Heretical Doom v1.5 - Cyberdemons and Maulotaurs, oh my!

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Ryuhi
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Re: Heretical Doom v1.5 - Cyberdemons and Maulotaurs, oh my!

Post by Ryuhi »

it's something I plan to fix regardless, as I didnt realize it was something that wouldn't save to the config file, but yeah that should work in the meantime. I was also thinking of putting in a check for monster replacer mods to have the vanilla+ modifier automatically de-select when it detects them, so people who like the mode but frequently rotate in different monster replacement mods won't have to toggle it on and off.
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UnknDoomer
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Re: Heretical Doom v1.5 - Cyberdemons and Maulotaurs, oh my!

Post by UnknDoomer »

Have looked for a while for modification similar to "Complex Doom", but for Heretic/Hexen. Have tried "HeXeReTiC Fantasy", "Wrath of Cronos" and old "Korax Mod", but they were too far from my criterias / too overloaded with functionality in my opinion. Your creation fit just fine.

As suggestions ideas for further improvements:

1. Make an optional add-on with new powered monsters. Two or three more tiers of such onces. Thing similar to Complex Doom.
2. Monsters randomly can drop some items. Ammo, health flask, etc. Extra powerful monsters can have rare items.
3. Add-on to that add-on - bring some monsters that are familiar by other games and fill fit fine here. As for start - some from Hexen, perhaps few from Blake Stone: Aliens of Gold. HeXeReTiC Fantasy did it, but author added too many of them and some not fit in the atmposhere, including annoying and weird onces - like small knifes that fly around, danger flowers in pots and etc. This is a big disadvantage of this modification which can be, by other hand, good thing if made right.
4. Deeper integration in Hexen specifics, i.e. in case it has classes system. But without overload.
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YasuoProjectX
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Re: Heretical Doom v1.5 - Cyberdemons and Maulotaurs, oh my!

Post by YasuoProjectX »

your monster addon dosent work sadly

Edit: I mean the .rar files
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Ryuhi
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Re: Heretical Doom v1.5 - Cyberdemons and Maulotaurs, oh my!

Post by Ryuhi »

YasuoProjectX wrote:your monster addon dosent work sadly

Edit: I mean the .rar files
If you mean that it is using the Vanilla+ Monsters instead, that just needs to be disabled in the options when using any other replacer. Unfortunately due to the order that Zscript and DECORATE run in, I have not been able to find a way for the option to "detect" that a monster replacement mod has been loaded before it instead spawns the vanilla+ monsters. In the meantime, turning it off in the options should allow any monster replacements (including the monsters addon) to work with the core mod.

Edit: just saw the edit, rechecked the download and its working ok. What issue are you having?
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YasuoProjectX
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Re: Heretical Doom v1.5 - Cyberdemons and Maulotaurs, oh my!

Post by YasuoProjectX »

noo no no your WinRAR wont open it says "Corrupted or Damage"
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Ryuhi
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Re: Heretical Doom v1.5 - Cyberdemons and Maulotaurs, oh my!

Post by Ryuhi »

sounds like it was just an issue with the download. i'd just delete it and redownload it.
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PlazmaSpirit
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Re: Heretical Doom v1.5 - Cyberdemons and Maulotaurs, oh my!

Post by PlazmaSpirit »

Hey uh... been playing through Heretic again with this and it's been a blast so far, but I decided to try a little Strife. Unfortunately though, the game doesn't boot, giving me the error:

Execution could not continue.

Script error, "HereticalDoom 1.5.pk3:sbarinfo" line 787:
Unknown command 'statusbar'.

So I gave up and just went to play Hexen instead, which seemed to start just fine. By the end of Winnowing Hall though, I realise that I'm not getting experience points from kills, even after I tried bumping the XP gain up to 5x.
I'm playing using GZDoom 4.5.0, with a few other mods alongside, but they're all very small, universal mods. I can list them if needs be but I don't think they're the issue.
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Ryuhi
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Re: Heretical Doom v1.5 - Cyberdemons and Maulotaurs, oh my!

Post by Ryuhi »

PlazmaSpirit wrote:Hey uh... been playing through Heretic again with this and it's been a blast so far, but I decided to try a little Strife. Unfortunately though, the game doesn't boot, giving me the error:

Execution could not continue.

Script error, "HereticalDoom 1.5.pk3:sbarinfo" line 787:
Unknown command 'statusbar'.

So I gave up and just went to play Hexen instead, which seemed to start just fine. By the end of Winnowing Hall though, I realise that I'm not getting experience points from kills, even after I tried bumping the XP gain up to 5x.
I'm playing using GZDoom 4.5.0, with a few other mods alongside, but they're all very small, universal mods. I can list them if needs be but I don't think they're the issue.
Experience is actually gained through pickups, not through kills. Hexen works just fine, but it will be slow to start (just like vanilla) and pick up with the introduction of the first hub area.

As for Strife, unfortunately it's been one of the things on the backburner that I'm hoping to have ready to go properly in the future. Things started to break when I introduced a second class and a few specific scripts, and a complete overhaul of the balancing is needed regardless. For now, the core mod is good for Doom, Heretic, Hexen, and Chex, while the Monsters addon is specifically for Doom and Heretic.
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Ermac
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Re: Heretical Doom v1.5 - Cyberdemons and Maulotaurs, oh my!

Post by Ermac »

I love this mod and I'm glad you are still working on updates. May I request adding support for Blasphemer please? I mean it's free-heretic so why not. Copying the Heretic filter as Blasphemer makes the weapons work (without a filter it shows error in GZDoom) but it needs monster spawner code as well.
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Ryuhi
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Re: Heretical Doom v1.5 - Cyberdemons and Maulotaurs, oh my!

Post by Ryuhi »

Ermac wrote:I love this mod and I'm glad you are still working on updates. May I request adding support for Blasphemer please? I mean it's free-heretic so why not. Copying the Heretic filter as Blasphemer makes the weapons work (without a filter it shows error in GZDoom) but it needs monster spawner code as well.
Sure, I'll take a look. I know it uses a different pallete, but since most of the stuff is trucolor it should be fairly easy to do. I'll just need to make some definitions and playtest it a bit, but I'll definitely add it to the list.
combolynch
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Re: Heretical Doom v1.5 - Cyberdemons and Maulotaurs, oh my!

Post by combolynch »

Just an suggestion :)

Can you guys add an optional GoldenEye style reload for modern magister like wild weasels n-zis mod? Also with this active, weapons will have to have less mag capacity.

For example: Elven Wand will have 8, Dragon Claw will have 30, Phoenix Rod will have 6

I think Arcane Recharge makes the game a little slow...
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Ryuhi
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Re: Heretical Doom v1.5 - Cyberdemons and Maulotaurs, oh my!

Post by Ryuhi »

combolynch wrote:Just an suggestion :)

Can you guys add an optional GoldenEye style reload for modern magister like wild weasels n-zis mod? Also with this active, weapons will have to have less mag capacity.

For example: Elven Wand will have 8, Dragon Claw will have 30, Phoenix Rod will have 6

I think Arcane Recharge makes the game a little slow...
Didn't you just ask this recently on the discord?
I do intend to keep the recharge system as is, as making "cartridge style" reloads for each weapon would involve making two reload animations for each, and would fit less with how each weapon works. I may expand the passive recharge system to have an option to have weapons recharge when not in use though
The idea is that you're encouraged to maintain space and/or swap weapons if you're finding yourself out of juice mid fight (part of why the melee options are so powerful as well) Oh, I should also mention, reload speed increases as you level, so it becomes less of an issue as maps and encounters get more dense later in campaigns.

That said, Classic Caster mode doesn't have any reloads, so that is always an option too :)
combolynch
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Re: Heretical Doom v1.5 - Cyberdemons and Maulotaurs, oh my!

Post by combolynch »

Ryuhi wrote:
combolynch wrote:Just an suggestion :)

Can you guys add an optional GoldenEye style reload for modern magister like wild weasels n-zis mod? Also with this active, weapons will have to have less mag capacity.

For example: Elven Wand will have 8, Dragon Claw will have 30, Phoenix Rod will have 6

I think Arcane Recharge makes the game a little slow...
Ryuhi wrote:
combolynch wrote:Didn't you just ask this recently on the discord?
Yep. I did ask... Sorry :D
rotts
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Re: Heretical Doom v1.5 - Cyberdemons and Maulotaurs, oh my!

Post by rotts »

I'm using just the monsters addon, otherwise vanilla Doom2 for test driving the add-on. The enemies are massively more powerful than the ones they replace. 157HP superfast golems and 110HP fast aggressive gargoyles get swapped in for basic Zombiemen and Imps. It's just not doable in I-don't-even-know how many megaWADs or regular Doom levels. Just not enough ammo, even if you're a godlike player.
Am I supposed to only use the lowest difficulty when using just the Heretical Monsters add-on w/ Doom WADs?
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Ryuhi
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Re: Heretical Doom v1.5 - Cyberdemons and Maulotaurs, oh my!

Post by Ryuhi »

rotts wrote:I'm using just the monsters addon, otherwise vanilla Doom2 for test driving the add-on. The enemies are massively more powerful than the ones they replace. 157HP superfast golems and 110HP fast aggressive gargoyles get swapped in for basic Zombiemen and Imps. It's just not doable in I-don't-even-know how many megaWADs or regular Doom levels. Just not enough ammo, even if you're a godlike player.
Am I supposed to only use the lowest difficulty when using just the Heretical Monsters add-on w/ Doom WADs?
The base addon is designed to be played with stronger-than-vanilla weaponsets. I know its been a while since my last update (especially the monsters addon) but there are both plans to make it more compatible with a wider range of player strengths, as well as a second more lightweight mod that revolves around customizable upgrades to the vanilla monsters in each respective IWAD. As people on the discord know, the last 2 years have been pretty absolutely awful so unfortunately I have been making extremely slow progress on the mods. I am still working on them though, so hopefully things will normalize a bit soon and I can get another damn update out into the wild.

For now though, I would say its not very well balanced for anything short of Final Doomer/Combined Arms.

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