Welcome! IMPORTANT NOTE: This mod works from version GZdoom v4.11.3 as the latter incorporates flags that are used in the current release.
---------------------------------------------------- Changelogs v3.3.2 (B) -------------------------------------------------
------- Mechanics -------
*Disarming now has the following mechanics:
-Its duration is no longer always 4s, but has been modified allowing for scaling:
Heroes: Kick, Hook Shot, Wind Slash (Path Skirmisher) and Stomp (Path Destroyer) will all last (LvlAbility + 8)/3 seconds making it start at 3s at level 1 of each skill and end at 6s at level 10.
Monsters: The duration of disarming caused by monsters will be governed by the following formula: (9+LevelEnemy/8)/3 seconds.
On bosses the duration is 75% of the time.
-When an actor is affected by disarming he will have a protection effect against another possible disarming that will last for 8s (counts from the moment he is disarmed).
However, this protection can be violated with a 20% success rate and disarm again.
-Kick and Hook Shot, have a chance to cause disarm again by violating the disarm protection according to their levels.
Each level increases the chance by 3% starting at 3% at level 1 and ending at 30% extra chance at lvl 10.
(if unsuccessful, will still go through 20% overall).
-Shadow Hunter (monster) violates 100% disarm protection.
------- Players/Skills --------
*Some resistances/aversions were modified in the following Heroes:
-Fighter:
Physical: +20%
Bleed: +50%
Poisoning: +10%
Fire: -5%
Lightning:-10%
Arcane: -15%
-Cleric:
Physical: +10%
Bleed: +10%
Holy: +30%
Fire: +5%
Lightning: -5%
Arcane: -10%
Shadow: -15%
-Mage: No changes.
-Hunter:
Bleed: +10%
Poison: +30%
Poisoning: +50%
Arcane: -5%
Shadow: -10%
-Necromancer:
Physical: -15%
Bleed: -5%
Holy: -20%
Fire: -10%
Ice: +5%
Arcane: +5%
Shadow: +35%
-Assassin:
Poison: +10%
Arcane: -10%
Shadow: +15%
*Visions costs 15 magicka every time, and an extra 25 magicka if you are Oracle and there are convertible enemies at 128 AOE on impact.
(This was done so that you don't necessarily need to spend 40 magick to convert a single enemy).
Also changed the graphical effects of the projectile as well as applying a graphical and sound effect to the converted monster.
*Artic Glacier's slowing debuff affects half the radius of this ability.
------- Aesthetic details --------
*Applied graphical effect to the Shadow defense reduction debuff from the Assassin's Shadow Needles.
*Applied graphical effect to the Deep Freeze (Path Iceborn) and Artic Glacier movement speed reduction debuff from the Mage.
------- Bug Fixed --------
*Fixed a graphical detail on weapon 6 of the Fighter that was missing its red glow even when reaching mana for melee attack.
*Fixed Necromancer weapon 1's secondary attack not being based on strength.
*Fixed silence not blocking Dsparil's attack while mounted.
*Fixed silence not blocking Arch Wizard's summon.
*Fixed Fighter's resistances and aversions being null since version 3.3.0.
*Fixed the description of Deflection (Fighter skill) on its reduction %.
---------------------------------------------------- Changelogs v3.3.2 -------------------------------------------------
------- Mechanics -------
*Spirit Spheres have been added as powerups. They are self-activating items (without the possibility of loading into inventory), which grant attributes equal to the player's current level for 3 minutes and their effect is not removed by death (for a possible resurrection) or by moving from one map to another.
You can only have one at a time and you can't take one if you already have the effect of another one.
There is one of each colour according to the attribute to grant:
Brown: Strength
Green: Agility
Red: Constitution
Violet: Intellect
Yellow: Wisdom
Purple: Charisma
The Constitution sphere recharges all life, the Intellect sphere recharges all mana and the Wisdom sphere recharges all magick.
Charisma's sphere creates 3 allied Knight Archers.
Their appearance has a low chance.
In Doom style: They will appear as a replacement for Berserk and Soul Sphere as well as a low chance of droppable bosses.
Heretic style: They appear as a replacement for Tome of Power.
In Hexen style: Appear as a replacement for Porklator and Banishment.
*Agility now grants a chance to make special attacks on Weapon 1 weapons in all classes except Mage, as well as to cast multicast attacks on casting weapons.
multicast attacks on "casting" type weapons.
-Fighter Weapon 1:
Requires Agility > 21 and the chance is 0.39% per point of Agility.
Throws repeated, swift punches on primary shot.
-Weapon 1 of the Cleric:
Requires Agility > 12 and the chance is 0.58% per point of Agility.
Gives the ability to cast shield slam as a combo when performing primary attack without losing attack tempo. Does not operate the Inquisitor's safe stun.
-Hunter's Weapon 1:
Requires Agility > 25 and the chance is 0.39% per point of Agility.
Works with counter attack after the block and you launch several slashes from side to side in 3 instances and are interruptible by normal attacks or another block.
If you do not interrupt this sequence, you will create a tornado with physical damage based on Agility and the ability to force pain and if you are also a Skirmisher, it will deflect or block some projectiles.
-Weapon 1 of the Necromancer:
Requires Agility > 12 and the chance is 0.58% per point of Agility.
Works as a primary attack and you launch a secondary attack quickly between attacks. Disease is not applied if you are Plaguebringer and you have charged that attack.
-Weapon 1 of the Assassin:
Requires you to have Agility > 25 and the chance is 0.39% per point of Agility.
Works with primary attack and makes you evasive making certain projectiles that wouldn't hit ghosts also not hit you anymore.
Immunity to physical damage and stun while executing 2 special dagger attacks that bleed heavily in 2s.
Magic Weapons: Requires Agility > 12
Mage:
Weapon 2:
-Primary shot with chance 0.58% per point of Agility. Quickly prepares a next attack and this next attack is faster.
-Secondary shot with chance 1.17% per Agility point. Throws swiftly.
Weapon 3:
-Primary and secondary shot with chance 0.58% per Agility point. Quickly prepares a next attack and this next attack is faster.
Weapon 5:
-Primary shot with chance 1.17% per Agility point. Rapid fire.
-Secondary shot with chance 0.58% per point of Agility. Swiftly prepares a next attack and this next attack is faster.
Cleric:
Weapon 3:
-Primary and secondary shot with 0.58% chance per point of Agility. Quickly prepares a next attack and this next attack is faster.
Necromancer:
Weapon 2:
-Primary shot with chance 1.17% per point of Agility. Speedy Throw.
-Secondary shot with chance 0.58% per point of Agility. Swiftly prepares a next attack and this next attack is faster.
Transformed mode:
-Melee attack:
Chance is 1.17% per point of Agility. Launches a second, faster left-handed attack.
-Attack 1:
Chance is 0.58% per point of Agility. Launches a second, faster left-handed attack.
-Attack 3:
Chance is 0.58% per point of Agility. Swiftly prepares a next attack.
------- Aesthetic details --------
*Improved several class skill icons to be more aesthetically pleasing and representative of those skills:
-Fighter: Stomp, Hammer Mastery, Berserk and Legion Call.
-Cleric: Blessing and Intervention when is reloading.
-Mage: Meteor, Mana Charge, Arcane Barrier, Guardian Orb, Artic Glacier.
-Hunter: Ranged Mastery.
-Necromancer: Bone Jail.
-Assassin: Lunging Strike.
*Weapon and other effects have been applied:
-The Fighter's weapon 4 is now light and has its respective whitish yellow graphic.
-Applied poisonous tip graphic to the Survivalist's arrow, as well as on the arrow preparation on the bow (weapon 2) to indicate that the arrow to be shot will be poisonous.
-Improved the graphical toxicity effect (green tip) of the Necromancer's weapon 1 if it is a Plaguebringer.
-The Necromancer's weapon 3 now glows green when using primary fire (poison) instead of the original purple.
Telekinesis waves are now a fainter whitish-white.
-Improved the graphical effect of Heresiarch and Arch Wizard's shield.
------- Players/Skills --------
*Detailed descriptions of some more skills.
*Fighter weapon 4 is now holy damage.
*Mana Charge now costs 2 magick points instead of 1, but passively grants AbilityLvl point mana regeneration every 10s.
*Sacrifice costs 40% of current life and is not reduced by any protection or invulnerabilities.
*Hunter weapon 4 now consumes 8 blue and green mana instead of 12.
*Poison Nova's base damage has been reduced, but its damage scaling has been improved by leveling it up.
*Fade costs 3 magicka if actively used.
*Fan of Knives costs 10 + AbilityLvl / 2 if actively used.
*Assassin's Weapon 2, secondary shot, now damages based on agility and intelligence in an interleaved fashion rather than just agility.
------- Monsters --------
*Improved D'Sparil in his mounted version. In addition to casting his curses, the warlock now fires lightning bolts while moving and not on his back.
There is also a chance that when the dragon serpent attacks, the warlock will launch another type of attack after it.
The serpent now casts 3 fireballs similar to the wyvern and an expansive dragon breath.
*Improved Heresiarch by giving it a super attack which generates many arcane balls that fall from above.
*Upgraded Arch Wizard giving him a small chance to summon 2 Wizards.
*Applied red impenetrable shield effect (like Cult Zealot) to Korax's invulnerability when he charges his super curse.
------- Bug Fixed --------
*Fixed the Weapon 5 Cleric's shield not working properly.
For me, the melee inquisitor was already one of the weakest builds of all classes.
When I see the new 40% flat sacrifice cost I doubted my own competence of playing a melee inquisitor. Do you have any suggestions for that path.
Hello, thank you for commenting.
The Inquisitor is a great melee class.
In this version, his shield attack speed has been improved and also now lasts longer (1.5s instead of 1s), allowing you to hit twice with either weapon 1 or weapon 5 during that time. If you are Inquisitor you have the safe stun which lasts 2s (previously 1.5s) and this allows you to hit 3 times with either weapon 1 or weapon 5 during the effect.
In addition to this, if you have considerable agility, you can execute a stun hit between hits with blunt, this allows you to deal a little more damage, block damage (reflect) and cause stun.
If you use Sacrifice, it takes 40% of your current health, so the more wounded you are, the more you'll want to use it. Then that health can be replenished by hitting because you will heal, and that force power will give you damage and even more chance to stun with shield hits.
Conclusion, you should learn how to use the shield and have some Blessing learned.
Using Protect Aura will help you resist more damage and together with the path's passive ability "Penance" you will recover magick when you take damage and be able to use Blessing.
This has a whole strategy to it, nothing is monotonous in these editions! haha.
Good luck my friend.
Thank you very much :)
Did the Afrit Queen happen to you again?
Try summoneand tell me about it.
No. I played for a considerable amount of time but it never happened.
If it ever happens, I will try to gather as much data as possible and then comment about my findings here.
I hope it won't happen.
I will summon and work on it in this new version though.
This is just a suggestion.
I think for Inquisitor only, he should be able to block (in a defense stance) with his shield for 1s, similar as the Hunter can do with his machete. As long the Inquisitor is blocking, he can't attack or use any skill.
The time of blocking could then be extended by the Retribution skill for 0.2*AbilityLevel, that meaning if Retribution skill is max out the Inquisitor could be able to block for 3s (1s + 0.2*10).
Hello, when I load this in gzdoom it just loads the doom2 iwad, what am I doing wrong? Thanks, looks really cool.
Hi, thanks for commenting!
When you unzip the folder that comes inside the downloaded file, that folder has .bat files.
Well, there are 2, one is to play doom2 by default, and the other one is to play Epic, which is a doom map pack but more oriented to medieval, egyptian etc. It's a megawad.
So, you must run these .bat files to load all the content and you can play Woc putting inside this folder already unzipped, the iwad "Doom2.wad" that you buy or have out there.
Hmm, with this version I seem to be unable to run it:
Script error, woc_v3.3.2Doom.pk3:decorate/mage/skills.txt line 682: Unknown identifier XF_CIRCULAR
and on lots of other lines in that file as well.
EDIT: Oh, duh, I see gzdoom 4.11.0 is now required.
Oof an Undead Knight Ghost spawned in 1st Epic level that has 321 or so HP it follows me even through walls and I cannot seem to harm it.
Hello friend! thanks for commenting.
Yes, we are using version 4.11.3, we are always up to date because this way new features are used for mods.
I should make it clear in the mod description.
XF_CIRCULAR is one of these new flags used to apply spherical and not cubic effects to certain explosions.
Ghosts many versions ago already have that function of going through walls and certain physical attacks go through them, you must damage them with non-physical damage or even the Disk of Repulsion.
Thanks and if you have any other questions, please contact me. Enjoy!