HereticArcana! (HexArcana V3.0)

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Crudux Cruo
Posts: 1165
Joined: Mon Apr 10, 2006 8:43 pm
Location: California

Re: HereticArcana! (HexArcana V3.0)

Post by Crudux Cruo »

Just wanted to say I love the overhauls that have come out, but (may have said this before) would like it if all weapons had tertiaries or none of them, and honestly since hexen only has 4 weapons, it would be nice if they all did. in general they're all nice, but the fighter's axe secondary is expensive and flashy without much punch, and the mages fireball has now turned into a flame breath that's sort of underwhelming. i know that it cant be as good as the priest's fire, but surely something could be done?
vesper still feels like a "Oh heres something just because". kind of fun, but meh as well.

Still one of my favorites, perhaps still my favorite, though i play this pretty interchangeably with walpurgis.
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4page
Posts: 117
Joined: Tue Aug 06, 2019 5:08 pm
Location: American Pacific Northwest

Re: HereticArcana! (HexArcana V3.0)

Post by 4page »

This mod is one of the greatest overhaul mods I've played! All of the new visuals and mechanics feel crisp and are so thoroughly satisfying to play around with. I can't wait to see how it continues on from here!
Thanks! I have some stuff I'm working on, but it's still in basically conceptual stage at the moment.
Just wanted to say I love the overhauls that have come out, but (may have said this before) would like it if all weapons had tertiaries or none of them, and honestly since hexen only has 4 weapons, it would be nice if they all did. in general they're all nice, but the fighter's axe secondary is expensive and flashy without much punch, and the mages fireball has now turned into a flame breath that's sort of underwhelming. i know that it cant be as good as the priest's fire, but surely something could be done?
vesper still feels like a "Oh heres something just because". kind of fun, but meh as well.
I didn't give them all tertiaries because I wanted each class to be a bit different. The Barbarian has 3 attacks for all his weapons, the Thaumaturge has 2 attacks, but they can be significantly powered up, not to mention his other abilities, the Vesper has 2 attacks plus his bats that he can use, and the Paladin was supposed to be a bit similar to the Thaumaturge with only 2 attacks, but rage mode powers them up a bunch... But he sort of became a giant mess and while I like how he functions, it is really inconsistent, considering the mace only powers its primary but not the alt, and the firestorm has like 4 or 5 different attacks within it....

The Barbarian's axe secondary doesn't do a whole lot of damage, but it stuns enemies for a not insignificant amount of time. I thought that was more interesting than making just another damaging explosive. As for the Thaumaturge's flame breath, that's just the cone of cold that it was in previous versions. It hasn't really changed other than being a bit easier to balance since I made some changes under the hood which allow me to directly control how much damage an enemy will end up taking instead of it being completely up to chance. And the Ice ball is what the fire ball was before, I just swapped them aesthetically, though again, made the damage output more consistent and I think made the explosion radius significantly wider.

I'm definitely open to suggestions, but keep in mind, that doesn't mean I will implement the suggestions. :D Quite a few features in this last update that I really love were things I didn't ever consider. That being said, the next update is going to be working on new familiars for the Dark Servant item. Each class will have their own specific Dark Servant, instead of just the big ol maulotaur. If anybody has any suggestions or ideas for what creature should go with which class, and possible movesets for them, feel free to weigh in, but keep in mind that I am NOT a spriter and am very limited to sprite sets that I can find. I might be able to modify them to some extent but I won't really be able to create things from scratch very well.
DarkkOne
Posts: 203
Joined: Mon Jun 06, 2016 11:26 pm

Re: HereticArcana! (HexArcana V3.0)

Post by DarkkOne »

So, recently tried out viewtopic.php?f=43&t=76080 a universal mod that causes your weapons and character to level up based on damage dealt, and it synergizes REALLY well with this mod.

In particular, it's a lot of fun picking the elemental upgrade that best matches each weapon. Fire attacks setting enemies on fire, lightning attacks paralyzing them, etc. In particular, it makes Heretic a much more interesting playthrough, and just thought I should mention it to people here who might be using this mod.
combolynch
Posts: 35
Joined: Sat May 30, 2020 1:51 pm
Graphics Processor: nVidia (Modern GZDoom)
Location: Turkey

Re: HereticArcana! (HexArcana V3.0)

Post by combolynch »

could somebody recommend me a monster pack to play with this mod?
razelfragel
Posts: 2
Joined: Fri Nov 18, 2022 2:47 am

Re: HereticArcana! (HexArcana V3.0)

Post by razelfragel »

Hello, I've been greatly enjoying this mod so far but unfortunately I encounter a fatal error and my game instantly crashes whenever I try to use the Arcane Boosted primary or secondary attack for the Shockball.

This is the error I receive (after attempting the boosted secondary attack):

VM execution aborted: division by zero.
Called from HXA_Seekers.HXA_RailShot at HexArcana3-0.pk3:z_hxa/baseactor.zsc, line 783
Called from HXA_LightningBolt2.StateFunction.2 at HexArcana3-0.pk3:z_hxa/w_tha_lightning.zsc, line 1648
Called from state HXA_LightningBolt2.2 in HXA_LightningBolt2

I'm using GZDoom v4.8.2
Last edited by razelfragel on Fri Nov 18, 2022 3:09 am, edited 1 time in total.
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4page
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Location: American Pacific Northwest

Re: HereticArcana! (HexArcana V3.0)

Post by 4page »

razelfragel wrote: Fri Nov 18, 2022 3:06 am Hello, I've been greatly enjoying this mod so far but unfortunately I encounter a fatal error and my game instantly crashes whenever I try to use the Arcane Boosted primary or secondary attack for the Shockball.

This is the error I receive (after attempting the boosted secondary attack):

VM execution aborted: division by zero.
Called from HXA_Seekers.HXA_RailShot at HexArcana3-0.pk3:z_hxa/baseactor.zsc, line 783
Called from HXA_LightningBolt2.StateFunction.2 at HexArcana3-0.pk3:z_hxa/w_tha_lightning.zsc, line 1648
Called from state HXA_LightningBolt2.2 in HXA_LightningBolt2

I'm using GZDoom v4.8.2
I can see where the error is and why it's happening, but for some reason I can't replicate the fatal error. But I think I fixed it. I've updated the mod with the fix and you can get it here: http://passdropit.com/2Lab1IucZD

This version just fixes the divide by zero error, and removes a console print command I forgot to remove earlier.
razelfragel
Posts: 2
Joined: Fri Nov 18, 2022 2:47 am

Re: HereticArcana! (HexArcana V3.0)

Post by razelfragel »

This seems to have fixed the issue for me, thank you! You've already done an incredible job overhauling the weapon system in this game, but I hope you still have plans for even more features soon. I love playing as a badass mage with an extensive spell book :rock:
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4page
Posts: 117
Joined: Tue Aug 06, 2019 5:08 pm
Location: American Pacific Northwest

Re: HereticArcana! (HexArcana V3.0)

Post by 4page »

I'm currently working on making the Paladin's weapons feel a bit more cohesive. It's going slowly since I'm not working on it nearly as much as I used to. But I do still have some other plans for it.

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