Wrath of Cronos RPG 1.8A

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Thetis
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Wrath of Cronos RPG 1.8A

Post#1 by Thetis » Tue Oct 02, 2012 12:32 am

This is an RPG mod that adds RPG elements to the world of Hexen (and Doom and Heretic).

The main features of the mod includes a skill, experience, and stat system, a menu system with an appearance similar to The Ultimate Doomer's Serpent Resurrection menu system, Monsters that become slightly stronger as you level up, a new HUD, and an alchemy system (Credits to Worst).

There is also more. There are two new classes added to the mix, new monsters (select few doom and heretic monsters gain special abilities), new armor system and two new weapons for the classic classes, new particle effects, accessory system, and more. Not only that, but there is also Cooperative support so you can play alongside your friends. (Requires compat_clientssendfullbuttoninfo to be TRUE).

Spoiler: SCREENSHOTS (Open)
ImageImageImage


Spoiler: CHANGELOG (Open)
FROM 1.7B TO 1.8A
========================
Major Changes:
* Shopkeeper added! Buy and sell items here, just try to not kill them or get them killed.
* With shopkeeper comes gold coins and etc dropped by certain monsters.
* Added a different splash damage unreduced by range dubbed radius damage for certain skills and weapons.
* Armor durability changed, now each hit taken has a chance to take off a point of armor from each piece.
Classes:
- Fighter
* Axe Mastery damage bonus reduced for melee attacks.
* Hammer Mastery damage bonus reduced for melee attacks.
* Vorpal Blade base damage increased but Intellect scaling reduced.
* Quietus Melee attack damage reduced.
* Charge now punts monsters away on impact like a weaker disc of repulsion.
* Battle Shout duration reduced from 60 to 30 seconds.
* Battle Shout damage bonus reduced from 15+4% per rank to 15+3% per rank.
- Cleric
* Firestorm altfire splash radius increased from 64 to 128.
* Wraithverge altfire intellect scaling reduced.
* Curse and Punishment now do 0 damage inflight but will force pain.
* Holy Shield has new sprites.
* Sacrifice should now properly inflict its full damage to the cleric.
* Protect Aura damage reduction reduced from 10+2.5% per rank to 10+2% per rank.
* Protect Aura range now also increases per rank.
* Preserverance Aura healing intervals shortened.
* Preserverance Aura range now also increases per rank.
* Fury Aura damage boost reduced from 10+3% per rank to 10+2% per rank.
* Fury Aura range now also increases per rank.
* Divine Punishment inflicts less damage but now does radius damage within its area of effect.
- Mage
* Frost Shards base damage increased but reduced intellect scaling.
* Arc of Death primary fire should now properly scale off of intellect.
* Arc of Death Altfire does less damage but now forces pain and inflicts radius damage.
* Skull Staff no longer leaves out actors that last indefinitely.
* Skull Staff Rain is now affected by gravity.
* Energy Absorb powered arc of death no longer consumes extra green mana.
* Spark now inflicts radius damage.
* Deep Freeze now inflicts radius damage instead of splash damage.
* Deep Freeze no longer pushes enemies.
* Polymorph now causes monsters to unmorph unharmed after taking damage.
* Blizzard projectiles are now affected by gravity.
* Blizzard inflicts much less damage but shards now do radius damage and will force pain.
* Pillar of Flame is now affected by gravity.
- Hunter
* Machete initial block sped up slightly.
* Normal Arrows should now be properly affected by wind sectors.
* Ice Arrows inflicts less damage.
* Glacial Crossbow has new weapon sprites.
* Ethereal Crossbow does less damage.
* Hellforge Cannon small projectiles damage reduced.
* Bear Trap base damage reduced but has increased agility scaling.
* Precision damage bonus reduced from 20+3% per rank to 15+2.75% per rank.
* Spike Trap does much less damage but will force pain.
* Trip Bomb has increased intellect scaling.
* Raven Companion at ranks 4 and 7 will now spawn extra ravens.
- Necromancer
* Lich Staff primary fire now inflicts splash damage upon impact.
* Gauntlets of the Necromancer altfire healing increased.
* Raven Staff altfire now seeks targets similar to Bloodscourge.
* Darkness now inflicts radius damage instead of splash damage.
* Poison Blast has new sprites and fx.
* Poison Blast fires less projectiles at higher ranks.
* Poison Blast magick cost reduced from 12 + AbilityLevel to 10 + AbilityLevel/2.
* Poison Blast projectiles now move in erractic patterns.
* Summon Revenant attacks faster.
* Miasma now inflicts radius damage instead of splash damage.
* Bone Shower is now affected by gravity.
* Bone Shower now inflicts radius damage instead of splash damage.
* Drain reworked into Life Tap, killing monsters tagged with Life Tap will heal its killer and nearby players.
Misc:
* HuD health bar now blinks red when at 50% and more at 25% health.
* Inventory Bar now only appears when you are selecting items.
* Player speeds should now be at the proper level after hitting 100 agility.
* Minions and Pets are no longer harmed by splash damage by you.
* New damage flashes based on type of damage taken, replacing the old screen flash.
* On Screen Damage Taken now uses a different font with percentage of max health taken.
* Blood Amulet now triggers at 50% health, up from 25%.
* Porkalator and Morph Ovum no longer causes monsters to be unmorphed when killed.
* Enemies with hitscan attacks now fire slower tracer shots instead.
Monster Pack Doom
* Cult Mystic resurrection now inflicts 1/3 damage to themselves, up from 1/5.
* Skull and Shadow wizards accidentally had double accessory drop rates.


FROM 1.7A TO 1.7B
========================
Classes:
- Fighter
* Critical Strike occurs slightly less often.
* Stomp has more reach and damage from ranks is increased.
* Hookshot damage and speed increased.
* Concentration grants less mana.
- Cleric
* Mace of Contrition and Morning Star shield altfires now has a higher chance to inflict pain.
* Melee attacks enhanced with sacrifice now have a red puff.
* Curse and Punishment projectile speeds increased.
* Retribution damage reduced at higher ranks.
* Holy Shield can no longer be tracked by seekers.
- Mage
* Frost Shard melee intellect scaling increased to 500%, from 300%.
* Arc of Death altfire now deals damage inflight.
* Spark tweaked to deal constant radius damage around spark puffs.
* Fire Trap is easier to place.
* Fade now increases speed by 4X, up from 2X.
* Blizzard duration reduced but increased damage of shards.
* Blizzard now has clouds displayed in the air.
* Pillar of Flame now has different impact effects.
* Frost Storm now has a limited range, projectiles now fired at random pitches and angles, and moves slower.
- Hunter
* Machete can now block without the block skill.
* Block has been replaced with Invigoration, which gives buffs from attacking with the machete.
* Enchanted bow damage increased but benefits less from ranged mastery.
* Glacial Crossbow primary fire now uses altfire trails.
* Glacial Crossbow bolts now have impact sounds.
* Traps are now easier to place but have a 1 second arming time.
* Spike traps at higher ranks unleash more spikes when triggered.
- Necromancer
* Enfeeble, Terrify, and Chaos debuff particles are now more visible.
* Enfeeble, Terrify, and Chaos should no longer consume mana.
* Terrify magick cost reduced to 8 from 9.
* Chaos magick cost reduced to 10 from 12.
* Fixed a bug with skill ranks not affecting certain necromancer skills.
Misc:
* Agility's bonus to speed and jump reduced at higher amounts.
* Enemy projectiles are faster in skill 5.
* Purple Flask does more damage.
* White Flask clouds now solidify twice as fast and can block projectiles.
* Aqua Flask water now lasts longer but does less damage.
* New Archer Arrow trails.
Doom
* Archviles are no longer invulnerable when teleporting.
Hexen
* Afrits and their variants are slightly faster and dodge more often.
* Bishops and their variants dodge more often.
Monster Pack Doom
* Medusa stare does more damage but can now be broken by looking away.
* Skull and Shadow Wizards teleports can now be interrupted.

FROM 1.6C TO 1.7A
========================
Major Changes:
* Armor system reworked, each point of armor grants 1% damage resistance, upto 75%, taking damage may reduce armor by one.
* All weapons have smoother animations.
* Willpower is now removed as a stat, regeneration is now handled through maximum health and magick.
Classes:
- Fighter
* Reduced damage of Stomp but increased range.
* Berserk now multiplies strength by 150% + 5% per rank, from 200%.
* Blood Rush now heals for 10% + 4% per rank, down from 20% + 5% per rank initially.
* Blood Rush now heals for 2% + 0.5% per rank, down from 2% + 1% per rank over time.
* Battle Shout damage boost increased to 15% + 4% per rank, from 5% + 5% per rank.
* Death Blow now has a slightly higher chance to proc.
- Cleric
* Mace of Contrition and Morning Star now have a shield as an altfire.
* Lightbringer does more base damage.
* Wraithverge primary fire slowed heavily, but now scales off of 6.67% of intellect per tic per ghost.
* Blessing now heals for 12 + 5% max health + 1% max health per rank + 2 per rank, from 10 + Intellect + 3 per rank.
* Sacrifice now multiplies strength by 200% + 15% per rank, from 300% at all ranks.
* Punishment's explosive damage increased from (175 + 100% Intellect + 1700% Punishment), to (200 + 100% Intellect + 2500% Punishment).
* Preserverance aura healing adjusted from 3 per rank + 10% intellect, to 4 + 1 per rank + 0.25% per rank of maximum health.
* Divine Punishment's damage increased slightly.
* Divine Punishment's magick cost increased from 20+4 per rank to 20+5 per rank.
* Fury Aura's damage increase reduced from 5+5% per rank to 10+3% per rank.
* Punishment's magick cost increased from 10 to 10 + AbilityLevel/2.
* Vision's magick cost increased from 14 to 15.
* Consecration's magick cost reduced from 16 to 15.
* Summon Legend melee attack damage reduced to 200% Strength.
- Mage
* Frost Shards primary fire melee attack now scales with 300% of your Intellect.
* Frost Shards altfire is now replaced with a nailgun-esque rapid fire attack.
* Jade Wand altfire is now replaced with a shrapnel tossing \"grenade\".
* Bloodscourge flamethrower damage is now explosive.
* Reduced Fireball splash radius from 150 to 128.
* Fire Trap damage reduced.
* Ice Bolt rank 4-6 now looks like rank 7 and up but smaller.
* Ice Bolt rank 7 and up now has minor splash damage.
* Increased Meteor splash radius from 100 to 172.
* Reduced damage of Meteor.
* Deep Freeze's magick cost increased to from 15 + AbilityLevel/2 to 15 + AbilityLevel.
* Deep Freeze's base damage reduced.
* Pillar of Flame damage reduced.
* Thunderstorm and Frost Storm damage reduced.
* Polymorph's magick cost increased to from 15 + AbilityLevel to 20 + AbilityLevel*5.
* Energy Absorbed Arc of Death Altfire should now properly play sounds.
* Fade speed boost increased.
- Hunter
* Sped up the machete a bit.
* Enchanted Bow is now silent until the arrow has fired.
* Enchanted Bow arrows fly much more faster.
* Enchanted Bow can now be used when out of mana.
* Enchanted Bow now slows down the hunter when held.
* Glacial Crossbow redesigned, altfire is shifted to primary but is weakened. New altfire is explosion of fog.
* The bow is a bit more responsive and shoots slightly faster.
* Reduced Precision's damage increase from 20+5% per rank to 20+3% per rank.
* Fan of Knives now scale off of both Blade and Ranged Mastery.
- Necromancer
* Heart of Yorick primary fire intellect scaling reduced.
* Lich Staff primary fire intellect scaling reduced.
* Enfeeble, Terrify, or Chaos will now start off with a large puff to indicate the curse being on the target.
* Poison Blast's explosion should now be properly affected by its own rank.
* Poison Blast's magick cost increased from 12 + AbilityLevel/2 to 12 + AbilityLevel.
* The Death Knight's secondary sword projectiles should now properly scale from Summon Death Knight.
* Metamorph magick cost adjusted from 20 + 4 per rank to 25.
Misc:
* Added CVar WoC_MaxSpeed and WoC_MaxJump to set speed and jump height caps.
* Added Clientside CVar WoC_GoreLevel to adjust blood and gore settings between Vanilla(0) and Nashgore(1).
* Alchemy Menu now no longer closes the menu when finishing a mix.
* Cleaned up much of the ACS code.
* P-error messages should no longer appear in (G)ZDoom multiplayer.
* Enemy health bar numbers now uses a standard font across all games.
* Enemies now have randomized levels based on your current level.
* Added Healing Text.
Accessories
* Accessories that you do not have will not appear in the accessory menu.
* Accessories no longer count towards the item cap.
* Added Blood Amulet, increases damage once your health is dropped below a certain point.
* Added Philosopher's Stone, increases chance to successfully create flasks and increases health gained from potions.
* Added Orb of Clarity, grants a chance to restore mana from killing monsters.
Heretic
* Most Heretic Monsters now have increased health.

Spoiler: CREDITS (Open)
Credits for Wrath of Cronos Resources

Sprites:
Neoworm - Burning Hammer, Timon's Axe (magical version), Potions,
Chainmail Ettin, Dragon Claw w/ Fighter Hands, Lightbringer,
Arbalest of the Ancients (w/ LilWhiteMouse & Xaser)
Morning Star, Hunter Sprites, Raven Staff, Sickle

osjclatchford - Glacial Crossbow

Tormentor667 - Blessing FX Sprites, Aura Effect Sprites

Virtue - Ice Stalker
Espi - Imp Warrior/Warlord, Dragon Familiar, Bat
Eriance - Vorpal Blade, Acolyte, Skullstaff, Hellfire Cannon, Lich Staff,
Archon of Hell, Necromancer Sprites, Ghoul, Death Incarnate,
Death Knight, Bone Shower projectiles

Tormentor667 - Bormereth
Maelstrom - Vampire
CodenniumRed - Knight Archer, Jade Wand, Lich Skull
RavageFox - Knight Archer
Fury3 - Magma Serpent Sprites
Popsoap - Afrit Recolors, Black Chaos Serpent Recolor
Ichor - Disciple
Gothic - Bow
Xaser - Machete
Nash - Nashgore
Blizzard Entertainment - Skill Icons from World of Warcraft
Raven Software (Heretic, Hexen)
id Software (Doom 1/2)
The Ultimate Doomer - New Armor sprites
TerminusEst13 - Tan flask caltrops effect, taken from his Ranger mod with slight recoloring by me
Blox - Burning death sprites, outlines for Hellforge Cannon and Raven Staff
DavidG - Baron alternate attack sprites
Vader - Shadow
Captain Toenail - Blot smoke puffs
President People - Empty Flask sprite
Blue Shadow - Charm of Spirit, Blood Amulet, Living Steel Amulet
Ghastly Dragon - Bracers of Force, Ring of Focus, Quicksilver Threads, Hexen II Monsters
Rolls - Shadow Beast

Ravage - Alternative Doom torch sprites

Sounds:
Raven Software (Heretic 1/2, Hexen 1/2)
id Software (Doom 1/2, Quake 1/2)
Blizzard Entertainment

Graphics:
Blue Shadow - HUD
The Ultimate Doomer - Fonts
Jimmy - Apostasy Font

Code:
Worst - Alchemy
TheShooter7 - Snippets of his Legacy of Chaos Sphere II RPG code (Monster scaling)
The Ultimate Doomer - Menu Positions
Popsoap - Making projectiles pass through players.
Hexadoken - Script allowing Experience to carry across levels
StrikerMan780 - Damage Indicators (modified by me to work on monsters)
Apothem - Monster Health Bar
Lloyd - Hexercise Weapon attack animations
CrazyEyes - Hexercise + Wrath of Cronos snippets

Other:
DbThanatos - Base for Texture Pack



Any feedback would be appreciated. (If I miss anything or anyone in the credits please let me know).

(If you want to play singleplayer, (G)ZDoom is much more stable).

Get Wrath Of Cronos 1.8A Here!

Wrath of Cronos Not Hexen Patch. (Must Load before release 1.8A if you are NOT playing on Hexen, contains sprites and sounds)

Wrath of Cronos RPG Mod Heretic Patch 1.8A (Must Load after 1.8A if you are playing on Heretic)

Wrath of Cronos RPG Mod Doom Patch 1.8A (Must Load after 1.8A if you are playing on Doom)

Wrath of Cronos RPG Mod Strife Patch 1.8A (Must Load after 1.8A if you are playing on Strife, (G)ZDoom only!)

Wrath of Cronos RPG Mod Masters of Chaos Patch V3 (Must Load after Heretic Patch if you are playing with Masters of Chaos (moc11.wad, load that first before anything if you want to play on it, (G)ZDoom only!) )

Download the Doom Monster replacements 1.8A here! (Load after Doom Patch.)
Last edited by Thetis on Tue Apr 07, 2015 10:56 pm, edited 1 time in total.

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RE: Wrath of Cronos RC1

Post#2 by Ænima » Tue Oct 02, 2012 12:47 am

Wow, awesome idea!

Downloading now.
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RE: Wrath of Cronos RC1

Post#3 by Valherran » Tue Oct 02, 2012 1:47 am

Hopefuly this is more stable than KMOD, DL now! ^^

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RE: Wrath of Cronos RC1

Post#4 by Thetis » Tue Oct 02, 2012 1:55 am

I forgot to mention that Zandronum does not take this mod kindly in singleplayer... If you plan to play single player, I recommend (G)Zdoom.
Last edited by Thetis on Tue Oct 02, 2012 1:55 am, edited 1 time in total.

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RE: Wrath of Cronos RC1

Post#5 by Valherran » Tue Oct 02, 2012 8:47 am

Well I tried this out today, and it was hard. lol

However this is kind of due to the fact the stat points being put into the strength and Intellect have no effect on the weapon's damage output. Half of the Hunter skills are not learnable even though I have the correct amount of skill points to learn it. And the skills that I do have for the Hunter don't even work at all, not even the passives.

Then I tried the Barbarian, got him all the way to the 3rd hub, and I got my Quitus. When I run out of mana with it, this badass bone sword thing appears. It attacked twice as fast as the normal sword but not as much damage, also ate green mana. Well, when you switch weapons and switch back to it, it disappears untill you run out of mana using the Quitus.

That is all for now, I think the Hunter needs major fixing.

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RE: Wrath of Cronos RC1

Post#6 by Thetis » Tue Oct 02, 2012 11:27 am

The numbers in parentheses next to the spell name on the help screen is the minimum level needed to learn the spell. Also, you need to learn the previous skill first in the skill tree. Also, to confirm that this is actually a problem, what skills aren't acting right?

Strength and Intellect do increase your damage.

That bone sword for the barbarian is on slot 6. Hexen has items bound to numbers 5-0 which is why I had those weapon slot binds in the menu.
Last edited by Thetis on Tue Oct 02, 2012 11:28 am, edited 1 time in total.

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RE: Wrath of Cronos RC1

Post#7 by Ænima » Tue Oct 02, 2012 1:25 pm

Thetis wrote:Not only that, but there is also Cooperative support so you can play alongside your friends (requires compat_clientssendfullbuttoninfo to be TRUE).

You can force this so that hosts won't have to do it manually.

Code: Select all

script 999 OPEN
{
  delay(2);
  ConsoleCommand("compat_clientssendfullbuttoninfo 1");
}


I had to do this for Mercenaries (because the Buy Menu uses GetPlayerInput stuff while the player is frozen in place).
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RE: Wrath of Cronos RC1

Post#8 by Llewellyn » Tue Oct 02, 2012 3:09 pm

Ænima wrote:I had to do this for Mercenaries (because the Buy Menu uses GetPlayerInput stuff while the player is frozen in place).


There really needs to be an ACS function or something like a playerProperty that lets you force only a specific player to send full button info while true...

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RE: Wrath of Cronos RC1

Post#9 by Konda » Tue Oct 02, 2012 5:26 pm

Actually, it would be better if you did it like this:

Code: Select all

script 999 OPEN
{
  delay(2);
  if (!GetCVar(˝compat_clientssendfullbuttoninfo˝))
    ConsoleCommand("compat_clientssendfullbuttoninfo 1");
}
Last edited by Konda on Tue Oct 02, 2012 5:27 pm, edited 1 time in total.

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RE: Wrath of Cronos RC1

Post#10 by roman6a » Tue Oct 02, 2012 5:44 pm

whoah finally an semi-stable version for multiplayer? downloading nao

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RE: Wrath of Cronos RC1

Post#11 by Ænima » Tue Oct 02, 2012 5:45 pm

Konda wrote:Actually, it would be better if you did it like this:

Code: Select all

script 999 OPEN
{
  delay(2);
  if (!GetCVar(˝compat_clientssendfullbuttoninfo˝))
    ConsoleCommand("compat_clientssendfullbuttoninfo 1");
}



Does it matter? Either way, it ends up being on.
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RE: Wrath of Cronos RC1

Post#12 by Torr Samaho » Tue Oct 02, 2012 5:47 pm

Thetis wrote:I forgot to mention that Zandronum does not take this mod kindly in singleplayer... If you plan to play single player, I recommend (G)Zdoom.

This works in Zandronum in multiplayer and in (G)ZDoom in single player, but it doesn't work in Zandronum in single player? What's the problem?

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RE: Wrath of Cronos RC1

Post#13 by Valherran » Tue Oct 02, 2012 7:03 pm

Thetis wrote:The numbers in parentheses next to the spell name on the help screen is the minimum level needed to learn the spell. Also, you need to learn the previous skill first in the skill tree. Also, to confirm that this is actually a problem, what skills aren't acting right?

Strength and Intellect do increase your damage.

That bone sword for the barbarian is on slot 6. Hexen has items bound to numbers 5-0 which is why I had those weapon slot binds in the menu.


Can you show me the formula for the damage increase per point of Strength and Intellect? My Barbarian has 60 strength and it still takes me 3-4 punches to take down an Ettin.

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RE: Wrath of Cronos RC1

Post#14 by Thetis » Tue Oct 02, 2012 7:54 pm

Torr Samaho wrote:
Thetis wrote:I forgot to mention that Zandronum does not take this mod kindly in singleplayer... If you plan to play single player, I recommend (G)Zdoom.

This works in Zandronum in multiplayer and in (G)ZDoom in single player, but it doesn't work in Zandronum in single player? What's the problem?


Occasionally, when players try to load a saved game in Zandronum, it can end up being corrupted. I am not sure if this still happens or not because of the changes I make to the code but to be on the safe side I would go stick with (G)ZDoom.

Also, multiplayer on Zandronum it does not work perfectly because at random times, there would be a massive desync between the client and server. There would be actors not appearing on the client but on the server it is still there. It can be fixed by going through a portal and returning though.

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RE: Wrath of Cronos RC1

Post#15 by Valherran » Wed Oct 03, 2012 7:58 am

Did some more playing today. Apparently what happened with what I was talking about earlier was the result of the cheats breaking the game. When I tested out the weapons and such I realized that the skills were automaticaly set to the Hunter's skills and nothing else when I gave myself all the weapons or mana.

So I restarted from scratch as the Hunter, and NOW everything was working properly (so far). However I think the skill point requirements are a little over the top, example being, spike trap, 12 points for 1 level, kind of ridiculous, especialy when you need to put points in your passive just to survive The Seven Portals.

Some of the monsters you added were just insanely powerful. Such as the Fire Ettin, holy shit is this guy OP at low level. And the bats that armored imp thing spawns, those are way OP, I was in my menu using the Alchemy mixing, and a bat flew over and ate through all of my HP in just a few seconds and killed me. One, Freakin, little, BAT. And don't get me started on the Fire Bat, that thing was also BS. Some of your enemies really need to be toned down a bit, and some enemies shouldn't spawn untill you reach a certain level. I had a Fire Ettin spawn on my Barbarian at the Winowing Hall, that was lame. >.<

Some things this MOD could really use is alt-fires on all the weapons, and a more responsive menu for the skills/stats/alchemy. That menu was kind of jittery, I had to press the same button a few times to get my command to go through, it got tedious quick. Browsing through that menu would also go faster if the Use key can select all of your choices and not have to use the fire button to open the choice section. Also the Alchemy menu could use an option to mix more than 1 potion at once so you don't have to repeat the menu sequence over and over.

Another question I have is, how do you do or what causes that random burst in weapon performance? For example, I am slashing away at an Ettin as my Hunter, and I start stabbing at the Ettin 20 times in quick succession out of nowhere.
Last edited by Valherran on Wed Oct 03, 2012 8:09 am, edited 1 time in total.

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RE: Wrath of Cronos RC1

Post#16 by Thetis » Wed Oct 03, 2012 11:18 pm

You do not need 12 skill points for just one rank on spike trap. You actually only need to be level 12 and have the previous skill (Bear Trap).

All monsters have scaling health and damage in relation to your level (or the averaged player levels). Some monsters have higher damage scaling than others (Dragon Whelps).

The hunter's machete functions almost the same way as the one in Xaser's Zen Dynamics (Combo system) except for the block and damage.

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RE: Hexen: Wrath of Cronos RPG Mod RC1

Post#17 by Valherran » Thu Oct 04, 2012 7:34 am

If the skill requires level 12, it should say that it requires level 12 and/or skill level requirements from other skills. Currently it only says "Cost: 12".

How often do the monsters scale to the player's level? And it would be ideal to show the monster's level with a life bar show when you target them, similar to what Borderlands does with it's enemies.

I am not sure how that system works as I have not played any of Xasers MODs (that I know of).

EDIT:

Spike Trap doesn't have any indication of dealing damage to an enemy when they trigger it, but it still damages them.
Last edited by Valherran on Fri Oct 05, 2012 3:59 pm, edited 1 time in total.

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RE: Hexen: Wrath of Cronos RPG Mod RC1

Post#18 by Alpha » Sat Oct 06, 2012 5:19 pm

I've been playing Wrath of Cronos on single player with Zandronum, and I haven't experienced any problems with saves or loads. This WAD is really cool and I enjoy the difficulty this WAD has. Keep up the good work man.

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Animal Mother
 
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RE: Hexen: Wrath of Cronos RPG Mod RC1

Post#19 by Animal Mother » Sun Oct 07, 2012 9:54 am

The amount of each inventory item gets reduced by 1 from full capacity when entering a new map.

Parts of the glacial crossbow flicker when transitioning from the reloading animation to the idle frame.

The idle frame/firing animation for the blunderbuss seems incorrect, it looks like it's firing from when the hammer is in the half-cocked position (not pulled back).

Does the third hit from the spiked gauntlets not do extra damage anymore? I don't see the animation of the powerful swing.

Also, the AI is acting like they're blind. It's like I have permanent partial invisibility, they only notice me when I'm right in their face or when I use my weapon.

Suggestions:
Display XP in the fullscreen HUD.
Allow the player to scroll through the attributes in the stats menu even when he has no points to spend (to read their descriptions).
Last edited by Animal Mother on Sun Oct 07, 2012 11:18 am, edited 1 time in total.

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Thetis
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RE: Hexen: Wrath of Cronos RPG Mod RC1

Post#20 by Thetis » Sun Oct 07, 2012 1:35 pm

Valherran wrote:If the skill requires level 12, it should say that it requires level 12 and/or skill level requirements from other skills. Currently it only says "Cost: 12".

I made the tooltips state the requirements for each skill are now. If it does not say any requirements, there is no requirements.

Valherran wrote:How often do the monsters scale to the player's level? And it would be ideal to show the monster's level with a life bar show when you target them, similar to what Borderlands does with it's enemies.

Monsters scale with each player level, as in if the average level is 4, the monsters are level 4. Fortunately, they do not get as strong as the player. I would like a monster life bar system, but unfortunately I don't know a way to create one as of yet.

Valherran wrote:I am not sure how that system works as I have not played any of Xasers MODs (that I know of).

Well the machete was from Xaser's Zen Dynamics. You mostly have to time your 3rd attack properly to do different comboes.

Valherran wrote:Spike Trap doesn't have any indication of dealing damage to an enemy when they trigger it, but it still damages them.

The spike trap I'll admit is a bit wonky. I'll see what I can do with it.

Alpha wrote:I've been playing Wrath of Cronos on single player with Zandronum, and I haven't experienced any problems with saves or loads. This WAD is really cool and I enjoy the difficulty this WAD has. Keep up the good work man.

Thanks for the feedback and about the saves/loads.

Animal Mother wrote:The amount of each inventory item gets reduced by 1 from full capacity when entering a new map.

Parts of the glacial crossbow flicker when transitioning from the reloading animation to the idle frame.

The idle frame/firing animation for the blunderbuss seems incorrect, it looks like it's firing from when the hammer is in the half-cocked position (not pulled back).

Fixed.

Animal Mother wrote:Does the third hit from the spiked gauntlets not do extra damage anymore? I don't see the animation of the powerful swing.

There is no third hit from the spiked gauntlets though I could add it back in.

Animal Mother wrote:Also, the AI is acting like they're blind. It's like I have permanent partial invisibility, they only notice me when I'm right in their face or when I use my weapon.

I assume that this is because of the player classes having +GHOST to avoid triggering traps from friendly players that have +THRUGHOST on them. Fortunately, Zandronum has +MTHRUSPECIES so I can use that instead of ghost manipulation.

Animal Mother wrote:Suggestions:
Display XP in the fullscreen HUD.
Allow the player to scroll through the attributes in the stats menu even when he has no points to spend (to read their descriptions).

Done.


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