
I think it mostly covers the unique aspects of the class!
Well, Parias always had Firestorm and The Mace of Contrition as well; I do remember those from the old paper manual. He literally can't have Serpent Staff and Wraithverge because they're gone (Crux Calicus is absolutely a different weapon entirely even though the base model is a re-skin of Wraithverge). And Daedolon's magic's became much more wide ranging; they required renames. I couldn't call Algor, "Frost Shards" anymore, because only the first fire mode vaguely resembles that, for example.AvzinElkein wrote:How come only Baratus's weapons didn't get renamed?
Yep, well I've seen a few similar kind of suggestions now, and we're getting to the stage in the mod where things are no longer as self-explainitory as they were at the beginning, so its a good time to throw in something like this.Blackgrowl wrote:Hey, this is a bit similar to that "Lorebook" suggestion I gave you, although not as fancy but still very good! I love it.
Thanks, glad you enjoy it! I'm always glad to hear it.Turnock wrote:I really enjoy the work you have put into this mod. Makes playing through Hexen quite alot of fun, breathing new life into it. Me and my brother used to play this on N64 back in the day, one of our favorite games.
Its hard to find very many Hexen Mods, just doesn't seem to get much love. Another one of my favorite Hexen mods was Terminusest13's Old The Ranger class. Its no longer compatiable with the latest gzdoom, but its a fun class to try out, gives a unique gunslinger feel to Hexen.
There are provisional plans for others as well; possibly an illusionist/curse type mage; and maybe a fencer or lancer type fighter. If I added more, they would attempt to be distinct from the others and original, most likely.Turnock wrote:Also, are you planning on making more custom classes in the future at all, or is the Druid the only planned one?
Yeah this is something that's a bit inconsistant; some attacks do, and some do not (Druid Knife and Myrm Fists do not at the moment I believe). I guess this is something I should pick through and check.Linz wrote:TBH with you harper,I feel like melee attacks shouldn't alert enemies
Yep, I agree, it annoys me as well. This is planned when I can get around to figuring out the ZScript. It's entirely because keys are not a normal part of the Hexen HUD; which is really felt harshly when you move across to Doom and Heretic. In the interim, I ~highly recommend~ using m8f's excellent Hellscape Navigator alongside Walpurgis, they work together fine (and the automap footsteps feature is great).Linz wrote:Also it's a bit annoying having to check the map screen everytime I want to see what keys I have,couldn't it be on the HUD?
Potato mode is indeed planned for a future release. Firestorm already has a no-decals mode that reduces its cost slightly if you look at the options menu.Linz wrote:Also I think the option to turn down some of the effects for performance reasons(like say,Firestorm's) would be great for those with lower end computers
eharper256 wrote:Sadly, it looks like I won't manage to get out a pre-xmas extra release after all. There isn't enough I feel is different from 0.91 right now to warrant it and there are still some things I'd like to tweak.
Nevertheless; I hope everyone has a happy holiday period (as much as one can, in this strange year of quarantines).