Simple Heretic RPG mod [v2.2 Released]

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peewee_RotA
Posts: 394
Joined: Fri Feb 07, 2014 6:45 am

Re: Simple Heretic RPG mod [v1.0 Released]

Post by peewee_RotA »

Updated OP with videos.
peewee_RotA
Posts: 394
Joined: Fri Feb 07, 2014 6:45 am

Re: Simple Heretic RPG mod [v1.0 Released]

Post by peewee_RotA »

Found a couple bugs. They are fixed in code but I need to get a new pk3 out.
  • Morning star chain uses wrong chain link sprites
  • Ghost versions of golem and knight were not awarding XP
peewee_RotA
Posts: 394
Joined: Fri Feb 07, 2014 6:45 am

Re: Simple Heretic RPG mod [v1.1 Released]

Post by peewee_RotA »

Also did a lot of balancing for leveling and weapons. Updated OP with version 1.1.
peewee_RotA
Posts: 394
Joined: Fri Feb 07, 2014 6:45 am

Re: Simple Heretic RPG mod [v1.1 Released]

Post by peewee_RotA »

Spent time adding in wandering monster code (respawn). This gives the monsters some "miniboss" respawn values at random, which get more common as players level. Will get a new pk3 out soon.
peewee_RotA
Posts: 394
Joined: Fri Feb 07, 2014 6:45 am

Re: Simple Heretic RPG mod [v1.1 Released]

Post by peewee_RotA »

Added a new poison boss type. Thankfully the poison damage from hexen is in the common code and works in heretic.

I want to add an ice type but I'm not sure the best way to handle that yet. I'd love to slow the player but it seems like a really glitchy approach. Might just use the exploding ice balls form the lich but not bother with alternative effects.
peewee_RotA
Posts: 394
Joined: Fri Feb 07, 2014 6:45 am

Re: Simple Heretic RPG mod [v1.2 Released]

Post by peewee_RotA »

Released version 1.2 with new monster types (poison and ice included). See OP for download.
peewee_RotA
Posts: 394
Joined: Fri Feb 07, 2014 6:45 am

Re: Simple Heretic RPG mod [v1.2 Released]

Post by peewee_RotA »

After a playthrough with the heretic class, I made some balancing. The soul essence now has more effects for this class depending on level. Currently working on some lightweight spells and mana for the blasphemer.
peewee_RotA
Posts: 394
Joined: Fri Feb 07, 2014 6:45 am

Re: Simple Heretic RPG mod [v1.2 Released]

Post by peewee_RotA »

Really big updates to spells and other small details. But the big thing is that I'm adding in new weapons for the Heathen since the regular heretic weapons don't flow well when trying to chain berserks.

The first new weapon is the War Axe
waraxe.png
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Last edited by peewee_RotA on Mon Jun 07, 2021 9:24 pm, edited 1 time in total.
peewee_RotA
Posts: 394
Joined: Fri Feb 07, 2014 6:45 am

Re: Simple Heretic RPG mod [v1.2 Released]

Post by peewee_RotA »

Franken sprited a flail together:
flailspritesheet.png
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peewee_RotA
Posts: 394
Joined: Fri Feb 07, 2014 6:45 am

Re: Simple Heretic RPG mod [v1.2 Released]

Post by peewee_RotA »

Another weapoon for the Heathen. Just got to do a little testing and then I'll get this major set out as a new Pk3
maulspritesheet.png
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peewee_RotA
Posts: 394
Joined: Fri Feb 07, 2014 6:45 am

Re: Simple Heretic RPG mod [v2.0 Released]

Post by peewee_RotA »

Now you can get your hands on these new melee weapons. Version 2.0 released!!!

OP updated.

Link for pk3 file
https://github.com/cabbruzzese/hrpg/releases/tag/v2.0
peewee_RotA
Posts: 394
Joined: Fri Feb 07, 2014 6:45 am

Re: Simple Heretic RPG mod [v2.0 Released]

Post by peewee_RotA »

The coop play is still going. We're starting the expansion episodes now, and the 2.0 changes are working out great. A couple things came up which I'll probably do in a 2.1 soon.

Might need to adjust the surprise attack mechanic. Pretty quick into any episode, the player uses rapid fire weapons as their primary and that doesn't work as good as the crossbow for scaling up surprise attacks. It's not so bad in single player, but in coop, having one person steal agro while the other surprise attacks does not work at all if the surprise attacker is using the hellstaff. The monsters just all face the guy with the fastest weapon and it's a pretty inconsistent experience. The alt fires are mostly designed to be more slow single target attacks, but there just wasn't enough incentive to use the surprise attacks in these situations. I'll ponder on it some more.

The heathen probably would like replacements for the Wand and Fire Mace. I saw a couple sprite sheets for a spear and a new firemace, at least one of those was neoworm's post. I'm not entirely sure how I want to handle this yet. But that's probably going to be figured out after we test through episode 4 some more.
peewee_RotA
Posts: 394
Joined: Fri Feb 07, 2014 6:45 am

Re: Simple Heretic RPG mod [v2.0 Released]

Post by peewee_RotA »

Updated videos in OP with latest demos for each class.
peewee_RotA
Posts: 394
Joined: Fri Feb 07, 2014 6:45 am

Re: Simple Heretic RPG mod [v2.0 Released]

Post by peewee_RotA »

Added Neoworm's firemace sprites. Great work man, they look amazing!

Also did a small fix to the blasphemer lightning spell. Going to give a better mace option to the non melee characters before pushing any new versions.
peewee_RotA
Posts: 394
Joined: Fri Feb 07, 2014 6:45 am

Re: Simple Heretic RPG mod [v2.0 Released]

Post by peewee_RotA »

Lots of balancing fixes, 2 new monster elemental types (death and lightning) and made bosses drop ammo occasionally. Seems to work out great.

Also made it so bosses can spawn as soon as the level loads. I'll add a new pk3 soon.

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