Error message in GZDoom: "Error p-code 134 in script 987"
The XP and level display could be better placed in the fullscreen HUD. Right now it overlaps with the alchemy menu and the tooltips that appear on the top of the screen when navigating the menus. Maybe place them next to the health and armor display? Or you could relocate the alchemy menu instead?
You might want to consider removing/minimalizing the "skill/attribute points available" notification since it can only annoy a player who may want to save several skill points to dump later into one skill which he cannot put points into yet since he currently doesn't meet the level requirement.
Is the red flask and its explosion supposed to look semi-transparent?
Since we can now scroll through inventory items even if we don't have any of an item, I think it would be better if you could display the number 1 when we have one unit of an item. It's a bit jarring when you have 2 or more of an item then the number is displayed and when you have one left the number is gone BUT then the number display is back again when it's zero. Alternatively, you can just use the vanilla behavior and make inventory items that are zero unselectable. I'd prefer this (since it allows for faster item selection) but you might have reasons why you allowed to scroll through empty items.
It seems like you lose any additional XP when you level up. For example, if I only need 1 more XP to reach next level, then I kill an ettin which is supposed to give 20 XP, I essentially only get 1 XP. This could be frustrating if you only need a tiny bit of XP to level up then you kill a an elite class monster which is supposed to give a lot of XP.
I can't figure out the aura skills for Parias. First, I'm not sure if they even have an effect. Second, I can't toggle them off once I activate them. Third, they don't consume magick. Fourth, they only look to remain active in the level you activated them, if you leave the level, the icon vanishes then when you return to the level, the icon returns. Also, the icons that indicate the active aura obscure the key icons in the fullscreen HUD. And only one icon can be displayed at a time, though maybe that's because you mean to have only one aura active at a time.
Parias' hand is cut off at the bottom in the sprite for the flail/morningstar. Though this is only visible if you play with the fullscreen HUD. Apparently, the original sprite was also cut off but maybe you could improve it.
The enchanted bow isn't automatically withdrawn when you run out of mana.
The quietus doesn't automatically shift to the unpowered state when you run out of mana (as opposed to the hammer which does).
The quietus doesn't automatically shift to the powered state when you gain sufficient mana (again, as opposed to the hammer).
(Actually a lot of the other weapons in vanilla Hexen also don't get automatically withdrawn when out of mana, so it's up to you if you want to change their behavior along with the behavior of these weapons or not)
By the way, I really like the feature where you can choose to use the unpowered version of some of the weapons even if you have mana for them.
The quietus gives an irregular amount of mana upon pickup. It gives 26 blue mana and 52 green mana (other classes receive 26 of each mana for their ultimate weapon). The hammer also gives way more mana than other weapons upon pickup (62 as opposed to 33).
I just realized that the morningstar is colored yellow because that indicates that it's powered up. I think the effect could be improved if it's possible, maybe use yellow outlines instead like the Timon's Axe has blue outlines in vanilla Hexen when it's powered up?
Consistency between the gloves/hands in the machete and the one in the enchanted bow would be nice.
The bishop with the black robe with the red stripes and fires yellow ball projectiles always attacks his fellow bishops.
In Deathwind Chapel, in the part where a bunch of centaurs teleport in, I experienced a ridiculous amount of enemies in this mod.
[spoiler]
What you see here is probably only a third of the enemies that I encountered.[/spoiler]
Another endless horde of enemies, this time in Dungeons. I don't think it's ever going to end. I've been killing these Ettins for a good ten minutes.
[spoiler]
[/spoiler]