The Final release version of the Expansion pack for Abysm 2.
Includes a new singleplayer Campaign with new Weapons, Monsters and Quests.
Jazzmaster Presents
The Expansion to Abysm2: Infernal Contract is here!
Abysm 2: Pharaoh's Judgement is an Expansion for the GZDoom mod Abysm 2: Infernal Contract. Includes a new singleplayer Campaign with new Weapons, Monsters and Quests.
Karnak, Capital city of the Kingdom of Aten, is under siege by a militant cult hell-bent on destroying the old religion and the monarchy that was built upon it. Nadia, Mercenary of Iron and famed Demon Slayer of Hadria, is tasked by the Pharaoh of Aten to crush the rebellion and restore peace to the ruined city.
Before Playing be sure you have the latest version of Abysm 2: Infernal Contract available HERE
also I recommend to not load this alongside other mods so that things don't break.
HOW TO RUN
• Pharaoh’s Judgement requires the Latest version Abysm 2: Infernal Contract and atleast GZDoom 4.2.4 or above to run.
• You will need to load the Expansion – Pharaohs Judgement.pk3 AFTER Abysm 2 - Infernal Contract.pk3, using a Launcher of your choice.
• You may also select both files and then Drag and Drop Abysm 2: Infernal Contract.pk3 to GZDoom.exe to ensure it is loaded First Before the expansion.
• If it loads successfully you will see a New Purple Title Screen with no Errors.
Feedback and Suggestion during the public Beta is highly encouraged and will help makes this a better product for final release.
This Expansion Features:
- Completely new campaign with an Overworld map, 5 Questline Dungeons and 5 Optional Dungeons.
- New Starting Equipment, the Centurion’s set.
- New Weapons and Upgrades and new upgrades for existing Weapons.
- New Spells and Rings
Qill be composed by John Weekly (PRCP, Ashes 2063, Dread Templar), Volasaurus and Cardboard Marty (The Space Pirate, Vomitoreum). Right now there are a couple of Placeholder tracks from Powerslave that will be slowly phased out.
NEW! Release 1.1
- New Tracks, composed Sby Luke Jansen, Replaces music for Map 05, Boss Theme and Optional Dungeons.
- Added HUD Icon that indicates when Ring of Sword's effect is active.
- Ambient Sounds added to Temple of Karnak.
- Fixed Switch in Map 10: So that It animates when being activated.
- NEW! New Overworld theme composed by PRIMEVAL
- New! Silver Sword Ring active HUD Indicator now disappear during the Secret Level Cutscene.
Release 1.0
- Track Track added, for E2M6 Mothership. Destination Unknown by Cardboard Marty
- Corrected the Tic rate for idle states for Sentinel and Kilmaat Drone.
- Switch in E2M6 that raises the bridge has been relocated.
Release Candidate (Beta v.4) Update
- Twin Fang moved from E2M14 (secret level) to E2M5 Valley of Kings and is now Part of the main weapon roster.
- Twin Fang now consumes Black Mana instead of White Mana
- Twin Fang Damage reduced by 10%.
- Fixed Potential Softlock in the Secret Level.
- New Graphics and sounds for the Twin Fang created by Cardboard Marty.
- Lightning Rod now located in the end of the Secret Level.
- Added New Graphics for Hand Cannon When upgraded with the Fire Bomb Launcher
- Added New Sounds for Hand Cannon when launching Fire bombs
- New Title Screen music composed by PRIMEVAL.
- Mudrot's location changed to earlier in Valley of Kings.
- Sentinel Lightning Resistance Increased.
- Hit Points of Final Boss increased from 3000 to 3500.
- Sectors in Valley of King incorrectly tagged as Damaging
Beta v3.4 Update
- All items taken from inventory upon starting the e2m14(Secret level) can now be recovered.
- 'Wrath of God Spell' now removed when entering e2m14
- Changed the Iron Key's (and corresponding locks) in e2m14 to "Rusted Keys" to fix a potential Softlock when entering the secret level with an Iron key found main quest Dungeon.
- New Skybox for e2m6
Beta v.3.3 Update
- Fixed geometry in Valley of Kings that were incorrectly marked as damaging sectors.
- More Type fixes for Dialogue.
- Added New voice lines for the Main Character.
Beta v.3.2 Update
- New Music Track for the Amun Reliquary composed by PRIMEVAL.
- New Music Track for Sobek Mines composed by Volasaurus.
- Fixed Typo for the Bloat Tick's name.
Beta v3.1 Update
- Hornets now changed to Locusts for the "Swarm" Spell to be more thematically consistent.
- New Sounds of Tyrian's Bloodhound boss.
- Added Lightning Stun effect to Tyrian's Bloodhound boss.
- Melee swipe attack removed for Tyrian's Bloodhound boss.
- New Startup music.
Beta v3.0 Update
- Bloodbite Ring, Mindbite Ring and Soulbite Ring Repositioned to different maps for better balancing of difficulty curve.
- Souls Chamber powerup added to Hidden Oasis.
- Added Ability to purchase Steel Armor from Merchant Elis.
- Geometry changes to Amun Reliquary to improve Aesthetics.
- Sound Blocking in Tower of Stone Fixed.
- New Textures for the "Futuristic Music Box" in Temple of Karnak.
- Dialogue changes and correction.
Beta v2.5 Update
- Replaced Return to Castle Wolfenstein Music for the secret map with music from Castle Totenkopf SDL by Wolf Skevos-Jones.
- Secret Level boss Voice line changed to Lines from Castle Totenkopf SDL by Wolf Skevos-Jones.
- Fixed Sentinels not providing Experience Points when killed.
Beta v2.1 Update
- Tyrian's Bloodhound boss' secondary attack is now an Area of Effect Damage instead of a projectile.
- Changed Smoke trail spawning for Javelin so it doesn't obscure the player's view.
- Bandits in Map10 replaces with Acolytes to be more consistent with the rest of the bestiary.
- Spawn point for Long Bow changed in Map14 to make it more visible.
Beta v2.0 Update
- Javelin Now has Infusion for it's Melee Attack to make it more consistent with other Melee Weapons
- Sentry bot no longer bleeds.
- Corrected Spelling Errors in Dialogue.
- Minor Geometry Changes in Overworld to make Obelisk Structures more uniform.
- Added Items and Chests in Overworld.
Beta v1.2 Update
- Purchasing 'Pursuers' spell now give the correct Sell.
- Lessened particles spawned by the Twin Fang to prevent performance issues while shooting.
- Fixed HOM in E2M14 "Tower of Stone"
- Added additional enemies in "Karnak Township"
Finished it as a level 9 wizard on Normal with the double damage received enabled.
I found it fairly easy throughout. My only death was to the mines boss. Potions usually never dipped below 10. Never used spell scrolls.
My suggestions are:
-Introduce crocodiles earlier, maybe at some of the pools outside of the town.
-More variants and "tougher" enemies.
-Spawn in enemies to make leaving an empty stage more surprising.
-Maybe have a way to enter the towns pyramid through the side if possible, going up the stairs everytime is inconvenient after several times.
**Edit** if you extend the wall behind the stat NPC, you could make a path in where the hieroglyphics wall is.
-Maybe freeze the two homies playing the board game so they stop dancing.
-The 10% damage dealt healing ring is the only ring I used, it may be too powerful!
-The last door before the secret levels boss wouldn't open all the way, just kind of jitter a tiny bit. I had to IDCLIP past it, not sure if a switch was somewhere for it.
-Twin Fang weapon drops my fps heavily if spammed.
I'll just finish by saying the mines and the green level after it are fantastic and are some of the best in this series. The last level while interesting and definately out there, could use a little love.
Thank you so for the feedback.
I do have one question, which "secret boss" is the one with the broken door? is it the one in the Tower of Stone or the other boss?
I can't seem to replicate this bug.
The boss in the level where you obtain the Twin Fang weapon.
Thank you. I did try to replicate it a few times, but it opened like normal
I'll see if there is anything else causing it.
Finished the expansion pack with starting Centurion's Set, Normal difficulty, No double damage and Level 9. I have to say, It was just about enjoyable as Abysm2: Infernal Contract but It felt a little bit shorter but that's fine in the end. I could nitpick about the difficulty but, it's fairly easy at most here and there (besides some bosses and a few sections though). Now for some thoughts...
-It feels like you used some inspiration from Powerslave which I'll admit, it's spot on and mixes together well.
-Kind of lacking on the monsters variants as much what Abysm 2 offered which it gave me slightly more trouble than Pharaoh's Judgement.
-As I used Silver Sword Ring throughout the whole playthrough, It's kind of nuts with that +50% extra damage when health is full. I somewhat digress in the end since it really varies on some people who prefers getting more damage while avoid taking damage at the same time.
-I say the same with lacking of surprise encounters as of Tumbletooter mentioned about it.
I really haven't explored everything else after the final boss so I'll have to look around or do another playthrough with a different set.
That's pretty much it for now.
thank you for the feedback. Glad you enjoyed the beta.
in regards to enemy variety, I did want to make sure the bestiary didn't become to bloated but I'll still look into additional enemy types or alternate enemy placement.
Also right now I'm experimenting with ring powerup balance so I'll certainly look into it as well.
Sounds good! I also did notice a little bug during 2nd playthrough earlier. After I finished off the stone guardian and exiting Sobek Mines, a quest notification showed me this by quote "A new quest has been added 204" compared to the previous ones that looked fine without the random numbers.
Player: "I can't believe I am in space"
Me: "I can't believe you actually know the words space and aliens in a world of magic and steel"
Don't forget that one Star Trek quote.
Quality t.c,thanks for making this.
You're welcome. glad you enjoyed it :D