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Hello community! It is my pleasure to present part of my collaboration to a mod already made by author Thetis, called Wrath of Cronos, a great RPG mod for Hexen, which can be played in Doom style. The author officially left it at version 3.1.4 I humbly made my contribution to this great imprint with some additions that I hope you like. Welcome! IMPORTANT NOTE: This mod works from version GZdoom 4.10.0 as the latter incorporates flags that are used in the current release.

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Woc v3.2.9(C) HEXEN/HERETIC Released
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ElPoder36 Author
ElPoder36 - - 108 comments

Thank you!

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neto592
neto592 - - 88 comments

*Fixed Hunter's Trip Bomb where an enemy triggering it would explode on the spot. Now the trap when triggered runs along the chain until it hits. It has a short range (if the chain does not embed in a wall, ceiling or floor, the trap is triggered and if the bomb does not collide, it disappears).
For balance, its damage has been reduced slightly and it has a CD of 3s.

That was nice! Now, I am hopeful that the trip bomb skill turns out now not being the last skill that I invest. I guess it would be nice if it had something exclusive for Survivalist path as well... Since you can't throw it as you can with the 3 other traps.


*Improved the casting of the 4 necromancer curses, they now apply instantly if the target is targeted.
If aiming is missed, a projectile will be launched that will seek out nearby targets to ensure application.

That is very nice as well because it is my main reason for activating the smart aim on GZDoom for this mod.


"*Reworked the Hunter's Spike Trap. Now affects only the monster that activates it, damaging it initially, then stunning it and damaging it over time during stun. Has 7s CD."

I confess that myself was also abusing a lot from that skill...

But now I am afraid it will be a lot harder for the Skirmisher Hunter to deal against enemies. Using the Spike Trap Skill on bosses was my main strategy to kill them with the machete.

Skirmisher already hasn't a way to deal against ghosts without investing in agility, with it in my opinion depreciates the particularity of this Hunter path.

And now in my opinion it will be even more demanding that he made agility (and not strength) as its main attribute, hurting this path identity even more. :(

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ElPoder36 Author
ElPoder36 - - 108 comments

Hello my friend!
Yes, the Trip Bomb was malfunctioning since the time of Thetis, I started to study the Hunter of traps and I noticed that in Hexen 2 the trap went through the chain, so I did it and it was fine.

Regarding the Spike Trap, I found it abusive and on the other hand useless against enemies that react to pain, so I made it affect one that causes stun, the damage during the stun adds to the overall damage and serves for bosses as well as counterattackers by pain (eg Cult Zealot or Shadow Beast). I gave him balance, took out overpower and gave him strategy.

Regarding the Skirmisher, you can fight bosses well because he has resources with his machete, he damages a lot and bleeds. If you use Spike Trap at level 10, the stun lasts 2 seconds on bosses and 4 seconds on non-bosses, this gives you time to slash with fury.
The Minotaur can be disarmed with Wind Slash to add to the stun time.
Keep in mind that Agility is always key on Hunter, whether you are a Skirmisher or not.

Trip Bomb for Survivalist, I'll think of something for another update.

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neto592
neto592 - - 88 comments

Hi ElPoder36.

Sorry to bother you again :)


I have some ideas on how to make Skirmisher less dependent on agility, and hurt ghosts with his machete (and its skills).


- Fire Arrow, Ice Arrow and Lightning Arrow skills could become "Fire Machete", "Ice Machete", and "Lightning Machete" skills by powering the Skirmisher Machete (in exchange for magic) instead of his Enchanted Bow (weapon slot 2). That would make the Machete Skirmisher competitive with his other weapons, and it would hurt ghosts as well.

- The Camouflage skill of the Skirmisher when active could convert 10%.AbilityLevel(CamouflageSkill) the Spinning Slash skill physical damage into Arcane damage, and it could increase its damage in 0,5.AbilityLevel(CamouflageSkill). With that, Spinning Slash could hurt ghosts too as long as the Camouflage skill remains active.
Also, the Assassin Luger skill could do Shadow damage instead of Arcane, while being invisible (to be different from Skirmisher and because Shadow is more like her element that Arcane it is, in my opinion) and could be Executioner exclusive movement (others Assassin paths would only having Luger physical damage instead).

- Besides of the Skirmisher Machete having a 15% chance of causing bleed with his Machete, the Skirmisher Machete counter-attack (that one that is done after blocking pattern) could do a 100% certain bleed attack for each 20s.

Or

Skirmisher Machete no longer cause bleed. Instead, it would have a 15% chance of doing a poison attack that slow down the enemies in the same fashion that the Survivalist physical Enchanted Weapon arrow does. Also, the Machete counter-attack would have a 100% of chance of doing that poison attack for each 20s.



In addition, I have some ideas on how made the Iceborn Mage Frost Shards (weapon slot 2) stronger during the game:

-When the Iceborn gets the Aestus (weapon slot 5), the Frost Shards gets 5% stronger.
-When the Iceborn gets the Skull Staff (weapon slot 6), the Frost Shards gets 10% stronger.
-When the Iceborn gets the Arc of Death (weapon slot 3), the Frost Shards gets 10% stronger.
-Finally, when the Iceborn gets the complete version of Bloodscourge (weapon slot 4), the Frost Shards gets 20% stronger.

That would make the Frost Shards 45% stronger on total and with the 15% of increase damage for being an Iceborn, it would be 60% in the end.
Hopefully that would make the Iceborn Frost Shards competitive (with the other Mage weapons) in the end game.

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ElPoder36 Author
ElPoder36 - - 108 comments

Eeeu! relax relax relax! hahahah!

Not bad ideas, but that takes a lot of energy.

For the Skirmisher I already found a solution to kill ghosts for free with his machete and other monsters as well.
I checked it and it's functional and he can solve all situations. I tried giving him a lot of strength and he is very powerful now and with that upgrade I mentioned, even better as he scales in strength.

In the next upload you'll see it.

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neto592
neto592 - - 88 comments

Nice! Good to know :)

Also, I am not a programmer, so I have no idea of what or what is not difficult on doing...

Maybe on Iceborn case it would be easier to make each skill point invested on one of the 4 ice skills, the Frost Shards a little stronger.
But I think it would be better for map balancing to make it more powerful in function of the moment when new weapons are gotten, if possible.

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ElPoder36 Author
ElPoder36 - - 108 comments

You should learn how to do something like this so you can dump those ideas. I was like you and got tired of nobody doing anything interesting in gameplay, difficulty and variety and started researching. Learn Slade (Decorate)

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neto592
neto592 - - 88 comments

I tried several times, but I always failed to grasp it...

Would you know any good guide for that?

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neto592
neto592 - - 88 comments

Sorry for bothering, again²...


I was thinking that maybe it would be better to remove the Skirmisher Bleed capabilities and put slow poison in its place. I believe it would be more coherent, since the Survivalist already also does that type of attack.
Also, as I suggest before, I think it would be interesting if the Machete counter-attack have a 100% chance to put that poison on a monster for each 20s, plus 15% of doing the "slow poison status" with both Manchete first and secondary attacks.

Then the Bleed abilities could go to Executioner instead. That also would be coherent with the already Whisperknife abilities into causing bleed.

I believe in the case of Executioner it could be 15% chance of causing bleed with both primary and secondary 1st weapon attacks and, for each 15s, having a 100% chance of causing bleed with the dagger secondary attack.

Also, I believe the Plaguebringer Outbreak ability should also slow the enemy if it caused by his Melee attacks, Scythe weapon or Demon form melee attack (but not Miasma).
Moreover, I think the Ghoul could have an increased frequency of using Poison Nova if the Necromancer is under the Plaguebringer path.
It could be the same frequency of the Necromancer using his Poison Nova (based on Poison Nova ability level) if the Necromancer is a Plaguebringer. If is not, then the chance of the Ghoul frequency of using the Poison Nova could be half of the one gave by Poison Nova ability level from the Necromancer.
I mean, I think the poisoning Ghoul should be the Plaguebringer's favorite pet (and not the Death Knight shadow user).

And speaking of the Necromancer, I believe the Harvester could have his Darkness skill countdown halved (6s → 3s).
Additionally, the Harvester could have a bonus of 10% of increasing on all his shadow damage (kind like the Purifier 10% bonus to all holy damage).

In my opinion, the Assassin Acidmaw weapon should scale its damage from Agility instead from Intellect. So it could also be used by not Shadown Neddles "worshipers" who invest lots and lots on Intellect...

I think now that the Blackout skill breaks the Shadow Walk skill invisibility (so it is no longer a cheating skill) I believe its countdown could be reduced from 6s to 4s.

I think the Shadow Needles is still too much of a cheating OP skill. In my opinion, it is by far the greatest Boss Killer of the game. Not only its damage stacks tremendously high but as well its super cheating tracking homing ability allows the Assassin attacks her enemies from a very safe position.

Finally, I would like to ask about the "end game" Mage skills:

The countdown of the Pillar of Flame is 10s.
The countdown of the Lightning Surge is 20s.
But the countdown of the Arctic Glacier is 50s.
Why so long? It is because it somehow locks the enemies? But the Lightning Surge does that as well, doesn't?
And different from the Arctic Glacier, Lightning surge can be targeted not only on the ground and at middle-short distance.

Maybe (as a suggestion) the countdown of that end game skill could be changed in that way:


- Pillar of Flame countdown would be 20s, but it diminishes to 10s on Pyro path.

- Lightning Surge countdown would be 30s, but it diminishes to 20s under Archon path.

- Arctic Glacier countdown would be 25s, but it diminishes to 15s under Iceborn path.

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