Walpurgis 1.0 (For Doom/Heretic/Hexen) [GOLD RELEASE!]
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Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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: Walpurgis 0.95 (For Doom/Heretic/Hexen) [0.95 IS OUT!]
It's crunch-time right now for 0.96 Walp (as much as can be when I'm still working full-time in my iRL job anyway), and as people might have anticipated, I should hopefully be able to get a release out this weekend at some point!
I'm thinking most likely Saturday evening, but I guess we'll see how that goes. Look forwards to it soon in any case.
I'm thinking most likely Saturday evening, but I guess we'll see how that goes. Look forwards to it soon in any case.
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Re: Walpurgis 0.95 (For Doom/Heretic/Hexen) [0.95 IS OUT!]
That's so exciting! Only a few more days. Can't wait!
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Re: Walpurgis 0.95 (For Doom/Heretic/Hexen) [0.95 IS OUT!]
Thanks! Should be quite a decent selection of things.Chunes wrote:That's so exciting! Only a few more days. Can't wait!

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Re: Walpurgis 0.95 (For Doom/Heretic/Hexen) [0.95 IS OUT!]
Thanks for all your work on this, really is appreciated. Can't wait to get my hands on 0.96!
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Re: Walpurgis 0.96 (For Doom/Heretic/Hexen) [0.96 OUT!]
0.96 is here!!
Get it from MEGA here
Or from Googledrive here
It's quite a big update! All of the upgrades are now in place, along with all of the alternate in-slot-2 weapons. Check out the changes below:

Get it from MEGA here
Or from Googledrive here
It's quite a big update! All of the upgrades are now in place, along with all of the alternate in-slot-2 weapons. Check out the changes below:
Code: Select all
[0.96]
'One-Stop Upgrade Shop'
--------------------
19/03/2022
+New!: Huge back-end update to the upgrading system. It will now pause the game
and halt movement, and allow you to preview what the upgrade does before
applying it to your weapon. You can also back out from all stages of the
menu by pressing the USE key. Uses bigger text and overlay base rather
than the rather barebones thing that existed before. With this update of
the system, its now possible to add in alternate means of upgrading.
+New!: Which leads us to a new optional mode: Pnakotic Manuscripts Mode. This
removes Upgrade Items, and replaces them with items that function in a
similar fashion to Heretic Tomes of Power. When used from inventory, a
Pnakotic Manuscript gives you ALL upgrades at once for 30 seconds.
As usual, you can enable this mode from the Walpurgis Options menu.
+New!: When upgrading your basic [1] slot weapon, you now only require ONE single
Upgrade item to get ALL of the upgrades for it; giving you a three for
one deal, and making this a competitive choice against always updating
your mana-using weapons first.
+New!: The Crusader gets his alternate in-slot (2) weapon, the Storm Sect Spear!
This is the final one to go in.
> [Primary Fire] is a mana-free spear thrust and swipe combo, that also
automatically shield bashes foes that are too close! The spear has
a long range (as you might expect) compared to most melee weapons.
>> Upgrading this will make the spear attack faster, with 10% higher
damage caused per hit as well.
> [Secondary Fire] summons a spectral partisan. It will wait a moment in
place before selecting a target (priotising targets in front of where
you spawned it) and sailing off to detonate in its face.
>> Upgrading this will make the fire mode cost +3 more, but two
projectiles will be summoned at once, and if you hold the alt-fire
button, all partisans currently out will wait until you release the
alt-fire button to launch them all in a simultaneous barrage!
> [Tertiary Fire] will spawn a magic circle in front of you, which will
gradually charge with energy, and then detonate around two seconds
later in a dome of crackling holy lightning.
>> Upgrading this will make it cost +2 more per cast, but the circle
will wait and detonate only when there are enemies nearby. It will
also have a larger AoE and 10% more damage.
By default, this will spawn randomly along with The Lightbringer, but you
disable either of them in the Walpurgis Options if preferred.
>> NEW MYRMIDON UPGRADES
+New! {{Ventus Gladius [2] Primary}}: Every 4-6 swings, you'll perform a very
strong Dual-Strike with both blades, eviscerating weaker enemies and
seriously hurting stronger foes.
{{Secondary}}: Wind Blades fired by the Gladii travel faster and pierce
through enemies, knocking them back whilst ripping away at them, giving
the Dual-Gladius vastly increased AoE crowd-control abilities.
{{Tertiary}}: Charges the Blast Tornado at slightly over twice the usual
speed, allowing you to more quickly deal massive close range blasts.
+New! {{Quietus [4] Primary}}: Changes the momentum mechanic: no longer any
delay to reach maximum speed and damage on the swings.
{{Secondary}}: When the Torpedo detonates, it will also send out several
waves of an Aurora-type effect that deals additional damage and propel
foes away.
{{Tertiary}}: Each Blazing Fusilade swing will fire off +50% more
fireballs than usual, creating a rather large volley of them.
>> NEW CRUSADER UPGRADES
+New! {{Crux Calicus [4] Primary}}: The Primary fire instead fires twin-linked
shots for concentrated hits. Though this reduces the rapid fire effect
of the primary, the twin shots are 25% more mana efficient and still
deal the same damage as before, making it quite brutal.
{{Secondary}}: The Secondary Vortex now also explodes with a spherical
manifold of stellar fire on both its creation and collapse, in the
off-chance anything is still alive after the vortex. XD
{{Tertiary}}: The Tertiary no longer creates a static wall, but a full
360 degree halo around you instead, which follows you as you move about.
It does last about 2 seconds less overall, and each piece has slightly
less health, though.
+Tweak: Mace Charge Attack (Upgraded Mace Tertiary) was made stronger and
more worth your time in addition to its previous reliability update a
few patches back. As usual this update, comes with the other [1]'s too.
>> NEW MAGISTER UPGRADES
+New! {{Agnus Abyssus [4] Primary}}: The Primary Fire will launch 33% more
homing darkblades every wave, further increasing its potency.
{{Secondary}}: The Secondary Fire will cause the unleashed Hellfire
to explode a second time, creating more devastation each wave.
{{Tertiary}}: When you Teleport with a created Hell-Gate, you will
blast away enemies on arrival, and the cost for placing the gate in
the first place will be completely refunded.
>> NEW DRUID UPGRADES
+New!: {{Baselard [1] Primary}}: Stabs and Swipes do additional bleed damage.
{{Secondary}}: You will now throw two baselards in quick succession
and can hold down the fire button to continually throw them.
{{Tertiary}}: Not strictly an upgrade, applying a Azurinthine
to upgrade this fire mode allows Illitheya to summon her Mystical
Falcon Familiar, Turul. Turul stays close until you see enemies, at
which point he zips off to provide remote fire support with flurries
of deadly pinions. He stays out even when changing weapons, though you
can use the Baselard Tertiary Fire again to toggle his summoning.
<<NOTE: YOU NOW GAIN ALL 3 Baselard upgrades for a single Azurinthine!>>
+New! {{Dagon's Cane [2] Primary}}: The Water Ball of the primary fire gets extra
pressure, exploding with more force on impact and briefly stunning foes.
{{Secondary}}: The Geyser erupts with double the water in a secondary
blast, giving it wider radius, blast, and somewhat higher damage.
{{Tertiary}}: The Tsunami Surge has a wider line that it cuts with as
you charge, and deals more damage based on your speed.
+New! {{Ichival [4] Primary}}: When using Sniper Mode, you'll now concentrate
for the time-slow and zoom at twice the usual speed. Arrows fired will
deal around 15% more damage and knock foes not killed back.
{{Secondary}}: The Artillery Arrow will now have its projectiles fire
off an additional arrow of light if they impact the terrain during flight
or from missing a monster, covering an additional area in a hail of arrows.
{{Tertiary}}: The Bouncing Blazer will now unleash triple the usual
amounts of napalm each time it bounces, turning tight rooms into
extreme burning death.
>> OTHER CHANGES
+New!: New Elite Monster: The Harpy Screecher. Replaces Heretic Imp (Basic),
and has similar behaviours of charging at you and clawing, though will
stop to re-target if it is misses, and tends to be more damaging.
Also makes an ungodly amount of bird screeching noises to annoy you.
+New!: New Exertion sounds and Passive Auto-Taunt system for all classes,
to add to player immersion. If you don't like this and prefer the old
style silent protagonists (or changing the taunt rate, which is quite
low by default), you can alter this in the Walpurgis Options as usual.
+New!: Also added extra pain sounds; and failed use sounds, to match above.
+New!: When browsing Inventory Items, the currently focused item on the quickbar
will have a short description of its effect. Ideal for those not familiar
with Item effects, and QoL for everyone in general.
+New!: Walpurgis now gives you a reminder if you start a new map without
having fullscreen mode on, telling you to correctly use the custom HUD.
The option to enable this is also made much more visible at the top of
the Walpurgis Options menu to help prevent confusion for new players.
+New!: Slashing and piercing weapons now actually inflict a bleeding status on
monsters. You'll see them splatter for a couple seconds after being hit.
This only does very minor damage in most cases, but can helpfully invoke
pain states. The Druid's Baselard deals much larger bleeds as its niche
thing now (and making it sorta more realistic, as that is its thing iRL)
rather than dealing poison damage.
+Tweak: Tertiary Fire for the Druid's Dagon Cane got additional visual flair
that makes it look more impressive (more swirl, bubbles, and splashes).
+Tweak: Secondary Fire (Artillery Arrow) for Druid's Ichival now fires in a
spiral pattern rather than a eight pointed star shape. Because coolness.
+Tweak: Tertiary Fire for Myrmidon's Vorpal Axe (Thrown Axe) now has extra
visual flair, with trailing lightning and sparklies as it flies.
+Tweak: Tertiary Fire for Myrmidon's Ventus Gladii (Whirlwind Blast) now actually
creates a Whirlwind for better visuals once more.
+Tweak: Primary Fire for Algor (Ice Shards) now has additional hand animations
(8 extra frames) to make the whole thing look alot smoother.
+Tweak: Requested Feature~ You can now choose a 4th option for [2] Weapon spawning,
picking one of the options and then only this one spawns from then on.
+Fixed: Dimensional Instability mode broke levels with BOSSDEATH flags like
E1M8 and MAP07. The spawners now correctly inherit the required info
to trigger BOSSDEATH flags, regardless of the monster spawned.
+Fixed: Ichival Primary time-slow when sniping, if sustained for 5+ seconds,
would sometimes not be removed immediately upon releasing the arrow.
This issue has now been fixed, and time-flow will resume immediately,
making the focus feel much smoother!!
+Fixed: Stygian Imp could sometimes create an insurmountable corpse when dying
due to a missing call. Fixed. Also had Red Blood, Fixed to Blue.
+Fixed: String for Doom Automap was missing a semi-colon, so its pickup text
was garbled and mixed with Morph Ovum (lol). Fixed.
+Fixed: Cybercommando spawner never actually spawned a Cybercommando! Fixed.
+Fixed: Though Hexen Geists were replaced by the new spawners and could become
Fetid Geist Elites, this didn't affect Geists that started buried in
the ground (which is actually the majority of them in Vanilla Hexen...)
The buried version has been given a new revised spawner to fix this.
As a bonus, buried Geists are now harder to spot, come out quicker,
and throw dirt around in a better looking manner when unearthing.
+Fixed: Lightbringer Prism could be thrown around by Cyberdemon Rockets. Fixed.
+Fixed: Satyr Gladiator inherited Ettin's XDeath State when gibbed. Fixed.
+Fixed: The Crux Calicus Vortex has Orbiter effects to indicate where the
dangerous area of supergravity begins, but it wasn't too accurate before.
It's now much tighter and closer to where it should be, so beware when
crossing the starry border!
+Fixed: The Myrmidon can now fire Quietus Torpedoes up close and not worry about
murdering himself with them. Rather needed with the upgraded Torpedo, lol.
+Fixed: A handful of sounds somehow escaped last patches big conversion to OGG
from WAV. Those have now been done as well. Every 100K saved, eh?
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Re: Walpurgis 0.96 (For Doom/Heretic/Hexen) [0.96 RELEASE!]
Awesome stuff! And early enough in the weekend to give the update plenty of attention!
Also thank you for putting my feature request in, that's great! Are all the weapon upgrades in the mod now or are there still some missing? I will reply again with my thoughts once I've seen enough of the new stuff.

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Re: Walpurgis 0.96 (For Doom/Heretic/Hexen) [0.96 RELEASE!]
Everything is in!Chunes wrote:Awesome stuff! And early enough in the weekend to give the update plenty of attention!Also thank you for putting my feature request in, that's great! Are all the weapon updates in the mod now or are there still some missing? I will reply again with my thoughts once I've seen enough of the new stuff.
Further tweaks may occur later based on my own experiences and people's feedback, of course (which is why this is still 0.96, even though we're approaching feature complete). i.e. I may change the Myrmidon and Crusaders Slot 1 Tertiary Fire later; meant to do it for this update but it was a bit too much without delaying another week.
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Re: Walpurgis 0.96 (For Doom/Heretic/Hexen) [0.96 RELEASE!]
Hell yes, been awaiting this one!
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Re: Walpurgis 0.96 (For Doom/Heretic/Hexen) [0.96 RELEASE!]
I just had Dagon's Cane and the Lupin Charm spawn in the same map even though I had slot 2 set to random (for all classes) before starting the game. It was on MAP01 of Zone 400; the cane spawned near the beginning next to the yellow key and the charm was in the secret alcove where the chaingun normally is.
Edit: I've tried this a bunch more times now and it happens about 50% of the time. However, I haven't had it happen anywhere else in the wad. Could it have something to do with secret sectors?
Edit: I've tried this a bunch more times now and it happens about 50% of the time. However, I haven't had it happen anywhere else in the wad. Could it have something to do with secret sectors?
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Re: Walpurgis 0.96 (For Doom/Heretic/Hexen) [0.96 RELEASE!]
very nice! gonna try it soon, thank you!!!
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Re: Walpurgis 0.96 (For Doom/Heretic/Hexen) [0.96 RELEASE!]
I kind of expected this to happen to be honest.Chunes wrote:I just had Dagon's Cane and the Lupin Charm spawn in the same map even though I had slot 2 set to random (for all classes) before starting the game. It was on MAP01 of Zone 400; the cane spawned near the beginning next to the yellow key and the charm was in the secret alcove where the chaingun normally is.
Edit: I've tried this a bunch more times now and it happens about 50% of the time. However, I haven't had it happen anywhere else in the wad. Could it have something to do with secret sectors?

There is probably some trickery I can do to fix this later, but its way more complex than I first expected. Right now it'll work nicely on say, maps that have say a single shotgun and nothing else, or in Hexen, but big sprawing Doom maps with lots of optional drops will not function too well.
Colerx wrote:very nice! gonna try it soon, thank you!!!
Thanks! Hope you guys enjoy it!!Yebudoom wrote:Hell yes, been awaiting this one!

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Re: Walpurgis 0.96 (For Doom/Heretic/Hexen) [0.96 RELEASE!]
Ah, forgot about posting this here before I went to bed, but Thelokk also asked me to beta-test his wad, Constraining Order:
I get some good mileage out of the new spear here, and you get to see 0.96 in its full action mode.
You can get this mapset here:
https://www.doomworld.com/forum/topic/1 ... e-testing/
I get some good mileage out of the new spear here, and you get to see 0.96 in its full action mode.

You can get this mapset here:
https://www.doomworld.com/forum/topic/1 ... e-testing/
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Re: Walpurgis 0.96 (For Doom/Heretic/Hexen) [0.96 RELEASE!]
Here are my thoughts on some of the new stuff.
- The bird is a lot of fun, but I feel it may be slightly overtuned. Sometimes it flies off to an area I haven't been yet and when I get there, it's just full of monster corpses. I think it shouldn't be able to pick off rooms of monsters by itself with impunity.
- Getting all slot 1 upgrades for the price of one is a good change.
- I think the bird shouldn't target the thralls you make with the serpent staff. It feels kind of like an anti-synergy.
- The new upgrade UI is nice. Sometimes I get annoyed I can't read all the text before it reverts back to the mode select screen, but I get why it was designed like that.
- It would be really cool if the bird could stay with you across maps. Also for some reason I need to press tertiary fire twice to summon it at the beginning of a map.
- The new melee bleeding/pain states feels really nice. It makes melee feel more viable (and imo it's not quite OP because of the buffed enemies)
- The double-throwing baselards are awesome! It feels really satisfying to throw these with both hands. The animation and timing are great.
- The new grunting/taunting system is perfect. It's crazy how much character it adds to the mod. I could never go back to how it was.
- The secondary and tertiary gladii upgrades feel good, but the primary needs more oomph if you ask me. Maybe some extra visual flair? Also I find it kinda hard to use, since you can't 'store' it like you can with say, the werewolf punch.
- THE SPEAR. Oh my god, I love this thing! Hands down my favorite weapon that has ever been made for Doom. It's just so perfect in every way. I love the delayed nature of the ranged attacks. It forces you to strategize and their power nicely makes up for the inconvenience. I love how different all the modes are; you kinda get 'the full package' in a single weapon. The melee with this thing is crazy fun. The animations are fantastic and make it feel great to use. And the upgrades are thoughtful. I love queuing up a dozen spectral partizans and launching them at a huge glob of monsters. And I really enjoy how the timebomb attack turns into more of a landmine. This weapon has single-handedly elevated the Crusader from my least favorite class to my favorite, elbowing out the Myrmidon for first place.
Only thing I don't really like is how the spear makes the mace feel completely outclassed. The only thing I really use it for is to reflect projectiles from distance enemies. But, maybe I should give the new AoE attack more of a shot?
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Re: Walpurgis 0.96 (For Doom/Heretic/Hexen) [0.96 RELEASE!]
Thanks for the detailed feedback!Chunes wrote:Here are my thoughts on some of the new stuff.

Turul sometimes getting ahead of the player seems to happen when it goes off seeking enemies and finds a domino trail of things to shoot that are all technically within a certain distance of you (so as to not trigger its auto-return behaviours). I might have to look up if there's a way to only allow it to engage enemies already alerted to the player. But weird things like this is why I try and avoid too many minions, the game ends up playing itself. I also probably need to review its targeting logic in general if its going for enemies hypnotised with the Hebiko Sceptre too much (it shouldn't!)Chunes wrote:The bird is a lot of fun, but I feel it may be slightly overtuned. Sometimes it flies off to an area I haven't been yet and when I get there, it's just full of monster corpses. I think it shouldn't be able to pick off rooms of monsters by itself with impunity. I think the bird shouldn't target the thralls you make with the serpent staff. It feels kind of like an anti-synergy.

Good to hear you like the three-for one change! Yeah, I tweaked alot with the time it spends waiting and this seemed like the best compromise. I might see if I can add a wait-time option to the menu for people that don't read super-fast like I do.Chunes wrote:Getting all slot 1 upgrades for the price of one is a good change. The new upgrade UI is nice. Sometimes I get annoyed I can't read all the text before it reverts back to the mode select screen, but I get why it was designed like that.

This is one of those facepalm 'why did I forget about auto-resummoning on map starts' moments, lol. Crunch-time does that to you. I'll make sure that goes in for next patch.Chunes wrote:It would be really cool if the bird could stay with you across maps. Also for some reason I need to press tertiary fire twice to summon it at the beginning of a map.
The damage caused on this is literally 1-2 per second for 3 seconds, so yeah, its not going to be murdering anything in a hurry, but the extra pain procs usually help (except vs. Centaurs in Hexen, lol).Chunes wrote:The new melee bleeding/pain states feels really nice. It makes melee feel more viable (and imo it's not quite OP because of the buffed enemies)
The Baselard is literally eight times [8-12 a second] this to match its old poison, and becomes ten times [11-15] with the ability to stack 3 bleeds when its upgraded.

Great! I love these things myself.Chunes wrote:The double-throwing baselards are awesome! It feels really satisfying to throw these with both hands. The animation and timing are great.
The new grunting/taunting system is perfect. It's crazy how much character it adds to the mod. I could never go back to how it was.

Hmm, it was actually really tough coming up with a primary upgrade for the Gladius, so I settled on this in the end, and because it was basically the last upgrade to go in, I would have liked to give it some better artwork but never got around to it.Chunes wrote:The secondary and tertiary gladii upgrades feel good, but the primary needs more oomph if you ask me. Maybe some extra visual flair? Also I find it kinda hard to use, since you can't 'store' it like you can with say, the werewolf punch.
Yep, the spear had the longest and most painful development process of all the alt-slot 2's, but I'm super-happy on how it eventually turned out. It also suits the Crusader's playstyle perfectly: which is playing defensively whilst constantly mixing up their attacks and switching weapons based on the circumstances, as you're starting to notice.Chunes wrote:THE SPEAR. Oh my god, I love this thing! Hands down my favorite weapon that has ever been made for Doom. It's just so perfect in every way. I love the delayed nature of the ranged attacks. It forces you to strategize and their power nicely makes up for the inconvenience. I love how different all the modes are; you kinda get 'the full package' in a single weapon. The melee with this thing is crazy fun. The animations are fantastic and make it feel great to use. And the upgrades are thoughtful. I love queuing up a dozen spectral partizans and launching them at a huge glob of monsters. And I really enjoy how the timebomb attack turns into more of a landmine. This weapon has single-handedly elevated the Crusader from my least favorite class to my favorite, elbowing out the Myrmidon for first place.Only thing I don't really like is how the spear makes the mace feel completely outclassed. The only thing I really use it for is to reflect projectiles from distance enemies. But, maybe I should give the new AoE attack more of a shot?

The [1] is generally obsoleted in many classes once you have mana to spare, a bit like the pistol in Doom 2016, which is normal for Hexen design and is the big reason for the 3 for 1 deal on upgrades was put into place; as it thrusts them back into the competitive race. The mace is especially so for the Crusader, since its the weakest starter weapon, keeping with that being the case back in Vanilla Hexen, which is why indeed that the Charge attack got buffed alot for the upgrade. The main benefit of the Mace before upgrading is the on-demand stun and projectile reflect from the shield, as you notice.
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Re: Walpurgis 0.96 (For Doom/Heretic/Hexen) [0.96 RELEASE!]
I started a Cyrgoth's Revenge playthrough as Myrmidon on my YT channel if anybody's interested.
https://www.youtube.com/watch?v=YLA0sdkSMZI
https://www.youtube.com/watch?v=YLA0sdkSMZI