Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]
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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.
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Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
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: Hexen: Walpurgis 0.9 (For Doom, Heretic & Hexen) New Vid
Really like the new projectiles!
Re: Hexen: Walpurgis 0.9 (For Doom, Heretic & Hexen) New Vid
Reccomendation for maps anyone?
- eharper256
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Re: Hexen: Walpurgis 0.9 (For Doom, Heretic & Hexen) New Vid
Thanks! I'm pretty happy with the results so far.PresBarackbar wrote:Really like the new projectiles!
Walp will work with anything that doesn't have sweeping arsenal and actor changes and there a wide defintion of what makes for 'good' in maps. For me; intuitive flow and fair difficulty are the premium points. In my case: equivalent to the original TNT at UV is probably around what I consider 'fair' since I kinda suck, but most 2010's era maps start to swerve into a ridiculous difficulty level three times that even if you play HNTR/difficulty 2.Linz wrote:Reccomendation for maps anyone?
That in mind...
Code: Select all
Doom megawads that are good for Walp:
Chainworm Commando
Whispers of Satan
2048 unleashed
EPIC
Legacy of Heroes
Torment and Torture
Goetia
Scythe 1
Kama-Sutra
Akeldama
The Czechbox
Hexen Megawads/Hubs:
4 Weeks of Pain
Penumbra
The Scourge of Viscerus
I can't actually think of any Heretic ones off the top of my head.
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Re: Hexen: Walpurgis 0.9 (For Doom, Heretic & Hexen) New Vid
heretic
viewtopic.php?f=42&t=66415
https://www.wad-archive.com/wad/HYMN-A- ... ty-Project
with custom monsters:
viewtopic.php?f=42&t=67747
viewtopic.php?f=42&t=69697
viewtopic.php?f=42&t=63799
viewtopic.php?f=42&t=66415
https://www.wad-archive.com/wad/HYMN-A- ... ty-Project
with custom monsters:
viewtopic.php?f=42&t=67747
viewtopic.php?f=42&t=69697
viewtopic.php?f=42&t=63799
- eharper256
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Re: Hexen: Walpurgis 0.9 (For Doom, Heretic & Hexen) New Vid
Notice for everyone: GZDoom's newest 4.5.0 version has a new forced menu scaling thing
that will completely fuck up Walpurgis's class and Difficulty Select screens:

Until I release 0.91, I recommend you don't upgrade your GZDoom from 4.4.x.
Would people prefer I fix this immediately (and force you to update your GZDoom), or leave it until 4.5.x becomes more widespread?
Note: If using ones with custom monsters, run Walpurgis after them in the load order or you'll probably have weird issues.
that will completely fuck up Walpurgis's class and Difficulty Select screens:

Until I release 0.91, I recommend you don't upgrade your GZDoom from 4.4.x.
Would people prefer I fix this immediately (and force you to update your GZDoom), or leave it until 4.5.x becomes more widespread?
Thanks for the Heretic Recs. I think I've only played Sold Souls (and it was too hard for me, lol).Lagi wrote:heretic
Note: If using ones with custom monsters, run Walpurgis after them in the load order or you'll probably have weird issues.
Re: Hexen: Walpurgis 0.9 (For Doom, Heretic & Hexen) New Vid
You can actually fix this by going in Options, Full Options, Miscellaneous and turning "Disabling Menu Clean Scaling" to on
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Re: Hexen: Walpurgis 0.9 (For Doom, Heretic & Hexen) New Vid
Ah, thanks for figuring that out! I couldn't find the option for the life of me (not helped by the new 'simple options' thing that it introduced).HLRaven wrote:You can actually fix this by going in Options, Full Options, Miscellaneous and turning "Disabling Menu Clean Scaling" to on
Re: Hexen: Walpurgis 0.9 (For Doom, Heretic & Hexen) New Vid
Love this mod! Makes Hexen combat fun !!
One small nitpick with your new Druid class: Doesn't feel much like a druid to me... I dunno, usually their weapons are more "nature-based" (oak staff or shilellagh/club, sickle or scimitar if you want the slashy-slashy, slings or wooden shortbows for range).
This feels more like a... an "amazon", if you will. Or even a thief, what with that dagger.
The shapeshift ability is definately druidic, that's for sure!
Imho I feel it would be better as a "4" (like an ult), though.
I don't mean to impose my opinions on you at all (I'm a nobody on the internet, after all), but if I may, this is how it could feel more druidic (I'm just gonna go wild, but hopefully it helps in giving ideas):
Slot 1- Sling with stones (or acorns, like in the movie "Willow") that turn enemies to stone or something like that. Alt attack enrages enemies so that they attack whatever's nearest to them?
Slot 2- Hebiko's Sceptre here. Maybe make the attacks more melee ranged (homing attack could be more of a short-range, damage-per-second kind of thing, for example).
Slot 3- Ichival Bow.
Slot 4- Shapeshift.
One small nitpick with your new Druid class: Doesn't feel much like a druid to me... I dunno, usually their weapons are more "nature-based" (oak staff or shilellagh/club, sickle or scimitar if you want the slashy-slashy, slings or wooden shortbows for range).
This feels more like a... an "amazon", if you will. Or even a thief, what with that dagger.
The shapeshift ability is definately druidic, that's for sure!
Imho I feel it would be better as a "4" (like an ult), though.
I don't mean to impose my opinions on you at all (I'm a nobody on the internet, after all), but if I may, this is how it could feel more druidic (I'm just gonna go wild, but hopefully it helps in giving ideas):
Slot 1- Sling with stones (or acorns, like in the movie "Willow") that turn enemies to stone or something like that. Alt attack enrages enemies so that they attack whatever's nearest to them?
Slot 2- Hebiko's Sceptre here. Maybe make the attacks more melee ranged (homing attack could be more of a short-range, damage-per-second kind of thing, for example).
Slot 3- Ichival Bow.
Slot 4- Shapeshift.
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Re: Hexen: Walpurgis 0.9 (For Doom, Heretic & Hexen) New Vid
Thanks! Glad you like it!RafaHell wrote:Love this mod! Makes Hexen combat fun !!
Don't forget it works pretty well for Doom and Heretic as well (and that will improve further in the next few versions as I mod the cast of those games).
Heh; in the stereotypical sense you're right. As someone who has GM'ed alot of Dungeons and Dragons tabletop games, mind, you see quite a few Druids that go off character. One who couldn't shapeshift at all, and just mastered vine whips and lightning strikes. One who called themselves an 'Iron Druid', presumably based on Atticus from the Iron Druid book series, who used alot of knives and was indeed a multiclass rogue, and who I allowed to shift into a iron porcupine form as their shifter. And a few Kannagi's/Miko's (Japanese Shinto Nature Priests) which work completely differently.RafaHell wrote:One small nitpick with your new Druid class: Doesn't feel much like a druid to me... I dunno, usually their weapons are more "nature-based" (oak staff or shilellagh/club, sickle or scimitar if you want the slashy-slashy, slings or wooden shortbows for range).
This feels more like a... an "amazon", if you will. Or even a thief, what with that dagger.
So I rather liked the idea of her being more a bridge between archaic and artifice in a similar way, and that's what inspired her development!
So yeah, think of her as a multiclass Druid/Ranger, if you prefer.
Not at all; I prefer comments to internet silence anyday. Go wild (heh).RafaHell wrote:I don't mean to impose my opinions on you at all (I'm a nobody on the internet, after all), but if I may, this is how it could feel more druidic (I'm just gonna go wild, but hopefully it helps in giving ideas):
Fun fact: the original plan was indeed to use the expanded Heretic staff as the 1 slot weapon. But then I randomly sprited the Baselard and thought 'fuck it, I like knives, it's gonna be knives'.RafaHell wrote:Slot 1- Sling with stones (or acorns, like in the movie "Willow") that turn enemies to stone or something like that. Alt attack enrages enemies so that they attack whatever's nearest to them?
Slot 2- Hebiko's Sceptre here. Maybe make the attacks more melee ranged (homing attack could be more of a short-range, damage-per-second kind of thing, for example).
Slot 3- Ichival Bow.
Slot 4- Shapeshift.
The shapeshift ability is definately druidic, that's for sure!
Imho I feel it would be better as a "4" (like an ult), though.

You're not the first one to suggest moving the Hebiko Sceptre to 2. I do partly agree because its a workhorse weapon that would be very nice to have earlier rather than later (in a slightly nerfed form). My main beef with that (and why it was 3 in the first place) was purely because I thought it shouldn't be using Blue (Aether) mana when its a big green snake sceptre, but perhaps I'm too stubborn on that.

The Ichival has got some big tweaks for 0.91 to make it much more of an ultimate. I've completely re-done the secondary and tertiary fire (and will preview those soon, actually). They are now the Artillery Arrow and the Bouncing Blazer Shots respectively, and they're pretty badass (and way more interesting than before)
Shapeshift being the ult also presents a weird problem, which I think has also been pointed out before; the fact it would need 3 unique parts, which seems a bit crazy just for a small wolf pendant!

Also, when we get around to the alternate in-slot weapons (mentioned a few posts back, probably happening in the 0.94~ish kind of area), I'll probably add an option for some leaf or water based weapon to the druid, though this is all still in the prototyping stage right now.
Re: Hexen: Walpurgis 0.9 (For Doom, Heretic & Hexen) New Vid
Ah well. It's your vision, after all. And it's fine.
I've DMed DnD ever since 2nd Edition, and I've gone "out of the box" countless times as well, but, well, there's a reason you don't see Baratus wielding magic, or Algor wielding an axe... Very well defined ability differentiations. And I think you've done a great job with that, all told!
I just wanna mention that, when you announced the druid, I imagined more of a "pet" class, where one of the weapon slots would summon a bear or wolf or something (or a bat or spider!), complemented by other "nature-based abilities/weapons" in the other slots.
And I imagined she could be more of a CC class, with plant snares, and short duration paralyzing missile weapons (like the sling + stones/acorns).
Out of all of my suggestions, the two I would be "dissapointed" by (not really... it's just the word I found handy) is the dagger (just feels waaay out of character... sprite it into a sickle maybe?) and the shapeshift ability not being the ult. I mean, it's way more epic (to me) to have to find pieces of a pendant or some trinket that would unlock the power to shapeshift than just finding pieces of a bow.
I understand this all would require tons more work, of course, so whatever, it's fine as it is.
This is the best Hexen mod, bar none, imo. (I know you can play Heretic n' Doom maps with it as well)
If I may, I'd like to add a suggestion to add critters to the world, like Brutal Hexen RPG does, except not make them so annoying and deadly !!
Cheers
I've DMed DnD ever since 2nd Edition, and I've gone "out of the box" countless times as well, but, well, there's a reason you don't see Baratus wielding magic, or Algor wielding an axe... Very well defined ability differentiations. And I think you've done a great job with that, all told!
I just wanna mention that, when you announced the druid, I imagined more of a "pet" class, where one of the weapon slots would summon a bear or wolf or something (or a bat or spider!), complemented by other "nature-based abilities/weapons" in the other slots.
And I imagined she could be more of a CC class, with plant snares, and short duration paralyzing missile weapons (like the sling + stones/acorns).
Out of all of my suggestions, the two I would be "dissapointed" by (not really... it's just the word I found handy) is the dagger (just feels waaay out of character... sprite it into a sickle maybe?) and the shapeshift ability not being the ult. I mean, it's way more epic (to me) to have to find pieces of a pendant or some trinket that would unlock the power to shapeshift than just finding pieces of a bow.
I understand this all would require tons more work, of course, so whatever, it's fine as it is.
This is the best Hexen mod, bar none, imo. (I know you can play Heretic n' Doom maps with it as well)
If I may, I'd like to add a suggestion to add critters to the world, like Brutal Hexen RPG does, except not make them so annoying and deadly !!
Cheers
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Re: Hexen: Walpurgis 0.9 (For Doom, Heretic & Hexen) New Vid
I nearly forgot about the weekly news!
Most of this week has been on tweaking monsters for Doom, and adding in changes for the Ichival. But here's a quick preview pic for something else I'm adding in for 0.91:

New armour packages, uniquely catered to each character! All armour drops will now include parts from these most of the time rather than the smaller individual pieces, with at least 2 in a drop. Since most Hexen levels AND most modern Doom levels are really stingy with armour drops, this is the counter for that to increase everyone's survivability. I'm also pretty happy with how the sprites turned out (even if you don't see them much, lol). They're pretty heavily modified versions of some diablo armour, and some of Neoworm's work.
---------------------------------------------------
Paralysis and status effects besides poison are very difficult to implement in DECORATE (it took me ages to get the hypnosis on Hebiko working) and in Doom games they end up more gimmicky than anything, unfortunately, since there's lots of things to kill, rather than tactical encounters in co-op strategy. One of my main complaints with Wrath of Chronos is that frankly, Doom games are not meant to have a full RPG system slapped on them, really.
Most of this week has been on tweaking monsters for Doom, and adding in changes for the Ichival. But here's a quick preview pic for something else I'm adding in for 0.91:

New armour packages, uniquely catered to each character! All armour drops will now include parts from these most of the time rather than the smaller individual pieces, with at least 2 in a drop. Since most Hexen levels AND most modern Doom levels are really stingy with armour drops, this is the counter for that to increase everyone's survivability. I'm also pretty happy with how the sprites turned out (even if you don't see them much, lol). They're pretty heavily modified versions of some diablo armour, and some of Neoworm's work.
---------------------------------------------------
Well, you do get to summon a pet plant in the flechette. XDRafaHell wrote:I just wanna mention that, when you announced the druid, I imagined more of a "pet" class, where one of the weapon slots would summon a bear or wolf or something (or a bat or spider!), complemented by other "nature-based abilities/weapons" in the other slots.
And I imagined she could be more of a CC class, with plant snares, and short duration paralyzing missile weapons (like the sling + stones/acorns).
Paralysis and status effects besides poison are very difficult to implement in DECORATE (it took me ages to get the hypnosis on Hebiko working) and in Doom games they end up more gimmicky than anything, unfortunately, since there's lots of things to kill, rather than tactical encounters in co-op strategy. One of my main complaints with Wrath of Chronos is that frankly, Doom games are not meant to have a full RPG system slapped on them, really.
Thanks again. Let me know how you fare in various levels. The main thing I'm often wondering about is how people find the difficulty and gameplay loop in levels from all the games, but its something I don't get alot of feedback on. Balance changes only really happen when I personally find something horribly out of bounds, and since I'm a mediocre doom player, I do wonder about even those...RafaHell wrote:This is the best Hexen mod, bar none, imo. (I know you can play Heretic n' Doom maps with it as well)
Hmm, maybe. Loose chickens, pigs, etc, occasionally spawning in the place of low-tier items like Vials/Discs could be a thing, with a food HP drop. I think about that, could be fun!RafaHell wrote:If I may, I'd like to add a suggestion to add critters to the world, like Brutal Hexen RPG does, except not make them so annoying and deadly !!
Cheers
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Re: Hexen: Walpurgis 0.9 (For Doom, Heretic & Hexen) New Vid
Here's a new video!
One of the parts of 0.9 I wasn't terribly happy about when I released it was how the Ichival, the Druid's Ultimate Weapon, turned out at the time... it wasn't terribly 'ultimate', as a few people pointed out (and I agreed).
After now having had time to review it and upgrade it to my heart's content with less time pressure of wanting to throw out the first Druid release, its had a huge overhaul- the old Secondary and Tertiary Fires are completely gone, with new replacements: The Artillery Arrow, and the Bouncing Blazer.
Each mode now has unique additions to its sprite. The Primary Fire also now also zooms in and slows down time to help you snipe when you hold it, and gained more power and a cheaper cost too.
This demo shows a quick run of Doom's E4M1 and the start of E4M2 to test it out, as well as a full fire-mode tester in the latter part of the video to compare its new capabilities. As a bonus side effect, if you keep your eyes peeled, you can see the various new projectiles Doom Monsters have, as well as the new Armour Bundles!
Barring major problems, I expect to get 0.91 out this weekend or maybe next.
One of the parts of 0.9 I wasn't terribly happy about when I released it was how the Ichival, the Druid's Ultimate Weapon, turned out at the time... it wasn't terribly 'ultimate', as a few people pointed out (and I agreed).
After now having had time to review it and upgrade it to my heart's content with less time pressure of wanting to throw out the first Druid release, its had a huge overhaul- the old Secondary and Tertiary Fires are completely gone, with new replacements: The Artillery Arrow, and the Bouncing Blazer.
Each mode now has unique additions to its sprite. The Primary Fire also now also zooms in and slows down time to help you snipe when you hold it, and gained more power and a cheaper cost too.
This demo shows a quick run of Doom's E4M1 and the start of E4M2 to test it out, as well as a full fire-mode tester in the latter part of the video to compare its new capabilities. As a bonus side effect, if you keep your eyes peeled, you can see the various new projectiles Doom Monsters have, as well as the new Armour Bundles!
Barring major problems, I expect to get 0.91 out this weekend or maybe next.
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Re: Hexen: Walpurgis 0.9 (For Doom, Heretic & Hexen) New Vid
Now THAT'S some serious looking firepower! I can't wait to get my hands on it.
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Re: Hexen: Walpurgis 0.9 (For Doom, Heretic & Hexen) New Vid
Yup, its quite a stark difference to before!PresBarackbar wrote:Now THAT'S some serious looking firepower! I can't wait to get my hands on it.

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Re: Hexen: Walpurgis 0.91 (For Doom/Heretic/Hexen) NEW RELEA
Here's the 0.91 Release!!
Get it from MEGA HERE
Googledrive Mirror
Keep in mind you will need to update to GZDoom 4.5.0 or later; unfortunately this is required to maintain compatibility. Sorry!
CHANGELOG:
Get it from MEGA HERE
Googledrive Mirror
Keep in mind you will need to update to GZDoom 4.5.0 or later; unfortunately this is required to maintain compatibility. Sorry!
CHANGELOG:
Code: Select all
[0.91]
'Stop Bossing Me Around'
-----------------------
+New!: The Deathkings, the humanoid bosses of Hexen, get an entire rework;
to make them more interesting to fight.
~ Menelkir is now a Lightning Master who can unleash plasma balls,
~ trails of seeking plasma, tendrils of lightning, and huge, devastating
~ shockwaves. He blinks around when wounded to evade hits.
[ Zedek IS IN YOUR FACE, remodelling it with his Hammer of Retribution.
[ He's really fast at closing distance and slippery, with good HP,
[ and is very deadly if he can corner you in melee.
+ Tradactus is now a fast, flying Super-Bishop. He zips around his
+ warrens, pelting you with attacks, whilst constantly summoning
+ Lesser Bishops and Reivers to dogpile you.
+New!: Imps, Both Chaos Serpents, Barons/Knights, Revenants and Caco's all
get revised projectiles with improved looks and less random damage.
This especially helps with fighting mid and higher tier Doom enemies in
Walpurgis, leading to less instagibs for the poor Magister and Druid
from 80 damage Revenant missiles and other such RNG related craziness,
which are alot more deadly when your Armour save fluctuates heavily,
as it does in Walp, but does not in Doom.
+New!: Doom Zombies are no longer hitscanners. Been meaning to do this for awhile,
they now fire tracer projectiles. Basic Zombiedudes are probably mildly
more dangerous as they fire short bursts now, but they are still horribly
inaccurate. Shotgunner remains similar danger, chaingunner is slightly
easier due to loss of his hitscan and near-perfect accuracy. They also
gained new sounds for their guns. Spider Mastermind is also affected.
+New!: Armour is overhauled. You will now only rarely spot individual pieces,
as normal Armour drops of all kinds are now class-specific packages
with their own unique sprites (i.e. Myrmidon gets a full set of Legion
Armour, Magister gets a Spellweavers Robe and Boots). The maximum amount
of armour you can have is now slightly higher as well.
+New!: The Torch Item now uses Dynamic Lights so that it properly acts like,
well, a torch (lol), rather than the Doom Light Amp Goggles. It casts
an orangy-yellow halo in a reasonable range, and it flickers.
+New!: General graphical and audio effect improvements, such as a revised
effect when you drink from the Mystic Urn and the Krater of Might and
more variety for pain sounds.
+New!: The Ichival gets a big overhaul to make it better!!
>> The old Secondary (Butterfly Shot) is gone, replaced with the
Artillery Arrow. As this arrow flies, it clones itself over and
over in all 8 cardinal directions relative to its flightpath.
Hence, the longer it flies, the more firepower it produces! At
medium distance, it can be a powerful shotgun blast, and at long
distance, its a wide area MIRV strike in an 8 pointed star shape.
The puts the Ichival's Secondary Fire on par with the other ult's
for horde clearance, especially if you can fire from above.
>> The old Tertiary Fire is also gone, replaced with the Bouncing
Blazer. This arrow ricochets many times whilst spewing napalm.
This makes it especially strong in tight corridors where it can
maximise its bouncing and napalm concentration; thought quite
poor in wide open areas. It can also bounce off monsters!
>> The Primary Fire now zooms in to 2x after a short delay holding the
arrow in the string, and time slows, allowing you to snipe!
Its now also 33% cheaper, costing 8 of both mana, rather than 12.
>> The secondary and tertiary fire now have different arrow effects when
on the string, and also slightly different sound effects.
>> Finally, the bow itself got slightly improved sprites.
+Tweak: The Mystic Urn now allows you to overfill your HP (up to 200!) like Doom
Soul Spheres making it a fair bit more useful and not something clogging
up your inventory all the time until you're really low on health.
+Tweak: Firestorm Font Tertiary Fire (Blazing Barrier) can now be sustained by
holding the Reload button. As it probably should have since the start,
but I was lazy with the coding lol.
+Tweak: New, better looking Gas Cloud sprites and effects.
+Tweak: Quietus flames now have appropriate green embers.
+Tweak: Druid Dog Mode Claw sprites improved. Dog Nose is no longer shown when you
are transformed as it didn't look very good to be honest.
+Tweak: Druid Hebiko Sceptre Tertiary Fire now fires a Gas Grenade, which explodes
on 3 bounces, or hitting an enemy, rather than simply deploying the gas
at your location directly, which makes it easier to use.
+Fixed: When the Ichival only had enough Mana for 1 shot, it would sometimes take
that mana and then fail to work, wasting it and switching weapon, due
to the odd behaviour of A_Refire. This has been fixed.
+Fixed: When adding a quick bind to Flechettes; the Druid's Frenzyweed Flechette
was not included, so the bind wouldn't work for her. Fixed.
+Fixed: Non-Druid Ultimate weapon pieces were displaying generic pickup messages
in some cases. Now each part has a unique message again.
+Fixed: Druid's Hebiko Sceptre would sometimes entirely fail to check for mana
when using the Gas Cloud and Hypnosis, allowing free spam of them. Fixed.
+Fixed: Druid's weapons had no pickup sounds set, so would play the default.
They now have sounds defined.
+Balance: Quietus Secondary Torpedo now charges up 33% faster (!) and if you
miss the overcharge timing it will now automatically fire, rather
than blow up in your face. None of the other ultimate weapons had
a penalty like this and it was a needless nerf to Quietus. It should
now be a mighty and reliable attack.
+Balance: Crux Calicus Primary Fire revised; it now rips through enemies, but
maintains its wall-bouncing. Its damage is now different but still
much better than previous. It also gained a graphical and sound
overhaul to give it a more satisfying 'oomph' to be more on par with
the other ultimate primary fires.
+Balance: Druid Dogmode primary slashes no longer use any Aetherial Mana, and
the secondary Ice-Ball mode charges up about 25% quicker than before.
+Balance: Damage from Firestorm Secondary and Agnus Abyssus Primary nerfed,
as there were some weird random numbers causing the damage to be much
higher than expected in 0.9.
+Balance: Firestorm Secondary Verdant Mana cost increased by 2 (from 8 => 10).
+Misc: A CVAR to prevent Firestorm's Secondary Fire from creating heat and
soot decals was added. A request from Doomworld.
+Misc: Druid Dogmode vision now defaults to colour, if you've not played Walp
before. Remember you can change it in the Walpurgis options!