Wrath of Cronos RPG 1.8A
RE: Wrath of Cronos RPG Mod Release 1.3A
I LOVE THIS MOD! this is the best thing ever, but there are a few things i'd like to see...
1.) better maps on your server. the uac invasion maps are totally whacked.
2.) persistent characters. if there is any way a server can store that, it would be nice.
3.) single player options. playing single player is not fun at all. you die, you're dead for good.
4.) documentation. i have no clue what im upgrading or why i should, or what the hell alchemy is useful for.
5.) more random monsters.
love the mod keep it up!
1.) better maps on your server. the uac invasion maps are totally whacked.
2.) persistent characters. if there is any way a server can store that, it would be nice.
3.) single player options. playing single player is not fun at all. you die, you're dead for good.
4.) documentation. i have no clue what im upgrading or why i should, or what the hell alchemy is useful for.
5.) more random monsters.
love the mod keep it up!
RE: Wrath of Cronos RPG Mod Release 1.3A
This mod is epic. I only tried it on hexen.wad and its great (although so far only beat seven portals so a little bit too early to say anything but at least seven portals wasn't boring as always so auto-assumed the rest will be way better).
One thing tough ; Why are some low level spells/abilities stronger than the things they unlock?
I tried the hunter and so far my fire arrows totally dominate over ice (damage and cost)!
One thing tough ; Why are some low level spells/abilities stronger than the things they unlock?
I tried the hunter and so far my fire arrows totally dominate over ice (damage and cost)!
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RE: Wrath of Cronos RPG Mod Release 1.3A
1. I am planning on getting a Heretic and Alien Vendetta server up soon.Doomer1 wrote: I LOVE THIS MOD! this is the best thing ever, but there are a few things i'd like to see...
1.) better maps on your server. the uac invasion maps are totally whacked.
2.) persistent characters. if there is any way a server can store that, it would be nice.
3.) single player options. playing single player is not fun at all. you die, you're dead for good.
4.) documentation. i have no clue what im upgrading or why i should, or what the hell alchemy is useful for.
5.) more random monsters.
love the mod keep it up!
2. Even if I knew how to do that, if you go on a different server, your stats wouldn't be there.
3. Well, if you die, you can always reload from a save game.
4. I am starting to write one up right now after the Necromancer was released.
5. Maybe, depends on how people feel about random monster spawns. The only thing I do not want it to end up is an AEoD style monster mishmash.
Ice Arrows become so much stronger than Fire Arrows later on (assuming you put points into Ice Arrows) as you get to fire more Ice Arrows at levels 4 and 7, multiplying the damage you do. Upgrading Fire Arrows just increases the damage of a single arrow.Cruduxy wrote: This mod is epic. I only tried it on hexen.wad and its great (although so far only beat seven portals so a little bit too early to say anything but at least seven portals wasn't boring as always so auto-assumed the rest will be way better).
One thing tough ; Why are some low level spells/abilities stronger than the things they unlock?
I tried the hunter and so far my fire arrows totally dominate over ice (damage and cost)!
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RE: Wrath of Cronos RPG Mod Release 1.3A
Summoned shadows are kinda bugged on water surfaces. They make (a ton of) splashes as they walk on them (while the rest of the summoned entities do not) and blue reagents spawn all around them as they do.
Gibbing debuffed monsters passes the debuff effects to you.
And the debuff effects remain on monsters even when they're dead.
Also, a thought: how about adding noise and effects when summoning entities? And how about giving the crusader the ability to call off his summoned legend just like the necromancer can with his summons?
Gibbing debuffed monsters passes the debuff effects to you.
And the debuff effects remain on monsters even when they're dead.
Also, a thought: how about adding noise and effects when summoning entities? And how about giving the crusader the ability to call off his summoned legend just like the necromancer can with his summons?
Last edited by Animal Mother on Thu Jan 24, 2013 6:06 pm, edited 1 time in total.
RE: Wrath of Cronos RPG Mod Release 1.3A
The Heresiarch is a chore to fight in single player.. he has an insane amount of hp not to mention his armor makes killing him take X4 times longer. (And seeing Korax's 200000 hp made me stop playing it and rather play hexdd until I reach the hub with heresiarch)
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RE: Wrath of Cronos RPG Mod Release 1.3A
Yeah, he took me a good while to kill too. I would rather make those guys harder to hit than sit there for an hour spamming all my mana at them to drop em.
RE: Wrath of Cronos RPG Mod Release 1.3A
I reached the 3 player bosses.. oh mine 8000 hp prepare to get devastated by the mage boss :DValherran wrote: Yeah, he took me a good while to kill too. I would rather make those guys harder to hit than sit there for an hour spamming all my mana at them to drop em.
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RE: Wrath of Cronos RPG Mod Release 1.3A
Hey, just as a followup, i have played the ranger through seven portals, and im almost through with the barbarian, and i have to say that i love it, and i have some more feedback.
comments/suggestions:
-I really like that special monsters will sometimes replace new ones; they are quite varied and interesting.
-i prefer respawning weapons, respawning ammo, infinite lives and hard difficulty, which i do by making a server. I WOULD like to be able to have some more options:
1.)Spawn special monsters: randomly replaces a set amount of monsters with a special monster and can also be there if people dont want more difficult monsters in hexen. the graveyard when you fight the three heroes is fucking insane, so it would be nice to set how many monsters are changed, say 15, 30, or 45, that would add more difficult versions of monsters, up to semi bosses.
2.) XP bonus: choose how fast xp is gained: low %75,normal 100%, high %125, very high %150.
3.) Start at level: allows players to start at a set level, so that people joining a 400+ monster slaughter map stand a chance. 0,5, 10, or 15.
4.) double monsters: self explanitory. some modders have added this setting where it spawns x2 monsters, which i feel would be very fitting for this mod.
- if possible, mod specific cheats. give all weapons/give all gives everything, which is sorta lame.
Feedback:
-Heretic monsters give no xp (i heard that you were working on heretic compatibility)
-i see alot of skills that are upgrades of beginning skills, that make them obsolete. why not just auto upgrade them to the next level? some skills can be merged into one. i can provide specific examples if you would like, like the priests curse spell, and the explodey upgrade. skills are daunting to upgrade, i feel like an idiot if i put upgrades in the wrong things, but then again thats to be expected.
also, more skill slots would be nice. 9 would be fantastic. it seems like when i use my skills im spamming them for effect.
-Xp earned does not carry over into next level. this is a serious bug that can cause a player to lose 5 levels or more during the course of a 32 map set.
-ranger bow feels to rapid. is there anyway to get a strength upgrade for holding it longer? also i think there should be more arch.
-machete block is dodgy.
-is the warriors thrown axe,hammer, and quietus bolts damage related to intelligence? if it is, i dont feel that it should.
-morningstar is real choppy. also the effect makes it look like a daggerfall sprite, like its dwarven. i'll try and whip up a few frames for you to use. :)
-fists are pretty op. i 1 hit ettins with secondary and gib them, which feels awesome. also, primary still does 3 hit combo, from what i can see.
-mage arch of death secondary is charged, but primary is not? also, is the primary damage scaling with intelligence level? it seems to do the same damage. it is pretty weak compared to the other as well, but...
Also:
I might be able to tinker with the morning star and make the animation more fluid
i might be able to make the documentation for this mod, although it will be from a players point of view, and you will of course have to go in and edit some things, or pick up things that require you to fill in.
i would also suggest posting in the zdoom forums as well to build playerbase.
ill post more once i do some more playtesting and think of more ideas/critique, after i get some progress on one or both of these little projects i thought to help with.
comments/suggestions:
-I really like that special monsters will sometimes replace new ones; they are quite varied and interesting.
-i prefer respawning weapons, respawning ammo, infinite lives and hard difficulty, which i do by making a server. I WOULD like to be able to have some more options:
1.)Spawn special monsters: randomly replaces a set amount of monsters with a special monster and can also be there if people dont want more difficult monsters in hexen. the graveyard when you fight the three heroes is fucking insane, so it would be nice to set how many monsters are changed, say 15, 30, or 45, that would add more difficult versions of monsters, up to semi bosses.
2.) XP bonus: choose how fast xp is gained: low %75,normal 100%, high %125, very high %150.
3.) Start at level: allows players to start at a set level, so that people joining a 400+ monster slaughter map stand a chance. 0,5, 10, or 15.
4.) double monsters: self explanitory. some modders have added this setting where it spawns x2 monsters, which i feel would be very fitting for this mod.
- if possible, mod specific cheats. give all weapons/give all gives everything, which is sorta lame.
Feedback:
-Heretic monsters give no xp (i heard that you were working on heretic compatibility)
-i see alot of skills that are upgrades of beginning skills, that make them obsolete. why not just auto upgrade them to the next level? some skills can be merged into one. i can provide specific examples if you would like, like the priests curse spell, and the explodey upgrade. skills are daunting to upgrade, i feel like an idiot if i put upgrades in the wrong things, but then again thats to be expected.
also, more skill slots would be nice. 9 would be fantastic. it seems like when i use my skills im spamming them for effect.
-Xp earned does not carry over into next level. this is a serious bug that can cause a player to lose 5 levels or more during the course of a 32 map set.
-ranger bow feels to rapid. is there anyway to get a strength upgrade for holding it longer? also i think there should be more arch.
-machete block is dodgy.
-is the warriors thrown axe,hammer, and quietus bolts damage related to intelligence? if it is, i dont feel that it should.
-morningstar is real choppy. also the effect makes it look like a daggerfall sprite, like its dwarven. i'll try and whip up a few frames for you to use. :)
-fists are pretty op. i 1 hit ettins with secondary and gib them, which feels awesome. also, primary still does 3 hit combo, from what i can see.
-mage arch of death secondary is charged, but primary is not? also, is the primary damage scaling with intelligence level? it seems to do the same damage. it is pretty weak compared to the other as well, but...
Also:
I might be able to tinker with the morning star and make the animation more fluid
i might be able to make the documentation for this mod, although it will be from a players point of view, and you will of course have to go in and edit some things, or pick up things that require you to fill in.
i would also suggest posting in the zdoom forums as well to build playerbase.
ill post more once i do some more playtesting and think of more ideas/critique, after i get some progress on one or both of these little projects i thought to help with.
Last edited by Doomer1 on Sat Jan 26, 2013 2:39 am, edited 1 time in total.
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RE: Wrath of Cronos RPG Mod Release 1.3A
When my name used to be Hydracon (Skulltag Forums) I made this I think it would be good for this.
Last edited by CtrlAltDestory on Wed Jan 30, 2013 8:43 am, edited 1 time in total.
RE: Wrath of Cronos RPG Mod Release 1.3A
NOTICE: This post has been spoiler'd because it got super long. Sorry. ^^u
Spoiler: Icon of Text, AKA Textomet (Open)
Last edited by Kargaris on Tue Feb 12, 2013 12:49 pm, edited 1 time in total.
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RE: Wrath of Cronos RPG Mod Release 1.3A
Hey guys Thetis isn't responding to my PM, so I'll post this Paladin sprite I made here:
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RE: Wrath of Cronos RPG Mod Release 1.3A
Sorry for bump, but..
Hearing the following whines on Wata's Chillax WoC server:
Icon of Defender respawns when sv_respawnsuper 0. Add bigpowerup flag?
Wraithverge is ez mode.
Menu tends to blink.
Hearing the following whines on Wata's Chillax WoC server:
Icon of Defender respawns when sv_respawnsuper 0. Add bigpowerup flag?
Wraithverge is ez mode.
Menu tends to blink.
Last edited by -Jes- on Sun Mar 17, 2013 12:27 pm, edited 1 time in total.
RE: Wrath of Cronos RPG Mod Release 1.3B
After a month or two of inactivity and life, I decided to update this.
Download Release 1.3C Here!
Download the Doom Patch 3B Here! (Load after release 1.3B if you are playing on Doom)
Download the Heretic Patch 1B Here! (Load after release 1.3B if you are playing on Heretic)
Includes Wata's Icon Defender no respawn patch.
Also, in response to the paladin sprite, the Crusader already fills a similar role to the typical Paladin archetype. The sprite can use a bit more shading though.
EDIT: Found tiny bugs that causes my OCD to flare up and forces me to update. Sorry but it was bothering me a bit.
Download Release 1.3C Here!
Download the Doom Patch 3B Here! (Load after release 1.3B if you are playing on Doom)
Download the Heretic Patch 1B Here! (Load after release 1.3B if you are playing on Heretic)
Includes Wata's Icon Defender no respawn patch.
Also, in response to the paladin sprite, the Crusader already fills a similar role to the typical Paladin archetype. The sprite can use a bit more shading though.
EDIT: Found tiny bugs that causes my OCD to flare up and forces me to update. Sorry but it was bothering me a bit.
Last edited by Thetis on Thu Mar 21, 2013 6:51 pm, edited 1 time in total.
RE: Wrath of Cronos RPG Mod Release 1.3B
Heads-up that your 1.3C link has a mis-capitalized letter that breaks the link and gives an error page instead of a download.Thetis wrote: After a month or two of inactivity and life, I decided to update this.
Download Release 1.3C Here!
Download the Doom Patch 3B Here! (Load after release 1.3B if you are playing on Doom)
Download the Heretic Patch 1B Here! (Load after release 1.3B if you are playing on Heretic)
Includes Wata's Icon Defender no respawn patch.
Also, in response to the paladin sprite, the Crusader already fills a similar role to the typical Paladin archetype. The sprite can use a bit more shading though.
EDIT: Found tiny bugs that causes my OCD to flare up and forces me to update. Sorry but it was bothering me a bit.
RE: Wrath of Cronos RPG Mod Release 1.3B
Thanks for the heads up.Catweasel wrote:Heads-up that your 1.3C link has a mis-capitalized letter that breaks the link and gives an error page instead of a download.Thetis wrote: After a month or two of inactivity and life, I decided to update this.
Download Release 1.3C Here!
Download the Doom Patch 3B Here! (Load after release 1.3B if you are playing on Doom)
Download the Heretic Patch 1B Here! (Load after release 1.3B if you are playing on Heretic)
Includes Wata's Icon Defender no respawn patch.
Also, in response to the paladin sprite, the Crusader already fills a similar role to the typical Paladin archetype. The sprite can use a bit more shading though.
EDIT: Found tiny bugs that causes my OCD to flare up and forces me to update. Sorry but it was bothering me a bit.
RE: Wrath of Cronos RPG Mod Release 1.3C (Quick Hotfix)
I hand draw monster sprites and other sprites as well, I'm also somewhat an experienced mapper. And I do love RPG's such as this. Let me know if you want some of my creative assistance.
Last edited by Snakezz on Fri Mar 22, 2013 1:55 pm, edited 1 time in total.
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RE: Wrath of Cronos RPG Mod Release 1.3C (Quick Hotfix)
Greetings.
To begin with, I'd like to extend my congratulations and gratitude for making this mod. This is the first mod that has added RPG elements to Hexen in a way that not only is stable and balanced between the characters, but that makes the game infinitely more replayable, fun and creative. It's an excellent work and it speaks wonders about your talent as a scripter and truly, as an artist. I'm quite glad to see that you are still improving upon it, and that you also included Doom and Heretic compatibility.
I've just tested the latest version, 1.3C and I find the new Bonus Experience feature to be awesome, it feels like a true reward for exploring, picking up everything and taking the extra time to obliterate everything on sight. However, I found that this feature, while incredible on Doom and Heretic, does not work entirely well with Hexen seeing as respawning monsters in random places makes it more of a chore to find them, and the fact that there are no proper secret areas in the game or in Deathkings. I lack scripting and mapping knowledge, so I would like to apologize beforehand if my following inquiries are absurd, but this situation leads me to two questions:
One, while there is lack of secret areas, some places act as hidden in the game, as such would it be possible to modify these places to be seen as proper secrets, and bar that, perhaps extend the Bonus feature to solving parts of the puzzles or finding important items such as the Planet gems and the clock gears?
Two, I understand you are aware of TheUltimateDoomer's Serpen Resurrection Total Conversion; without any intent of diminishing UltimateDoomer's work, in my honest opinion, I think the RPG system you have created is much more dynamic and fun to play with, however SR's maps are of astonishing proportions, awesome architecture and whatnot and are full with secrets and things to see; so I wonder, is there any possibility at all to make a compatibility patch for Serpent Resurrection?
I comprehend that both Wrath of Cronos and Serpent Resurrection rely heavily on scripting, however as I have said above, I think they would complement eachother wonderfully; Hexen sadly lacks huge map packs, the few there are are rather diminutive. SR however is huge, is full of monsters and has a lot of secret areas to explore, as I said above, and as such I believe it would make it a blasting experience to play through it with your mod, and would also make Wrath's full potential shine thanks to the enormous amounts of enemies and small things to see. Again, I understand it is full of scripts and whatnot, but since you were able to code Wrath of Cronos by yourself and make it as awesome as it is, I think it very likely that you have the talent for such an endeavor.
In any case, once again I would like to thank you for making this mod, I'm really eager to see what do you have in store for future iterations of WoC. It is honestly the best Hexen, Heretic and Doom mod I have ever played, and one of the greatest ones ever made.
Cheers. Yours truly.
To begin with, I'd like to extend my congratulations and gratitude for making this mod. This is the first mod that has added RPG elements to Hexen in a way that not only is stable and balanced between the characters, but that makes the game infinitely more replayable, fun and creative. It's an excellent work and it speaks wonders about your talent as a scripter and truly, as an artist. I'm quite glad to see that you are still improving upon it, and that you also included Doom and Heretic compatibility.
I've just tested the latest version, 1.3C and I find the new Bonus Experience feature to be awesome, it feels like a true reward for exploring, picking up everything and taking the extra time to obliterate everything on sight. However, I found that this feature, while incredible on Doom and Heretic, does not work entirely well with Hexen seeing as respawning monsters in random places makes it more of a chore to find them, and the fact that there are no proper secret areas in the game or in Deathkings. I lack scripting and mapping knowledge, so I would like to apologize beforehand if my following inquiries are absurd, but this situation leads me to two questions:
One, while there is lack of secret areas, some places act as hidden in the game, as such would it be possible to modify these places to be seen as proper secrets, and bar that, perhaps extend the Bonus feature to solving parts of the puzzles or finding important items such as the Planet gems and the clock gears?
Two, I understand you are aware of TheUltimateDoomer's Serpen Resurrection Total Conversion; without any intent of diminishing UltimateDoomer's work, in my honest opinion, I think the RPG system you have created is much more dynamic and fun to play with, however SR's maps are of astonishing proportions, awesome architecture and whatnot and are full with secrets and things to see; so I wonder, is there any possibility at all to make a compatibility patch for Serpent Resurrection?
I comprehend that both Wrath of Cronos and Serpent Resurrection rely heavily on scripting, however as I have said above, I think they would complement eachother wonderfully; Hexen sadly lacks huge map packs, the few there are are rather diminutive. SR however is huge, is full of monsters and has a lot of secret areas to explore, as I said above, and as such I believe it would make it a blasting experience to play through it with your mod, and would also make Wrath's full potential shine thanks to the enormous amounts of enemies and small things to see. Again, I understand it is full of scripts and whatnot, but since you were able to code Wrath of Cronos by yourself and make it as awesome as it is, I think it very likely that you have the talent for such an endeavor.
In any case, once again I would like to thank you for making this mod, I'm really eager to see what do you have in store for future iterations of WoC. It is honestly the best Hexen, Heretic and Doom mod I have ever played, and one of the greatest ones ever made.
Cheers. Yours truly.
RE: Wrath of Cronos RPG Mod Release 1.3C (Quick Hotfix)
I do not think it is possible for puzzles to grant experience unless the puzzle itself grants experience which requires editing map scripts.InquisitiveSpellcaster wrote: I've just tested the latest version, 1.3C and I find the new Bonus Experience feature to be awesome, it feels like a true reward for exploring, picking up everything and taking the extra time to obliterate everything on sight. However, I found that this feature, while incredible on Doom and Heretic, does not work entirely well with Hexen seeing as respawning monsters in random places makes it more of a chore to find them, and the fact that there are no proper secret areas in the game or in Deathkings. I lack scripting and mapping knowledge, so I would like to apologize beforehand if my following inquiries are absurd, but this situation leads me to two questions:
One, while there is lack of secret areas, some places act as hidden in the game, as such would it be possible to modify these places to be seen as proper secrets, and bar that, perhaps extend the Bonus feature to solving parts of the puzzles or finding important items such as the Planet gems and the clock gears?
This has popped into my mind a couple of times. I might be going to talk to TheUltimateDoomer to see if we can merge it our wads together.InquisitiveSpellcaster wrote: Two, I understand you are aware of TheUltimateDoomer's Serpen Resurrection Total Conversion; without any intent of diminishing UltimateDoomer's work, in my honest opinion, I think the RPG system you have created is much more dynamic and fun to play with, however SR's maps are of astonishing proportions, awesome architecture and whatnot and are full with secrets and things to see; so I wonder, is there any possibility at all to make a compatibility patch for Serpent Resurrection?
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RE: Wrath of Cronos RPG Mod Release 1.3C (Quick Hotfix)
I see. Well thank you for clearing my doubts, and it would be truly awesome to merge your wads.
Though if I may suggest, if that were to happen well I think the spell scrolls could be handled as one time use very powerful spells, and magic rings could be replaced with potions to replenish Magic.
I don't know, they're just ideas and truly I'm glad to see that you have actually considered it; Serpent Resurrection has been one of my favorite mods, and I find your RPG system to be beyond incredible so seeing them together is terrific.
In any case, godspeed on your project and whatever else you have in store my friend.
Though if I may suggest, if that were to happen well I think the spell scrolls could be handled as one time use very powerful spells, and magic rings could be replaced with potions to replenish Magic.
I don't know, they're just ideas and truly I'm glad to see that you have actually considered it; Serpent Resurrection has been one of my favorite mods, and I find your RPG system to be beyond incredible so seeing them together is terrific.
In any case, godspeed on your project and whatever else you have in store my friend.
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RE: Wrath of Cronos RPG Mod Release 1.3C (Quick Hotfix)
This could have a nice megawad on the focus of that wad!!!
Like stronghold, you go to the first map with no monsters to do some rpg things, and then you go to others levels to fight :D´
edit: that hud is too big here D: isn´t a little one ?
Like stronghold, you go to the first map with no monsters to do some rpg things, and then you go to others levels to fight :D´
edit: that hud is too big here D: isn´t a little one ?
Last edited by ibm5155 on Sun Mar 24, 2013 12:26 am, edited 1 time in total.
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