eharper256 Posted February 1, 2020 (edited) ---------------------------------- Walpurgis is a Gameplay Mod that works with Doom, Heretic, and Hexen! It is for the latest version of GZDoom (ONLY). !!~GET IT HERE~!! (Version 0.98A) on MEGA Googledrive Mirror --------------------------------------------------------------------Discord Channel Invite: https://discord.gg/4XyyQtUqHU -------------------------------------------------------------------- -------------------------------------------------------------------- Walpurgis is... A gameplay mod that works with Doom, Hexen and Heretic, straight out of the Box! Focused on giving everything three fire-modes without needing any extra resources, just balancing them around standard blue and green mana/ammo consumption. Upgrades for each of those afformentioned fire-modes (think Trailblazer). Strong and fun, but balanced. Extra care has been put into making everything have punch and impact and be fun to use but not the level of overkill. I'm a mad perfectionist when I get going; so repeatedly testing something over and over whilst I tweak values is not unusual. Gothically medieval, with a taste of moderate-high fantasy. Magic is meant to semi-common in the world, whether through artifacts, or mystical items. Based around play where you get used to using both your arsenal and your inventory items in tandem. Flechettes and Discs of Repulsion are really useful now; so use them! Rigorously playtested with custom doom, heretic, and hexen wads to get a feel for how it plays with them; and to see if I can find reason to switch between my arsenal all the time (which is the sign of a good arsenal, in my opinion). Is named this way because... well, "Hexen" are witches from germanic folklore. Walpurgisnacht is a grand festival for witches in general. So as a festival of new content for Hexen related shenanigans; its doubly relevant. -------------------------------------------------------------------Click the Spoiler to see details of the four characters! Spoiler ------------------------------------------------------------------- MORE VIDEOS (YOUTUBE PLAYLIST) ----------------------------------- Watch more videos of it on this YOUTUBE PLAYLIST!! A list of Thematic Megawads I recommend (though it really works with anything!) ---------------------------------- Thanks for checking out Walpurgis! When I was a kid, and still now, I've always been a fantasy nerd, so Hexen was always one of my favourite Doom spinoffs: I've long wanted to create something for it, something similar to what Heretical did for Heretic, but the initial step forwards was always something I was lethargic about. After all, I'm not much of a natural coder; my skills lie in spriting and writing by default. Walpurgis was originally based on a now discontinued mod called 'HexArcana' by 4page, of which I did a fork for my own personal usage. Since then it spiralled massively out of control, and it turned gradually from a spinoff into full-fledged mod of its own. It now shares very little with HexArcana as its been gradually shaped by my vision of what I wanted in a Hexen mod, like upgraded weapons, lots of fire modes, and universal game compatibility. I'm not exactly the best Doom player in the box, so my design philosophy is strong and fun, but balanced. Extra care has been put into making everything have punch and impact and be fun to use but not the level of overkill. I'm a mad perfectionist when I get going; so repeatedly testing something over and over whilst I tweak values is not unusual. Most recent changelog Spoiler [0.98] 'Blood of the Earth' -------------------- 28/05/2023 +New!: The Myrmidon gets his alternate in-slot (3) weapon, the Bardiche, Alastor! The Bardiche specialises in close-combat area damage in contrast to the mid/long range of the Hammer. ------------------------------------------------------------------------ > [Primary Fire] swings the bardiche. It has a wide arc and will hit ALL enemies in a wide frontal AoE slash for good damage. Slightly slow but the hits will usually cause pain and knockback. >> Upgrading this will improve the damage and area of the swings that the Bardiche makes. >> Mutating this will make each swing also fire off a slash made of blood. It has infinite range and penetrates foes, but has fairly low damage overall. ------------------------------------------------------------------------ > [Secondary Fire] will slam the Bardiche shaft on the ground, causing it to summon huge spikes of blood from the ground, which will impale foes in front for alot of damage, and then explode into shrapnel, throwing blade pieces everywhere that will cut through other close enemies. >> Upgrading this will make it so that the spikes deal more damage, and explode into more shrapnel. >> Mutating this will change the mode so that it no longer summons spikes. Instead, a heavy spiked ball is shot out, which will bounce up to medium range, throwing out shrapnel with each bounce. ------------------------------------------------------------------------ > [Tertiary Fire] will create a magic circle in front of you. If there are any corpses there, they will swell up and explode! Multiple corpses can be exploded at once, and corpses killed by corpse explosions will help feed the ability further! >> Upgrading this will also create vengeful spirits at the same time as causing the localised Corpse Explosion. They will attack those near the circle with strong attacks to make some new corpses! >> Mutating this will make Corpse Explosion no longer toggle from this fire mode. Instead, ALL bardiche melee strikes cost +1 Mana, and on killing with them, the dying monster explodes on hitting the ground. This Fire Mode instead launches a powerful explosive blood missile. By default, this will spawn randomly along with the Hammer of Retribution, but you can disable either of them in the Walpurgis Options if preferred. (Please Note: Corpse Explosions only work if you are using the Walpurgis Bestiary. If it is off, the Bardiche Tertiary fire instead fires blood missiles. The Upgrade system isn't able to detect this right now.) +New!: The Magister gets his alternate in-slot (3) weapon, Lapis Flos (Geomancy)! Lapis Flos focuses on crowd suppression and knockback. It is strong but requires good spacing and tactical casting. ------------------------------------------------------------------------ > [Primary Fire] causes you to conjure boulders in front of you whilst you hold down the button. You can conjure constantly up to around 10 boulders if you want. They will hover in place until you release the button or reach the maximum. When released, they will fly off in direction they were originally conjured to crush enemies. >> Upgrading this will make the boulders bounce further and constantly fragment, throwing out deadly rock splinters on each bounce. >> Mutating this will change the function to conjuring alternating stone fists that will launch shortly after formation rather than waiting. The Fists fly surely and steadily, smashing foes out of their way, only to keep going!! Heavy monsters that can't be smashed aside take additonal damage from casting Fist at them (lol). ------------------------------------------------------------------------ > [Secondary Fire] makes you fire a Geomantic Beam. This beam passes through enemies for no damage. If it hits a floor, stalagmites will tear from the ground, impaling enemies above. If it hits a wall or a ceiling then an avalanche of rocks will erupt to crush nearby foes. >> Upgrading this will increases the amount of rocks and stalagmites summoned in any given casting. >> Mutating this will change the mode to instead causes a upheaval of stalagmites in a wave emanating out from your position. You no longer aim the attack and it cannot cause rockslides, but it will causes many stalagmites to erupt between you and the next blocking line, making it excellent for crowds in narrow spaces. ------------------------------------------------------------------------ > [Tertiary Fire] creates an Obelisk covered in Geomantic runes. It will wait for and detect nearby foes. When it does, it will slam power into the ground, causing powerful earthquakes! You can only have one at a time and they cost a fair bit of mana, so place them strategically. >> Upgrading this will improve the Earthquakes unleashed by the Obelisk, making it throw out more damage and more debris. >> Mutating this will change the Obelisk into a Buffing Obelisk. It will instead project a protective aura when created. If you get all three pulses, you will get +20% Damage Reduction and some small HP regeneration for a short time. By default, this will spawn randomly along with Fulgur (Lightning), but you can disable either of them in the Walpurgis Options if preferred. +New!: A brand new Korax final boss fight level for Hexen! Includes new map, several new behaviours, new attacks, and additional voice work. This Korax now has three distinct boss fight stages. Whereas he was still rather tepid as a final boss before, he now actually feels like a boss! +New!: To go with the above, completely revised the ending graphics for Hexen. In addition, Hexen: Deathkings no longer shares the same dialogue and gets it's own, more appropriate Ending AND Intermission text. +New!: New Elite: The Marquis of Hell. As you might imagine, this is the Elite Baron of Hell that has been absent previously. Whilst Barons can use Meteor Shots sometimes, Marquis fire them rapidly and exclusively rather than standard baron balls. He also launches columns of fire, watch out! Additionally, the E1M8 Barons, the Bruiser Brothers, will now ALWAYS be Marquis of Hell to give that level more of a bossfight feel (assuming you're not just flat out disabling all monster replacement, of course). +New!: New Extreme Death animations for Revenant, Mancubus, Cacodemon, Baron, Hell Knight and Archvile added. +New!: Cacodemon gets bite sprites for his bite attack, thanks to the work of HorselessHeadsman. +New!: Even smarter Smart Flasks (OH NO!). Now, a Flask you cannot pickup right now and which cannot be used immediately will not lose it's smart effect forever. It will regain smarts after around 25 seconds (it needs to have a long delay like this, else infinite loops become possible). +New!: '+25 HP' overlay now shows when chugging the improved smart flasks. If you like this kind of extra UI information, please let me know, as this is a test to see if it's worth the time investment. If no one notices, I'll assume no-one cares. :( +New!: Algor Ice Spears get a brand new sprite set. On hit, they also now explode into chunks of ice, somewhat increasing their damage. +New!: Myrmidon Fists Upgrade no longer has the old ground kick move as it's Tertiary Fire. Instead, you may throw Legion Pilums like Javelins. They have good range, and knock enemies away from you (or off ledges). Right now, they are infinite and cost no mana, we shall see how people find the balance of this going forwards. +Tweak: Stunning Hits from the Grapple Chain and Shield should now be more reliable, increasing the length of the hit foes pain-state by 50% or so. Additionally, the Myrmidon's kicks will cause more knockback than before to prevent enemies immediately attacking back in most cases. +Tweak: Technical behindscenes tweak to how Mana Capacity is expanded, which allows the above new item to work (and cleans up the Magister's previously silly method for getting an expanded mana capacity). +Tweak: Craneo's Crusader armour pickups (with some alterations by me) added. +Tweak: Myrmidon Axe Primary Fire Mutation now has a much more spiffy electrical effect and sound to accompany its balance change. +Tweak: Crusader Spear Primary Fire Mutation also gained a unique frame of animation for each type of swing/stab to accompany its balance change. +Tweak: Crusader Lightbringer Secondary Upgrade now has a charging up sound effect to help give audible pointers to its purpose. +Tweak: Druid Dagon's Cane Primary Upgrade AND Mutation given new SFX and VFX to help give them more oomph and identity over the basic fire. +Tweak: Iron Golem seen in Heretic as an Elite gets a makeover for its spiked ball projectile; looks massively better than its old one. +Fixed: Mode 4 for weapon drop type (pick only 1) should now respect startup spawn logic and work correctly even when there are multiple simultaneous spawns of a singular weapon type. +Fixed: When a Pain Elemental died, it would sometimes spawn a Magi-Caco. Fixed. +Fixed: Spawners now inherit from a base class, preventing rare cases where monsters (and Turul) would attack the ground for no reason. This still doesn't change Ettin Sergeants obsession with beating up corpses, because I have no idea why he does that, but its funny. +Fixed: Ghostly Ettins summoned by the improved endgame Korax are no longer mysteriously immune to all damage except Fire and Lightning, and have a few changed attributes to make them more interesting. +Fixed: Crusader Spear Primary Mutation (Shock Spear) would not refund mana if it missed. It now does so. For mysterious reasons, this is still finicky on occasion and may refund a little too much... but after failing for over an hour to understand why this is, I'm calling it a buff. :D +Fixed: Crusader Firestorm had some finicky upgrade detection logic (probably as it was on the first ones I did). In regular play, this shouldn't have caused issues, but fixed anyway. +Fixed: If you had exactly zero mana when trying to create Algor Ice Spears, they would make a horrible screeching noise and also sometimes bypass the mana check. Fixed. +Fixed: In some rare instances the Aestus ammo check was skipped. Fixed. +Fixed: If you died whilst using Agnus Abyssus Primary Fire, the spinning energy overlay would continue. Now it ends correctly even if that occurs. +Fixed: Due to a wrong pointer, Druid Dog Vision would still default to Sepia on occasion. It should now stay in colour. +Fixed: Some minor sprite corrections to a few hands. +Fixed: Heretic Disciples given correct blood colour. +Fixed: Doom Imps dying would never cause your character to taunt due to a skipped check. Fixed. +Fixed: Barons of Hell should finally stop fighting each other. I thought this was already fixed, but some situations still prompted it to occur. +Fixed: Hexen Bishop's spell firing noise played globally. Fixed to be local. +Fixed: Hexen Stalker and Bishop were treated as if they were walls for the purposes of sound when melee attacks hit them, so they 'clanged'. They should now splatter as appropriate. +Balance: Myrmidon Axe Primary Fire Mutation swing damage increased by 15% to more justify mana cost, and it deals a very small amount of AoE damage as well. The Primary Upgrades damage is reduced by 5%, to increase the difference between the two. +Balance: Myrmidon Hammer Tertiary Fire Rumblers damage increased by 20%, which also applies to the upgrade and the mutation. The Mutation also had its AoE range increased by 10%. +Balance: Myrmidon Quietus Tertiary Fire Seeker Flares damage increased by 15% and their homing routine was altered, should be more robust. +Balance: Crusader Lightbringer Primary Fire shot damage reduced by 10%, and AoE radius also reduced by 10%. Applies in turn to Primary upgrade, but not primary mutation which remains at the same damage level. The base attack was just slightly too awesome as it was. +Balance: Crusader Lightbringer Secondary Fire Upgrade now only takes 1 second to charge up the big laser burst, rather than 1.5 seconds. It also has slightly less recoil. +Balance: Crusader Sturm Spear Primary Mutation damage increased by 10% and more likely to shock enemies to be more competitive to the upgrade. +Balance: Crusader Sturm Spear Secondary Fire partisan damage reduced by 10%, AoE Radius also reduced by 10%. Upgrades are not affected by damage nerf. Also, the Upgrade (multi-spear) costs -1 less mana per spear. Again, the base attack was just slightly too awesome as it was. +Balance: Crusader Sturm Spear Tertiary Mutation (Shock Circle) buffed with +20% damage and +20% range on each lightning zap to be more useful. +Balance: Crusader Firestorm Primary Mutation Bouncy Flames damage increased by 30% to be more competitive with the Primary Upgrade. +Balance: Magister Aestus Primary fire darts gain a 5% damage increase. Also applies to the Upgrade (but not the Mutation). +Balance: Magister Fulgur Primary Mutation Lightning Helix gains a +15% damage increase. +Balance: Magister Agnus Primary Fire Seeker Stars damage reduced by 10%. +Balance: Druid Hebiko Sceptre Tertiary Mutation (Hebiko Avatar) is now summoned right in front of you, rather than being a bouncing ball. It also attacks +1 additional time before dissapearing. This makes it considerably easier to place and more reliable. Edited September 23, 2023 by eharper256 : Updated Link 43 Share this post Link to post
eharper256 Posted February 1, 2020 Pushed a quick fix for an error on the Axe's animation. Re-download it again if it annoys you. 0 Share this post Link to post
eharper256 Posted February 2, 2020 (edited) Version 0.71 -----------------------------------------------Changelog- +Fixed: Fixed palette issue with Thrown Axe in Doom. +Fixed: Firestorm Font Tertiary damaged the player; when it shouldn't have. Fixed. +Fixed: Flechettes didn't have an 'inter-hub' amount defined so you lost all but 1 of them when changing levels in Doom/Heretic. Fixed. +Balance: Quietus Tertiary Damage increased by around ~10%. +Balance: Algor Primary Damage reduced by around ~7%. +Balance: Algor Secondary, spears should be very marginally closer together when fired off, closer to the crosshair centre than before. +Balance: Fulgur Primary Damage increased by around ~10%. +Balance: Fulgur Secondary had its mass reduced by 10% to fly slightly longer. +Tweak: Myrmidon now gives his bigger ouch noise at 75 HP rather than 50 HP, and his critical ouch noise at 50 HP. Scaled as he has higher high HP and this makes more sense. Crusader and Magister still at 50/25. 0 Share this post Link to post
eharper256 Posted February 3, 2020 Version 0.72 Get it here New Video! I go around causing needless cruelty to Cyberdemons with the classes ultimate weapons. XD -------------------------------------------------------------------------------- [0.72] -------- 03/02/2020 +New!: Crux Calicus' Secondary Fire got new sprites and considerable tweaking, making it look and feel a fair bit more badass and less wonky. (see video!) +Balance: Bloodscourge's secondary had its cost tweaked. As it go off a random amount of times, it now sucks 1 mana of both types each time it sets off a new chain. As a result, you no longer get shortchanged if you're unlucky (or vice-versa, get a crazy long chain on the cheap!). It still has an upfront cost of 10 of both types (but not 36!). +Balance: Magister actually justifies his higher magic meter: he can now carry 300 of each mana type by default, rather than 200! Keep in mind this does mean Kraters of Might are no longer guaranteed full mana restores. -------------------------------------------------------------------------------- 2 Share this post Link to post
eharper256 Posted February 5, 2020 Version 0.74: "I'm Rich! (In Mana)" Changelog -------- 05/02/2020 +New!: Large/Rich Mana Nuggets were added. They appear where Doom and Heretic's Ammo boxes usually spawn. In Hexen, they have around a 10% chance to replace normal sized mana. +New!: All of the Mana (including the new bigger chunks) now give out BOTH Dynamic Light and Sparklies to help you to find them easier. +Fixed: Sometimes the Lightbringer ignored needing ammo for its Secondary, and then didn't need it forever if it wasn't refilled (lol). Fixed. +Fixed: Hammer of Retribution's Tertiary Sound-Effect for its flames stuck around too long after its fire died down. Will now stop as the flame does. +Fixed: The Quietus Secondary Fire lagged somewhat when following the player. This is now considerably improved from before and lags only slightly. +Fixed: Myrmidon's Flechette and some Bloodscourge projectiles didn't leave embers. +Fixed: Doom Megasphere spawner was broken, and it didn't show up except in some rare circumstances. Now fixed; it will drop a Mystic Urn, a Pair of Bracers, and another random piece of armour. +Balance: Lightbringer's Mana costs altered. Primary reduced by 25% (to 3 per shot). Secondary reduced by 50% (Now around ~4 per second). Teritiary cost reduced by 25% (now 15 per Prism). Still under review. +Balance: Fulgur's Primary Damage increased by another 15% on the 0.71 changes. +Balance: Firestorm Font's Primary Damage reduced by about ~5%. +Balance: Doom Zombies (all 3 types) are no longer guaranteed to drop Mana. It's reduced to about a 1 in 5 chance. This also means that they don't drop your Aetherial Mana weapon either; so levels that force you to get a shotgun off a sergeant as your only weapon might screw you up a bit, hence it will remain under review for now. +Tweak: Vorpal Axe Secondary and Tertiary given a slight earthquake effect to emphasise their power. Primary remains effect-less as it becomes very annoying to have it spam effects given its fast swing speed! +Tweak: Slight change to appearance of Holy Flames from Crusader Flechette. +Tweak: A few miscellaneous sound effects tweaks. No comments at Doomworld make me sad. Alas, I guess there is not the same level of interest in GZDoom mods here... Still, thanks to those that upvoted! 1 Share this post Link to post
eharper256 Posted February 7, 2020 Release 0.75 'Kill it with Fire'https://mega.nz/#!wQcViIqR!1lWmoVSMw-PcdHfqnqFr-ukRU29DKRKrZfsqkhobVMk] ----------------------- Changelog +New!: Burning Deaths for relevant enemies added. These apply to all kills caused with the Hammer of Retribution, the Napalm Flechette, the Laser fired by the Lightbringer, the Quietus Secondary and Tertiary, the Bloodscourge, and of course, the Firestorm Font! (see the new video!) Will maybe add other death types in the future. +Balance: Crux Calicus' Primary Fire no longer forces pain states. Its OP for most monsters (and useless for Centaurs!). +Balance: Magister's Flechette deals about 10% more damage than before. +Tweak: Crux Calicus Secondary Fire more likely to cause gibbing deaths. +Tweak: Hexen Centaurs are no longer as shield obssessed. They now guard for just under a second, rather than 2.5 seconds. In recompense for this, though, they now charge at you about 30% faster than before, and their sword strikes deal around 10% more damage, making them much more aggressive rather than mobile HP walls. +Tweak: Hexen Stalkers take a few tics longer to strike and fire acid, so they're not quite so annoying to deal with. +Tweak: Hexen Brown Serpents now actually spit an acid missile that deals ongoing damage rather than the green-totally-not-a-fireball. +Tweak: Heretic Golems are faster with about 25% more HP. +Tweak: Heretic Nitrogolems get similar changes, and also get a palette alteration so they look like Stone Golems (you can finally tell them apart from their lesser cousins!). +Tweak: Heretic Saberclaws have 33% more HP. +Tweak: Doom Archies have a slightly higher pain chance as you don't have rapid fire weapons to pin them down in this mod.[/code] 0 Share this post Link to post
High On Berserk Posted February 7, 2020 You are working hard. Keep it up! 1 Share this post Link to post
eharper256 Posted February 8, 2020 (edited) 13 hours ago, High On Berserk said: You are working hard. Keep it up! Thanks! Hope you enjoy the mod! Next up is probably working on a few CVAR options as well as a few extra items, so the next update will take a little bit longer, but I'm happy with the swath of cool stuff I've added in the last week. 1 Share this post Link to post
eharper256 Posted February 15, 2020 NEW RELEASE: 0.77"Reliable Ultimate Power" GET IT HERE AT MEGA ----------------------- ----------------------- 15/02/2020 +New!: Each character now has a unique version of the Icon of the Defender! Although it no longer provides strict invulnerability, it gives 50% damage reduction to all the classes, as well as... +New!: The Myrmidon flies in a super-powered Quad-Damage Berserk mode that also drains enemy HP as he smacks enemies! Rip and Tear! +New!: The Crusader glows with holy power and zeal, attacking at twice the speed and regenerating 5 HP a second! For the Shining One! +New!: The Magister stops time for a brief period. Enough Said. +New!: Ultimate Weapon pieces were previously spawned in a rather RNG-heavy way in Doom and Heretic, so if you were unlucky, you could fail to assemble one in several maps of a megawad. This has now been fixed, as I found a way to track the second piece (which was the issue before). +New!: Flechette's have also had their spawning code altered in a similar way which makes it more efficient, and also prevents you picking up duplicates of them when you already have 25 in your inventory. +Fixed: Ultimate Weapon pickup sprites had a tendency to clip in the floor. Fixed. +Fixed: Hexen Armour is No-Gravity for some reason. Whilst this is fine in its own game, it causes some issues when you have an armour secret on the top of a lift (or similar) in Doom/Heretic. It was given +RELATIVETOFLOOR as a fix. +Fixed: Flechettes had the wrong pickup noise. Fixed. +Fixed: In Doom, the Maulotaur Summoning Fetish, and in fact also the Maulotaur it summoned was invisible, lol. Fixed. +Tweak: Crusaders Flechette was re-done. Initially this was to fix the issue of it randomly leaving a bloodscourge sprite around, but I ended up tweaking it a fair bit. It flies slightly further, and has an improved appearance and updated audio. +Tweak: Ultimate Weapon pieces now also give off dynamic light and sparkles, like the Mana chunks do. Helps them taunt you from inaccessible areas! 1 Share this post Link to post
eharper256 Posted February 16, 2020 I revised the Hell on Earth Video as it was kind of out of date. This new one shows off the improvements since the pre-release! 0 Share this post Link to post
eharper256 Posted February 22, 2020 Version 0.78 Release! The Sprite is Right GET IT NOW HERE AT MEGA!! -------------------------------------------------------------------------------- [0.78] 'The Sprite Is Right' ----------------------- +New!: Key Sprites for Doom and Heretic weren't strictly compatible with the Walpurgis status-bar (they're small sprites, and the hexen-type key interface is bigger). I sprited some new versions so that they fit nicely into the interface. However, this does mean that in the rare Doom Level that uses all six keys, the first one picked up will be missing (there is only space for five keys on the interface right now!). +New!: Hotkeys added for Inventory items (thanks Lagi!). Find these in your 'customise controls' menu for GZDoom. By default, only these binds are active: Quartzine Elixir [H], Krater of Might [K], Disc of Force [F], and Icon of the Defender [N]. +New!: The Mystic Ambit Incant was re-programmed to function correctly for all of the classes and given new effects. When using the Ambit, all the classes benefit from a brief period where they use no mana at all. For the Myrmidon and Crusader, this is 10 seconds, and it is 15 seconds for the Magister (as his other boost is arguably worse). +New!: The Myrmidon gains +100 HP that can exceed his usual max, to 250. +New!: The Crusader gains a big boost to his AC (+8 AC!). +New!: The Magister gains +75 to both Mana types and his infinite mana boost lasts for 15 seconds, rather than 10 (as noted above). +New!: The Ambit Incants now also replace the rarely used and mostly pointless Banishment Device in Hexen maps. They appear rarely in weighted random spawns in the other games. +Balance: Quietus Tertiary Fire cost increased from 5 to 6 (of both mana). +Balance: Some of the random spawner chances were tweaked for balance purposes in Doom and Heretic. +Fixed: Slight bug with Crux Calicus where you could get out of paying some of its Aetherial Mana costs. Squished. +Fixed: Possible rare spawn bug with Bloodscourge Roflcopters fixed. +Fixed: Rare bug where the Lightbringer could still fire with 0 mana fixed. -------------------------------------------------------------------------------- 0 Share this post Link to post
eharper256 Posted February 28, 2020 0.8 Release "Rise of the CVAR's"Get it here at MEGA! New video showcasing the improved Vorpal Slashes from Quietus! This is a pretty big update since my busy period at work has calmed down now (finally!). [0.8] 'Rise of the CVARs' ----------------------- +New!: The first CVAR choices have been added! 1) If you prefer the traditional Hexen punch style of needing to connect to continue the Myrmidons combo, you can now toggle this. Off by default. 2) Sallazar's alternate dirtier boot sprite can be toggled. 3) If you don't like the camera changes with the Hammer, that can stopped. 4) You can choose whether or not Algor insta-shatters targets it freezes. Check these options out in the Walpurgis Options screen! If there are any other toggle-able options you'd like to see, let me know! +New!: The Vorpal Slashes of the Axe and Quietus died if they spawned in a wall before. In the axes case, this meant that you could waste mana, and that Quietus' damage output dropped somewhat. The entire slash routine has been redone to (mostly)* prevent this problem. Whilst I was there, I made them look and sound more powerful than before! +New!: Related to above; many new (IMHO Better) melee sound effects were added! +New!: When Quietus killed monsters with its fire damage, they still erupted in orange flames. New Green Flames specifically for when Quietus kills foes were added; and a technical way of detecting when enemies die by Quietus fire specifically was added (without needing a new Damagetype!). +New!: Frozen Death frame sprites added for all Heretic AND Doom monsters, so that they look better. Heretic ones by Neoworm, Doom by myself. +New!: Character Select Screen Frames unique for Walpurgis were added. +Tweak: The Magister was made immune to FireBlast Damage. Mostly this is to prevent annoying accidents with the Bloodscourge's Roflcopters firing a salvo of rockets up their master's ass (-_-'), as he doesn't normally tend to damage himself too much in the first place. The Carpet Bomb still hurts you, as does Algor's Tertiary and the Flechettes. +Tweak: Hand-in-Hand with the above Vorpal changes, alot of the numbers were also re-worked. The axe vorpal damage is reduced (by about 15%) but the range is increased by around 20%, so you don't have to be absolutely point-blank to get a powerful strike anymore. +Tweak: Flechette's weren't included in the hotkeys listing. This was because I had troubles getting an alias to work for all the types at once, but I finally figured it out, so now they're in! +Tweak: Fulgur's appearance was tweaked to make it look better (most notably the Tertiary Storm was given more of an effect and impact). +Tweak: Quietus' Secondary now spews spherical flame explosions at higher charge, and its charging animation was given a little more motion. +Tweak: Change to the way every weapon consumes mana (it takes it in a stream over a few frames, rather than immediately). This has no impact on the player or gameplay; but it gives the mana-meters a spinning ticker effect which is more eye-catching and looks better IMHO (lol). +Balance: Fulgur's Primary Mana consumption was reduced by about 40%; I forgot that it can skip frames randomly so the cost wasn't supposed to be as high as it was currently (it could go as high as 12/second before!). +Balance: Fulgur's Secondary can now pass through enemies and had its mass reduced by a further 5% to increase its versatility a bit. +Balance: Fulgur's Tertiary Mana consumption was increased to 12 (from 10). It's still really good value even with a 20% increase!! +Balance: Quietus's Secondary Ball now has a very mild homing effect so you're no longer missing that Cyberdemon by an inch. Its base level (i.e. the smallest click and release ball) is also somewhat more damaging making it more viable to let small individual balls off rather than it requiring charge. Furthermore, the charge window to get it to max without it exploding in your face is slightly more lenient. However, to compensate for all these improvements, it now costs 2 of both types of mana (rather than 1) per charge level (up to 24). +Fixed: The Magister would start with 1 mana of both types for no real reason. Removed this so he starts with 0. +Fixed: The Crux Calicus Sprite that appears on the HUD as you collect pieces was still using Wraithverge pieces rather than its own. Fixed. +Fixed: The Firestorm Font's flames still had an old translation attached to some of them. Whilst this didn't affect Hexen or Doom, it made the flames occasionally turn a vomit-like colour in Heretic. Fixed. +Fixed: Typo on the Myrmidon's Mystic Ambit Incant meant it could only reach 200 HP despite my claims of it reaching 250 HP. Oops. Fixed. +Fixed: The Spectre was missing from my list of monsters so he didn't set on fire like the basic pinkie when he died. Fixed. +Fixed: Quite a few weapons didn't actually alert monsters when you used them which was pretty silly for flames and such. Fixed. +Fixed: Quietus Flames from the Secondary didn't spawn correctly all the time and often disappeared. Changed the routine so its more impressive. *= There is one scenario which I can't do much about: namely, you are standing in a wide space; but are pointing towards a narrow gap. The slash will not make it through said gap. Either wait for foes to come out, or go in the gap yourself (so there is no initial spawn space and it uses the alternate code). -------------------------------------------------------------------------------- 0 Share this post Link to post
Doomenator Posted February 28, 2020 You should to rework and finish decals for the weapons. The current version is no good. These are small things, but it's much better when they look nice. 0 Share this post Link to post
eharper256 Posted February 29, 2020 16 hours ago, Doomenator said: You should to rework and finish decals for the weapons. The current version is no good. These are small things, but it's much better when they look nice. You mean making unique decals rather than using the GZ Doom ones? I guess I'll think about it before the 1.0 release. Shouldn't be too much spriting work. What decal specifically do you not like? About the only one that really stands out as being a bit weird for me right now is probably the axe. 0 Share this post Link to post
Doomenator Posted February 29, 2020 It is not necessary to add unique ones, standard ones are enough. You just need to choose the right size, color, type, sequence, etc. Many effects don't have decals at all. And the decal "SwordScorch" for VorpalAxe looks terrible. I replaced it with this: Spoiler Decal AxeScorch1 { pic BFGLITE1 // translucent 0.85 shade "00 00 00" x-scale 0.5 y-scale 0.5 randomflipx randomflipy } Decal AxeScorch2 { pic BFGLITE2 // translucent 0.85 shade "00 00 00" x-scale 0.5 y-scale 0.5 randomflipx randomflipy } Decalgroup AxeScorch { AxeScorch1 1 AxeScorch2 1 } 0 Share this post Link to post
eharper256 Posted March 1, 2020 Mm, yes I thought it was the axe, haha. At the moment, I literally just use the default ones from the GZDoom core files, there are no new definitions for them at all, which is why a few look wonky. And as you say, several things don't have any yet. Thanks for the feedback; I'll add decals to my list of things to revise. We still have a few versions before we hit gold as various tweaks happen and bugs are crushed. 0 Share this post Link to post
eharper256 Posted March 6, 2020 (edited) Pretty small update (only bugfixes and mild tweaks) this week as I was having a bit of break from SLADE and modding. If you have ideas for CVARs and other features you'd like, let me know. [0.81] 'Common Modern Magic' ----------------------- This is a bugfix/minor tweak only release. + Hexen torch issue where it turned into a frozen Revenant (lol) fixed. + Algor Secondary continued to bob whilst in walls. Fixed. + Algor Secondary could break its casting loop if you ran out of mana during casting, leading to shenanigans. Fixed. + Algor Secondary hitbox reduced in size by half. + Boots of Speed were blue in inventory despite being green on pickup. Inventory version switched to green as well. + Lightbringer Prism's Dakka Rainbow fire reduces the Prism's durability 20% less when you use it, so you get an extra shot. Get it here: https://mega.nz/#!wE9RTLTK!prxJzv8V87jeGB3Rog0HqWHxhRWLuwJ8GkM93yBtBwY 0 Share this post Link to post
eharper256 Posted March 11, 2020 Just a quick news update; the next plans are: The trio of Mythical Whetstone, Blessed Charm, and Ancient Grimoire. These are due to replace and retire the Maulotaur Puppet drop in Hexen, the Tome of Power in Heretic, and Berserk Packs in Doom. But, they're not just a simple Powerup, Tome of Power style. Instead, you'll use them to permanently upgrade a single one your favourite weapons fire modes (think more like the weapon upgrades in Trailblazer, Argent, and such). For instance, you might use the Whetstone on Timon's Vorpal Axe's Primary Fire. When you do, it'll permanently add Vorpal Slashes to its basic attack (though not at the same level of power as the secondary). If you were to mod the Secondary slash, that slash will because a double slash, increase in size, and richochet once if it hits a wall. Whilst upgrading the tertiary thrown axe will make it seek enemies and fly faster. I'm pretty excited to see this come to fruition; but this is quite a big addition with a chunk of inherent balancing work, so I expect it to not appear in the next update; but its on the horizon before 1.0 arrives. In the meantime, I'm doing some more sound engineering work on the attacks where I can, fiddling around with decals and other small polishing things, and thinking about more CVARs and balance. 0 Share this post Link to post
eharper256 Posted March 14, 2020 (edited) Another fairly small update this week as I work on the big afformentioned update. [0.82] 'The Sound of Carnage' ----------------------- +New!: A chunk of sound effect re-adjustments following people's feedback about the new 0.8 melee sounds. The normalisation and effects have been made more consistent across the board (especially notable with the axe), and a few sounds were re-engineered, with a couple of further additions. +Tweak: Timon's Vorpal Axe got a new, considerably more slashy wall hit decal, so it doesn't look like a rocket hit (lol). The vorpal slash now also leaves this new decal. +Tweak: Several Myrmidon sprites cleaned up and enchanced mildly. > Removing errant green and black pixels on Axe and Hammer. > Slightly resizing his arm so it seems to fit better in his gauntlet. > Flames for returning hammer changed to red as they should be. > Explosion frames for Secondary/Tertiary Hammer fire improved slightly. +Misc: Some coding groundwork laid for incoming features (no game effect yet). Get it here: https://mega.nz/#!wQMVCCia!zgj1JMiD4eyQCww8jdHgW7lt9URKIUkQZzjPafrrMl0 Edited March 14, 2020 by eharper256 0 Share this post Link to post
eharper256 Posted March 26, 2020 (edited) Another bugfix release; still working on the upgrade system: [0.83] 'Dark Foundations' ----------------------- +New!: Lots of base code added ready for the weapon upgrade system. Right now, you can test the Fist's Primary and the Axe's Secondary, if you use the console to "give whetstone". These are the only ones that actually provide an upgrade right now, and the system is not yet complete, hence you cannot find the upgrade items as drops at the moment. +New!: One new wall-hit sound effect. +Tweak: Algor Secondary Ice Spears given +10% damage and +20% explosion radius to more justify their charge time. +Fixed: Accidently gave a Nodelay flag to the fist puff which did nothing, fixed. +Fixed: The Vorpal Axe's Secondary Fire, if it activated its code for using its tight-space version, would charge you twice for its mana cost! Fixed. +Fixed: Standing next to your Glacial Spike Wall (Algor Tertiary) will no longer damage you for small amounts, so you can use them for limited cover as well as inhibiting barriers. It will still hit you pretty hard if you try to detonate it standing next to it (shattering ice blocks don't have friend foe recongnition I'm afraid XD ) of course. +Fixed: Myrmidon Grappling Hook would dissappear and break the animation when it hit low hanging sky sectors (i.e. E3M1 in Doom) as the 'weapon' always expects it to return and this wasn't covered in its usual crash logic. It is now fixed. Get it here: https://mega.nz/#!8IFTiSjR!RK1LbwKFxjaAMaRfuzFcCX-HMDsB-oXZZ0oq9m9wIxI 1 Share this post Link to post
eharper256 Posted March 27, 2020 Thought I needed some new footage of the most recent Walpurgis version; so here I am in Wastelands of Hub II in the original Hexen wad: Juggling Algor, Fulgur, and Vis to best effect here, which you can really start to do in Hub II (whereas all the tight spaces of the Seven Portals pretty much ask you to focus on Algor use, don't they?). 1 Share this post Link to post
Sunbeam Posted March 28, 2020 Hey! This looks cool. I can tell that you've put quite some work into this. I really like the "fire spiral" attack! From a gameplay perspective it looks like the weapons may be a bit overpowered, but that may be the wanted effect. 0 Share this post Link to post
eharper256 Posted March 28, 2020 (edited) 10 hours ago, Sunbeam said: Hey! This looks cool. I can tell that you've put quite some work into this. I really like the "fire spiral" attack! From a gameplay perspective it looks like the weapons may be a bit overpowered, but that may be the wanted effect. Hey, thanks for checking it out! Glad you like the Firestorm effects! Yes, it is towards the more powerful side of things, as its meant to be inspired by what Heretical did for Heretic. That said, I wanted to make sure it was not so powerful that it trivialised gameplay (ala. Russian Overkill). This was one of the big design goals. The ultimate weapons are very strong, but they also eat through your mana at a very high speed. This is important, since you have to remember that everything shares Aetherial and Verdant Mana. If you spam your ult to death, you're stuck with your pistol equivalent until you get more! Hence, its usually optimal to juggle your 1/2/3 weapons where you can to make sure you optimise your mana use. Also, most of the bestiary for all three games is also somewhat updated; and many of the lower tier enemies especially get more HP and such to be more of nuisance. Melee enemies come at you faster and are tankier. Its nothing huge in the grand scheme of things; but I still had a bit of a challenge completing the Hexen Campaign with the Magister, and Heretic with the Crusader. Of course, you're also welcome to pop your own Monster Mods in combo with it; I'd imagine Colourful Hell (for example) with Doom would still be quite challenging! Just make sure you load it after Walpurgis in your .ini file. 0 Share this post Link to post
eharper256 Posted April 4, 2020 (edited) Version 0.84 "Lumen Fortis" +New!: Crusader's Lightbringer got a massive number of graphical improvements on its projectiles. Most notably, the primary fire got a revision, as did the rainbow shots and lasers. Some remastered SFX too! +New!: Firestorm Font's Secondary and Tertiary Fire join the facelift crew as well, with the Secondary getting a proper Fireball and a more deadly looking looking comet-like corona, and the Tertiary wall gaining some taller, more wall-like flames (and better performance!). Decals too! +New!: Quietus gets a proper decal to go along with the axe. It uses the same slashy decal image; but fades from green to black (like the BFG). +New!: Myrmidon's Grappling Hook also got a facelift; the hook got a new sprite, and it has an improved overall look. +New!: Myrmidon's Unarmed attack upgrades all complete (Punches, Grapple). Also, if you choose to upgrade Tertiary when in unarmed; you gain a brand new tertiary fire! +New!: Myrmidon's Axe upgrades all complete (Swings, Vorpal, Thrown). +New!: Myrmidon's Hammer upgrades all done (Swing, Thrown Copy, Quake-Stream). +New!: As a result, you can now find Mythic Whetstone in Myrmidon games as a drop for you to use. The Crusader & Magister still find other items. PLEASE KEEP IN MIND QUIETUS CANNOT BE UPGRADED RIGHT NOW; and you will waste your Mythical Whetstones if you try to use them on it. +New!: Coloured Strings for all! All the item pickup lines were given coloured strings to allow you quickly ID the things you've just picked up. +New!: The Heretic Intermission Text was re-written to match the perspective of your Hexen character having defeated Korax and using the Chaos Sphere to go and help other realities in need of assistance. Will also do all the Doom ones eventually. +Tweak: Quietus' range on its melee increased slightly to match its blade; however its vorpal slashes had their ranged slightly reduced as well. +Tweak: Following my Heretic and Hexen playthroughs with Walpurgis, several enemies have gotten a few tweaks: + Heretic Iron Lich had Health and Speed doubled. Its quite possible to build your ultimate weapon in Heretic's Episode 1, and if you do, they're almost a joke boss (lol). At the same time, as there are two, and they are later mid-bosses, I didn't want to give them Cyberdemon HP. + Heretic Skeleton Knight gained +15% Speed. + Centaur Elites are now a slightly darker colour; and are heavier. + Both Centaurs deal slightly more melee damage on average (+6%~). + Ettin got a slight (5%) speed boost. Quite a big update this week; you can now use a good majority of the Myrmidon's upgrades; and pickup whetstones in play to use. Please keep in mind that Quietus doesn't work yet. There are also quite a few graphical amendments. The Lightbringer and Firestorm Font got considerable visual improvements especially. Obviously, all the upgrades have their own visual quirks as well. Get it here: https://mega.nz/file/VJNCBazb#wpMScICuOgjJglW0a5RP3ZMo4u-Hig3XG3DuOpxNS1Q Edited April 5, 2020 by eharper256 1 Share this post Link to post
eharper256 Posted April 4, 2020 Re-uploaded the download to include a minor bug-fix for the Lightbringer; there was a rare case where you could bypass ammo consumption. 0 Share this post Link to post
Doomenator Posted April 4, 2020 Decals for Firestorm looks terrible. The fire on the walls should leaves black soot. And similar technique it is better to use for Evil Spells. Example for Freezer Cannon: Spoiler 0 Share this post Link to post
eharper256 Posted April 4, 2020 56 minutes ago, Doomenator said: Decals for Firestorm looks terrible. The fire on the walls should leaves black soot. And similar technique it is better to use for Evil Spells. You really love your decals, man. Haha. Yeah, it originally left black soot but for some reason I must have broke it when I was testing yesterday. Kind of annoying; but alas it will get fixed next version. Until then; just think 'magical fire doesn't have to follow the usual rules'. Or something. XD 0 Share this post Link to post
Doomenator Posted April 4, 2020 Following elementary logic, magic fire is also fire and it obeys the laws of physics. But in the current version, it looks like paint. You can do as you see fit, I'm just saying how it looks from the outside. And the quality of any mod depends on these little things, primarily from the visuals. :D 0 Share this post Link to post
eharper256 Posted April 5, 2020 Although, since thermodynamics says that energy can't be created; spontaneous fire is already breaking physics; lol. Whilst the idea that the Firestorm Font is actually an endless well of petrol being ignited is entertaining; we have to assume its actually just pulling energy from something; and mana is basically standard unobtanium energy. In any case; I'm not debating it looks like spray-paint right now; I'm just saying it might be nice to turn a blind eye to visuals for now; as I'd love some gameplay feedback occasionally from Doomworld. 0 Share this post Link to post
Doomenator Posted April 5, 2020 I'm giving you a bad score on magic thermodynamics. :D But seriously, I'm talking about the first thing that catches my eye. And my priorities are in this order: visualization, sound, and gameplay... Testing the gameplay takes much longer and is the most abstract and subjective thing. Since the gameplay depends on the player's skill, difficulty level, map, monsters, and other additional mods. In fact, you can't get an ideal balance. 0 Share this post Link to post