Wrath of Cronos RPG 1.8A

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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InquisitiveSpellcaster
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RE: Wrath of Cronos RPG Mod Release 1.4D (Dem Bugz!)

#101

Post by InquisitiveSpellcaster » Thu May 09, 2013 8:08 pm

Greetings, Tyketto.

The issues you have encountered were discussed in previous posts. In Doom it happens just like in Heretic, the items get reduced to 1 each because of the way it handles the inventory or some such, I believe it was said that this was something that cannot be avoided. Certain WADs however don't do this, I believe the ones that don't have a tally screen don't have this issue.

As for not dropping reagents, these spawn in the pool of a given color when debris fall in them. For example water floors (blue) spawns blue reagents when you kill monsters over them. Nukage spawns green, Blood red and so on. The blood that pours from monsters as you damage them and certain things like attacking them with the Heart of Yorick makes them appear.

Hope this is helpful for you.

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RE: Wrath of Cronos RPG Mod Release 1.4D (Dem Bugz!)

#102

Post by VikingBoyBilly » Tue Jun 18, 2013 12:52 pm

I think the cleric's buffs need to gradually consume magic while they're active. You can turn on the defense boost at level 9 and make your whole party permanently unkillable with no drawbacks.

Thetis
 
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RE: Wrath of Cronos RPG Mod Release 1.5A Updated (Hotfix)!

#103

Post by Thetis » Sun Jun 30, 2013 7:43 pm

So after a long long time, I went and updated Wrath of Cronos. I have been viewing your comments even though I was away for a bit. I fixed several bugs that you reported such as disciples not appearing in Heretic. I also added some damage popup text so you can see how much damage you do to monsters using a modified version of StrikerMan780's damage counter (Bandwidth heavy online) as well as a few other changes.

Wrath of Cronos RPG Mod Release 1.5A

Wrath of Cronos RPG Mod Heretic Patch 1.5A (Load after 1.5A if you are playing on Heretic)

Wrath of Cronos RPG Mod Doom Patch 1.5A (Load after 1.5A if you are playing on Doom)

Edit: I had to reupload, I recommend redownloading it again if you have not done so.

Edit 2: I found a pretty nasty bug where when you die and you reload from an autosave, your skill slot 1 will be the default skill forever and it cannot be changed. Highly recommend redownloading the main file.
Last edited by Thetis on Mon Jul 01, 2013 4:45 am, edited 1 time in total.

Thetis
 
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RE: Wrath of Cronos RPG Mod Release 1.5A Updated (Hotfix)!

#104

Post by Thetis » Tue Jul 02, 2013 7:30 pm

I always wanted to make some sort of online guide for Wrath of Cronos but I don't know how. Is there anyway for me to contribute to the guide?

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RE: Wrath of Cronos RPG Mod Release 1.5A Updated (Hotfix)!

#105

Post by Thetis » Wed Jul 03, 2013 2:01 am

I reuploaded 1.5A's main file to fix some bugs with the health display on summoned minions and the alchemy table and a few bugs that I missed that people reported. So go ahead and get the main file... again.

MasterofDuck
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RE: Wrath of Cronos RPG Mod Release 1.5A Updated (Hotfix)!

#106

Post by MasterofDuck » Fri Jul 05, 2013 3:17 am

While playing WoC on Zandronum in Single Player Mode (Yes I know it says to use GZDoom) as my favourite character I have noticed that there is pretty much one major glitch that happens: on Deathwind Chapel in the 3rd main room to the right of the spawn point the enemies are on an endless teleport so if this problem were to be solved then wouldn't Single Player Zandronum be alright to play then?
If it helps I have a quick recording of what happens: http://youtu.be/DdiVV_NWQOw

Thetis
 
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RE: Wrath of Cronos RPG Mod Release 1.5A Updated (Hotfix)!

#107

Post by Thetis » Fri Jul 05, 2013 4:30 pm

That occurs because of how there are random monsters in Wrath of Cronos. GZDooM doesn't have this problem from what I've seen.

MasterofDuck
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RE: Wrath of Cronos RPG Mod Release 1.5A Updated (Hotfix)!

#108

Post by MasterofDuck » Fri Jul 05, 2013 9:20 pm

It definitely hasn't happened to me in gzdoom yet and I play a lot of your mod.

Cruduxy
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RE: Wrath of Cronos RPG Mod Release 1.5A Updated (Hotfix)!

#109

Post by Cruduxy » Fri Jul 05, 2013 9:27 pm

Its because randomizers need a later update than the one currently in zandro.. hell sometimes the replacing monsters don't activate traps/elevators when they die.
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MasterofDuck
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RE: Wrath of Cronos RPG Mod Release 1.5A Updated (Hotfix)!

#110

Post by MasterofDuck » Sat Jul 06, 2013 3:34 pm

Oh well that answers my question but after getting through Hunter on Single Player I have to suggest that you seriously tone down some abilities like precision. The hunter was not too good at the start but once I got to Castle of Grief he was so powerful I would just glide through the levels with Lightning Bolts and Precision and not have a care in the world. It was fun at the start because I had to grind with machete and Fire Arrows but then once I got lightning jacked up I was on a rampage. I don't know if this affects it but my play style is banking skill points to put into skills I want later on (When L.Bolt was unlocked I had 5 pts for it). But it was still OP until the end. I focused on all stats except strength and I mainly focused on agility and willpower.

Thetis
 
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RE: Wrath of Cronos RPG Mod Release 1.5B now with Strife!

#111

Post by Thetis » Tue Jul 09, 2013 2:02 am

After a long time figuring out how to make this Strife compatible, I finally did it. Wrath of Cronos functions a little different in Strife than in other IWADs because of the lack of the alchemy system.

Wrath of Cronos RPG Mod Release 1.5B

Wrath of Cronos RPG Mod Strife Patch 1.5B (Load after 1.5B if you are playing on Strife)

EDIT: Quick update on the Strife patch. It shouldn't ruin your save file if you have gotten anywhere in Strife.

EDIT 2: Forgot to actually upload the damn patch. Now you can actually download the new Strife patch.

EDIT 3: Updated the main file, now you can actually select your 6th slot weapon. (Will not ruin save files)
Last edited by Thetis on Tue Jul 09, 2013 4:52 pm, edited 1 time in total.

InquisitiveSpellcaster
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RE: RE: Wrath of Cronos RPG 1.5B now w/ Strife! (Hotfixed)

#112

Post by InquisitiveSpellcaster » Tue Jul 09, 2013 5:33 pm

Awesome to see it is still being worked on. Tried the Strife patch and it works like a charm, and the new CVars are plain incredible.

Are there still plans for it being compatible with Serpent Resurrection?

cheers.

Thetis
 
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RE: RE: Wrath of Cronos RPG 1.5B now w/ Strife! (Hotfixed)

#113

Post by Thetis » Wed Jul 10, 2013 3:31 pm

The Ultimate Doomer has been inactive for a while now so I don't know.

Also, I updated the Strife patch so some of the monsters don't hurt themselves with their own attacks. It won't mess up saves.

InquisitiveSpellcaster
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RE: RE: Wrath of Cronos RPG 1.5B now w/ Strife! (Hotfixed)

#114

Post by InquisitiveSpellcaster » Wed Jul 10, 2013 11:40 pm

Oh well that's a pity, hopefully there'll be word on it soon; personally I'm earnestly hoping for a compatibility twixt both mods, Wrath of Cronos is fantastic gameplay-wise and Serpent map and exploration-wise, I believe, and would truly enjoy playing them together.

On other things, while playing through Strife I noticed a couple things (I haven't tried the latest update to the patch, thus I know not if these have been modified in any way): First, the Crusaders' flamethrower attack can be easily avoided by crouching, even standing in front of the enemy while he shoots it has no effect on the player's health. Second, it appears that Health Implants do nothing once you receive them, while the Accuracy Upgrades do yield one full level; on the note of the upgrades, if I may I'd like to suggest making it so side quests, such as the Rat King's in the sewers gave a certain amount of experience upon completion so they offer some more of an incentive for players other than just advancing the plot.

I played through the whole game as the Fighter, and I found the early and mid game to be too easy; thing is that the Fighter deals massive damage, being able to kill everything below a Templar in one punch with the fists' secondary and sometimes with the primary attack too, thus making it possible to mow through Acolytes, Stalkers and Sentinels without rousing an alarm; during the mid game this still happens, however since these enemies are found in larger numbers and in conjunction with Templars and Crusaders, they do constitute a threat. Also the cloaked Acolytes (I know not if they have their own name) are still able to be hit by physical attacks, while to me they seem to qualify as "ghost" type monsters, I know not if they're meant to be so.

Another thing that might be convenient to revise is the shops' text. While a truly minor issue, changing the text to name what is being sold would make things just a little more polished.

And well, in the end the game was more enjoyable than vanilla Strife, and made much more exciting. Also as I saw on the ZDoom forum the possibility of adding new monsters to Doom and Heretic, well commenting on that I think both games would benefit from that, more Heretic than Doom actually, seeing as there is a relatively small monster variety. In my opinion, Hexen benefited greatly from the additions to its bestiary (though being honest I bloody hate Ettin Commanders and Wraiths). And speaking of Wraiths I remembered that on Hexen, whenever the player dies due to one of their projectiles, the obituary is wrong, stating that he was charred by a Reiver.

Finally one more thing I would like to suggest: Perhaps having the Mystic Ambit Incant work as an on the go magick replenishing item? I know that for the Hunter it acts as such, replenishing magick points, however it behaves differently for the rest of the classes. It may work well as an item that replenishes magick for all the characters on the go, other than the Krater of Might; this may be useful especially for the Mage or players who depend upon spells. Or bar using the Mystic Ambit, mayhaps a potion, item or pickup that restores a small but quick amount of it?

And well, here's to seeing more cool updates and stuff in the future. Godspeed!

Thetis
 
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RE: Wrath of Cronos RPG 1.5B now w/ Strife! (Hotfixed)

#115

Post by Thetis » Wed Jul 10, 2013 11:53 pm

InquisitiveSpellcaster wrote: Oh well that's a pity, hopefully there'll be word on it soon; personally I'm earnestly hoping for a compatibility twixt both mods, Wrath of Cronos is fantastic gameplay-wise and Serpent map and exploration-wise, I believe, and would truly enjoy playing them together.

On other things, while playing through Strife I noticed a couple things (I haven't tried the latest update to the patch, thus I know not if these have been modified in any way): First, the Crusaders' flamethrower attack can be easily avoided by crouching, even standing in front of the enemy while he shoots it has no effect on the player's health. Second, it appears that Health Implants do nothing once you receive them, while the Accuracy Upgrades do yield one full level; on the note of the upgrades, if I may I'd like to suggest making it so side quests, such as the Rat King's in the sewers gave a certain amount of experience upon completion so they offer some more of an incentive for players other than just advancing the plot.

I played through the whole game as the Fighter, and I found the early and mid game to be too easy; thing is that the Fighter deals massive damage, being able to kill everything below a Templar in one punch with the fists' secondary and sometimes with the primary attack too, thus making it possible to mow through Acolytes, Stalkers and Sentinels without rousing an alarm; during the mid game this still happens, however since these enemies are found in larger numbers and in conjunction with Templars and Crusaders, they do constitute a threat. Also the cloaked Acolytes (I know not if they have their own name) are still able to be hit by physical attacks, while to me they seem to qualify as "ghost" type monsters, I know not if they're meant to be so.

Another thing that might be convenient to revise is the shops' text. While a truly minor issue, changing the text to name what is being sold would make things just a little more polished.

And well, in the end the game was more enjoyable than vanilla Strife, and made much more exciting. Also as I saw on the ZDoom forum the possibility of adding new monsters to Doom and Heretic, well commenting on that I think both games would benefit from that, more Heretic than Doom actually, seeing as there is a relatively small monster variety. In my opinion, Hexen benefited greatly from the additions to its bestiary (though being honest I bloody hate Ettin Commanders and Wraiths). And speaking of Wraiths I remembered that on Hexen, whenever the player dies due to one of their projectiles, the obituary is wrong, stating that he was charred by a Reiver.

Finally one more thing I would like to suggest: Perhaps having the Mystic Ambit Incant work as an on the go magick replenishing item? I know that for the Hunter it acts as such, replenishing magick points, however it behaves differently for the rest of the classes. It may work well as an item that replenishes magick for all the characters on the go, other than the Krater of Might; this may be useful especially for the Mage or players who depend upon spells. Or bar using the Mystic Ambit, mayhaps a potion, item or pickup that restores a small but quick amount of it?

And well, here's to seeing more cool updates and stuff in the future. Godspeed!
The Crusader's native flamethrower code prevents them from aiming down for some reason. I might replace that code for something that can actually aim.

Health implants fully restore your health and magick. I'm thinking of making it increase your maximum health and armor a bit.

A large portion of Strife is hardcoded iirc so it would be tricky to modify what the chat says and giving different missions different rewards. I would be dying to know if there is a possible way to change it however.

I might make the custom monsters some sort of addon so if people prefer they can play without the random monsters.

The mystic ambit incant had a unique supportive effect for different classes and I plan to keep that. I may add a magick restoring item though.

InquisitiveSpellcaster
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RE: Wrath of Cronos RPG 1.5B now w/ Strife! (Hotfixed)

#116

Post by InquisitiveSpellcaster » Thu Jul 11, 2013 12:24 am

I see, indeed replacing it to something that can aim, or replacing the enemy altogether might be best (more on this in a bit)

And that explains why I saw no effect with the health implants, seeing as I got them when at full health and magic.

There are mods which change what the shops and chats say, coming to mind right now is TiberuimSoul's Legacy of Strife, which replaces the names of certain items in the shops such as "Shotgun Shells" and other such stuff. It also adds some monsters which I believe are quite interesting, and a more than challenging replacer for the Crusader.

Good thinking on making a monsters addon, since not everyone likes new monsters spawning.

Fair enough with keeping the Mystic Ambit as it is, and indeed adding a magick restoring item would keep better with the rest of the mod I believe.

Thetis
 
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RE: Wrath of Cronos RPG 1.5B now w/ Strife! (Hotfixed)

#117

Post by Thetis » Thu Jul 11, 2013 12:27 am

InquisitiveSpellcaster wrote: I see, indeed replacing it to something that can aim, or replacing the enemy altogether might be best (more on this in a bit)

And that explains why I saw no effect with the health implants, seeing as I got them when at full health and magic.

There are mods which change what the shops and chats say, coming to mind right now is TiberuimSoul's Legacy of Strife, which replaces the names of certain items in the shops such as "Shotgun Shells" and other such stuff. It also adds some monsters which I believe are quite interesting, and a more than challenging replacer for the Crusader.

Good thinking on making a monsters addon, since not everyone likes new monsters spawning.

Fair enough with keeping the Mystic Ambit as it is, and indeed adding a magick restoring item would keep better with the rest of the mod I believe.
Hmm, I didn't realize Legacy of Strife changed chat messages. If that's the case, I might be able to add some more items like the Force Cube and other things.

InquisitiveSpellcaster
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RE: Wrath of Cronos RPG 1.5B now w/ Strife! (Hotfixed)

#118

Post by InquisitiveSpellcaster » Thu Jul 11, 2013 12:33 am

Check out the town shop and Irale's. I think it doesn't change the amount of items they sell though, I mean for example the weapons shop still sells like 3 items, but these are modified to sell his stuff, namely the UAC Reciprocating Repeater and Shotgun shells.

However if this is key for adding more items then fantastic!

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RE: Wrath of Cronos RPG 1.5B now w/ Strife! (Hotfixed)

#119

Post by Espio » Thu Jul 11, 2013 4:14 am

Strife you say? I'm suddenly interested in this now.
Image
https://youtu.be/qbgpcemxVPA?t=8s "Get the fuck up."
https://www.mediafire.com/?kb7sf1nizgwvqsr My custom music wad for Doom I & II - 166 MEG WARNING

<Dark-Slayer>CorpseGr1nder, get a job
<Konar6>blow*

(09:58:54)<BlueCool>think of all the stuff i couldve done in thoes 5 second
(09:59:05)<BlueCool>1. bake cookies
(09:59:16)<BlueCool>2. eat cookies

InquisitiveSpellcaster
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RE: Wrath of Cronos RPG 1.5B now w/ Strife! (Hotfixed)

#120

Post by InquisitiveSpellcaster » Thu Jul 11, 2013 9:47 pm

Pretty cool what you're doing with the guide page, it is very informative and useful for new and old players, especially the Alchemy table and the damage equations.

A couple things I would recommend to it, is placing the weapon pickups next to the screenshots, mostly for it being more aesthetically appealing, and a few small, very minor text revisions.

It's a great work overall.

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