Wrath of Cronos RPG 1.8A

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Valherran
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RE: Wrath of Cronos RPG 1.6C

#181

Post by Valherran » Sun Nov 24, 2013 9:25 pm

I have done a complete playthrough of Hexen, Heretic, and Doom with every character. I would like to address that the Fighter needs a rework of some kind on his weapons. Not necessarily give him new ones, but maybe give him different skills or change his attribute alignment. Reason I bring this is up is because, it is a royal pain in the ass to play as the Fighter in Heretic and Doom, mainly Heretic. This is due to the monsters being mostly ranged based, and the fighter extremely lacking in ranged attacks. Not to mention the damage output from enemy magic attacks is frigging insane! Took me about 15 min to kill D'Sparil when I finally got to him, he was spamming those disciples and lightning balls like crazy, plus teleporting every 2 seconds. Mind you I was playing on the hardest difficulty while doing this, though, it isn't much different one setting below.

Now, after some tinkering with builds, it turns out that the Fighter can only be played on Heretic and Doom stacking on Intellect. All of the Fighter's ranged attacks are buffed by it, and critical strike lvl 10 gives you more than the amount needed for physical damage at any level. So, stacking on strength is a complete waste of points, you get about 500 armor at level 60 without points, and that is more than enough needed to get by. I am not sure if you want to alter that or not, but it does seem kind of wacky to be stacking on the complete opposite stat for that class to optimal. The Intellect build got me through Hexen a helluva a lot easier than strength did.

PS - Mage's Fade skill does not work in Doom or Heretic, it turns off right away when toggled.
Last edited by Valherran on Mon Nov 25, 2013 12:05 am, edited 1 time in total.

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RE: Wrath of Cronos RPG 1.6C

#182

Post by Valherran » Sat Dec 07, 2013 2:44 pm

After even more playing, there are some changes I can recommend to you to fix some things.

1. Mystic Ambit Incant - This item is nearly useless. I recommend that this be used as an item to reset your character's Attribute and Skill Points. Also make it very rare that it will drop.

2. Disc of Repulsion - Also nearly useless. Maybe this can do something else? Like being an experience token on use? This could go into the menu as a toggle-able feature for those who like using them.

3. Items dropped from monsters, and healing items, need to not count towards the 100% completion bonus for every level.


Attribute Changes - The attributes need some altering on what they do for the character. Also it really needs some additions to it.

1. Strength - As mentioned in my previous post, this attribute is useless for the Fighter, and for everyone else for that matter. I propose that this stat buff all melee and ranged attacks (remove ranged damage buff from Agility), and increase missile speed/range of all weapons (very slightly per point). This will solve the issue of the Hammer of Retribution being nearly out classed by the Dragon Claw. And it will buff Timon's Axe, Firestorm, Hellforge Cannon, and Lich Staff on various firing modes.

2. Agility - As mentioned above, I recommend that the Ranged Damage increase be removed. Then I recommend that it be replaced with a RoF increase to all weapons (the RoF will go up very slightly per point, maybe cap itself at 2.5x speed at 1000 or something). I also would like to request that the run speed increase be drastically nerfed. My level 305 Hunter runs way too damn fast being at 500 Agility, that I had to turn the run mode off so I can navigate properly, but it didn't help much. I recommend that it gets toned down to at least 1/4 of what it give now as an increase per point.


More options via Menu - We could use some more options in the menu to improve our experience to our liking.

1. Level and Stat Caps - Enabling this will make the game much more challenging, as you won't be overpowered, and have to be strategic with every engagement. Will also open a new window for various builds for all of the characters.

2. Inventory Dump on/off - Enabling this option will prevent your inventory items from dumping all but 1 at the beginning of every level. Sub option may include "Only Dump Flasks and Potions", or "Only Dump Relics".

3. Inventory Limit on/off - Enabling this option will remove the limit of items you can carry. Sub options may include a specified modified limit, or "Limit Relics" or "Limit Flasks and Potions".

4. Stats Awarded On Level-Up On/Off - Turning this off will prevent your character from receiving free stats on level up. Can pose to be more of a challenge to players.

5. Reduced Item Spawn Chance On/Off - Turning this on will cause item spawns to have a 25-50-75% (can select which percentage) chance to not spawn anything. This will further challenge any player, and can go very well with various inventory setting mentioned above.

6. Randomized Item Spawns On/Off - Enabling this will cause all item spawns in the game to randomize based on whether the item is a Flask, Potion, or Relic (Will not include Empty Flasks). Sub Options may include "Exclude Icon of The Defender and Anti-Radiation Boots", "Exclude Armor and Spheres".

7. Randomized Monster Tiers On/Off - Enabling this will cause monster spawns to change based on their tier and IWAD selected. For example, all the zombie spawns in Doom can be 1 of 3 of any zombie. Meaning, the 2 Rifle Zombies in the Entryway can be Chaingun Zombies instead. And Hell Nobles can be switched with Mancubus or Arachnotrons as well. This option will also provide more challenge to the game, as well as increased replay value.

Hexen Only Settings:

1. Increase Monster Reinforcement Density On/Off - Enabling this option will spawn more monsters into the hub. Sub options may include a percentage option between 10%-1000%. Additional options may include "Spawn Low Tier Only", "Spawn Low and Mid Tier Only", "Spawn Anything" (bosses not included), and "Spawn Boss" (only 1). Enabling this will also cause Mana pickups to respawn by chance (25%?) each time reinforcements arrive, a sub option to this may include "No Mana Respawns" for people who really want a challenge. All reinforcements will not spawn until 75% of the monster count is cleared, another sub option may include an adjustable percentage in which they will spawn. This will add much wanted challenge to Hexen's hubs, replay value, and divert focus of boring puzzles and back tracking.
Last edited by Valherran on Sat Dec 07, 2013 2:46 pm, edited 1 time in total.

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RE: Wrath of Cronos RPG 1.6C

#183

Post by CloudFlash » Sat Dec 07, 2013 3:42 pm

About agility speed boost problem, maybe put a limit on it? Like, maximum speed is 3x normal speed and further upgrading just won't affect it?
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RE: Wrath of Cronos RPG 1.6C

#184

Post by Cruduxy » Sat Dec 07, 2013 3:44 pm

Mystic incant and repulsion discs are the most op items in the entire game..
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RE: Wrath of Cronos RPG 1.6C

#185

Post by Valherran » Sat Dec 07, 2013 11:34 pm

Cruduxy wrote: Mystic incant and repulsion discs are the most op items in the entire game..
How do you figure?

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RE: Wrath of Cronos RPG 1.6C

#186

Post by Tyketto » Thu Jan 30, 2014 2:54 pm

I started a playthrough of Wrath of Cronos on my YouTube channel about 6 months ago. I played through Alien Vendetta (a Doom 2 megawad) as the Cleric. As of yesterday, the playthrough of all 32 levels is finished!

If you're curious, you can check out a playlist of the videos here: http://www.youtube.com/playlist?list=PL ... zDlbOETMur

I intend on doing more playthroughs with the other classes with other games/level sets (and with newer versions of the mod!)

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RE: Wrath of Cronos RPG 1.6C

#187

Post by Tyketto » Wed May 28, 2014 1:23 pm

I recorded another playthrough of Wrath of Cronos for my YouTube channel. This time, I played Strife as the Hunter.

If you're curious, check it out: http://www.youtube.com/playlist?list=PL ... k1XnJwn3dU

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RE: Wrath of Cronos RPG 1.6C

#188

Post by Ninjamander » Fri May 30, 2014 1:00 am

I admit I would love to see a CVar that would allow us to modify the exp rate. Giving us the ability to make them more high or low =p
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RE: Wrath of Cronos RPG 1.6C

#189

Post by Slim » Fri May 30, 2014 5:15 am

Ninjamander wrote: I admit I would love to see a CVar that would allow us to modify the exp rate. Giving us the ability to make them more high or low =p
It would make you have to work for levels in slaughterfest wads (Chillax), yet be balanced in normal-type maps (Stock Hexen and Doom 2). I like the idea.
Last edited by Slim on Fri May 30, 2014 5:15 am, edited 1 time in total.
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RE: Wrath of Cronos RPG 1.6C

#190

Post by Drakeman1234 » Sat Jun 14, 2014 3:36 pm

I'd like to request a way to give stat increases through the console, or something. Either that, or a way to save player stats in multiplayer upon disconnect. Or i'm missing something altogether, because all the stats get lost on a disconnect, and i'd like some way to get all the stuff back when I return.

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RE: Wrath of Cronos RPG 1.6C

#191

Post by Valherran » Sun Jun 15, 2014 12:38 am

Drakeman1234 wrote: I'd like to request a way to give stat increases through the console, or something. Either that, or a way to save player stats in multiplayer upon disconnect. Or i'm missing something altogether, because all the stats get lost on a disconnect, and i'd like some way to get all the stuff back when I return.
I remember discussing something about that with Twinkie on ZDoom Forums. It would require a bot(s) of some kind to constantly record data of players and a save frequency of like 5 min intervals. Not sure if that's even doable right now, but that would be the beginning of action RPGs online for Doom.

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RE: Wrath of Cronos RPG 1.6C

#192

Post by Drakeman1234 » Sun Jun 15, 2014 1:47 am

Valherran wrote:
Drakeman1234 wrote: I'd like to request a way to give stat increases through the console, or something. Either that, or a way to save player stats in multiplayer upon disconnect. Or i'm missing something altogether, because all the stats get lost on a disconnect, and i'd like some way to get all the stuff back when I return.
I remember discussing something about that with Twinkie on ZDoom Forums. It would require a bot(s) of some kind to constantly record data of players and a save frequency of like 5 min intervals. Not sure if that's even doable right now, but that would be the beginning of action RPGs online for Doom.
Mhm. Well, how about a manual way of doing it? I've figured out which "actors" to summon to get back levels and skills, but not a good way to re-increase health, mana and magick.

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RE: Wrath of Cronos RPG 1.6C

#193

Post by Valherran » Sun Jun 15, 2014 6:07 am

I wouldn't know, that is beyond my field of expertise. :-P

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RE: Wrath of Cronos RPG 1.6C

#194

Post by Lollipop » Sun Jun 15, 2014 6:51 pm

Try and find RGAWW, it had a built-in account system. I am unsure if the source is available in the files, but it is worth a look.
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RE: Wrath of Cronos RPG 1.6C

#195

Post by raysuko » Fri Jun 27, 2014 10:10 pm

Thetis, I am writing this post in hoping that you will hear what I have to say about WOC 1.7 BETA. About 2 or so weeks ago, I joined your test server for 1.7 BETA, and I have been doing some tinkering myself to find problems that should, or needs, your attention. Down below will be a bug report of my findings, along with suggestions to help scale or fix problems. Hope this helps for the release of 1.7's final version.

==================


|| BUG REPORT FOR 1.7 BETA ||


Class Offensive Skills - All class offensive skills need to have stat scaling due to low damage count on Leveled Monsters per stage/Hub. At some point or another, when playing through long map packs such as Chillax, Community Chest 4, Hellspawn, etc; monsters will out level your damage with skills. Scaling with stats such as INT/WILL for caster classes, STR for Fighter, and AGL/STR for Hunter would be a smart idea. Or, a percentage of the skill's RANK to boost skills and match creature levels and change the damage per Stage/Hub.

Minion Scaling - Minions include: Necromancer minions, Hunter's "Raven", and Cleric's "Guardian". As said above, skills need to be scaled with stats to match Leveled Monsters. Minions will become to under powered and health is much to low to be usable due to large death counts from basic/uncommon monsters. Minion HP should scale with either the CON stat, or a % of the Master's/Owner's health pool. And minion damage should be buffed based on offensive stats such as: Raven = DEX and/or INT, Guardian = INT, Necro Shadow/Reverent = INT, Necro Ghoul/Death Knight = STR and/or INT.

Minion Stunlock Issue - This has been a heavy issue with minions, especially with the necromancer. By using certain items or weapons, minions will lock into place, hindering their movement, and their attacks are at a standstill. Examples are: Lich Staff's Flames/Spikes, Gauntlets of the Necromancer's Primary/HP Drain, Raven Staff's Alt Fire, Green Flask's poison cloud, Fighter's Stomp, etc. If possible, minions should be made not to be affected by these weapons/skills/items to max use of the minions effectiveness in combat. Stunlocking them in place makes them get killed easy or die from even the Master's own damage.

Armor Durability - Armor Durability was a interesting idea. But some armor should break faster then other pieces. For example, the durability or a ring matching the durability of a breastplate is not realistic. The breastplate, falcon shield, and platinum helm should have the highest durability of all other armor pieces. The Leather greaves, ring, and amulet of warding should be the weakest durability.

|| END OF REPORT ||

==================

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RE: Wrath of Cronos RPG 1.7A

#196

Post by Thetis » Fri Jul 11, 2014 8:17 pm

Today, I officially release Wrath of Cronos Release 1.7A after my horrendous amount of procrastination and distractions from other games(So if you took a sneak peek in best-ever, I would update all files). Basically major changes include:

- Hexercise Animation styles for almost all weapons.
- Ability to control max speed and jump height.
- Added an optional monster replacer for Doom, replacing several monsters with randomized spawns containing enemies from Heretic, Hexen, and Hexen II with a few Doom enemies, who may or may not have altered sprites.
- Some Code Cleanup.

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RE: Wrath of Cronos RPG 1.7A

#197

Post by kumanosuke » Sun Jul 13, 2014 9:30 pm

So, I was reading all the post wondering when you would appear again...and then you appears here. Your mod is simply awesome, but I have some critics.

1 - I loved the Necromancer, but isn't contraditional that you are a Necromancer and haven't control under the dead? I mean, the "Archville" from Doom 2 have the ability to ressurect enemies, you can't just study the code and put in the necromancer(or even use the code itself)? Would be great.

2 - I agree with the guys above, the Fighter isn't the best class to use. I play all in Single, and I really didn't like the Warrior. I don't know if it's just the way I play or the class itself, but if someone else think the same probably it's true. Also, I don't like his skill three either.

3 - Couldn't you add one more hotkey to the skills? 5 would be great.

4 - I think the fourth weapon of the Necromancer could be stronger than that, it consumes much magicka for the damage it does. Also, if the primary fire of the Glooves of the Necromancer drain mana(what would be logical),this isn't working. The primary fire deals damage and the secondary deals the same amount of damage and drain health. It seems that something is wrong.

Well, as I said, great mod. I'm playing Doom with the "Brutal Levels" and "Doom Metal Volume 4", and it's working well, even if the boot console show some errors when starting the game, like:
"Unkow Patch xxxx"(In white)

And just to remind, this is based on my gameplay in the 1.6c version of the mod. I'm downloading right now the 1.7a version, but I'll wait a little cuz I think you will come back later saying: "Sorry, uploaded the wrong file, this is the correct one" and things alike, also, good luck. :smile:

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RE: Wrath of Cronos RPG 1.7A

#198

Post by Slim » Sun Jul 13, 2014 10:11 pm

raysuko wrote:
Armor Durability - Armor Durability was a interesting idea. But some armor should break faster then other pieces. For example, the durability or a ring matching the durability of a breastplate is not realistic. The breastplate, falcon shield, and platinum helm should have the highest durability of all other armor pieces. The Leather greaves, ring, and amulet of warding should be the weakest durability.
You DO understand magic warriors and mages/necromancers fighting demons or other fictional monsters is already unrealistic. I'd prefer a great Hexen-inspired mod to not be poisoned by attempted realism.

The ring and amulet make sense with their durability since they're magical items.
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5:54 PM - Lance: so? we do that all the time
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RE: Wrath of Cronos RPG 1.7A

#199

Post by HexaDoken » Mon Jul 14, 2014 6:15 am

raysuko wrote: Armor Durability - Armor Durability was a interesting idea. But some armor should break faster then other pieces. For example, the durability or a ring matching the durability of a breastplate is not realistic. The breastplate, falcon shield, and platinum helm should have the highest durability of all other armor pieces. The Leather greaves, ring, and amulet of warding should be the weakest durability.
Guess what - it actually is realistic! While yes, there is no way a ring or an amulet can sustain as much damage as a breastplate or a shield should, but remember that both the breastplate and the shield are rather large contraptions which are guaranteed to soak a large portion of hits whether you want it or not, while rings are amulets are tiny blips on your fingers/neck and have fun hitting them unless you have an A+ grade in marksmanship(I'm pretty sure that disqualifies like every single monster).

As for "but how exactly they protect you", I assume they either work like the belt from Unreal series, or just have a permanent Stoneskin enchantment on them or something.

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RE: Wrath of Cronos RPG 1.7A

#200

Post by Thetis » Fri Jul 18, 2014 12:59 am

Updated the Doom monster replacements to 1.7A2 to fix some kill counter errors with some monsters.

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