Hexen Walpurgis Readme. -------------------------------------------------------------------------------- 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. -------------------------------------------------------------------------------- Please make sure you assign a key to "Reload"; it is your Tertiary fire button in this mod! If you're using WASD, it works well on R. I'd also recommend assigning Q to "Use inventory" in this case. Also, please be sure to disable GZDoom's Alternate HUD or other special HUD's you may normally use- they WILL NOT be compatible. Walpurgis will usually remind you to do this if you start with an incorrect HUD setup. -------------------------------------------------------------------------------- Walpurgis Changelog ------------------- [0.96A] 'Superficially Broken' -------------------- 14/06/2022 >>>>>>> This is a bugfix release for compatibility with GZDoom 4.8.0 <<<<<<<<< But rather than strip everything from dev version, I thought I'd modify a version from early May, so you get a couple extra visual things. +New!: All four characters got proper portraits! These are now visible on both character selection, and the newly revised HELP sheets, which have also been updated to bring them up to date with the most recent information. +New!: Hexen intermissions get a re-write to match the quality of the re-write of the Heretic and Doom intermissions. Previously, only the ending scene was rewritten. +Tweak: Satyrs get a couple of extra sound effects for idle and dying noises. +Tweak: Doom Pinkie Demons get a proper XDeath animation. +Misc: Various coding frameworks for 0.97 (non-functional). [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. <> +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? [0.95] 'Creature Feature' -------------------- 04/12/2021 ==> DOOM ELITES ADDED <== +New: Osseomancer is the Elite for Doom's Cacodemon and Pain Elemental. It is able to spit out grusome decapitated heads, which bounce around for a short while before settling in place. If you come close to a head, it will explode in a shower of corrupted blood. The 'mine-heads' last a while and often attempt to fling themselves around as well, seriously restricting where you can safely step in a fight, making this floating menace a priority target before it controls the battlefield. +New!: Hell Chevalier is the Elite for Doom's Hell Knight; he is faster with more HP and more RED. He flings three Green Fireballs in quick succession each of which are mildly more damaging than standard Baronballs. +New!: Ufetubus is the Elite for Doom's Mancubus. Sporting a black and purple theme, he fires two purple missiles that explode into deadly purple gas clouds that linger for a few seconds. Several of them together can provide some quite terrible area denial. +New!: Hellion is the Elite for Doom's Demon/Pinky. Also sporting a fetching red colour scheme, his main feature is his relentless short-range lunging. Unlike regular pinkies which you can often dance around even up close, if you let this variant get the jump on you he can be quite dangerous. +New!: Pyre-Master is the Elite for Doom's Archvile. Also in blazing red, his Fire Attack requires you to keep moving (or find cover as usual) as all areas affected by the initial flame in their vicinity will soon erupt into a MIRV-like cloud of death. He can also still resurrect like a normal Archvile. He has slightly less HP to compensate for his attack, and if used smartly, he's easy to goad into setting fire to his allies with it due to its AOE nature, like a Cyberdemon. +New!: Magicaco is the Elite for Doom's Lost Soul. This Cacodemon has much less HP and no ability to fire projectiles, but instead gains a mastery of illusion. He can create static Cacodemon Illusions, reduce his own appearance to just a mouth, and teleport around to charge at you from lots of annoying angles. And his bites are painful! +New!: Special Forces Zombie is the Elite for Doom's Sergeant Zombie. He can strafe, and often crouches when firing (reducing his hit-box). Also, if you remain close to him, he will repeatedly fire at you. Also has a spiffing Level 3 helmet. Which makes absolutely no difference to you, since you're not using guns anyway (lol). +New!: Cybercommando is the Elite for Doom's Chaingunner Zombie. He's upgraded his chaingun for a Heavy Laser Cannon, of course. Though slightly slower moving than the normal version, his suppression fire has little equal. +New!: Pistol Zombie is the new standard version of the Basic Zombie in Doom. The old Rifle zombie that was previously the default is now the Elite version, and has slightly more HP. Pistol Zombie only fires a single shot rather than a triple burst. ==> HERETIC ELITES ADDED <== +New!: Black Drakahn is the Elite for Heretic's Weredragon. He's tougher and fires three fireballs in quick succession. Walks slightly slower, but the already dangerous Weredragon shots are made far worse by this guy. +New!: Gorgon is the Elite for Heretic's Ophidian. I edited the standard sprites that are typically used by this to be darker and scaled. Its most notable feature is it supporting other monsters by using a monster version of the Hebiko-Sceptre's Charm Beam. If it gets you, are briefly paralysed and frozen in place, halting your movement (but not attacks) entirely. +New!: Stygian Imp is the Elite for Heretic's Flying Imps. He is extremely evasive, and hard to get a bead on. He fires blue magic missiles and uses his agility to harass you, though he's still not super dangerous. NOTE: Also see New Monsters below; as some Heretic Spawns now include them. ==> HEXEN ELITES ADDED <== +New!: Magma Serpent is the Elite for Hexen's Green Serpent; he can shoot small meteors from afar, and up close will breath flames, making him a dangerous ranged support monster. +New!: Ash Serpent is the Elite for Hexen's Brown Serpent; he's a support creature that will vomit up extremely annoying ash clouds that will inhibit player vision for quite some time, covering his group from attacks. In the rare case you do get hit by him directly, the shot can also cause some nasty damage, though. +New!: Fetid Geist is the Elite for Hexen's Wraith; he moves quicker and spits out balls of venomous power. A direct hit will do some severe damage. +New!: Wyvern Whelp is the Elite for Hexen's Afrit. As you might imagine, its a small version of the Wyvern boss, with a recoloured sprite, and acts like a more powerful Afrit, firing a salvo of four firedarts and having more HP and mobility. NOTE: For Centaurs and Ettins, see new monsters below. ==> BRAND NEW MONSTERS <== +New!: New Monster: The Jaegar, added. This is a resprited and recoloured version of the Hexen II Undead Archer. He will spawn in place of Heretic Ghostly Nitrogolems, and sometimes in the place of Hexen Slaughtaurs, to give more variety to the cast of these games. His normal green shots are fast and powerful, and his blood-red shots have erratic but sometimes unnerring homing properties. Be careful of them suddenly hitting you from behind! +New!: New Monster: The Blackguard, added. This skeleton knight will spawn in the place of Heretic Ghostly Skeleton Knights and sometimes in the place of Hexen Centaurs. He has a good melee attack, and can also fire vorpal slashes similar to the Myrmidon, but in sinister red. +New!: New Monster: The Lizard Warrior, added. He can spawn in the place of the Hexen Stalker Serpents. He can submerge and stay low profile in water, before leaping out to attack you (sometimes onto land as well). +New!: New Monster: The Necromancer Cultist, added. He can spawn in the place of Wraiths rarely in Hexen, and in the place of Beasts rarely in Heretic. He can endlessly summon skeleton minions like a Doom Pain Elemental, and can also raise dead enemies like a Doom Archvile, making him a scary supporter. Fortunately, he's not too fast nor tough, and will avoid summons in favour of shooting you with weak shots if you're too close. +New!: New Monster: The Skeleton Minion, added. He is normally only summoned by the Cultist, but Dimensional Instability mode can occasionally throw him out as a fodder unit. He only has a slow melee attack and doesn't move too fast, but has above-average HP and if you're not careful, alot of allies marching with him! +New!: New Monsters: The Satyr Warrior & Satyr Gladiator. These guys are made to give some more variety to Hexen's usual rank and file: the Ettin, and will appear in the place of them half of the time, with the Satyr Gladiator appearing in place of the Ettin Sergeant when an elite spawn occurs. In general, they have slightly less HP than their counterparts, but move and attack somewhat faster in compensation. ==> OTHER MONSTER RELATED CHANGES <== +New!: Burning to Death Animations added for all standard monsters from Doom, Heretic, and Hexen. Some elites don't have them yet, will come soon. +New!: {The Great Monster Projectile Revision} In all cases, I've tried to keep a similar feel with the new projectiles! >> Cyberdemon gets new rockets and effects. They're mildly more dangerous than before since they also blast you away like a big rocket should! It also has a new remixed sound-effect that mixes the classic Doom one with a more modern one. >> Skeleton Knight's Axes get a makeover with better directional frames of animation and sparklies. >> Iron Lich gets new sprites for all of his attacks to make sure they look up to standard with other projectiles we have now. The column of flame is especially impressive, IMHO. :D >> D'Sparil Disciple's (Floating Wizards) purple ring shots get updated, along with a new shooting noise. >> Weredragon (Beast) gets a new Fireball, with very impressive trail that still evokes its old smokyness but now makes it awesome. >> Revenant Rocket gets a new sprite. It already had new effects, but these are now attached to a rocket rather than a mystic 8-ball. >> Arachnotron Plasma and Hexen Bishop Plasma now use a new, shared and updated sprite. >> Hexen Slaughtaur gets to re-use a blue bolt sprite also made for the New Stygian Imp in Heretic. >> Hexen Afrit and Brown Chaos Serpent shots get slight revisions. +Tweak: Heretic Mummy gets new sprites that look more like a Mummy, less yellow. +Tweak: Doom Shotgun Zombie now has a animation for cocking his shotgun. +Tweak: Doom Chaingun Zombie now has a rev-up animation for his chaingun. ==> NON-MONSTER NEW STUFF <== +Tweak: All Doom, Doom II, Plutonia, and TNT intermission and ending text has been re-written from the perspective of your Walpurgis character, who at this point is assumed to have cleared at least Hexen and hence achieved demi-godhood with the Chaos Sphere. This joins the earlier text already added for Heretic and Hexen. +Tweak: Footstep sounds for {ALL} OTEX Flats added. Since its being used in a fair few levels now. I might get around to CC4 and others later. +Tweak: Keeping up with the Joneses, I created a brand new sexier base set of sprites for Fulgurs lightning, so it looks better than ever. Also slightly improved the primary's tracking once again; you should now always be able to move forwards at full speed whilst zapping enemies without bolts dissappearing. Though going all Leroy Jenkins with the Magister is generally still ill-advised anyway. :D +Tweak: Firestorm Font's Secondary got some new flaming burst graphics so it'll look less spiky and more like I always wanted it to look. This also affects some other flames like Aestus' Meteor and Hammer's Shockwave. +Tweak: Terrain splash definitions added for all Doom, Heretic, Hexen, OTEX flats. +Tweak: A bunch of new GLDefs/Dynamic Lights for projectiles were added. +Tweak: Updated Split Status bars with new sprites to improve their looks. +Tweak: New Animated Menu Logo. +Fixed: Blood colours for Walp monsters set so that gore mods paint the correct gib colours (i.e. Green Baron blood, Blue Caco blood). +Fixed: Sounds that were previously .wav have been remuxed to .ogg to reduce their filesize. This has resulted in a 20~ish Megabyte saving, though this has then been eaten back up with lots of new content (lol). +Fixed: Tradactus' double burst fire had the wrong explosion animation. It wasn't too noticeable in that frenetic fight so I didn't see it in test. Fixed. Also tweaked his ability to summon Wraiths, which should now be more reliable rather than failing about 80% of the time. +Fixed: Kraters of Might would sometimes show their old sprite. Fixed. +Fixed: Removed the 'Zap' sound produced on Electric Pain. Its not very noticable and if a monster was in an Electric Pain state and then died to another type of damage (usually from infighting), that noise would persist in a rather annoying fashion after death. +Fixed: The Elite spawning system broke the A_BOSSDEATH action used by iwad levels to lower and raise floors. A workaround has been put into place to prevent this issue, so these levels will work properly again! (along with any pwads that also use this feature) +Balance: Primary Fire of Druid's Dagon Cane cost increased by +1 Aether Mana. It does a similar amount of damage to the Lightbringer, but was 33% cheaper before, so this puts it on a similar balance. +Balance: Gas clouds from Druid's Hebiko Staff Tertiary and Flechette made around 15% less powerful as they were super-strong for the cost. +Balance: Tertiary Fire of Aestus for Magister (Whip) cost reduced to 10, and made the animation another 2 frames faster. +Balance: Thrown Baselard Hitbox tweaked slightly to be closer to its sprite. +Balance: If you don't like the change to Revenant Missile Homing in Walp, you can now always spawn classic revenant shots with the Menu Option. [0.94A] 'The Only Good Bug' -------------------- 25/09/2021 Is a dead bug. This mini-update quashes a wad of minor issues that have been reported to me about 0.94 along with a couple of balance tweaks. +Tweak: Doom Mancubus given better looking projectiles with flame trail. +Tweak: Vrock made slightly less deadly in melee range (it could simultaneously slash and deliver a wind blade shotgun for about 70 damage!) +Tweak: Aestus Molten Stone damage tweaked (30% more on direct impact, but 40% less damage over time from flames). Due to this, its more dangerous to you if you detonate it in your own face! +Tweak: Aestus Flamewhip bomblets damage increased by 20%. +Tweak: Maulotaurs summoned from artifacts are now smaller and blue (lol) so that they can be summoned in smaller spaces to be more useful and can be differenciated from their breathrens in Heretic. +Fixed: Fulgur should no longer cause you to mysteriously bleed if you walk into the primary fire (though it didn't do damage before anyway). +Fixed: Levels with ResetInventory set in ZMAPINFO should no longer mess up various Walpurgis weapons (i.e. Your shield/grappling hook dissappearing). +Fixed: Fixed an issue with some weapon spawners not inheriting the flags and TID a map may have given them. +Fixed: Your own Algor Ice Spears could be blasted away and out of sync by you using a Repulsion disc whilst you were charging them up. Fixed. +Fixed: Agnus could sometimes work briefly without Verdant Mana if you held down the alt-fire button and had Aether Mana (and vice versa). Fixed. +Fixed: Setting things on fire made to not generate blood-splatters, because it was always a bit weird before like that. +Fixed: Lightbringer Prism Upgrade (Tertiary) said it cost less mana but it didn't due to a missing bit of code. It now costs 12 (20% less) as it should. [0.94] 'Key To The Armory' -------------------- 27/08/2021 +New!: The Druid gets her alternate in-slot (2) weapon, Dagon's Cane! This is the second one to go in. Right now, it cannot be upgraded, so Azurintine Fruits used on it will be wasted. > Primary fire shoots High Pressure Water Blasts at good velocity. > Secondary fire slams the ground with the cane. The first enemy in a direct line from your position will have a boiling geyser erupt at their feet. This ignores elevation and cliffs but has no effect on flying enemies. Enemies near and on the geyser will be blown away. > Tertiary fire briefly turns you into a tidal wave and makes you surge forwards. You'll blast through enemies on the way, dealing some damage to them; and knock foes away on arrival, making it an ideal panic and escape button (and likely a speedrunners best friend, ha!). By default, it will spawn randomly along with Lupin Charms, but you disable either of them in the Walpurgis Options if preferred. +New!: The Myrmidon gets his alternate in-slot (2) weapon, the Ventus Gladii! This is the third one to go in. Right now, it cannot be upgraded, so Whetstones used on it will be wasted. > Primary fire swings and stabs the dual swords rapidly to dice up foes. > Secondary fire invokes the Ventus runes, allowing you to rapidly swing to shoot shearing wind blades at distant foes. The blades cause erupt on impact, throwing nearby things backwards (including you, and any stray projectiles), so you can use them to clear gaps, but be careful if you're fighting with you back to a cliff! > Tertiary fire is a charge-up attack. When you release, you'll stab with both swords, also unleashing a localised explosion of air. Though slow, the AOE and damage delivered at the high end of the charge is quite good, and can gib multiple low and some mid-tier enemies. By default, it will spawn randomly along with Timons Vorpal Axe, but you disable either of them in the Walpurgis Options if preferred. +New!: Upgrades for Aestus! + Primary Fire shoots flame darts much quicker. The darts themselves also move faster and deal mildly (about 7%) more damage. + Secondary changes the Molten Ball into a proper Meteor Blast, allowing it to fly. It can also bounce off floors and ceilings but will detonate on walls. It still flies quite slowly, mind. + Tertiary's Fire Whip also fires out additional bouncing molten balls after detonation, and has a greater Area of Effect. +New!: [Doomed Souls Mode] - A new special challenge mode for Walpurgis. In this mode, normal health pickups do not spawn in levels, ever. You start the game with a special Kestus Flask, which has a fixed amount of HP in it; and which can only be re-filled (by 75) by finding where super-health pickups would normally be (Soul Spheres, Urns etc.) You can set its starting amount in the Walpurgis Options, as well as assign it a hotkey. +New!: New Elite: The Cardinal- Replaces the D'Sparil Disciple and the Korax Bishop in Heretic/Hexen respectively. Whereas normal floating cultists have a tendency to wander around, if the Cardinal locks on, he exhibits behaviour similar to a Doom Chaingunner, continually firing shots until you're out of sight, making him an annoying priority in a crowded room! +New!: New Elite: The Pulsarach- Replaces Doom Arachnotrons. Fires Red Laser Pulses at a rapid rate. Similar to its base type, but its harder to hide from and the lasers are very dangerous. +New!: Smart Flasks: Quartz Flasks have gotten smart (OH NO!). Now, if you run over one, it will auto-check your HP, and if its missing 25+, you'll just instantly use it off the ground like a Doom Health Item. If its not, you'll grab the Flask as normal to inventory. It will never waste healing as Doom Items do, so don't worry about that. But if you want to revert to the old behaviour, you may change it in the menu (as with many things!). +Tweak: You can now adjust the Percentage (%) spawning chance for Elite enemies from the Bestiary tweaks menu. By default, this is 10% but can be set at any 5% interval between 0% and 100% if you like. +Tweak: More reactive catching for the Vorpal Axe when its thrown- so if you're about to throw a punch but the axe makes it back you'll catch it dramatically and immediately slash. Radical. May still not react perfectly if you're in the midst of Shoryuken or Kick, but even there it will be alot better than before. +Tweak: The Lightbringer got revised ready/firing sprites to make it a new model that's more unique to Walpurgis. This joins the earlier overlay additions to make it pretty awesome looking! +Tweak: Aestus now has an additonal magic circle animation when using the secondary fire, which makes it look alot better (IMHO). +Fixed: Various weird behaviours with the Crusader Mace Tertiary Attack fixed, The charge should now be a fairly reliable attack most of the time. +Fixed: Upgraded Druid Werewolf Primary no longer damages you if you punch a wall by mistake. +Balance: The Druid gains +1 to her base AC so its now equivalent to the Magister's AC. Still very squishy, but no more rounding errors on damage. +Balance: Range on Druid's Baselard Swipes/Stabs increased by about 15% so its a bit easier to 'fence' enemies rather than needing to get so close since she doesn't have the endurance of the Myrmidon. +Balance: Druid is now immune to her own poison-gas from her Flechettes and the Hebiko Sceptre (finally, lol). +Balance: The swing of the Aestus firewhip is now about 20% faster, and it also causes more AOE detonations to make it more worthwhile. However, it now also costs +2 more Aetherial Mana (for a total of 12). +Balance: Firestorm Flamethrower (Primary) Damage increased by around 5%. +Balance: Boots of Speed in Hexen now spawn Upgrade items, since in general you would only get 2 upgrade items in the whole vanilla game. [0.93] Hotfix -------------------- 15/05/2021 +Fixed: Fixes an issue with some monster spawners not inheriting the flags and TID a map may have given them. Thanks to UnknDoomer for reporting it. [0.93] 'Suited and Fruited' -------------------- 30/04/2021 +New!: The Azurinthine Fruit drops for the Druid, allowing her to upgrade: >> Wolf-Mode Upgrades added. + Primary Swipes and punches have a third super punch added after two regular hits. This has huge knockback and good damage. The regular hits also do somewhat more damage. + Secondary Ice Ball erupts in cold novas it as it flies, and additional ice shards fly from it upon eruption (based on its charge level). + Tertiary Slam gains a wider AOE, more knockback, and causes an eruption of small boulders on impact, dealing additional damage all around you. >> Hebiko Sceptre Upgrades added. + Primary Shots become Caduceus twin snake shots for more damage. + Secondary Hypnosis now lasts longer and can affect higher HP enemies, and it steals somewhat more HP from the target, which is now standard behaviour (see Tweak below). + Tertiary Gas Grenade gains hypervelocity, turning into a fast Rocket that deploys its gas cloud, allowing you to cause havoc at a distance! >> Right now, the Baselard is not upgrade-ready and will waste your Azurinthines so keep that in mind. +New!: Brightmaps for everything unique to Walpurgis added. This does not cover base iWAD content. If you want to cover base content, I would recommend "Brightmaps Plus" by Nightfright (loading it before Walp). +New!: The Steel Golem joins the cast of new monsters. He can sometimes spawn in the place of Nitrogolems in Heretic. He's much tougher and slower, and has a jump attack and bouncing spike bombs to throw at the player, making him an expert at harrying you whilst you deal with more dangerous targets. +New!: The Vrock also joins, a vulture headed elite imp variant that will show up occasionally in Doom. He fires off a scary triple spread shot of wind-blades, making him a priority target if he shows up leading a group of regular imps. +New!: New CVAR allows you to toggle whether you want to enable Walpurgis Monster Tweaks and whether you want Elite Monster Variants to spawn. Read the Walpurgis Options Menu (New Bestiary Section) for info. +New!: New Item: Philters of Vitality. This scarlet liquid works like a Build game's portable-medikit, giving you HP that you can use to top off your HP to your usual class maximum. You can carry up to 200 HP's worth, and find it in various sizes. Once you've picked up a least a small vial of it, you'll gain a bottle in inventory forever. +New!: Fulgur Tertiary Storm Fire gets new firing sprites to replace the generic ones from before, and also now has a much better on-impact effect when a bolt strikes its target. Deals somewhat more damage than before (about 15% more) but also has its cost increased to 12. Glitches where it would sometimes do the incorrect impact damage and acquire targets wrongly were also fixed, making the damage more reliable. +New!: A few extra tweaks to melee sound effects (Baselards make correct wall impact noises based on whether stabbing or slashing, new Axe Impact sounds to add variety). Also new sound for Vis Force Blasts. +New!: DoomEd ID numbers added. Hence, you can now specifically make levels for Walpurgis, should you have a fit of madness (lol). This can be achieved by loading the Walpurgis pk3 as a resource in Ultimate Doom Builder. Should also work with other editors, but this is not tested. +Tweak: Druid Hebiko Sceptre Hypnosis now also steals a small amount of HP from the foe you are hypnotising. It also has a much better 'swirly' visual effect to make it more clear when a monster is fighting for you. +Tweak: Druid Wolfmode ground-slam now always knocks foes back and away from you when you land, making it less silly to kill yourself by leaping into a dangerous pack which then tears you up. Caution should still be exercised around heavier monsters like Barons and Mancubi. +Tweak: Doom Pinkies/Spectres now have a chance to leap at you, and they also attack in melee somewhat faster than before. +Tweak: Doom Barons now occasionally fire a more dangerous meteor attack. +Tweak: Heretic Nitrogolems flaming skull attack changed to a homing ghost. Acts same as before, but now with the same tweaks as the Revenant Missile (ceases homing after a few seconds) and with a less annoying noise and a white palette. The golems themselves also got a much better palette that makes them look metallic rather than blue (lol). +Tweak: Doom Lost Souls now explode into skull pieces on death. +Tweak: Tradactus given more HP and given an additional attack: double homing ghosts (as now used by the Heretic Nitrogolems). His teleportation routine was also vastly improved, making him harder to take down quickly (which in turn makes him way more dangerous, and he turns the fight into a clusterfuck over time with his summons in the narrow spaces!). +Tweak: Aestus Primary made slightly tighter (aim-wise) and made to cost just 1 mana per shot, but in exchange it does about 30% less damage per shot to justify its half-price. Before it was a serious mana-hog compared to the efficient killing power of Algor. +Tweak: Aestus Secondary no longer damages you if it detonates point-blank. +Tweak: Aestus Whip deals about 15% more damage to justify its slow wind up. +Tweak: Various visual tidying up for a few weapon effects (sparklies and embers given better Z tracking, Quietus no longer snaps back into place after the primary fire, Algor icy clouds made to behave, Wand of Hitscans actually uses a proper effect, pitch tracking on charge-ables, etc.) +Tweak: Revised Smoke and Steam effects most notable on fire based attacks. +Tweak: The Krater of Might gets a new sprite that actually makes it into a Krater (a type of fat greek urn) rather than it being a Chalice. +Tweak: Adjustments to spawners and drop chances for Doom and Heretic so that less crazy amounts of Kraters of Might appear (but a little more normal mana will drop on occasion instead). +Fixed: In Hexen Maps, the Druid wasn't correctly recognised, so weapons and weapon pieces for all three classes were dropped (and then replaced!) allowing them to collect excess drops and assemble the Ichival far, far earlier than they should have been able to normally. Fixed. +Fixed: Lightbringers overlay wasn't considered fullbright. Fixed. +Fixed: Wings of Wrath were being carried between hubs in Hexen. Fixed. +Fixed: Testmap in Hexen was ignoring the Skybox prompt. Fixed. +Fixed: Barons and Hellknights in Doom would infight due to a weird leftover flag inherited in their fireball's decorative flames code. Fixed. +Fixed: Doom Sergeant Zombies now have a special drop routine that allows them to drop you a slot (2) weapon if you don't have one already. Some Doom maps never put a standard weapon drop down assuming you're going to get your shotgun off him, so this is for those. +Fixed: There is now some limited multiplayer compatibility framework now in place in Walpurgis; so that weapons should function fine regardless of which player is using them. Spawners are not yet 100% fixed, but some may may function to a degree (i.e. you can try it, but I probably need to recode all of them in ZScript). [0.92] 'What's on the Menu?' -------------------- IT'S WALPURGIS's FIRST BIRTHDAY!! -------------------- 31/01/2021 +New!: A much requested feature; I figured out the ZScript needed in order to make keys appear attached to the main HUD so you no longer have to switch to the map screen to check which ones you have. +New!: The main menu is also revised with more specific options for the mod, along with a new lightbringer prism selection icon. Also, thanks to Jimmy's and Kinsie's Font topics; I've added in a couple of unique fonts for the mod to use. +New!: Huge Overhaul to the Walpurgis Options Menu to increase its usefulness and readability, and cluster options together. It is also now accessible from the main menu, and is your one-stop-shop for the mod. +New!: The Mod now has a titlemap. Its quite simple, with just a little wizards atelier type place and the title, as I'm not much of a mapper. If you're a good mapper and want to contribute one, let me know! The music is a cropped and edited version of 'The Jester Affair II' by Everattic, and lends a creepy magical waltz feel to the menu. +New!: Druid Wolf sprites completely re-done. All attack modes also updated to increase its potency. The primary fire now punches as well as slashes and its overall DPS is about 30% higher than before to make it slightly stronger than Timon's Axe Primary for the Myrm (stronger because the Druid is squishier and doesn't have Vorpal Slashes!). The Secondary Ice Comet activates about 10% quicker, and the Tertiary Slam is has a 10% wider AOE impact zone and jumps the player slightly higher if they're on the ground when executing it. +New!: The Magister gets his alternate in-slot (2) weapon, Aestus! This is the first one to go in. Right now, it cannot be upgraded, so Ancient Grimoires used on it will be wasted. > Primary fire shoots Small Fireblasts at a reasonably fast rate. > Secondary fire lets loose a rolling ball of molten rock. It can drop off edges and climb stairs, and has gravity, but explodes on walls. > Tertiary fire creates a whip of flames, and lashes up close. This is slow and short-ranged, but extremely powerful. By default, it will spawn randomly along with Algor, but if you'd prefer to disable either of them, you can do so in the Walpurgis Options. +New!: Character walk sprites updated to better reflect how they are in the mod rather than using the old Hexen sprites in the case of the Myrmidon, Crusader, and Magister. The Druid's sprite was also cleaned & improved. +Tweak: Heretic Clinks now jump at you if you're outside of their melee range, and their melee attack is now a double slash. +Tweak: The Lightbringer now has a set of overlays for each of its fire modes to give it more oomph and character. +Tweak: The Testing Map, Walpurgisnacht, has been made iwad neutral. It now only requires stuff provided inside the mod itself. A small amount of OTEX by Ukiro is used to make this possible. It also gained a non-Hexen music track, 'Celtic Fever', by Matthias Verbinnen. +Tweak: Kraters of Might now restore 100 of each mana, rather than 200. Mostly because they actually spawn more often than one first realises. You can now hold 9 in inventory rather than 5, though. +Tweak: New Transparant background keysprites for Doom and Hexen (Heretic already had them) added to be compatible with new keys on hud, above. +Fixed: The Crusader's damage reflection on his Icon had apparently stopped working at some point. It now works again. +Fixed: If you had a map with custom floor flats, there would be no footstep noises. A failsafe to use Stone Step noises in that event has been added. +Fixed: Hebiko Sceptre Secondary Fire was checking the wrong mana type and could refuse to work if you had less than 12 Aetherial Mana (rather than Verdant) despite it not needing any. Fixed. +Fixed: Hexen Ending always showed the Myrmidon. This has now been fixed, and a version of the chessboard with the Druid has also been added. All the versions also have punctuation added, and text slightly re-written. +Fixed: Hexen/Heretic Chaos Device did not give the correct pickup message. Fixed. +Fixed: Heretic Mummy would drop unusual items sometimes rather than mana. Fixed. [0.91] 'Stop Bossing Me Around' ----------------------- 20/11/2020 +New!: The Deathkings, the humanoid bosses of Hexen, get an entire rework; to make them more interesting to fight. ~ Menelkir is now a Lightning Master who can unleash plasma balls, ~ trails of seeking plasma, tendrils of lightning, and huge, devastating ~ shockwaves. He blinks around when wounded to evade hits. [ Zedek IS IN YOUR FACE, remodelling it with his Hammer of Retribution. [ He's really fast at closing distance and slippery, with good HP, [ and is very deadly if he can corner you in melee. + Tradactus is now a fast, flying Super-Bishop. He zips around his + warrens, pelting you with attacks, whilst constantly summoning + Lesser Bishops and Reivers to dogpile you. +New!: Imps, Both Chaos Serpents, Barons/Knights, Revenants and Caco's all get revised projectiles with improved looks and less random damage. This especially helps with fighting mid and higher tier Doom enemies in Walpurgis, leading to less instagibs for the poor Magister and Druid from 80 damage Revenant missiles and other such RNG related craziness, which are alot more deadly when your Armour save fluctuates heavily, as it does in Walp, but does not in Doom. +New!: Doom Zombies are no longer hitscanners. Been meaning to do this for awhile, they now fire tracer projectiles. Basic Zombiedudes are probably mildly more dangerous as they fire short bursts now, but they are still horribly inaccurate. Shotgunner remains similar danger, chaingunner is slightly easier due to loss of his hitscan and near-perfect accuracy. They also gained new sounds for their guns. Spider Mastermind is also affected. +New!: Armour is overhauled. You will now only rarely spot individual pieces, as normal Armour drops of all kinds are now class-specific packages with their own unique sprites (i.e. Myrmidon gets a full set of Legion Armour, Magister gets a Spellweavers Robe and Boots). The maximum amount of armour you can have is now slightly higher as well. +New!: The Torch Item now uses Dynamic Lights so that it properly acts like, well, a torch (lol), rather than the Doom Light Amp Goggles. It casts an orangy-yellow halo in a reasonable range, and it flickers. +New!: General graphical and audio effect improvements, such as a revised effect when you drink from the Mystic Urn and the Krater of Might and more variety for pain sounds. +New!: The Ichival gets a big overhaul to make it better!! >> The old Secondary (Butterfly Shot) is gone, replaced with the Artillery Arrow. As this arrow flies, it clones itself over and over in all 8 cardinal directions relative to its flightpath. Hence, the longer it flies, the more firepower it produces! At medium distance, it can be a powerful shotgun blast, and at long distance, its a wide area MIRV strike in an 8 pointed star shape. The puts the Ichival's Secondary Fire on par with the other ult's for horde clearance, especially if you can fire from above. >> The old Tertiary Fire is also gone, replaced with the Bouncing Blazer. This arrow ricochets many times whilst spewing napalm. This makes it especially strong in tight corridors where it can maximise its bouncing and napalm concentration; thought quite poor in wide open areas. It can also bounce off monsters! >> The Primary Fire now zooms in to 2x after a short delay holding the arrow in the string, and time slows, allowing you to snipe! Its now also 33% cheaper, costing 8 of both mana, rather than 12. >> The secondary and tertiary fire now have different arrow effects when on the string, and also slightly different sound effects. >> Finally, the bow itself got slightly improved sprites. +Tweak: The Mystic Urn now allows you to overfill your HP (up to 200!) like Doom Soul Spheres making it a fair bit more useful and not something clogging up your inventory all the time until you're really low on health. +Tweak: Firestorm Font Tertiary Fire (Blazing Barrier) can now be sustained by holding the Reload button. As it probably should have since the start, but I was lazy with the coding lol. +Tweak: New, better looking Gas Cloud sprites and effects. +Tweak: Quietus flames now have appropriate green embers. +Tweak: Druid Dog Mode Claw sprites improved. Dog Nose is no longer shown when you are transformed as it didn't look very good to be honest. +Tweak: Druid Hebiko Sceptre Tertiary Fire now fires a Gas Grenade, which explodes on 3 bounces, or hitting an enemy, rather than simply deploying the gas at your location directly, which makes it easier to use. +Fixed: When the Ichival only had enough Mana for 1 shot, it would sometimes take that mana and then fail to work, wasting it and switching weapon, due to the odd behaviour of A_Refire. This has been fixed. +Fixed: When adding a quick bind to Flechettes; the Druid's Frenzyweed Flechette was not included, so the bind wouldn't work for her. Fixed. +Fixed: Non-Druid Ultimate weapon pieces were displaying generic pickup messages in some cases. Now each part has a unique message again. +Fixed: Druid's Hebiko Sceptre would sometimes entirely fail to check for mana when using the Gas Cloud and Hypnosis, allowing free spam of them. Fixed. +Fixed: Druid's weapons had no pickup sounds set, so would play the default. They now have sounds defined. +Balance: Quietus Secondary Torpedo now charges up 33% faster (!) and if you miss the overcharge timing it will now automatically fire, rather than blow up in your face. None of the other ultimate weapons had a penalty like this and it was a needless nerf to Quietus. It should now be a mighty and reliable attack. +Balance: Crux Calicus Primary Fire revised; it now rips through enemies, but maintains its wall-bouncing. Its damage is now different but still much better than previous. It also gained a graphical and sound overhaul to give it a more satisfying 'oomph' to be more on par with the other ultimate primary fires. +Balance: Druid Dogmode primary slashes no longer use any Aetherial Mana, and the secondary Ice-Ball mode charges up about 25% quicker than before. +Balance: Damage from Firestorm Secondary and Agnus Abyssus Primary nerfed, as there were some weird random numbers causing the damage to be much higher than expected in 0.9. +Balance: Firestorm Secondary Verdant Mana cost increased by 2 (from 8 => 10). +Misc: A CVAR to prevent Firestorm's Secondary Fire from creating heat and soot decals was added. A request from Doomworld. +Misc: Druid Dogmode vision now defaults to colour, if you've not played Walp before. Remember you can change it in the Walpurgis options! [0.9] 'Wild Thing!' ----------------------- 18/09/2020 +New!: Illitheya The Druid stirs from the Wild! Yup, she's the fourth class I've teased for awhile. She's faster than the Myrmidon, though between the Crusader and Magister on HP (90), and with the lowest potential Armour (lower than the Magister)! Glass Cannon! Her weapons are: 1) Baselards. She's an adept dagger user. The primary fire shanks/slashes. The secondary fire throws knives. Both modes have a low poison effect. 2) Lupin Charm/Winter Warg Transformation.* Using this charm, she turns into a werewolf! Primary Fire slashes, Secondary is a charge up ice comet shot, and the Tertiary is a ground-slam, which increases in power if used after leaping off ledges/otherwise gaining more momentum. 3) Hebiko's Sceptre. This sceptre is blessed with the powers of snakes. Primary fire shoots homing acid snake projectiles. Secondary is a hypnosis effect that temporarily charms enemies. Tertiary lets loose a cloud of deadly corrosive gas that hangs around for a while. 4) The Ichival. The 'Bow of the Brightest Butterfly', its seperate from the Shining One's light relics used by the Crusader, it only acts to protect natural things. It has a variety of deadly ways to use arrows of light. F) Her Flechette spawns a vicious pitcher plant that spits acid globlets at nearby foes, and then explodes into a poisonous cloud after it runs out. I) Her Icon of the Defender regenerates 45 Health each second, as well as giving the usual 50% Flat damage reduction that all classes Icons get. A) Her Ambit Incant permanently increases her HP by 10 (up to a maximum of of 120 HP, as well as the usual infinite mana for 10 seconds. There are no upgrades for her at the moment. No upgrade items will spawn for her; this is so I can get tweaks and feedback on the base first! * = Note that the warg mode changes your vision to monochrome. If you don't like this, you can change it in the Walpurgis Options menu. +New!: Footsteps ZScript by DenisBelmondo added. Made a few tweaks to update to new GZDoom (notably, using A_StartSound rather than A_PlaySound), and adding several new definitions, as well as adding Heretic and Hexen step noises for all the flats. It works in all three games. +New!: Mana Wisps now have their own sprite that makes them considerably more visible than before, especially when they're dropped from corpses. +New!: Testing new Hexen monster varieties! 1) Sergeant Ettin (Chainmail version) finally makes it in. Around 1 in 8 Ettins will be this. He shows his rank superiority by having much more melee sense than his cousins; dashing at you to strike and often trying to flank you. He hits harder, lasts longer, and can also fling maces at you if you try to keep the middle distance. 2) You'll sometimes see a dangerous Mud-Golem show up sometimes to replace Stalkers in their swampy habitats in Hexen. He's a recoloured Wedigo in brown, who spits deadly mud balls at you with serious force. I will gradually add in extra Heretic and Doom monsters as well if there is positive feedback to these. +New!: HUD improvement. Adjusted HUD graphics and amended code, with the focus on increasing easy readability and information. The Armour is now shown as its percentage % value, rather than the always obscure AC. The coloured HP, Mana, and Armour indicators (on by default) have had a few alterations and fixed a weird glitch in how it checks for mana. The individual Mana # displays will now only show colour if you're actually using that type of mana; and will otherwise be grey, but visible. +Tweak: Re-written Weapon Spawning Code to allow for extra class. This does have a slight side-effect, namely that in Hexen maps where, say, the Fighter gets their 2nd weapon earlier than the Mage, that will no longer be class specific. The earliest weapon available will be available to all. +Tweak: Jump sound effect for all classes. +Tweak: New Crux Calicus Sound when it fires the Vortex Shot. New Lightning sound effects for Fulgur primary fire. +Tweak: Mushroom Poison clouds in Hexen now inherit new gas sprite made for the Hebiko Sceptre. +Tweak: Algor coloration for ice spikes made to match the other parts. +Tweak: Ettin and Centaur melee sound effects- they used to always sound like they hit something even when they missed. I've now made them more like the Myrmidon's sounds, so the swing noise is seperate from the impact. +Fixed: Vis Tertiary Fire sometimes didn't visually follow the enemies centre when crushing them. This is purely cosmetic, but was fixed nevertheless. +Fixed: Vis Tertiary Fire didn't have +SKYEXPLODE, so it failed to complete its code and locked the players animation if the shot hit the sky. Fixed. +Fixed: Vis Tertiary Fire could sometimes instagib bosses in Hexen due to them reaching terminal velocity. To high HP targets it will now do around 300 to 400 damage on detonation, as it should. +Fixed: New Vis animations trail effect didn't have blank frames at its start, so it could cause a white flicker effect on the players screen; this should now be reduced. +Fixed: Fulgur Chain Lightning (Primary upgrade) has been given piercing in case its target choice is something in a strange place. +Fixed: Fulgur Plasma Ball could sometimes become very small and strangely shaped due to an errant decimal point. Cosmetic, but fixed nontheless. +Fixed: Fulgur Primary fire performance optimised somewhat. It should need less beef from your GFX, and shouldn't lag as much now. +Balance: A handful of minor damage tweaks to several base modes and weapons. +Balance: Revised Armour drop routine should increase armour variety in Doom wads that have an obsession with spamming Green Armour all the time which is annoyingly common and leads to situations where your armour is always quite low as you're just constantly changing your shoes... +Misc: The Walpurgis Testing Map is now innately included in the mod. You can go there by typing "map walptest" on the console with no quotations. BUT IT REQUIRES you to currently be using the HEXEN iWad; or else you'll get a bunch of bad textures and cyberdemons (lol). I may get around to making a Doom and Heretic version eventually; but its not there now. +Misc. Huge swathes of organisation in directory structure, SNDINFO, and a few other places to make them less of a clustertruck. -------------------------------------------------------------------------------- [0.88] 'Upgraded Horizons' ----------------------- 14/07/2020 +New!: Vis Upgrades! The Primary fire force discs hits harder and propel enemies much further with its blasts. The Secondary fire loses its normal short range, and fires off infinitely into the distance. Adding a Tertiary gives the Magister the ability to fire off a special force sphere that hauls a foe off the ground and crushes it to death! This effect requires concentration for a time from the Magister, though. +New!: Algor Upgrades! Algor's Primary ejects more ice shards in a mesmerising swirling pattern. Algor's Secondary ice spears become rapid fire death. Algor's Tertiary now erects its glacial pillars around the target you specify (wall => prison), trapping them inside ready to be shattered. +New!: Fulgur Upgrades! Fulgur's Primary now chains to nearby targets on hit. Fulgur's Secondary ejects additional shockballs as it flies and bounces. Fulgur's Tertiary makes the Storm fire quicker and fire a flurry of bolts at its end; and the bolts also leave residual electricity sometimes. +New!: Mace & Shield Upgrades! Primary now includes a lesser version of the old holy smite every 3rd/4th hit depending on combo. Secondary makes the shield bash stronger and gives it a better projectile reflection vector. Adding a Tertiary gives the Crusader the means to charge at a target* at very high speed to deliver a devastating mace smash! +New!: Vis also got a few brand new; much swankier looking sprites for its force blasts; as well as a pseudo-3d enhancement effect. Swizz! +New!: Quietus Tertiary Fire has new sprites with much more spectral green flames applied (for both the blade swing and the projectiles). This both more matches the general coloration and reinforces its green flames image. Its average damage was also slightly increased and it got new sound fx. +Misc: The readme was rather out of date; so I gave it an overhaul with new info. +Balance: Five frames of animation were clipped from Algor's secondary fire to speed it up in general. It feels more responsive now, though the animation seems a little less impressive. I'll test the thoughts on this one to see whether people like it. *= Despite my best efforts, the charge-attack still acts strangely sometimes. I'll see what people think of it and try to improve its programming. -------------------------------------------------------------------------------- [0.87] 'A Magical Reform' ----------------------- 05/06/2020 +New!: AGNUS ABYSSUS Added! Bloodscourge is gone, and the Magister gets a custom staff instead; which uses the power of transdimensional purple hellfire. It's primary fire ejects rapid-fire seeking shurikens. They deal consistant and deadly damage at a rapid pace, and are fairly economical. The secondary fire charges up for a moment and Daedolon unleashes a wave of pyrokinetic force in a cone. Its extremely powerful! The tertiary fire allows you to drop a beacon. This is short-lived but a second tap allows you to teleport back to the beacon immediately, as a dodge and movement measure. You cause an explosion on arrival too! +New!: Fulgur's Plasma Ball has had its function altered quite a bit; it now bounces off floors and walls whilst still passing through enemies! It now has a set lifespan and will bounce about until it reaches it. It also starts firing its tendrils about 6 frames sooner (the minimum I could pull off without issues) so it'll work at a closer range now, though still not point-blank. Finally, it has a few new sounds. +New!: Lots of appearance alterations for Fulgur for the better (IMHO); the primary lightning is considerably more chaotic and smooth, the plasma ball spins differently, and the storm has a new black cloud sprite. +New!: Electric damage now causes a special pain state with a mildly longer stun that also freezes foes in their tracks as they judder from shocks. +New!: The Crusader gets a SHIELD! This is for use with his Mace; and as a result the secondary fire is now a Shield Bash that pushes foes back and stuns them briefly. During the animation (roughly 1/3 a second), the Crusader is also able to reflect projectiles and hitscans like a Centaur can. +New!: New, better spawner logic for weapon pieces in Doom and Heretic; so that its now possible to assemble an ultimate in a single level if the relevant drops are available. This means that people playing singular large maps and people doing the Walpurgis version of 'pistol starts' in Doom and Heretic can play properly! Happy Days! +New!: Going further with the Doom Compatibility; all the classes now start the game with a special "Wand of Hitscan", for activating those pesky Doom secrets that expect you to fire a pistol or shotgun at them. Also helps alot with the shootable eye gimmick in Romero's Sigil episode. +New!: Four new weapon swing SFX for melee attacks added. New SFX for Vis blasts. +Fixed: Vis Primary Force Blast hitbox reduced slightly to more match its actual apparent size. +Fixed: Algor Ice Pillar dissapeared when summoned (when I remodelled it I was messing around with the offset). Fixed. +Fixed: Doom Pistol and Heretic Goldwand spawns, which are normally rare and not used by most maps, are now covered by Walpurgis, just in case (and they spawn Aetherial Mana). +Fixed: Slaughtaur was green for some reason. Changed to a Dark Brown colour. +Fixed: Using Vis then switching to Algor could sometimes cap the amount of Ice Spears you could fire in the first salvo to 3. Fixed. +Fixed: Lots of GLDefs and Dynamic Lights rearranged and fixed. +Balance: After some deliberation; I've decided to up the Magister base speed back to Doomguy standard. The Crusader also got his raised to fit back in the middle. So, rather than 95%, 100%, 110% in the spread, its now 100%, 105%, 110% for Magi, Crus, and Myrm respectively. This will help with secrets that have tight timers in levels. +Balance: Crusader now starts with 4 AC, and Myrmidon with 3 AC, to reinforce Crusaders more defensive playstyle. +Balance: Algor's Secondary fire Ice Spears had their speed increased by around 70%, and their damage increased by 15%, helping them be used easier for sniping purposes. The Magister now also suspends the spears at the maximum charge so long as you hold the fire button, rather than them automatically shooting off, which is helpful when you need a few extra moments to line up your shot. If held for too long (more than 4 secs) it starts to consume extra Aetherial mana though. Furthermore, their snagging on nearby walls when fired should be further reduced. +Balance: Variance of Fulgur primary increased somewhat. It may do mildly less damage, but will usually do somewhat more. +Balance: Vis primary force blast fire had its damage increased by about 15%. +Balance: Magister Flechette flames deal a small amount of damage as they expand if they explode through enemies, increasing the overall damage somewhat. -------------------------------------------------------------------------------- [0.86] 'Slay and Pray' ----------------------- 09/05/2020 +New!: Lightbringer upgrades. Primary: Triple Shot, Secondary: Bouncing Beam, Tertiary: Lower cost, more durable prisms. +New!: Firestorm upgrades. Primary: Double handed flamethrower, Secondary: MIRV Fireball, Tertiary: Faster spinning, longer duration barrier. +New!: The Blessed Charm item now spawns for the Crusader so you can upgrade in regular games. Please keep in mind that right now; upgrades WILL NOT work for the Mace and for the Crux Calicus. As usual, if you wish to test it, "summon BlessedCharm 1" on the console allows you grab one. +Tweak: Algor's Glacial Spike static sprite was remodelled slightly to give it a flatter base, which makes it fit more flush to flats and seem less like its slightly hovering. +Balance: Crusader Mace Primary Swings damage increased by 10%, so it can more reliably kill Ettins in 4 swings. +Balance: Crusader Mace Secondary Smite slightly slowed down. -------------------------------------------------------------------------------- [0.85] 'Season of Repose' ----------------------- 11/04/2020 +New!: Algor gained a huge graphical update. There are new shard and cold air sprites; and a new glacial spike sprite as well. Spears and Shards and Spikes all gain extra graphical flair. Furthermore, sounds for its primary shard mode got remastered so its less annoying 'bambambam!' all the time, and more icy and crackly. +New!: Crux Calicus' Vortex now lets out orbiter sparkles to give you an idea of its current range. So there's less trial and error from how close you can approach it now. Of course; using it in close quarters is still not really advised. XD +New!: Another improvement to the looks of Fulgur's Tertiary Fire bolts; they now let out obvious extra electrical charge. Also; if the cloud does not have a target, it will continue to fire bolts towards the ground rather than letting them off uselessly into the sky. +New!: Following on from its projectile updates last week; the Lightbringer has also had a beam upgrade; for both its main laser and the prism beam. +New!: Monsters frozen by Algor can now have their X-Axis flipped randomly on their sprite for a bit of variety in ice statues. +New!: Quietus Secondary Torpedo explosion got a new much better sprite; and its flames got a revised routine, now creating a tight helix of green flames rather than a sphere. Looks better IMHO. +Tweak: Crusader Icon of the Defender sparkle effect adjusted with new sprite. +Fixed: Quietus Slashes would occassionally play the 'clanging' wall-hit noise rather than a slash noise when hitting an enemy at distance. Fixed. +Fixed: Coloured strings forgot to take into account the fact that Doom's strings are red by default. Standardised the base colour as being white. +Fixed: Fulgur Tertiary Fire bolts sometimes let out Lightbringer sparkles. Fixed. +Fixed: Firestorm Font Secondary Decal decided it was going to break on the 0.84 release and look like paint. It now looks as it should. +Fixed: Rewrote some of the code on the Lightbringer and Firestorm Font which were not always correctly checking their mana supply. Fixed. +Fixed: Potential rare issue with sprite of axe magically appearing when using the Mace Alt-Fire. Fixed. +Minor: Finally smashed all the old references to Stamina and Arcblood in the small amount of code leftover from HexArcana. +Balance: Crusader Mace Alt-Fire Smite had its damage reduced so that it deals less than the primary on average. It is meant to be a spacing tool, not the main fire mode; and this will reduce its DPS. -------------------------------------------------------------------------------- [0.84] 'Lumen Fortis' ----------------------- 04/04/2020 +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. -------------------------------------------------------------------------------- [0.83] 'Dark Foundations' ----------------------- 26/02/2020 +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. -------------------------------------------------------------------------------- [0.82] 'The Sound of Carnage' ----------------------- 14/02/2020 +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). -------------------------------------------------------------------------------- [0.81] 'Common Modern Magic' ----------------------- 06/03/2020 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. -------------------------------------------------------------------------------- [0.8] 'Rise of the CVARs' ----------------------- 28/02/2020 +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). -------------------------------------------------------------------------------- [0.78] 'The Sprite Is Right' ----------------------- 22/02/2020 +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. -------------------------------------------------------------------------------- [0.77] 'Reliable Ultimate Power' ----------------------- 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! -------------------------------------------------------------------------------- [0.75] 'Kill it with Fire' ----------------------- 07/02/2020 +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. -------------------------------------------------------------------------------- [0.74] -------- 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. -------------------------------------------------------------------------------- [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. +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. -------------------------------------------------------------------------------- [0.71] -------- 02/02/2020 +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. -------------------------------------------------------------------------------- [0.7] ------- 01/02/2020 Initial release. +Hotfix: Corrected issue with Axe Animation -------------------------------------------------------------------------------- ======================================== Baratus the Myrmidon ======================================== A rough man with a penchant for brawling, wenching, and disrespecting his superiors, no-one would ever call Baratus a saint. Child to a city guard, he never wanted much, and trained from the start to follow his father's footsteps. Few could have anticipated just how skilled and strong he would become, however. A natural for all kinds of melee combat, and seemingly obsessed with training; he quickly made his way to become a Sergeant in the Legion, way outstripping his father's old rank. Of course, that is where he stayed, because he would often say it as he saw it, and towards the end, under Zedek's leadership, that is precisely a quality that was not desired; and he was posted to a remote bastion. But with Chronos now suffering; perhaps this man is the one to be a hero? Vitality: Superb (150) Toughness: Good (Base AC 3 / 15% DR) Speed: Fantastic (110%) Mana Capacity: Average (200) Mystic Ambit Effect: 10 seconds of infinite Mana, and +100 HP. Icon Effect: Quad Damage, and Absorb HP from Attacks Made. Gauntlets --------- Being well versed in fisticuffs is a requirement in the legion. From a young age, Legion squires train in wrestling, punching, and kicking. But with the addition of his favourite spiked gauntlets and greaves, and a length of chain he uses as a terrifying lasso, Baratus became especially feared for his hand to hand combat and fearsome demenour to the point he gained the title of 'the Myrmidon'. He relishes in a good brawl. Perhaps it is this that drove him to resist Korvax's wiles? Timon's Vorpal Axe ------------------ A legendary blacksmith from ancient times, many of the pieces of Timon Raquesis continue to be used and passed down as heirlooms in the legion to this day. His Vorpal Axes are no exception. Only a dozen were ever made. They take only scratches from harshest of blows, and last immensely well. Infused with a charge of aetherial mana, they can shear steel like butter in devastating slashes, or be thrown to hit a distant foe only to unneringly return to their owner. There are few greater companions in a frenzied melee. Hammer Of Retribution --------------------- A legend states this artifact was created after seeing many battles. Imbued with the very essence of vengeance from several fallen warriors, the hammer reacts to a strong thirst for battle, alighting with hellish flames which use verdant mana for powerful abilities. Though its immensely heavy adamantine construction makes it tough for even Baratus to swing with vigor; it can create dangerous spectral copies when thrown, and if slammed into the ground, the fiery tremours seek after foes and blow them asunder. Quietus ------- Named for Duke Aurelius Quietus, the stoic founder of the Legion, a man of few words, who first wielded it, this sword itself has long been thought broken and lost. Nevertheless, its legend of the victor of a hundred battles is known to even fledgling Legionairres. Greatswords are powerful and surprisingly fast weapons. If Quietus still exists, and is anything like its more regular contemporaries, it should be powerful indeed... +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ ======================================== Parias the Crusader ======================================== Once a lowly parish priest, Parias was fortunate enough to earn the gaze of a Senior Deacon for his devoted faith and popularity among his local parishioners. When given a boon, he chose to ask to be accepted into the Crusaders of the Shining One, a highly militant sect of the church. Seeing no issues with his zeal, they accepted, and his devotion and ambition have suprised his superiors time and again. He was even awarded a personal medal from Archbishop Tradactus for his tireless pursuit of quashing monsters and heretics. All that changed one day, when he recieved a vision from his god. It told him of the corruption that was rife in the church, and that a vast monster held their strings. Of course, when challenging his fellows about this, he was sent to jail, confirming everything to be true. But with Chronos now suffering; perhaps this man is the one to be a hero? Vitality: Great (115) Toughness: Excellent (Base AC 4 / 20%) Speed: Great (105%) Mana Capacity: Average (200) Mystic Ambit Effect: 10 seconds of infinite Mana, and +8 to Armour/AC. Icon Effect: Holy Zeal (Double Attack Speed, and Reflective Armour). Mace of Contrition (and Cheval Shield) -------------------------------------- A handy mace should always be at a Crusaders side. Though produced in bulk, standard issue maces like this are often still treasured by Crusaders as being trusty standbys. Utilising its reach and versatility produces a fairly effective weapon that can pound foes into submission. Parias is especially fond of his own, and uses it in conjuction with the 'Cheval Shield', a Heater Shield that has been blessed by The Shining One with magic similar to that found in Lightbringer Prism Shards. With precise timing, one can reflect hellfire and poison away, like one would swat away a fly. It is also relatvely heavy, so can be used to smite foes in a pinch. Lightbringer ------------ A type of wand used by magically trained crusaders, Lightbringers are the favoured means of delivering the power of light to smite oppressors. Only a few exist, so they are normally handed out on loan as needed to those who require one. Parias has had such an honour in the past, but right now, he finds himself without. A versatile tool, a Lightbringer is able to channel aetherial mana into searing light, and also unleash pulses of bright fire to deliver purification to evil. It can also deploy Prism Shards, aspects of The Shining One, that can enhance the blasts of the wand, but force you to hold a position in compromise. Font of Firestorms ------------------ A blessed artefact of The Shining One, each church and cathedral of significant size is issued a Font of Firestorms as a declaration of the power of faith. They are eternally warm and able to produce fire at whim. Removing them from their braziers behind an altar is blaspemous for the common man, but Crusaders in times of dire need are allowed such a privilege. If that is not now, then whenever will it be? Feeding the Font with verdant mana multiplies its flames tenfold, blessing the wielder with pyrokinetic abilities close to those of a senior Magister. It can unleash sticky flame up close, and also launch powerful firebolts that erupt in vast pyroclasmic waves. Furthermore, in an emergency, you can choose to surround yourself in a blazing barrier of doom. Crux Calicus ------------ Back before the first crusade, the fledgling church heralded the discovery of an unusual artifact said to harness the power of the stars. Unfortunately, before its true value as a holy symbol could be utilised, it was stolen. Though records are sketchy, some even attribute the first crusade to this theft, and the wars that followed in its wake were devastating. Regardless, the artifact was never discovered, and a prophecy pronounced it to be forever sundered by man's folly, its pieces only to reunite in the hands of a hero on the eve of a climactic battle. But if such a holy relic were to re-emerge, it would surely be mighty. +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ ======================================== Daedolon the Magister ======================================== Born to a wealthy ducal family, but only as a third son, Daedolon was a quiet child, told to be discreet, and not compete with his elders. He was sent off before age eight to the College of Magisters the moment it was discovered that he had a talent for manipulating Vis and a penchant for reading. This, for him, was a fantastic life change. He hated his noble life, and was happy to be surrounded in learning, soon proving himself to be a diligent and capable apprentice. He became an official Magister aged just 22, which, whilst nowhere near the youngest, was a very respectable achievement. His hobby was the study of history and legends; and through this, he came across a terrible prophecy hidden in ancient text. That for years, perhaps even members of his own order were aiding an ancient evil. Unfortunately, his discovery was not in time to prevent a great tragedy... But with Chronos now suffering; perhaps this man is the one to be a hero? Vitality: Low (75) Toughness: Average (Base AC 2 / 10% DR) Speed: Good (100%) Mana Capacity: Exceptional (300) Mystic Ambit Effect: 15 seconds of infinite Mana, and +75 to Both Mana. Icon Effect: Time Stops, but the Magister can still act and attack. Vis Expello ----------- All magistry has its roots in the manipulation of magical force, called Vis, which is said to come from the aether itself. It can be channelled by learned individuals and expelled. All magisters must learn the basics of this process. Many then move onto study of 'more powerful' elemental forces. Daedolon, however, chose to refine his basics to a fine edge. Though many other Magisters chided his lack of specialty, he enjoyed the low power consumption of force expelling. No other can boast such versatility in this field. He can fling long ranged blasts and shorter ranged bursts with impugnity. And without a more specialised book to hand, he probably has it to thank for surviving against all odds... Algor ----- The secrets of rime are a curious discipline. Water as a whole is difficult to manipulate with Vis, requiring fine control and finer discipline. Fortunately, this happens to be something Daedolon has, and prior to the fall, an old master gave him some lessons the subject. With a completed set of teachings, if one can be procured, one gains many ways to use the powers of the Frozen North in combat, varying from concentrated hail-storms, giant icicles launched at high velocity, and even the ability to flash freeze the air into protective pillars of ice. Fulgur ------ Lightning is one of the most popular disciplines a magister is known to control. Very little is as impressive as controlling the raw power of the storm, after all. Though his well honed temperance, Daedolon got moderately far in his studies for this. So, with a tome of Fulgur to aid in focus, it should be plausible for him to use it to smite his foes, be that with streams of lightning, powerful plasma balls, or the motions to create minature thunderclouds themselves. Agnus Abyssus ------------- The Magisters as a whole have long been without a true leader. Though Menelkir, as an established power in the council, is the self proclaimed chairman, it is largely through his political wiles than any true mastery of power. In the past, records of archmages all state it was a requirement for all senior staff to be able to create their own stave of power, but none have done so in over a century. Like many before him, Daedolon has held an aspiration to make his own. His studies of history have led him to wonder about the legend of the Archmage of the Mountain, Agnus Dei, who supposed imbued his spirit into the bust of a goat. If such a thing could be crafted onto a sufficiently magical shaft... it would doubtless be a powerful artifact indeed. +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ ======================================== Illitheya the Druid ======================================== Birthed in a remote village, Illitheya was a introverted child. With a poor farming family paying her little attention for her childhood, and no access to education, she formed no bonds with the villagers, instead finding solace in the nearby woods, and developing attachments to the plants and animals. In time, she gained a mentor, an old wild-witch who saw herself in this young girl. She taught her archery and knife use, as well as obscure rituals for increasing her closeness to spirits. When the witch passed, Illitheya was already a young woman with a great affinity for the wilds. When wandering the woods one day, years later, she came across a white stag that had become corrupted. She nursed it to health, but took it as a sign. If even such a divine creature can take ill... evil must have gained hold, and many must have perished. She turned to civilization to find answers... And with Chronos now suffering; perhaps this woman is the one to be a hero? Vitality: Average (90) Toughness: Poor (Base AC 1 / 5% DR) Speed: Exceptional (115%) Mana Capacity: Average (200) Mystic Ambit Effect: 10 seconds of infinite Mana, and +10 to Maximum Health. Icon Effect: Life Bloom (Regenerate 45 HP a second) Baselards --------- As a wise witch once taught her: "You can never have too many knives." Illitheya rather favours use of baselards, long and thin piercing daggers that are equally good at peeling hide as they are at piercing joints and rings in armour. To be able to throw them with such proficiency as to catch a rabbit in full run is a skill she has honed from days long past. She also has a habit of spreading lethal sap from the Stalkerbark Tree on the blades, so a few good thrusts and slashes, or a knife thrown into the back, allows her to then pull back to let the poison do its work; though perhaps it will not be as potent against monsters as it is to animals and humans... Lupin Charm ----------- One of the deepest and last secrets of the wilds taught to her by her mentor, with a conflux, it is possible to perform shapeshifting to an extent, turning her into a were-form that still stands on two feet, but mauls with massive animalistic strength which varies depending on the form. Charms made of fangs of the Winter Wargs of the Frozen North are, quite handily, rather popular jewellry in the populated parts of Chronos, so it could act as an ideal conflux. Such a form would also gain access to frost based magic of a limited degree. Hebiko Sceptre -------------- Hecate Hebiko was apparently one of the ancestors of the Druidic rites that Illitheya has learnt. She was known to have a specific affinity for snakes, and apparently crafted several examples of sceptres that allow a druidic practitioner to tap into serpentine powers. Notably, it should be able to fire off spectral snakes made of acid, eject clouds of venom, and even hypnotise even demonic entities for a time, should the lore regarding them be true. The Ichival ----------- Seeing as they keep to themselves, few are aware of the druidic practitioners still alive today. Even fewer still are aware of the old deities of the wilds, such as Dangreeve, the Whitest Lion, Heliodor, the Fastest Fox, and Ulirie, the Brightest Butterfly. Legends state that the oldest druids from a time when the land was at its strongest could tap into these most primal spirits during times of need, and infuse their essence into mere mortal weapons. If even fragments of these treasures remain, they would doubtless be a powerful tool to fight corruption.