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Have you ever been playing Hexen and found yourself saying, “Damn, I'm playing Hexen”? While a beautiful looking game with great ambience, it's no secret that it's filled with some flow-breaking issues that make it hard to come back to. Heretic and Hexen 2 have their problems, but Hexen has Problems. Between the Mage's everything and enemies blocking your shots 24/7, it's easy to remember why you never play the game despite having it installed for the past decade. For those who never played the game, you might've heard some of the horror stories a pack of Centaurs can bring.
Worry no longer. This mod aims to fix Hexen's most egregious issues while still keeping that 1995 feel. This isn't a cure all potion for the gameplay, but it does bring it more on par with Heretic and Hexen 2. Gone is the frustration of shooting a single Centaur for 3 minutes straight. Gone are the days of wondering why you switched to the Frost Shards. Gone are the times you've pondered why the Mace is so bad. With Hexen 1.2, you can now get back to what truly matters: getting mad at all these switch hunts.
The corresponding key will now show up on the automap when finding a locked door or switch.
The Wings of Wrath will now give infinite flight in co-op mode.
/// Weapons \\\
Mage
Sapphire Wand
Damage: 2 * 1d8 -> 22 + 1d9
Now only damages enemies once instead of every step inside the enemy.
Frost Shards
Shard damage: 1 * 1d8 -> 3 * 1d3
Blue mana cost: 3 -> 2
Improved damage consistency of shards when spawned in close range of hit enemy.
Both attacks can now shatter frozen enemies.
Arc of Death
Green mana cost: 5 -> 6
Improved reliability when damaging enemies near walls.
Bloodscourge
Pass through damage: 10 -> 50
Now only damages enemies once per pass through instead of every step inside the enemy.
Cleric
Mace of Contrition
Increased damage to match Fighter's Gauntlets
Firestorm
Circular flame
Radius: 6 -> 12
Now spawns when enemy hit was killed by primary flame impact.
Now only spawns if the hit enemy took damage.
Fighter
Hammer of Retribution
Green mana cost: 3 -> 4
Quietus
Blue/Green mana cost: 14 -> 12
/// Enemies \\\
Dark Bishop
Will no longer spam missile attacks when target is out of line-of-sight.
Projectiles will now correctly retarget after being blasted.
Centaur/Slaughtaur
Block duration: 1.5s -> 1s
Can now be damaged from the sides and back while blocking (mainly added for improved co-op support).
Can now be damaged by penetrating projectiles while blocking.
Can now be damaged by area damage while blocking.
Improved clarity of blocking animation.
Stalker
Will no longer spam missile attacks when target is out of line-of-sight.
/// Bosses \\\
Death Wyvern
Will no longer spam missile attacks when target is out of line-of-sight.
Heresiarch
Shield duration: 15s -> 10s
Will now only cast shield up to two times per fight
Once when dropping below 2/3 max health
Once when dropping below 1/3 max health
FAQ Is this multiplayer compatible?
Yes, it's been tested with online play.
Can I use this with other mods?
This mod is designed in a unique way to only replace vanilla assets. This means any other mod you load with it, regardless of order, will override it. Keep in mind this means if a mod inherited from vanilla Hexen and didn't fix an issue, that issue will return.
Can I use anything from this in my mod?
Yes, just be sure to follow the included license.
Last edited by Boondorl on Tue May 17, 2022 8:13 pm, edited 1 time in total.
I wouldn't call this a patch, tbh. It's rather a mod based on your own needs and expectations. Doesn't mean the weapon and enemy strengths were bugged or badly balanced to begin with. Raven just wanted this to be a tough game. (Same with Heretic, btw.)
Is this mod configurable? Like... I'd really like a Wings of Wrath fix, and the centaur/slaughtaur change feels good. I'm okay with the other monster changes, mostly neutral on them. But like... don't really want the weapon changes. And "now you know where the key is" really, really doesn't appeal to me.
I was hoping to see map fixes for the final hub (several Reivers(?) never activate, thus 100% kills is impossible) and Shadow Wood or Effluvium getting one of the two unused tracks assigned to it to get the entire game using a unique track per level.
I do like the Heresiarch shield change though, that bastard always spends WAY too much time trolling while invincible.