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Heretic: War of the Sidhe (v0.5 now out! 2/23/15)

Posted: Thu Sep 11, 2014 11:49 am
by amv2k9
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Summary:
War of the Sidhe is a mutator (a mod that adds no new graphic or sound assets and relies on lump-based manipulation of IWAD assets to create 'new' ones) weapons mod for Heretic, which puts a new spin on the original game's weaponry.

Basics:
Spoiler:
Weapons:
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Enemies:
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Screenshots:
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Credits:
The guided explosive altfire of the Phoenix Staff is based off a resource wad by cybermind.

Download:
War of the Sidhe - Version 0.5

Re: Heretic: War of the Sidhe

Posted: Thu Sep 11, 2014 12:25 pm
by Josh771
Played through a couple of maps with it (I've still got it up right now, hehe) and I must say I really like how you've improved the Heretic experience without straying from its native graphics. Those gauntlets are wonderfully useful as a primary melee weapon, actually. And I love the element of stamina you've added; I'd actually like to see its perks and penalties extended, but that's mostly because I'm a bit of a fan of the Dark Souls games and love me some intricate combat. :)

Re: Heretic: War of the Sidhe

Posted: Thu Sep 11, 2014 2:31 pm
by Sinael
Always nice to see mods for heretic, but here's some criticism:
1) I dislike the constant 1-tic shimmering of Dragonclaw's frames - it's painful to my eyes,
2) I think that regeneration of stamina and energy would better be done through ACS rather than being shoved into every state of every weapon.

Re: Heretic: War of the Sidhe

Posted: Thu Sep 11, 2014 4:04 pm
by Valherran
Sweet, more Heretic MODs! DL now! :D

Re: Heretic: War of the Sidhe

Posted: Fri Sep 12, 2014 6:29 pm
by Valherran
Got to play this last night, it was pretty fun, here is some feedback for you:

1. Crossbow Bolts - I know they are supposed to be weak, but they are a bit too weak. It really shouldn't take 7-10 bolts to take down a Golem, that's a bit much. It could use a small buff.

2. War Wand - Still a decent weapon, though the burst fire could use a slight increase in damage to make it worth using.

3. Ritual Staff - There are no sounds when using the cursed stuff, it's completely silent.

Do you have a replacement coming for the Firemace? I noticed it was missing...

Re: Heretic: War of the Sidhe

Posted: Sun Sep 14, 2014 12:24 pm
by amv2k9
Sinael wrote:...I dislike the constant 1-tic shimmering of Dragonclaw's frames - it's painful to my eyes...
Valherran wrote:1. Crossbow Bolts - I know they are supposed to be weak, but they are a bit too weak. It really shouldn't take 7-10 bolts to take down a Golem, that's a bit much. It could use a small buff.
2. War Wand - Still a decent weapon, though the burst fire could use a slight increase in damage to make it worth using.
3. Ritual Staff - There are no sounds when using the cursed stuff, it's completely silent.
Right, I'll get those fixed.
Do you have a replacement coming for the Firemace? I noticed it was missing...
I have one, but I'm not entirely satisfied with it; it fires a cloud of little metal balls that home when they bounce, or one big metal ball that homes on a bounce, and which explodes. It also can act like a chainsaw, dealing rapid, low-damage melee attacks, but as it hits enemies & walls, its durability decreases, meaning you have to use ammo to keep it working.

Re: Heretic: War of the Sidhe

Posted: Sun Sep 14, 2014 5:26 pm
by Funky Gnoll
Ritual staff purple mode secondary fire is extremely weak and not really worth the 10 power for each shot. Maybe it should just curse the target so that if they die from anything, they drop the pods?

War wand's burst fire is nice and all, just kind of boring IMO.

Glad to see Heretic getting a nice mod that isn't just "Heretic WITH GUNZ", though!

Re: Heretic: War of the Sidhe (v0.2 now out! 9/16/14)

Posted: Tue Sep 16, 2014 11:32 am
by amv2k9
Version 0.2 is now out! Check the first post for the download.

Version 0.2 Changelog:

-Blue flicker on Dragonclaw removed.
-Damage of Siegebow unenchanted bolts increased.
-Damage of War Wand burst altfire increased.
-Sounds not playing with curse mode Staff of Rituals fixed.
-The mini gargoyles fired by the summon mode Ritual Staff, and the gibs they give off, now have +DONTSPLASH set.
-Ironliches now correctly call A_BossDeath in their alternate death states.
-Vampires call A_BossDeath as well, as they randomly replace the Ironlich.
-The Warlock now casts all of its spells, rather than just the whirlwind over and over.
-Functionality of the curse mode altfire of the Staff of Rituals is changed; fire it at any enemy (that leaves a corpse when it dies) to curse it, then kill the enemy with any attacks within 30 seconds to cause the corpse to spawn the explosive pod.

Re: Heretic: War of the Sidhe (v0.2 now out! 9/16/14)

Posted: Wed Sep 17, 2014 11:53 am
by Tux
i'm not sure if the altwand's primary fire is supposed to give wand mana
e: when shooting walls as well

Re: Heretic: War of the Sidhe (v0.2 now out! 9/16/14)

Posted: Mon Sep 22, 2014 1:08 pm
by amv2k9
Tux wrote:i'm not sure if the altwand's primary fire is supposed to give wand mana
e: when shooting walls as well
Yeah, it's not supposed to do that.

Re: Heretic: War of the Sidhe (v0.3 now out! 9/29/14)

Posted: Mon Sep 29, 2014 5:20 pm
by amv2k9
Version 0.3 is now out! Check the first post for the download.

Version 0.3 Changelog:

-Alchemace now available. Spawns in place of the Firemace, and similarly, only has a chance of spawning. Primary launches a big bouncing homing metal ball that explodes after a few bounces or when it hits an enemy. Costs fifteen ammo. Secondary causes the spikes around the head to spin. In this mode, run into enemies to do a chainsaw-like attack. Ammo is expended when the head impacts things; less ammo when it hits organic foes, more when it hits metal enemies or walls. Press primary to stop the spin, or secondary while it's spinning to launch a bunch of little homing balls. Costs ten ammo. Press and hold reload to convert one unit each of War Wand, Siegebow, Dragonclaw, Phoenix Staff and Staff of Ritual ammo into five units of Alchemace ammo.
-Hitting walls with the basic melee attack of the wand no longer increases wand ammo when you have less than 25 units of that ammo type.
-Previously, Weredragon corpses used the wrong sprite when killed by the Staff of Ritual curse mode altfire.

Re: Heretic: War of the Sidhe (v0.3 now out! 9/29/14)

Posted: Mon Sep 29, 2014 8:22 pm
by Valherran
Nice, I will check this out tonight.

Re: Heretic: War of the Sidhe (v0.5 now out! 2/23/15)

Posted: Mon Feb 23, 2015 9:01 pm
by amv2k9
Version 0.5 is now out! Check the first post for the download.

Version 0.5 Changelog:
-If you switch away from the Warwand with the blunt end out, then switch back, the wand will have the gem end facing forward.
-In a recent change to G/ZDoom, var ints no longer pass to actors through inheritance, so the mod caused an error when starting up in newer dev versions.
-Pressing and holding altfire with the Dragonclaw while the scope altfire is selected no longer causes the claws to flicker.
-Red bolts for Warbow dissipate after they travel a certain distance.
-Digits for health & stamina readout in HUD change color as they decrease.
-Ash Gargoyles properly return to their See state after attacking.
-Vilegoyle gibs are now translated correctly.
-The secret level for each episode now has an all-new entrance text.
-A puff used by the Alchemace no longer encounters an invalid state.
-Bar hud correctly displays primary & secondary ammo counts.
-Previously, Warlocks were only using their earth spike magic if the target was within 256 units of the caster, when it should have been the reverse.
-Episode 6, or at lease the three levels that comprise it, can be chosen from the Episode Select menu. Keep in mind E6M3 has no proper exit, so when you're done you need to choose a new episode/level from the menu or console.

Re: Heretic: War of the Sidhe (v0.5 now out! 2/23/15)

Posted: Tue Feb 24, 2015 7:38 am
by chelonian
You can pretty much stunlock D'Sparil and his serpent with the Dragon Claw's alternate fire.

Re: Heretic: War of the Sidhe (v0.5 now out! 2/23/15)

Posted: Wed Feb 25, 2015 7:45 am
by ShadesMaster
I Haveta say - some of the monster re colors and functionality is kinda brilliant! Favorites of mine include the blue-robed Knights with bouncing axes, the brown gargoyles with chaos energy and the Magma Golems with their mid-ranged attacks....