[FINAL] RH - Reckoning Hour! -- Released!

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Ivan
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[FINAL] RH - Reckoning Hour! -- Released!

#1

Post by Ivan » Wed Jul 27, 2016 6:58 pm

Image DOWNLOAD
Reckoning Hour is a new class based mod that is quite similar to GvH. It also bears some similarities to the recently released Overwatch (I shamelessly advertise this as DoomWatch). It has simple mechanics that are easy to learn and get used to, so you can easily get into action!

STORY

An ancient race of evil gods named Golgothans are trying to invade our realm and summon their dark god Golgoth. If the Zealots of the Holy Crusade can't manage to put an end to them, all will be lost to the power of Golgoth.

GAMEPLAY

You can choose to be either from the side of Golgoth or the Zealots. All player classes adhere to some simple rules. These are:

- Players carry two weapons.
- Players require a resource type called "Energy". Some of their attacks depend on this.
- Zealots can additionally use an extra resource type. This changes from class to class.
- Some attacks or abilities have a cooldown. This is displayed in the bottom right corner of your screen.
- All players have an ultimate ability. This is activated by the "Use Item" key. It requires your ultimate charge to be at 100%.
- All players, when attacked by an enemy player, will drop some spheres. These are "Ultimate Charges". They give you 1 point for your ultimate skill's charge.
- A player doing the killing blow to another is rewarded 25% ultimate charge.
- Some attacks or abilities can have a buff or debuff effect on you or others. The indication of these, if they affected you, are on the top right corner of your screen.
- Additional help regarding game and the status bar information can be read by defining keys in the mod in the options.

CLASSES
[spoiler]Image
ZEALOTS

1-) CRUSADER

Crusader is a melee - frontline class, able to do most of his damage through close combat. Crusader supports
some spells to protect himself or others from harm through his ultimate. Crusader is also the sturdiest of all the goods.


Passive: Holy Presence

Curses and debuffs have only 50% effectiveness on Crusader.


Weapons:


* Mace of Light

This mace was blessed in holy water and runic enchantments. It strikes down with the holy might of God.
Every third successful strike on any object will also cause a lightning explosion, dealing massive damage.
If you have the Blessed Shield on you, this will require half the amount of attacks for the lightning explosion.


- Alternate Fire: Blessed Shield

Creates three holy emblems floating in front of the crusader, reducing the damage he takes and heals him for 50%
of his missing health when the spell wears off (Only up to 100 health). Lasts for 8 seconds. Cooldown of 8 seconds. (Begins after the shield wears off)


* Holy Blaze

The gloves of celestial energy, eternally set ablaze by the God, will fire jets of flame that explode in a circle
around your enemies. If you have the Blessed Shield on you, this will also rain fire at the destination. 30 Energy per attack.

- Alternate Fire: Purge

Causes jets of fire to be spread in two directions, doing damage as they travel. They leave a small trail in the aftermath
that cause the ground to burn for 3 seconds. Costs 30 blue mana. If you have the Blessed Shield on you, an arc of flames will also
be cast. Cooldown of 8 seconds.


Ultimate: Retribution

Provides health regeneration and a boost to speed to nearby allies for 10 seconds.
If there are enemies nearby they will instead have their health reduced by 25% of their current health and slowed.
Health regeneration is 10 health per second.
Range is 600 units.
Slow and haste are both by 25% and last 6 seconds.
If allies weren't near Crusader during activation, they won't benefit from the speed boost but they can still be healed.
Crusader himself is healed twice as fast compared to others.
His attacks are treated as if he has blessed shield up during this time.


2-) PROPHET

Prophet is a battle priest, specializing in protective magic. However, a prophet also has a mastery in dark arts, allowing them to utilize darkest
of magic against their foes.


Passive: Willpower

Gain 1% more damage for every 1% missing health.


Weapons:


* Farseer - Protection

Perfectly accurate high caliber silver bullets. Has to reload every 6 shots, or manually by using the reload key.
Each bullet does 85 damage, but are magically infused and are not reducable.

- Alternate Fire: Inspire

Shoots a holy missile, granting allies in the impact range 33% damage reduction for 4 seconds.
At the end, gain 33% bonus damage for 4 seconds. 55 Energy.
9 second cooldown.
Has an AoE of 160 units.
If there are enemies in the radius, deal damage equal to 10% of their maximum health.

* Farseer - Destruction

Fires the pistol again.

- Alternate Fire: Death Seeker

Launch demon seeking souls to rip enemies apart. Launches 2 souls.
Souls last 3 seconds. 55 Energy.
7 second cooldown. (Begins after souls vanish)


Ultimate: Holy Sight

Reveals positions of all enemies to you for 10 seconds.
For every enemy that is in your line of sight, your farseer will automatically aim at them.
Reload speed decreases by 75%.
Inspire will also heal allies for 50 health and do an additional 10% more damage to enemies.
Destruction souls become more aggressive and last a second longer.


3-) DEMON HUNTER

Demon Hunter has the potential to be an incredible damage dealer, able to dish out huge amounts in short periods of time. Demon Hunter is also very agile, able to constantly dash around
with double taps. Every dash requires 20 Energy. The only drawback is the fragility, with only 100 health he can die easily.


Passive: Acrobacy

Demon Hunter can dash at will by clicking at the dash button. The dash will thrust you to your movement direction.
Dashing requires 25 Energy and has a cooldown of 2 seconds.

Weapons:


* Reapers

A sawn-off shotgun is always the answer against stubborn demons. Make it two for good measure. Each shot fires 12 pellets each doing 12 damage.
Will reload every 4 shots. You can force a reload by using the reload key. (Define a key for it!)

- Alternate Fire: Razor Blades

Throw 5 razor sharp blades in front of you that rip through enemies. Enemies hit will bleed for 2 seconds for (8 + 12% of their missing health) total damage.
30 Energy. 3 second cooldown.

* Traps

Lays a bear trap, that deals 50 damage and snares the enemy for 2 seconds. Lasts 20 seconds. 6 second cooldown.
Maximum 3 Bear Traps.

- Alternate Fire: Gun Trap

Lays a trap that activates when an enemy is nearby, shooting bullets in 4 directions for 3 seconds.
Maximum 1 Gun Trap. 18 second cooldown.


Ultimate: Reckoning

Gain x2 increased attack speed and infinite clip on your shotguns for 10 seconds.
Reapers do 18 damage per bullet for the duration.
During this time, dashing costs no energy and has a cooldown of 0.5 seconds.
Razors cost no energy.
Kills during this mode grant 50 health. Can overheal up to 200.


4-) WARLOCK

Passive: Soul Steal

Warlock's power grows for each slain enemy. Enemies drop souls for the Warlock to pick up, granting additional effects.

- Warlock gains an additional mana regen for each soul taken.
- Death Staff requires 2 mana less to use for each soul. (After the 5th soul, the cost of charging drops instead)
- Dark Link cooldown lowers by 1 second for each soul.
- Spirit Shield absorbs an additional 25 damage for each soul.
- Spectral blades deal 1 additional damage for each soul.
- Death Ray's range grows by 32 units and duration extends for 0.5 seconds for each soul.

A visual cue for the souls is that, they will swirl around you as you pick them up.
Every 5 soul will merge into a bigger soul that swirls around you.
Maximum 10 souls can be kept.
Drops all souls acquired when dead.


Weapons:


* Death Staff

Launches an explosive dark magic infused ball. Requires 25 mana.
Can be charged to launch 4 seeking fireballs instead.
Requires an additional 25 mana to charge.

- Alternate Fire: Dark Link

Summons a ball of dark energy towards the targeted location. When the ball hits any target, form a link between
the area of impact and yourself. Anything that walks in the link gets damaged. Link lasts 3 seconds.
25 Energy.
12 second cooldown.

* Dark Magic

Summons spectral blades in front of you to deal damage to enemies in close range. 20 Energy.
Can be charged to launch a magic ball that creates explosions as it goes.
Requires an additional 25 Energy to charge.
Each soul adds 8 range to the explosions.

- Alternate Fire: Spirit Shield

Creates a magic shield that blocks damage. Shield lasts either 4.5 seconds or until it blocks 100 damage.
If the shield has blocked the maximum damage, repel enemies around you.
10 second cooldown.
Requires 40 mana and 40 Energy.


Ultimate: Death Ray

Empower your staff to create a ray of death in front of you for a limited range for 5 seconds.
Death Ray will deal high amount of sustained damage until the duration ends.
You can't change weapon or use any other attack or spell for the duration.
Initial range is 160 units.


Image
GOLGOTHANS

1-) AZAGOTH

Azagoth is the bulky spell caster of Golgotha. He brings spells with great Area of Effect damage but limited range. He also possesses
a wide range of curses. It's enough for mortals to cower away in fear just hearing his name.


Passive: Soul Tap

For every kill, Azagoth gains 25 Energy and heals for 35% of his missing health.


Weapons:


* Assault Spells:


- Primary Fire:

Launches a cone of lightning for 1.5 seconds. 25 Energy. Has a preperation time of 1 second. Can prepare and hold till let go of.

- Alternate Fire: Lash of Death

Create a small range lash of death in front of you that moves clockwise to do a full circular rotation. 4 second cooldown.


* Curse Spells:

Launches a seeking orb to curse a target to heal Azagoth, when damaged. Curse lasts 4 seconds. 30 Energy. Cooldown of 5 seconds.

- Alternate Fire: Golgotha's Gift

Shoots a cursed skull. If afflicted, lose 5 health for each movement you make. Curse lasts 4 seconds. 50 Energy. Cooldown of 5 seconds.


Ultimate: Soul Furnace

Creates a field at the targeted location, pulling enemies towards it.
Enemies are damaged as long as they are affected.
Field lasts roughly 3 seconds.


2-) BANE

Bane is the manifestation of pain and torment. He's a demon who controls the flames of hell, the very essence of the burning depths.
Master of hellfire, it's a dangerous being to fight against. Easily the damage dealer of the Golgothans.

Passive: Ignite

Hurting enemies with fire sets them on fire for 2 seconds, dealing 6 damage over the duration.

Weapons:

* Hellfire Attacks

Shoots 3 meteors of infernal flames in quick succession, with the last one being stronger than the previous two. 25 Energy.

- Alternate Fire: Hellfire

Creates volcanic cracks on the ground, erupting for massive damage after 1.25 seconds. 6 second cooldown.


* Hellfire Spells

Sets a target ablaze. After 2 seconds, a meteor will land to deal high AoE damage. 35 Energy. 2 second cooldown.

- Alternate Fire: Leash of Death

Launches a chain of torment, traveling up to the maximum distance of leash.
Target hit will become leashed, gradually slowing down over time. If the leash is not broken (by running away) in 2 seconds
the target will be snared for 1.5 seconds. 6 second cooldown.


Ultimate: Carnage

Summons 8 severed skulls of tormented humans in a line in front of you.
When the skulls finish forming, they deal high area damage.
After 1 second of idleness, they will seek out nearby enemies for 2 seconds, dealing high damage on hit.


3-) COLOSSUS

Colossus is one of the most ancient creatures to have ever walked the planet. It's very essence is older than the planet, despite having a seal of magic infused bronze.
It's big, bulky and dangerous. The very steps cause trembles around him.

Passive: Endless Fury

Colossus becomes enraged when hurt, becoming increasingly more violent.
Losing first quarter of his health makes his physical attacks do 15% more damage.
Losing the second quarter makes him move 15% faster.
Losing the third quarter of his health makes him recover 10 energy instead of 5.


Weapons:

* Colossal Fist

A groundshaking melee attack which will cause tremors after hitting a target. 10 Energy cost.

- Alternate Fire: Slam

Jumps and slams the ground when landed, dealing area damage, releasing shockwaves all around and briefly stunning enemies.
6 second cooldown. 35 Energy.


* Ranged Attacks

Shoot three magical bolts to a target location that converge after some distance. Slows enemies hit by 30% for 2.5 seconds. 40 Energy.

- Alternate Fire: Gaze

Gaze at a location, launching a corrosive blast. Blast increases damage enemies take by 50% for 3 seconds. 5 second cooldown.
Gaze max range is 384 units.
Gaze AoE is 144 units.

Ultimate: Rampage

Gain 20% speed every second up to 80% speed. If the charge goes past the first 2 seconds, kill anything you come into contact.
You can only control the direction you are facing during charge, can not jump, attack or anything else.
Charge can only be interrupted by hitting a wall.
Charge will last 10 seconds unless stopped.


4-) KJAROCH

Kjaroch is one of the guardians of the netherworld. Those who see him never live to tell the tale of their battle.
Comes with a wide range of ranged attacks, Kjaroch is a very dangerous being to walk the Earth.


Passive: Nether Speed

Kjaroch gains 1% increasing movement speed for every 1% health he's missing.
Maximum 50% bonus movement speed.
If below 50% health, Kjaroch assumes his nether form, becoming harder to see and gaining immunity to any debuff.


Weapons:

* Nether Claw

Launches a meteor that upon impact, releases fire around it for 1.5 seconds. 30 Energy.

- Alternate Fire: Nether Warp

Creates two nether warps some distance ahead of him. These warps deal constant area damage and will acquire targets on their own.
Enemies getting caught in a warp will have their angle and momentum randomly altered.
Warps last 3 seconds. 8 second cooldown.

* Nether Magic

Kjaroch becomes entrenched, gaining ability to launch 6 volleys of 6 nether explosions. You can aim but can not move.
Getting damaged by the flames will reduce the victim's damage by 50% for 3 seconds.
60 Energy. Can be cancelled by pressing alternate fire key.

- Alternate Fire: Destruction Orb

Launches an extremely fast orb, bouncing around uncontrollably. Every 0.5 seconds, spawns 4 lesser bouncing balls.
If the orb hits a target, the orb will return to Kjaroch, releasing nether flames around him.
If the orb is destroyed (can be attacked by enemies), it will instead explode for area damage.
Initial orb lasts 7 seconds or 30 bounces, the lesser orbs disappear after bouncing 4 times.
12 second cooldown.


Ultimate: Haunting

Kjaroch summons nether servants from the underworld to do his bidding. Summons a servant for every enemy alive.
Servants are summoned behind enemies that Kjaroch has no line of sight at the time of cast, or if he has sight, summoned nearby him.
For each summoned servant, Kjaroch gains 10% damage reduction. This bonus lasts 10 seconds. Maximum 50% reduction.
If a servant kills an enemy, Kjaroch is healed for 50% of the remaining health of that servant, or a minimum of 50 health.
The servant that did the killing blow on an enemy vanishes after healing Kjaroch.
Servants are able to go through walls and aren't subject to gravity.
Killing Kjaroch during this time destroys all servants.
Servants last 10 seconds.[/spoiler]

SCREENSHOTS

[spoiler]Image
Image
Image[/spoiler]

If anyone wants to share screenshots for the OP, please do so!

SERVER INFO

DMFLAGS = 2622592
DMFLAGS2 = 2852212672
DMFLAGS3 (ZADmFlags) = 16420
COMPAT2 (ZACompatflags) = 6

Use mappacks that don't have tiny corridors. Examples: DBAB, some GVH maps etc.

Suggested game modes: TLMS, TDM, LMS and DM.

ACS Source: Source

SUGGESTIONS? Share here!
Last edited by Ivan on Thu Sep 08, 2016 5:08 pm, edited 15 times in total.

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Combinebobnt
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[FINAL] Re: RH - Reckoning Hour!

#2

Post by Combinebobnt » Wed Jul 27, 2016 7:03 pm

puny gods

finish

edit screenshot maybe? Image

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[FINAL] Re: RH - Reckoning Hour!

#3

Post by Monsterovich » Wed Jul 27, 2016 7:28 pm

ACS Source
Use Acsutils, especially if you want to use HudMessageOnActor.

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[FINAL] Re: RH - Reckoning Hour!

#4

Post by Jimp Argon » Fri Jul 29, 2016 3:01 am

This is pretty cool. I love mods that allow you to play as monsters. Good luck with your project man.

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[FINAL] Re: RH - Reckoning Hour!

#5

Post by Dranzer » Fri Jul 29, 2016 3:28 am

hey ivan balance?
<Galactus>you're lightyears away from having me banned for this

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[FINAL] Re: RH - Reckoning Hour!

#6

Post by Combinebobnt » Fri Jul 29, 2016 3:37 am

wad was almost good then he added multiverse classes...

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[FINAL] Re: RH - Reckoning Hour!

#7

Post by Jimp Argon » Fri Jul 29, 2016 4:10 am

Combinebobnt wrote:wad was almost good then he added multiverse classes...
How does that make it a bad thing? :hmm:

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[FINAL] Re: RH - Reckoning Hour!

#8

Post by Ivan » Fri Jul 29, 2016 3:00 pm

Monsterovich wrote:
ACS Source
Use Acsutils, especially if you want to use HudMessageOnActor.
Right now, I see no urgency in it but I might try to take that one's hudmessageonactor. Thanks for the advice.

So I will release a new testing version today. Some changes:

- Buffed Warlock (a lot, he's playable I hope)
- Fixed Kjaroch ult. (Bad eye sight)
- Added weapon/passive/ultimate tips! You can see weapon tips whenever you switch. (Disable by typing "rh_notips 1" to console, or 0 to activate them again) You can see ultimate/passive tips by binding a key.
- Team "unevener". (Yeah, as many suggested, this mod is not a 1 to 1 mod)

If anyone has any more suggestions, throw away.

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[FINAL] Re: RH - Reckoning Hour!

#9

Post by Catastrophe » Sat Jul 30, 2016 3:25 am

yeah add road hog

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Ivan
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[FINAL] Re: RH - Reckoning Hour!

#10

Post by Ivan » Wed Aug 03, 2016 2:19 pm

New class roadhog confirmed

Image

In other news, a new test version with option to turn special FX, more balance changes and bug fixes are on the way. This is a good time for suggestions :) Also updated OP with 3 screenshots.

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[FINAL] Re: RH - Reckoning Hour!

#11

Post by Jimp Argon » Wed Aug 03, 2016 4:25 pm

Colossus's "colossus fist" does absolutely nothing. He punches sure, but they NEVER connect. I haven't tried all the classes to see if any of the rest have similar problems with their attacks. I'll get around to that maybe later on tonight.

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[FINAL] Re: RH - Reckoning Hour!

#12

Post by Ivan » Wed Aug 03, 2016 4:59 pm

Jimp Argon wrote:Colossus's "colossus fist" does absolutely nothing. He punches sure, but they NEVER connect. I haven't tried all the classes to see if any of the rest have similar problems with their attacks. I'll get around to that maybe later on tonight.
The punches only really work against the actors in RH, nothing else. The punches are coded in ACS to be more forgiving to the user, like the Fighter's Fist attack from Hexen, but improved more so. Therefore I suggest you try with bots instead of summoning actors.

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[FINAL] Re: RH - Reckoning Hour!

#13

Post by Jimp Argon » Wed Aug 03, 2016 5:34 pm

Ivan wrote:
Jimp Argon wrote:Colossus's "colossus fist" does absolutely nothing. He punches sure, but they NEVER connect. I haven't tried all the classes to see if any of the rest have similar problems with their attacks. I'll get around to that maybe later on tonight.
The punches only really work against the actors in RH, nothing else. The punches are coded in ACS to be more forgiving to the user, like the Fighter's Fist attack from Hexen, but improved more so. Therefore I suggest you try with bots instead of summoning actors.
I was playing doom 2's first level. I could not hit anyone with that attack.... Im pretty sure that is not supposed to happen.

I don't understand how you would have all the other attacks hit enemies. But not his punch.... That just doesn't make any sense.

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[FINAL] Re: RH - Reckoning Hour!

#14

Post by Mobius » Wed Aug 03, 2016 6:45 pm

You should rename this wad to Zero Hour instead. Make that the DLC expansion.
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[FINAL] Re: RH - Reckoning Hour!

#15

Post by Ivan » Wed Aug 03, 2016 7:12 pm

Jimp Argon wrote:
Ivan wrote:
Jimp Argon wrote:Colossus's "colossus fist" does absolutely nothing. He punches sure, but they NEVER connect. I haven't tried all the classes to see if any of the rest have similar problems with their attacks. I'll get around to that maybe later on tonight.
The punches only really work against the actors in RH, nothing else. The punches are coded in ACS to be more forgiving to the user, like the Fighter's Fist attack from Hexen, but improved more so. Therefore I suggest you try with bots instead of summoning actors.
I was playing doom 2's first level. I could not hit anyone with that attack.... Im pretty sure that is not supposed to happen.

I don't understand how you would have all the other attacks hit enemies. But not his punch.... That just doesn't make any sense.
That is supposed to happen and it makes sense, because I made it that way. The mod is not intended for coop/survival play. It's a PvP mod. It uses ACS to emulate a melee attack wide enough for a big fist.

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[FINAL] Re: RH - Reckoning Hour! -- RC1!

#16

Post by Ivan » Mon Aug 08, 2016 10:33 am

Updated to RC1. Getting close to release :)

Changes:

- Some nerfs to Warlock shield, it was too strong.
- Kjaroch warp nerf, they lasted too long.
- Some tiny bug fixes.

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[FINAL] Re: RH - Reckoning Hour! -- RC1!

#17

Post by Ivan » Mon Aug 15, 2016 10:55 pm

Here's a little update:

[spoiler]Image
Image[/spoiler]

Yea, we have a class select menu! You just have to bind a key to open the menu and that's it! Idea stolen from Hell vs Marines. It'll come in handy in the future and also helps fix some team switcher problems.

RC4 will be released in a day or two at worst. It will hopefully be the last update with no bugs remaining.

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[FINAL] Re: RH - Reckoning Hour! -- RC1!

#18

Post by Ivan » Tue Aug 16, 2016 9:42 pm

Released RC4: DOWNLOAD

The release contains more balance changes, tons of bugfixes and a new class select menu. It's highly advised you use this menu to change classes, as teamswitcher can mess up your class sometimes. (That I'm not sure if it's fixed)

Bind a key in options for the menu. Use move forward/backward keys to move in the menu and use key to make a choice. Press alt fire or the menu key again to close.

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[FINAL] Re: RH - Reckoning Hour! -- RC6!

#19

Post by Ivan » Tue Aug 23, 2016 2:50 pm

Ok, this is, I'm very hopeful, the final version of Reckoning Hour! RC6: Download

Changes:

* Fixed Kjaroch Siege Mode bugging after 1st use.
* Fixed Azagoth ult sound getting cut off.
* Nerfed Azagoth curse damages but lowered Energy cost.
* Fixed Demon Hunter turrets fucking up randomly, being stupid etc.
* Fixed Prophet's ult! Now works perfectly for laggers or low pingers alike!

And that's all. Hopefully no terrible bug will emerge...

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[FINAL] Re: RH - Reckoning Hour! -- Released!

#20

Post by Ivan » Thu Sep 08, 2016 12:11 am

Released officially! See OP for download link.
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===

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