Spoiler:
You can activate the covered switch on the right near the crosshair, which opens the cover and lowers the platform. You can then activate the switch on the left, which lowers the platform again and puts it under the floor. Then no matter what you do with the switches, you can't make it go up to its intended height (you can activate the now-exposed switch on the right to raise it, but that only brings it back to the floor the player is on and closes the switch, not the upper door necessary to proceed; activating the covered switch again opens the cover and lowers the platform like the first time, and by continuing to do this you can make it go even lower under the floor).
I was able to use the 'fly' cheat with the console to reach the upper doorway and continue that way, but the lift itself is permanently unusable once it goes through the floor.
Hands of Necromancy [Full game released!]
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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.
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Re: Hands of Necromancy [Full game released!]
I found an issue in The Farmhouse map that makes it impossible to progress normally:
Spoiler:
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Re: Hands of Necromancy [Full game released!]
Ok, I'm about to venture myself into the Earthen Depths and, before that, some things to mention. So far, and generally speaking, the 2nd episode is awesome. Man, it ramps up in encounters density and the adrenaline just kept rushing, especially in the forest and the church levels. A lot of new enemies, new weapons to find, a lot of new tactics to explore. I'm having a lot of fun, truly.
Now, as usual, some reports, questions and other stuff:
Keep up with the good work! This game is great.
Now, as usual, some reports, questions and other stuff:
Spoiler:Having said that, though, I'll repeat myself: I'm having a lot of fun. So much that I can honestly ignore many of the stuff I mention and have a good time anyways.
Keep up with the good work! This game is great.
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Re: Hands of Necromancy [Full game released!]
Thanks for the report and comments
Map02, the amount of time we played this game, we didnt notice it... we will check it
for map10 light problem, i suppose we have to put the same light level for all the house? when its 3D floor, the light is the same in the different rooms at the vertical, right?
The secret of map08 can be found, its a house thing who has to be lowered if i remember but yeah, hard to notice, same thing in map12 with a pillar.
The Scythe allows you to regen 3 hp every time you kill an enemy, thats why we take care to not make this weapon OP...its a bit complicate.
I think the Hell Burner has as many hp as the Soul Eater (Nitro guy style) but in map13, he is gonna be very dangerous, not sure if its a good idea to make him more tanky for the actual maps, we will see
3D floor stuff
We will check what we can do, im preparing a folder with the reports
Map02, the amount of time we played this game, we didnt notice it... we will check it
for map10 light problem, i suppose we have to put the same light level for all the house? when its 3D floor, the light is the same in the different rooms at the vertical, right?
The secret of map08 can be found, its a house thing who has to be lowered if i remember but yeah, hard to notice, same thing in map12 with a pillar.
The Scythe allows you to regen 3 hp every time you kill an enemy, thats why we take care to not make this weapon OP...its a bit complicate.
I think the Hell Burner has as many hp as the Soul Eater (Nitro guy style) but in map13, he is gonna be very dangerous, not sure if its a good idea to make him more tanky for the actual maps, we will see
3D floor stuff
We will check what we can do, im preparing a folder with the reports
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Re: Hands of Necromancy [Full game released!]
Alright, I went to double-check and have some erratas from my side when I was refering to the secrets. There wasn't any bug (whoops), so I'll correct myself about what happened, for those who read the spoiler:
Didn't realize it until you said so, lol. Man, a codex of sorts would come very handy for these stuff.
Still, I don't feel my suggestions aren't applicable. Even if it heals 3 hp per kill, with a max ammo of 20 it means 60 hp healing at most. I don't think it'd be possible to trivialize encounters too much with this because ammo for this weapon isn't abundant either (which also means the mappers did an excellent job balancing the pickups for this second episode so far, good job). Even if it you still prefer a max ammo of 30 as it currently is, it would be the same max possible hp overall throughout the campaign since it'd be directly dependant on how much ammo is available. And I said "possible" because not every hit is guaranteed to earn you a kill, unless used against low-tier enemies (which it's pretty wasteful for a slot 7 weapon). It also depends if there's a slot 8 weapon or not, now that I think about it.
I could expand on this suggestion to explore all the different ways in which this weapon can be balanced (less hp gain, non-ripper projectile, etc) but not right now. Even if they're discarded anyways, I may do it just for fun. I like when something inspires creativity
Spoiler: The Forest
Spoiler: Ice cave
I guess so. I'm not much of an expert since I haven't used as much 3D floors when mapping as in these levels, sorry.Emmanuelexe wrote:for map10 light problem, i suppose we have to put the same light level for all the house?
Whaaaat?Emmanuelexe wrote:The Scythe allows you to regen 3 hp every time you kill an enemy
Didn't realize it until you said so, lol. Man, a codex of sorts would come very handy for these stuff.
Still, I don't feel my suggestions aren't applicable. Even if it heals 3 hp per kill, with a max ammo of 20 it means 60 hp healing at most. I don't think it'd be possible to trivialize encounters too much with this because ammo for this weapon isn't abundant either (which also means the mappers did an excellent job balancing the pickups for this second episode so far, good job). Even if it you still prefer a max ammo of 30 as it currently is, it would be the same max possible hp overall throughout the campaign since it'd be directly dependant on how much ammo is available. And I said "possible" because not every hit is guaranteed to earn you a kill, unless used against low-tier enemies (which it's pretty wasteful for a slot 7 weapon). It also depends if there's a slot 8 weapon or not, now that I think about it.
I could expand on this suggestion to explore all the different ways in which this weapon can be balanced (less hp gain, non-ripper projectile, etc) but not right now. Even if they're discarded anyways, I may do it just for fun. I like when something inspires creativity
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Re: Hands of Necromancy [Full game released!]
Congratulations on the full release and it's great to see the game getting a nice positive reception.
Is there any word on whether a GoG release might be happening?
Is there any word on whether a GoG release might be happening?
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Re: Hands of Necromancy [Full game released!]
I can't get through the cracked wall in the farmhouse. Even hitting it with stonebreaker says that I need a more power to get through the wall.
Confirmed in a steam community guide that it should be stonebreaker. This is that secret.
https://steamcommunity.com/sharedfiles/ ... 2824459583
Looks like the glitch required me to either aim really high or jump to break it. Hitting it too low just repeats the message.
Confirmed in a steam community guide that it should be stonebreaker. This is that secret.
https://steamcommunity.com/sharedfiles/ ... 2824459583
Looks like the glitch required me to either aim really high or jump to break it. Hitting it too low just repeats the message.
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Re: Hands of Necromancy [Full game released!]
We're trying to - GoG is not as easy a platform to break into as Steam is.Enjay wrote: Is there any word on whether a GoG release might be happening?
We are trying for itch.io too though.
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Re: Hands of Necromancy [Full game released!]
RKD > i made this topic in steam for now, if it can help
Manual/Tips:
https://steamcommunity.com/app/1898610/ ... 819928440/
We are fixing stuff
Manual/Tips:
https://steamcommunity.com/app/1898610/ ... 819928440/
We are fixing stuff
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Re: Hands of Necromancy [Full game released!]
The demo was fantastic; I'll 100% be picking this up. I'm going to wait until *after* the sale so I can support you guys with a full price purchase. Great work, guys!
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Re: Hands of Necromancy [Full game released!]
That helps a lot indeed, for the meantime. Hope people would be able to check it in the discussion page.Emmanuelexe wrote:Manual/Tips
I've just beat The Earthen Depths after approx 2h and a half and it was the first level I felt it was tough and exhausting. Not in a completely bad way, don't worry.
Spoiler: Feedback on the map
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Re: Hands of Necromancy [Full game released!]
I agree for the last area, we will see what is possible to do
But yeah map13 was a bit too big
Hope you will have fun with the next map and the episode 3!
But yeah map13 was a bit too big
Hope you will have fun with the next map and the episode 3!
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Re: Hands of Necromancy [Full game released!]
This statement gives me anxiety. This is literally why GoG exists. GoG needs to get it together.Rachael wrote: GoG is not as easy a platform to break into as Steam is.
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Re: Hands of Necromancy [Full game released!]
I've finished the game and enjoyed the experience very much. Amazing work!
I want to go through the levels I haven't talked about but I'm gonna start with the final boss because it has a really important exploit, imo, which I assume it was just an oversight:
It was worth the wait and I'm looking forward to replaying this!
I want to go through the levels I haven't talked about but I'm gonna start with the final boss because it has a really important exploit, imo, which I assume it was just an oversight:
Spoiler: Final boss exploit spoilerHere I'm gonna talk about the maps and the new stuff introduced in the 3rd episode:
Spoiler: General feedback, impressions and everything elseAnd finally, the last map and my thoughts and suggestions on it:
Spoiler: Final boss fight reviewI'm gonna end by saying that it was a quite decent finale. It could be better, but the last battle was great and it felt satisfactory, imo. I like the connection of the bosses with one another, I see what you guys did there and I'm all in for it.
It was worth the wait and I'm looking forward to replaying this!