Hexen: Cult of Despair - A WoC campaign (New 1.4A Version!)
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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.
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Re: Hexen: Cult of Despair - A WoC campaign (1.3 Version)
Nope, as far as I know he isn't even in the heretic/hexen discord, but there is something interesting related to woc:
Checking The Sentinel's Playground there is a zandronum server where you can get a new version called woc_v3.1.4.pk3 along with the updated patches, probably this will be the next official version but still in beta state. You can download it from here:
https://allfearthesentinel.net/zandronu ... 07&popup=1
I don't know the differences compared to 3.A version (and surprisingly, it still works with my campaign) since I didn't see a changelog, but I noticed that the mage has a new ruby wand in the fifth slot instead of the emerald wand and the fighter has new sprites for the Vorpal Blade.
Checking The Sentinel's Playground there is a zandronum server where you can get a new version called woc_v3.1.4.pk3 along with the updated patches, probably this will be the next official version but still in beta state. You can download it from here:
https://allfearthesentinel.net/zandronu ... 07&popup=1
I don't know the differences compared to 3.A version (and surprisingly, it still works with my campaign) since I didn't see a changelog, but I noticed that the mage has a new ruby wand in the fifth slot instead of the emerald wand and the fighter has new sprites for the Vorpal Blade.
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Re: Hexen: Cult of Despair - A WoC campaign (1.3 Version)
Oh that's very good news indeed.
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Re: Hexen: Cult of Despair - A WoC campaign (1.3A Version)
I just released a hotfix version:
https://drive.google.com/file/d/1Kl8uRQ ... sp=sharing
Version 1.3A:
-Golden Chakras can't be resurrected or morphed anymore
-Fixed a strange bug where some villagers and soldiers could disappear after a few minutes
-Lowered the Lime Slimes damage
-Added a new battle music for minor enemy fights (you can hear it during some subquests)
-Some enemies like Crimson Disciples can be resurrected correctly
-Fixed some minor grammar mistakes
-Removed duplicated Zombie Fodder sprites
-Added a new subquest in the Wasteland
-New textures added in the Swamp Temple for more variation
-Removed the teleport ability of the Pyrodemon boss but increased the health from 8000 to 8500 HP
-Liquid surfaces can't spawn Reagents now
As always, thanks for playing, any feedback is appreciated
https://drive.google.com/file/d/1Kl8uRQ ... sp=sharing
Version 1.3A:
-Golden Chakras can't be resurrected or morphed anymore
-Fixed a strange bug where some villagers and soldiers could disappear after a few minutes
-Lowered the Lime Slimes damage
-Added a new battle music for minor enemy fights (you can hear it during some subquests)
-Some enemies like Crimson Disciples can be resurrected correctly
-Fixed some minor grammar mistakes
-Removed duplicated Zombie Fodder sprites
-Added a new subquest in the Wasteland
-New textures added in the Swamp Temple for more variation
-Removed the teleport ability of the Pyrodemon boss but increased the health from 8000 to 8500 HP
-Liquid surfaces can't spawn Reagents now
As always, thanks for playing, any feedback is appreciated
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- Joined: Fri Jan 12, 2018 11:11 am
Re: Hexen: Cult of Despair - A WoC campaign (1.3A Version)
I won't play it, don't want to spoil it until it's complete!
So, does this current version have zero enemy respawning?
I always found cool in Hexen that you could never be 100% safe and that there could always been a creeping ettin nearby!
So, does this current version have zero enemy respawning?
I always found cool in Hexen that you could never be 100% safe and that there could always been a creeping ettin nearby!
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Re: Hexen: Cult of Despair - A WoC campaign (1.3A Version)
There are areas with respawned enemies during some backtrackings in Cult of Despair but they are all programmed by scripts.Nightgaunt wrote:I won't play it, don't want to spoil it until it's complete!
So, does this current version have zero enemy respawning?
I always found cool in Hexen that you could never be 100% safe and that there could always been a creeping ettin nearby!
However, you can enable the Hexen director through the Wrath of Cronos options if you want an extra challenge with some random surprises (I don't recommend enable this is my campaign but don't worry, it doesn't break anything)
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Re: Hexen: Cult of Despair - A WoC campaign (1.3A Version)
What does this setting do?
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Re: Hexen: Cult of Despair - A WoC campaign (1.3A Version)
The director spawns ammo, health, and monsters at certain locations (deathmatch starts?) at periodic intervals. I personally don't like using it, it takes a wrecking ball to map balance and sometimes it seems to work so quickly that maps fill up with monsters faster than they can be cleared. And personally, I liked not being harassed when combing the hub worlds for secrets and goodies after clearing them while playing Cult of Despair.
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Re: Hexen: Cult of Despair - A WoC campaign (1.3A Version)
Yeah, also I think the director spawns monsters in villages after a while, so it can ruin the ambience (or brown chaos serpents in grasslands, what feels a bit off being exclusive creatures that fit better for the wasteland or deserts in my opinion).
For now my plans for the second part of the campaign are:
· A new dungeon in the wasteland (probably a desert crypt)
· A new village in the wasteland accessible after finishing the dungeon
· A big forest where from the middle of the level you will see everything snowed
· An ice-themed ruins (perfect for Hexen Wendigos, ice gargoyles and other frozen enemies)
· Probably an optional and tough dungeon
· A second rematch with the Heresiarch with a new agressive AI
The last part will content a volcano zone, the Void (a dimension rift), a familiar place you will remember from your past adventures in this franchise and the final castle
I had plans for more areas, but right now I prefer to be focused on quality over quantity. Stay tuned for more news, and happy new year!
For now my plans for the second part of the campaign are:
· A new dungeon in the wasteland (probably a desert crypt)
· A new village in the wasteland accessible after finishing the dungeon
· A big forest where from the middle of the level you will see everything snowed
· An ice-themed ruins (perfect for Hexen Wendigos, ice gargoyles and other frozen enemies)
· Probably an optional and tough dungeon
· A second rematch with the Heresiarch with a new agressive AI
The last part will content a volcano zone, the Void (a dimension rift), a familiar place you will remember from your past adventures in this franchise and the final castle
I had plans for more areas, but right now I prefer to be focused on quality over quantity. Stay tuned for more news, and happy new year!
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Re: Hexen: Cult of Despair - A WoC campaign (1.3A Version)
Happy new year!
Will eagerly follow the progress.
I also hope Thetis will pull out the latest version of WoC in time for the final release.
By the way, is there any wiki/place to read about WoC? To this day, I still ignore all the new weapons and character build trees.
Will eagerly follow the progress.
I also hope Thetis will pull out the latest version of WoC in time for the final release.
By the way, is there any wiki/place to read about WoC? To this day, I still ignore all the new weapons and character build trees.
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Re: Hexen: Cult of Despair - A WoC campaign (1.3A Version)
What about the Heretic enemies? how many does WoC include?
I think the entire rooster from Heretic should be present...especially the Iron Liches, those are one hell of enemies!
I think the entire rooster from Heretic should be present...especially the Iron Liches, those are one hell of enemies!
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Re: Hexen: Cult of Despair - A WoC campaign (1.3A Version)
The good thing is that my mod is not "exclusive" for a concrete WoC version, if Tethis updates it, I will make sure Cult of Despair also works with that new build.Nightgaunt wrote:Happy new year!
Will eagerly follow the progress.
I also hope Thetis will pull out the latest version of WoC in time for the final release.
By the way, is there any wiki/place to read about WoC? To this day, I still ignore all the new weapons and character build trees.
There was a WoC wiki a few months ago (very unfinished unfortunately) but it was closed for unknown reasons.
WoC includes all enemies from Heretic also a few ones from Hexen 2 like the Knight Archer or the Medusa. Each one of them will appear in Cult of Despair in areas where they fit. (also custom ones and elite variants!)Nightgaunt wrote:What about the Heretic enemies? how many does WoC include?
I think the entire rooster from Heretic should be present...especially the Iron Liches, those are one hell of enemies!
I also used these custom sprites (originally from Shadowcaster) to code the Gorgon from Heretic 2 for the wasteland areas, it jumps to bite you and roars at you
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Re: Hexen: Cult of Despair - A WoC campaign (1.3A Version)
Haha, looks great!
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Re: Hexen: Cult of Despair - A WoC campaign (1.3A Version)
I want to make a suggestion about another "biome" or whatever are called the settings:
You should really add some levels into the Dome of D'Sparil, with that extremely cool skybox and the whole blue/mosaic themes. I think it was the coolest and most iconic setting in the Serpent Riders trilogy.
The idea of fighting supreme evil alone at the bottom of a dark deep ocean is so great, unless you got different plans I would even make it the final confrontation setting of the mod.
If not, even a side-quest or anything similar would be so cool
You should really add some levels into the Dome of D'Sparil, with that extremely cool skybox and the whole blue/mosaic themes. I think it was the coolest and most iconic setting in the Serpent Riders trilogy.
The idea of fighting supreme evil alone at the bottom of a dark deep ocean is so great, unless you got different plans I would even make it the final confrontation setting of the mod.
If not, even a side-quest or anything similar would be so cool
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Re: Hexen: Cult of Despair - A WoC campaign (1.3A Version)
This is really a spoiler related to the Dome of D'Sparil but:Nightgaunt wrote:I want to make a suggestion about another "biome" or whatever are called the settings:
You should really add some levels into the Dome of D'Sparil, with that extremely cool skybox and the whole blue/mosaic themes. I think it was the coolest and most iconic setting in the Serpent Riders trilogy.
The idea of fighting supreme evil alone at the bottom of a dark deep ocean is so great, unless you got different plans I would even make it the final confrontation setting of the mod.
If not, even a side-quest or anything similar would be so cool
Spoiler:@Woolie Wool I have been working to improve the dungeons, I started today with the entrance of the Direwood Castle (some rooms will be heavily changed, but many of them will remain recognizable for old players).
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Re: Hexen: Cult of Despair - A WoC campaign (1.3A Version)
Wait, last part of campaign? So, what order the major boss will be fought?
1. Plot finished -> D'sparil -> Korax -> Eidolon?
2. Plot -> D'sparil -> Plot -> Korax -> plot -> Eidolon?
OR my version similar to the number 2:
Plot -> Sub-boss (your heresiarch) -> Plot -> Sub-boss -> D'sparil (Major boss) -> Repeat 2 times again.
1. Plot finished -> D'sparil -> Korax -> Eidolon?
2. Plot -> D'sparil -> Plot -> Korax -> plot -> Eidolon?
OR my version similar to the number 2:
Plot -> Sub-boss (your heresiarch) -> Plot -> Sub-boss -> D'sparil (Major boss) -> Repeat 2 times again.