


Yes, I apologise, there is no co-op compatibility, and weapons are spawned based on Player 1's class.bluedevil244 wrote:uhhI am sad i just try playing coop with my cousin with youre mod and it is working but everytime we start a game our classes change RAndomly and if exemple my cousin is the host and he Choose .well... if he end up having parias for exemple and me having Baratus well we just having His weapons in the maps
so its kind of not working and yes we tried the command line classes
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set playerclass \"Baratus the Myrmidon\"
set playerclass \"Parias the Crusader\"
set playerclass \"Daedolon the Magister\"
set playerclass \"Illitheya the Druid\"
Burn == Death.Fireeharper256 wrote:You answered your own question: monsters only burn in Walp because I give them fiery death states. If you use another monster mod like your own, they won't ignite. See this:Lagi wrote:1. the crusader FireStorm alt fire is not dealing fire damage? victim dont burn. i play walp with mellow on heretic master levels.
Linz wrote:Man the new Wolf form is looking way better harper,great job!
Thanks; I think its pretty cool now.Lagi wrote:this wolf claws looks godlike !! (primaveal?) Harper where can i transfer you some money?
There's a few plans in the works for more class-unique items similar to the class Flechettes so extra Druid summons may show up over time. We're looking towards the 1.0 release for that though.im playing Half Life 2 there is level where you control bugs as ally. Its super cool!
No druid is comple without ability to summon an animal friends. More over it would be greatly inline with your upgrade weapons idea. Tier1 you summon squirel , tier2 wolf, tier3 a wendigo
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[0.92]
'What's on the Menu?'
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IT'S WALPURGIS's FIRST BIRTHDAY!!
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+New!: A much requested feature; I figured out the ZScript needed in order to
make keys appear attached to the main HUD so you no longer have to
switch to the map screen to check which ones you have.
+New!: The main menu is also revised with more specific options
for the mod, along with a new lightbringer prism selection icon.
Also, thanks to Jimmy's and Kinsie's Font topics; I've added in a couple
of unique fonts for the mod to use.
+New!: Huge Overhaul to the Walpurgis Options Menu to increase its usefulness
and readability, and cluster options together. It is also now accessible
from the main menu, and is your one-stop-shop for the mod.
+New!: The Mod now has a titlemap. Its quite simple, with just a little
wizards atelier type place and the title, as I'm not much of a mapper.
If you're a good mapper and want to contribute one, let me know!
The music is a cropped and edited version of 'The Jester Affair II' by
Everattic, and lends a creepy magical waltz feel to the menu.
+New!: Druid Wolf sprites completely re-done. All attack modes also updated to
increase its potency. The primary fire now punches as well as slashes
and its overall DPS is about 30% higher than before to make it slightly
stronger than Timon's Axe Primary for the Myrm (stronger because the
Druid is squishier and doesn't have Vorpal Slashes!). The Secondary Ice
Comet activates about 10% quicker, and the Tertiary Slam is has a 10%
wider AOE impact zone and jumps the player slightly higher if they're
on the ground when executing it.
+New!: The Magister gets his alternate in-slot (2) weapon, Aestus!
This is the first one to go in. Right now, it cannot be upgraded, so
Ancient Grimoires used on it will be wasted.
> Primary fire shoots Small Fireblasts at a reasonably fast rate.
> Secondary fire lets loose a rolling ball of molten rock. It can drop
off edges and climb stairs, and has gravity, but explodes on walls.
> Tertiary fire creates a whip of flames, and lashes up close. This is
slow and short-ranged, but extremely powerful.
By default, it will spawn randomly along with Algor, but if you'd prefer
to disable either of them, you can do so in the Walpurgis Options.
+New!: Character walk sprites updated to better reflect how they are in the mod
rather than using the old Hexen sprites in the case of the Myrmidon,
Crusader, and Magister. The Druid's sprite was also cleaned & improved.
+Tweak: Heretic Clinks now jump at you if you're outside of their melee range,
and their melee attack is now a double slash.
+Tweak: The Lightbringer now has a set of overlays for each of its fire modes
to give it more oomph and character.
+Tweak: The Testing Map, Walpurgisnacht, has been made iwad neutral.
It now only requires stuff provided inside the mod itself. A small
amount of OTEX by Ukiro is used to make this possible. It also gained a
non-Hexen music track, 'Celtic Fever', by Matthias Verbinnen.
+Tweak: Kraters of Might now restore 100 of each mana, rather than 200. Mostly
because they actually spawn more often than one first realises. You can
now hold 9 in inventory rather than 5, though.
+Tweak: New Transparant background keysprites for Doom and Hexen (Heretic already
had them) added to be compatible with new keys on hud, above.
+Fixed: The Crusader's damage reflection on his Icon had apparently stopped
working at some point. It now works again.
+Fixed: If you had a map with custom floor flats, there would be no footstep
noises. A failsafe to use Stone Step noises in that event has been added.
+Fixed: Hebiko Sceptre Secondary Fire was checking the wrong mana type and could
refuse to work if you had less than 12 Aetherial Mana (rather than
Verdant) despite it not needing any. Fixed.
+Fixed: Hexen Ending always showed the Myrmidon. This has now been fixed, and a
version of the chessboard with the Druid has also been added. All the
versions also have punctuation added, and text slightly re-written.
+Fixed: Hexen/Heretic Chaos Device did not give the correct pickup message. Fixed.
+Fixed: Heretic Mummy would drop unusual items sometimes rather than mana. Fixed.
Spoiler:Sabreclaw melee leap looks great, and give good edge to this monster in combat. However the both side axe attack is jarring, because the axe change arm - maybe its only me, but i prefere one side version.
Good, it was always a bit meh before.Lagi wrote:New druid wolf form is fantastic! this claw and punch combo feel natural, also Tetriary attack is powerful! Alt fire dont match with rest - its a beast casting spell, but its me nit picking. this weapon is a massive improvement. (need to check if vision grant any benefit, or is still only hindrance).
It was tough finding a girl saying the 'bennh' syllable, you know? Because apparently that's the only word in the Hexen world vocabulary a player ever says.Lagi wrote:why Hebiko is saying "burn"? i think she say that when she fails to open/use something.
Yes, I like how Aestus has turned out. Fulgur has had that effect for awhile now (0.88? I think?) as part of its power-up, and indeed I think its great now.Lagi wrote:Magister fire spell feels mighty. I like that electric spell have this electrocutting effect on victims. Details like this build the great valor of your mod.
I suppose I should say in the notes somewhere, I don't really support the old type of status-bar anymore, its a leftover from the original widescreen statusbar mod. It doesn't get the attached keys, and its much, much more likely to run into conflict than the split version that is the default, as you can see, so I would change to using the split one. I'll make it mandatory in the next release probably (and maybe add some more optional visual clutter to the split one, like the gargoyles).Lagi wrote:I checked if I still prefere Crusader - YES, nothing beats deflecting projectiles with shield
Spoiler:
Its on the agenda. I have to leave it there right now for people that play Sigil and other Doom maps that need hitscans to progress. I'll probably have to add in a ZScript game identifier which is a chore.Lagi wrote:Can i ask for option to remove this hitscan stick from inventory? it clutter my backpack, and it takes time to scroll to another item.
Heretic does need more balancing, since I don't play it that much myself. Alot of Heretic maps do tweak monsters though, so its important to load Walp afterwards in the order. Though honestly when I tested the Werewolf in Vanilla Heretic, I thought it was very satisfying taking out Gargoyles in one punch.Lagi wrote:this weapons deal too many damage to Heretic monsters (i didnt use any 3rd party monster packs), the game is not a combat challange any more.
In theory, if the spawners are doing their job right, you shouldn't usually see a weapon more than once, ever, unless a single map has multiple copies of it to begin with for some reason. I might switch them over to adaptive stealth spawners like the Ultimate Weapon Pieces use in future, with an upgrade item as one of the options. We'll see.Lagi wrote:when you pickup twice the same weapon, you could randomly upgrade 1 fire mode. or at leat recieve upgrade into inventory instead.
In Heretic, you should only get a Krater from bags of holding, or piles of mace ammo. And extra copies of Maces or Gauntlets, if you've already assembled your Ultimate. So yes, if the map has alot of those, you'll have alot of Kraters. Not much I can do about that.Lagi wrote:Krater granting 100 mana is great. Still its a lot, and thanks to Krater i never run out of ammo. (or maybe its vanilla maps fault?)
Lol, are you calling Illitheya, Hebiko, by the way?Lagi wrote:shouldnt Hebiko wolf form melee attack exhaust blue mana? when im on zero blue mana, she automatically switch weapon. So i presume the Wolf claws should consume some. This make sens, otherwise sword become redundant.
Yep, Ettin Sergeants sometimes REALLY don't like it when other monsters hit them, and if they win at infighting, continue to kick the shit out of the corpse.
Lol, you're the first one to actually find the vision a good thing. It was mandatory in 0.9 and everyone hated it.Lagi wrote:cool vision mode is useful in darkness. Monochorome is best.