beam upgrade; for both its main laser and the prism beam.
+New!: Monsters frozen by Algor can now have their X-Axis flipped randomly
on their sprite for a bit of variety in ice statues.
+New!: Quietus Secondary Torpedo explosion got a new much better sprite; and
its flames got a revised routine, now creating a tight helix of green
flames rather than a sphere. Looks better IMHO.
+Tweak: Crusader Icon of the Defender sparkle effect adjusted with new sprite.
+Fixed: Quietus Slashes would occassionally play the 'clanging' wall-hit noise
rather than a slash noise when hitting an enemy at distance. Fixed.
+Fixed: Coloured strings forgot to take into account the fact that Doom's strings
are red by default. Standardised the base colour as being white.
+Fixed: Fulgur Tertiary Fire bolts sometimes let out Lightbringer sparkles. Fixed.
+Fixed: Firestorm Font Secondary Decal decided it was going to break on the
0.84 release and look like paint. It now looks as it should.
+Fixed: Rewrote some of the code on the Lightbringer and Firestorm Font which
were not always correctly checking their mana supply. Fixed.
+Fixed: Potential rare issue with sprite of axe magically appearing when using
the Mace Alt-Fire. Fixed.
+Minor: Finally smashed all the old references to Stamina and Arcblood in the
small amount of code leftover from HexArcana.
+Balance: Crusader Mace Alt-Fire Smite had its damage reduced so that it
deals less than the primary on average. It is meant to be a spacing
tool, not the main fire mode; and this will reduce its DPS.
It's a one shot kill on Ettin's when un-upgraded!Crudux Cruo wrote:So i was playing around with this and i really love the warrior's upgrades, but the slash on the axe when upgraded is a one shot kill for ettins. i took out 10 ettins in one swing after filling the winnowing hall with them and trying the stuff out.
Consider nerfing the distance and damage so it's not better than quietus/more attuned to hexen damage balance.
No woes! The upgrade system is shaping up to be a really fun mechanic, as well as pushing up a very strict resource-management element to Hexen, due to the very limited amount of dark servants available in the base game.eharper256 wrote:Not dead, by the way; but straight after my week off from modding, I'm stuck doing quite a large project for work, so I'm not sure how much will be done this week.
Yarp, that the idea behind picking it; I imagine it will be less limited playing Doom and Heretic replacing the Berserk and Tome; though certainly it will be somewhat limited.SallazarSpellcaster wrote:No woes! The upgrade system is shaping up to be a really fun mechanic, as well as pushing up a very strict resource-management element to Hexen, due to the very limited amount of dark servants available in the base game.eharper256 wrote:Not dead, by the way; but straight after my week off from modding, I'm stuck doing quite a large project for work, so I'm not sure how much will be done this week.
It's actually already enhanced compared to the base game one; but this one presents a slight issue; namely the fact that this sound specifically is used by the Hexen menu. So if its too loud it will be rather annoying clicking between options!Wivicer wrote:I feel like the sound of the hammer hitting a wall or other surface on a regular swing isn't powerful enough. I don't really have any suggestions for replacements unfortunately