Grab version 1.2 here.
-Replaces E1 of Heretic.
-Requires GZDoom. Designed for software rendering. Jumping and crouching are not intended.
The Wayfarer is not your grandparents' Heretic. It includes a built-in gameplay mod that rebalances the game in ways that are mostly subtle but make the game a lot more engaging to play. Many enemy attacks are more dangerous, and most of the player's weapons are more powerful, allowing certain weapons to have more useful combat niches and eliminating the grindiness associated with vanilla Heretic's weapon/monster balance. The episode also features two new standard enemies, two new artifacts, a new weapon, plenty of custom decorations and textures, and more.
I'm a combat-oriented Doom player who has never enjoyed Heretic. Why should I play this?
The gameplay rebalance, as well as the new monsters and items, are designed to make the gameplay more challenging and allow me as a mapper to create more dynamic combat scenarios. The increased threat from monsters puts more pressure on the player to dodge and strategize effectively, and the more powerful weapons and new items allow you to play more aggressively. At the same time, Heretic's inventory management allows for an additional layer of strategy that Doom doesn't have.
I'm a more casual player who often finds modern Doom maps frustrating. Why should I play this?
Though The Wayfarer is more challenging than vanilla Heretic, it's still a more forgiving game than Doom. The challenge in Heretic is all about dodging and inventory management. There are no Arch-Viles. There is nothing equivalent to a Revenant, and no hitscanners (for now, at least). Though you may be faced with monster-dense combat at times, Heretic's inventory management and Tomed weapons give you lots of additional possibilities for dealing with those scenarios in a way that's quick and fun and doesn't involve meta-gaming with the BFG.
I'm a long-time fan of Heretic. What have you done to my precious game?
Not as much as you might think. The changes are mostly minor tweaks, with an eye for adjusting the game's balance rather than turning it into something totally different. Though I've drawn a lot of lessons about game balance from Doom, I love Heretic for the game it is and want to make sure it remains its own unique thing.
I like playing Tyson-style. Does Heretic melee combat still suck?
No! The Wayfarer introduces a new item that works like Doom's Berserk pack, making Tyson as viable a playstyle as it is in Doom, if not more so. The Staff has a longer melee range, and the berserked/Tomed Staff has a tighter, more reliable damage range than Doom's berserked fist. The Gauntlets are also a bit more powerful than before.
Do you have more plans for Heretic? Can I use your stuff?
Yes and yes! The Wayfarer is just the beginning of a long-term effort to expand Heretic in the same way that Doom 2 expanded on Doom. This includes a much larger bestiary, more new items, and so on. The rebalance has been designed to make mapping easier for me and greatly expand the possibilities for gameplay and level design, and hopefully it will be helpful for other people as well. Please feel free to use all or any part of the gameplay rebalance or any of the new monsters/items -- just give proper credit.
What did you change?
You can see the included textfile for a full list of gameplay changes, but here's a condensed list of the most important stuff: