Wrath of Cronos RPG V3A
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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.
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.
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: Wrath of Cronos RPG Mod 1.4C for Heretic, Hexen, and Doo
Thanks, it's working well now.
I did notice some significant glitches when using this with Doom, now that I've figured out what I was doing wrong before (where I'd forgotten to use the compatibility patch files).
* The quantity of all inventory items is reduced to 1 in between levels, meaning you lose most of the items you've picked up. This does not happen with Hexen. (I haven't tested it with Heretic.)
* Doom monsters don't seem to drop reagents at all. They do however drop plenty of empty flasks. Does this depend on the type of monster killed? I wouldn't assume so, because in Hexen, the Ettins were dropping empty flasks, red reagent, and tan reagent.
* The Hexen characters seem slightly taller than Doomguy, so you have to crouch to fit through certain passageways, like staircases. This is only a minor nuisance though.
Edit: Also, is there documentation for this mod, or a list of all the flask colors and alchemy combinations?
I did notice some significant glitches when using this with Doom, now that I've figured out what I was doing wrong before (where I'd forgotten to use the compatibility patch files).
* The quantity of all inventory items is reduced to 1 in between levels, meaning you lose most of the items you've picked up. This does not happen with Hexen. (I haven't tested it with Heretic.)
* Doom monsters don't seem to drop reagents at all. They do however drop plenty of empty flasks. Does this depend on the type of monster killed? I wouldn't assume so, because in Hexen, the Ettins were dropping empty flasks, red reagent, and tan reagent.
* The Hexen characters seem slightly taller than Doomguy, so you have to crouch to fit through certain passageways, like staircases. This is only a minor nuisance though.
Edit: Also, is there documentation for this mod, or a list of all the flask colors and alchemy combinations?
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Re: Wrath of Cronos RPG Mod 1.4C for Heretic, Hexen, and Doo
* This is the default behavior of Doom and Heretic, much to my chagrin.
* You can find the reagents in the liquid textures (Blood, Lava, Nukage, Slime, Water).
* The Doom Compat patch should be loaded after the main wad file so the characters would be shorter in Doom.
I'm working on some sort of readme for this that contains a small guide.
* You can find the reagents in the liquid textures (Blood, Lava, Nukage, Slime, Water).
* The Doom Compat patch should be loaded after the main wad file so the characters would be shorter in Doom.
I'm working on some sort of readme for this that contains a small guide.
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Re: Wrath of Cronos RPG Mod 1.4C for Heretic, Hexen, and Doo
Okay, thanks. This is one of the better RPG mods I've played (given that the current Korax Mod is too glitchy to be playable) so a readme would be appreciated. Here's what I've managed to figure out so far:
Tan - Shrapnel grenade.
Orange - Large explosive grenade with wide blast radius.
Red + Yellow = Orange
Green - Poison gas cloud, same as Cleric's default Flechette.
Red - Explosive time bomb, same as Mage's default Flechette.
Yellow - Explosive grenade, same as Fighter's default Flechette.
Green + Red = Yellow
Blue - Ice cloud that rains frost shards.
White - ???
Black - Summons Archer. Dropped by those summoner imp enemies (not sure what they're called).
Purple - ???
Aqua - Ice grenade that combines the effects of yellow and blue.
Maroon - Explosive trip mine.
Red + Tan = Maroon
I'm also guessing that the reagents you get are determined both by the type of enemy and the type of terrain on which you kill them. I got red from Ettins and Afrits, blue from Wendigos, and green from Stalkers. I got a lot of tan from enemies killed on forest terrain, but I'm not sure this is how it works.
I've also been unable to find the right combinations for white, black, purple, and aqua flasks. Maybe my skill level isn't high enough. I would guess that Yellow + Blue = Aqua, but I can't get this to work.
Tan - Shrapnel grenade.
Orange - Large explosive grenade with wide blast radius.
Red + Yellow = Orange
Green - Poison gas cloud, same as Cleric's default Flechette.
Red - Explosive time bomb, same as Mage's default Flechette.
Yellow - Explosive grenade, same as Fighter's default Flechette.
Green + Red = Yellow
Blue - Ice cloud that rains frost shards.
White - ???
Black - Summons Archer. Dropped by those summoner imp enemies (not sure what they're called).
Purple - ???
Aqua - Ice grenade that combines the effects of yellow and blue.
Maroon - Explosive trip mine.
Red + Tan = Maroon
I'm also guessing that the reagents you get are determined both by the type of enemy and the type of terrain on which you kill them. I got red from Ettins and Afrits, blue from Wendigos, and green from Stalkers. I got a lot of tan from enemies killed on forest terrain, but I'm not sure this is how it works.
I've also been unable to find the right combinations for white, black, purple, and aqua flasks. Maybe my skill level isn't high enough. I would guess that Yellow + Blue = Aqua, but I can't get this to work.
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Re: Wrath of Cronos RPG Mod 1.4C for Heretic, Hexen, and Doo
Cool, glad to see you post this mod here too. I've been playing it since I saw your mod on the zandronum forums a bit back and it's definitely one of the better RPG mods out there.
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Re: Wrath of Cronos RPG Mod 1.4C for Heretic, Hexen, and Doo
The white flask is some sort of "stone cloud" that solidifies after a few seconds and blocks passage and attacks for a bit. The purple one is a purple cloud that fires energy blasts all around.
Reagents are often found on the liquid textures in Doom. Whenever there is a splash, there is a small chance that a reagent of the appropriate color will spawn there after several seconds. (Spamming e.g. Heart of Yorick's primary fire into the water or gibbing lots of enemies is a good way to "force" them to appear)
Reagents are often found on the liquid textures in Doom. Whenever there is a splash, there is a small chance that a reagent of the appropriate color will spawn there after several seconds. (Spamming e.g. Heart of Yorick's primary fire into the water or gibbing lots of enemies is a good way to "force" them to appear)
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Re: Wrath of Cronos RPG Mod 1.4C for Heretic, Hexen, and Doo
All right. Unfortunately, since Doom deletes all but 1 of each item in between levels, that would probably negate the incentive for collecting them.Funky Gnoll wrote:The white flask is some sort of "stone cloud" that solidifies after a few seconds and blocks passage and attacks for a bit. The purple one is a purple cloud that fires energy blasts all around.
Reagents are often found on the liquid textures in Doom. Whenever there is a splash, there is a small chance that a reagent of the appropriate color will spawn there after several seconds. (Spamming e.g. Heart of Yorick's primary fire into the water or gibbing lots of enemies is a good way to "force" them to appear)

What about the other Alchemy formulas though? Has anyone discovered any other working combinations? I have a surplus of common colored flasks, in my Hunter run of Hexen, and was hoping to put them to some better use.
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Re: Wrath of Cronos RPG Mod 1.4C for Heretic, Hexen, and Doo
White Flasks are made by combining blue and orange, Purple is made with an aqua and maroon flask.
EDIT: Welp, I have to update to 1.4D, I found some not exactly gamebreaking bugs but there are some that are just annoying to deal with.
I had to clientside Wraithverge altfire trails because not only were they not clientsided, it can cause people to lose packets. Also, you can apparently use a disc of repulsion on Divine Punishment and then not be able to use the spell again. Preserverance Aura also was not applying to teammates.
Wrath of Cronos 1.4D Download here.
EDIT: Welp, I have to update to 1.4D, I found some not exactly gamebreaking bugs but there are some that are just annoying to deal with.
I had to clientside Wraithverge altfire trails because not only were they not clientsided, it can cause people to lose packets. Also, you can apparently use a disc of repulsion on Divine Punishment and then not be able to use the spell again. Preserverance Aura also was not applying to teammates.
Wrath of Cronos 1.4D Download here.
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Re: Wrath of Cronos RPG Mod 1.4D (Dem Bugz!)
I'm halfway through my Hunter run and I don't want to lose my progress, so I haven't tested the latest update yet. I do have some suggestions in the meantime.
* Might it be possible to use an inventory system similar to the one in the other Doom RPG for non-Hexen games, so that you don't lose 96% of your inventory items when moving to the next map?
* I've also run into problems with the menu options and having to press the keys twice before it responds. Sometimes this results in wasting points I was saving for something else, and it can cause problems with alchemy where I'll accidentally mix two of the same color. Has this been addressed?
* Should the menu have a confirm / cancel option when upgrading stats and skills? This is only a minor nitpick, since one can always save the game before touching the menu, but I've seen it done in the Korax Mod and Serpent Resurrection.
* Would it be possible to give the Hunter a backstab damage bonus for hitting enemies while Camouflaged? It doesn't have to require hitting them from behind, as it could work the same way as the Fighter's passive critical chance.
* Are there any plans to implement the Tome of Power like in other Hexen mods? I know this is asking a lot, but I've seen it done in conjunction with a secondary fire feature, like in Carnage Galore giving each weapon a total of 4 firing modes.
Oh, and I found another alchemy combo. I think it was Green + Yellow = Tan. I haven't been able to replicate it though, because even though I've been putting a ton of points into the governing stat for alchemy, I still have a rather high failure rate.
* Might it be possible to use an inventory system similar to the one in the other Doom RPG for non-Hexen games, so that you don't lose 96% of your inventory items when moving to the next map?
* I've also run into problems with the menu options and having to press the keys twice before it responds. Sometimes this results in wasting points I was saving for something else, and it can cause problems with alchemy where I'll accidentally mix two of the same color. Has this been addressed?
* Should the menu have a confirm / cancel option when upgrading stats and skills? This is only a minor nitpick, since one can always save the game before touching the menu, but I've seen it done in the Korax Mod and Serpent Resurrection.
* Would it be possible to give the Hunter a backstab damage bonus for hitting enemies while Camouflaged? It doesn't have to require hitting them from behind, as it could work the same way as the Fighter's passive critical chance.
* Are there any plans to implement the Tome of Power like in other Hexen mods? I know this is asking a lot, but I've seen it done in conjunction with a secondary fire feature, like in Carnage Galore giving each weapon a total of 4 firing modes.
Oh, and I found another alchemy combo. I think it was Green + Yellow = Tan. I haven't been able to replicate it though, because even though I've been putting a ton of points into the governing stat for alchemy, I still have a rather high failure rate.
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Re: Wrath of Cronos RPG Mod 1.4D (Dem Bugz!)
The HUD looks terrible with hud_scale set to 1 (which is my preferred setting for ZDoom).
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Re: Wrath of Cronos RPG Mod 1.4D (Dem Bugz!)
The main problem is that Zandronum lacks the SBARINFO updates that ZDooM gets. I would use the Resolution feature but Zandronum does not have that and I don't like the idea of having different versions for different ports.
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Re: Wrath of Cronos RPG Mod 1.4D (Dem Bugz!)
Finished my Hunter run of Hexen. Found a pretty fun exploit in Menelkir's Tomb, though most of you probably already know what that might be.
Currently doing a Necromancer run with version 1.4D and have noticed a couple of things:
* The Necromancer's Gauntlets don't use any mana of either type, but they check for blue mana before you can equip them. In other words, you need at least 1 blue mana before you're allowed to use them. You're also prevented from using the secondary firing mode unless you have at least 1 green mana.
* Shouldn't it be possible for the Necromancer to have 1 of each type of summoned minion active at a time, similar to Diablo II? Otherwise there's absolutely no incentive to investing more than a single point in lesser summoned creatures, as a prerequisite for other skills.
* There should really be more than just 4 bindable skill slots, otherwise it can lead to situations where you have to switch in the middle of battle. Perhaps it would work better with keys to select next / previous skill.
Currently doing a Necromancer run with version 1.4D and have noticed a couple of things:
* The Necromancer's Gauntlets don't use any mana of either type, but they check for blue mana before you can equip them. In other words, you need at least 1 blue mana before you're allowed to use them. You're also prevented from using the secondary firing mode unless you have at least 1 green mana.
* Shouldn't it be possible for the Necromancer to have 1 of each type of summoned minion active at a time, similar to Diablo II? Otherwise there's absolutely no incentive to investing more than a single point in lesser summoned creatures, as a prerequisite for other skills.
* There should really be more than just 4 bindable skill slots, otherwise it can lead to situations where you have to switch in the middle of battle. Perhaps it would work better with keys to select next / previous skill.
Re: Wrath of Cronos RPG Mod 1.4D (Dem Bugz!)
I don't seem to gain any experience from killing enemies, but rather from finishing the level and finding secrets. Is this normal?
(Using Heretic: Shadow of the Serpent Riders on ZDoom. Playing the Mage class.)
(Using Heretic: Shadow of the Serpent Riders on ZDoom. Playing the Mage class.)
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- Joined: Thu Apr 11, 2013 10:49 pm
Re: Wrath of Cronos RPG Mod 1.4D (Dem Bugz!)
Found a few issues to report:
* In the Alchemy menu, "Mix Successful" is misspelled as "Mix Successfull."
* The game incorrectly categorizes the Razreblade enemies as Slaughtaurs if they kill you in melee.
* The game also incorrectly categorizes the Healer Bishops as "killed himself" if they explode too close and take away your last HP. (Yes, it took a lot of testing to figure this out.) Also, the Healer Bishops don't seem to count towards the total monster count, but I don't know if this was intentional.
* Is there a way to make it where you can queue up more than one flask at a time for the Alchemy menu? I hate having to go into the menu each time. A simple script to prevent the menu from exiting until you hit the menu key again would suffice.
* Can anything be done about the menu keys? They're still not very responsive. Often this leads to accidentally putting 2 points into a stat where I only wanted 1, or mixing the same color flask with itself.
Also, I did some searching around the web and found the source of the Gibbet glitch:
* In the Alchemy menu, "Mix Successful" is misspelled as "Mix Successfull."
* The game incorrectly categorizes the Razreblade enemies as Slaughtaurs if they kill you in melee.
* The game also incorrectly categorizes the Healer Bishops as "killed himself" if they explode too close and take away your last HP. (Yes, it took a lot of testing to figure this out.) Also, the Healer Bishops don't seem to count towards the total monster count, but I don't know if this was intentional.
* Is there a way to make it where you can queue up more than one flask at a time for the Alchemy menu? I hate having to go into the menu each time. A simple script to prevent the menu from exiting until you hit the menu key again would suffice.
* Can anything be done about the menu keys? They're still not very responsive. Often this leads to accidentally putting 2 points into a stat where I only wanted 1, or mixing the same color flask with itself.
Also, I did some searching around the web and found the source of the Gibbet glitch:
Mods like the Korax Mod included a fix for this in the mod itself. Is there a way to address this glitch?The culprit is script 13 in the map:
script 13 OPEN
{
until(thingcount(T_DEMON, 0) == 3)
{
delay(const:210);
}
Door_Open(const:28, 32);
tagwait(const:28);
Stairs_BuildDownSync(const:18, 8, 16, 0);
}
That means that the script will check every six seconds whether there are exactly 3 (no more, no less) Chaos Serpents. If, during that period of time, you kill them too quickly, the doors will never open and you will be stuck.
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Re: Wrath of Cronos RPG Mod 1.5A Updated (Hotfix)!
So after a long long time, I went and updated Wrath of Cronos. I have been viewing your comments even though I was away for a bit. I fixed several bugs that you reported such as disciples not appearing in Heretic. I also added some damage popup text so you can see how much damage you do to monsters using a modified version of StrikerMan780's damage counter (Bandwidth heavy online) as well as a few other changes.
Wrath of Cronos RPG Mod Release 1.5A
Wrath of Cronos RPG Mod Heretic Patch 1.5A (Load after 1.5A if you are playing on Heretic)
Wrath of Cronos RPG Mod Doom Patch 1.5A (Load after 1.5A if you are playing on Doom)
Edit: I had to reupload, I recommend redownloading it again if you have not done so.
Edit 2: I found a pretty nasty bug where when you die and you reload from an autosave, your skill slot 1 will be the default skill forever and it cannot be changed. Highly recommend redownloading the main file.
Wrath of Cronos RPG Mod Release 1.5A
Wrath of Cronos RPG Mod Heretic Patch 1.5A (Load after 1.5A if you are playing on Heretic)
Wrath of Cronos RPG Mod Doom Patch 1.5A (Load after 1.5A if you are playing on Doom)
Edit: I had to reupload, I recommend redownloading it again if you have not done so.
Edit 2: I found a pretty nasty bug where when you die and you reload from an autosave, your skill slot 1 will be the default skill forever and it cannot be changed. Highly recommend redownloading the main file.
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Re: Wrath of Cronos RPG Mod 1.5A Updated (Hotfix)!
Not sure if this has been posted earlier in the thread, but are there any hexen/heretic monster spawner mods that could go with this? Or have you considered making one that allows the Hexen and Heretic monsters to spawn in say, Doom? It seems a shame to lose all the interesting monster variety you made in Hexen.
Edit: Just tried the new version, great job on the health bars/damage counters for the enemy, it definitely helps in combat knowing how long it'll take to drop an enemy instead of guessing the hits.
Edit: Just tried the new version, great job on the health bars/damage counters for the enemy, it definitely helps in combat knowing how long it'll take to drop an enemy instead of guessing the hits.