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 v4.11.3 as the latter incorporates flags that are used in the current release.
Welcome! IMPORTANT NOTE: This mod works from version GZdoom 4.10.0 as the latter incorporates flags that are used in the current release.
---------------------------------------------------- Changelogs v3.3.1 (C) -------------------------------------------------
------- Mechanics -------
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.
------- Players/Skills --------
*Set maximum of 3 units for Dark Servant.
*Set maximum of 3 units for Icon Defender.
*Set maximum of 5 units for all armour pieces.
*Vengeance now activates when taking damage above 10% of maximum health or if health is below 25% of maximum health.
Lasts for 10s and has a CD of 20s. Damage is now higher, increasing by 5% per level starting at level 1 at 15% instead of 12% starting and increasing by 2%.
*Slightly decreased the attack speed of the Cleric's weapon 1 but slightly increased the attack speed of the shield.
*Shield stun lasts 1.5s instead of 1s and Inquisitor's safe stun lasts 2s instead of 1.5 (need to correct the explanation in the path, will do it later).
*Wolf Companion (Hunter ability) now consumes organic corpses to restore health without requiring you to be a Survivalist.
*If you are Survivalist, Wolf Companion, above level 7, you now summon the wolf in translucent form, with immunity to falling damage and the ability to become ghostly and make surprise attacks, gaining ghost-like immunities during the effect.
*Metamorph's melee attack takes 50% longer but its damage has been increased by 50%.
*The direct hit of Metamorph's attack 3 is now governed by Strength (its area damage and poison is still governed by Intellect).
------- Bugs Fixed -------
*Fixed a sprite bug, cleric weapon 5. (2/11/23)
--------------------------------------------------- Changelogs v3.3.1 (B) -------------------------------------------------
------- Bugs Fixed -------
*Fixed the requirement to learn Intervention (Cleric Skill), it required 18 and not 28 as the description says.
*Fixed a BUG that caused the Afrit Queen clone, if killed on some occasions with repetitive explode damage, it caused the player's level to skyrocket.
*Reworked the Dark Servant item. Now it is summoned by leaving the doll on the ground, it grows and then the allied Minotaur is summoned. This also fixes the
also fixes the bug that at high levels and with a lot of Charisma the minotaur would die instantly if it exceeded 36000 health.
*Fixed that Impale would not heal if you were Executioner and had Killing Spree.
------- Players/Skills --------
*Reworked the Last Stand talent from the Fighter's Path Vanguard. It is now called Knight's Honour and allows Blood Rush to give immunity to Poisoning and bleeding while active. It also grants Deflection the ability to reflect curses during the effect with a (56+AbilityLvl*4.4)% chance to damage the caster.
*Reduced the bleed out time caused by Vorpalblade (weapon 6 of the Fighter) causing all damage to be done in 2s instead of 10s.
*Quietus' melee attack was given a bit more range (it's a mandobale) matching Vorpalblade's range.
*Adjusted the speed of Fighter Weapon 2's thrown axes.
*Now the Assassin Executioner not only having Spectrall Killer active will be able to be reckless when killing by Impale, but also having the same reckless buff until the chain is
and for each time it happens she gets 7 magicka back.
------- Items -------
*Cloak Of Shadows (Accessory) now works without needing to be in dark areas (very few in the game).
It is deactivated if an offensive action is executed either by tree skills or by using weapons. In the case of
weapon 1, it is only deactivated on impact. It has a DC of 10s to make you invisible again.
*Scroll of Field of Doom, Scroll of Storms and Scroll of Angelic Help alert monsters.
------- Various ------
*Shudder effect was applied on the player affected by Stun and according to the weakness to it (duration), the greater the shudder.
----------------------------------------------- Changelogs v3.1.0 --------------------------------------------------------
------ Various ------
*Fixed various graphical and functionality effects.
*Improved the Terrify scare effect as well as the blinding effects (Curse of blinding and Blackaout).
*Modified graphical effects of debuffs (curses).
*Adjusted the consistency between the heights of the monsters and their sprites as well as the status effects to the appropriate height.
(This adjustment is under constant review)
*Improved Guardian Orb (Mage Skill) sprites.
------ Players/Skills -------
*Explanations for skills of various kinds were better detailed.
*Reworked Arctic Glacier. You now explode a very powerful cold wave with a large surrounding area that applies an 80% movement slow to nearby enemies (40% to bosses). It then emits a stream of icy air in front of you for 4.5 seconds.
*Fixed both Blizzard and the secondary shot of the Mage's 6-weapon leaving a trail of projectiles behind when cast at certain locations on variant height and narrow ceilings.
*Fixed the secondary attack for the Mage's 4 weapon not hitting certain enemies.
*Removed the constant bounce from the Guardian Orb's power shot.
*Improved Bone Jail to cast ranged instantly and create the ring around the target.
*Impale now no longer pushes the affected enemy.
*Killing Spree buff lasts for 6s instead of 4s.
*Fan Of Knives is now active and passive at the same time.
------ Multiplayer ------
*Lives dropped in Multiplayer mode now last 60s, then disappear if not taken.
*Spectral Serpent, Hierophant, Cult Zealot and Fleshwizard no longer drop lives in Doom style multiplayer.
------ Monsters ------
*Korax solo suelta 1 Scroll of Doom Field en lugar de 2.
*Dsparil solo suelta 1 Scroll of Storms en lugar de 2.
*Mysticdiabolist, ahora dispara 2 ataques de fuego en lugar de 3.
*Se mejoró el ataque de aliento de fuego de Dragon.
*Flesh Wizard no se transporta de manera permanente en bucle si no ve al jugador.
*Se corrigió el ataque de fuego por el suelo del Archvile.
------ Items -----
*Scroll of Storms, Scroll of Field of Doom, Scroll of Congregation no longer have a CD.
*Scroll of Angelic Help has a CD of 5s instead of 10s.
*When passing a map in Doom style only 1 Icon Defender will be kept only.
*You can now keep the number of each spell scroll when passing maps in all styles.
I found 2 bugs:
1: Divine Intervention's actual skill point requirement is less than the description.
2: Sometimes at the first couple of character levels, suddenly the level becomes two digits without any benefits.
Thank you for all the work.
Thanks for commenting and reporting those bugs, that's how we make this mod grow.
I'm willing to fix the requirements, it's simple.
But about the 2nd bug, I would like you to show me more details. With which class it happened to you, in which circumstance, between which character levels it happens etc.
I've played a lot of both styles and it never happened to me, I'd appreciate more details of what happened. Thanks.
Thank you for fast response.
2nd bug happened again and again. It is not about being low level, I was mistaken about that. I am positive that it happened to my cleric. Not sure about mage and necromancer with which I also play.
From what I gather, I think it happens after a combo reward. Sometimes instead of giving an xp reward, it gives a huge level reward without any gains of level advancement. I don't know if it gives levels equal to monsters killed or the xp gained for that combo.
Also it may be about afrit queens; because that bug always happened while fighting with a crowd that involved at least an afrit queen. It may be a coincidence but maybe afrit queen's damage or loot has an impact.
The bug happened too many times but I always notice it some time later, because in the heat of the battle I usually don't check my level.
I hope this helps and thanks again for these wonderful updates.
particular? Any wad attached?
Have you played my previous versions? Does it happen in this 3.3.1 only? It's strange that it happened to you often.
It happens with multiple wads. For example BoxOfAThousandDemons_RC2 and some Obsidian generated wads. It just happened again in an obsidian wad with my cleric in the heat of a battle after a 33 kill combo (also involved with a couple of afrit queens) my level jumped from 39 to 82.
Unfortunately I didn't test your previous builds. I recently got back to playing WoC after noticing your version.
With my playing pace I believe I will get more specific information.
I found the problem my friend.
The bug was clearly caused by the Afrit Queen. But it wasn't the monster itself, but rather its clone. That clone had a "flag" that caused the bug (strangely enough):
-INVULNERABLE
Removing this flag solved it... I discovered it by testing all kinds of things.
Now I have to upload the fix and a couple of other things I added that I was planning to upload later, but this bug fixed, so it deserves to be uploaded now.
We'll be checking anyway, but any other problems, report them to me.
Thank you very much.
Note: regarding the Arcane Barrier, I'll look into it.
You are AWESOME,
Thanks for the meticulous work :)
Thanks to you, give me your "Like" in Reviews so we can promote this project.
Unfortunately it happened once more with the new patch for my Hunter while fighting against 4 Afrit Queens
(That Guest was me. I signed up for modDB just to review this mod)
I meant it happened again in 3.3.1(B)Release.2
I didn't notice the 3rd release yesterday; and now all my saves are gone again T_T
Is this version stable for some time for me to finish a couple of wads or should I not commit too much before a new release?
Hello my friend. Yes, unfortunately the Acs system is handled this way. Certain changes change the code and you have to start from 0. But the afrit Queen has been fixed. The cost is that, losing game progress. Now play quietly and report back to me if you have any problems.
From my side I tested all area attacks that are repetitive and constant damage (Deep Freeze, Divine Punishment, Noxious Trap, etc) because that's what generated that bug, and now it doesn't happen, I tested it in many ways.
If it happens again or it happens again report me with details again how it happened and what circumstances.
Otherwise I'll remove the Afrit Queen clones and add another skill and that's it.
Also can you make mage's arcane barrier effect not to cover the whole screen but the borders only?
What changed between release 3 and 5?
Resubmitted because a change concerning a description and the merchant was not recorded, as the new Dark Servant could not be purchased.
Don't worry, if you are playing a pack, finish it and then replace the patch so you don't lose any progress.
The afrit queen has been revised and no longer generates the bug.
Actually it is an excellent time to try a new game :)
Then let's destroy monsters!
Hello, I hope you are doing fine.
- I can't wait to try new Agility abilities. I also like armor restrictions.
- 3 Icons of Defender may be a bit too much.
- Afrit Queen bug still persisted on 331(B) albeit very rarely.
- After trying all classes on various wads with various settings my patience diminished a little, so I am playing short wads with 10x XP multiplier.
- Also I found a little mod called "m_gizmos", I bound a key for "throw junk" which is a 0 damage hitscan attack. Now I can activate hitscan switches in some wads where previously I got stuck without hitscan weapons.
Hi friend! thanks, I uploaded a higher quality iteration of those guns. Don't worry this iteration doesn't affect the module, so you can continue with the savegames without problems.
The Afrit Queen bug, it doesn't let me sleep, I try it a thousand times and it doesn't happen to me, since that time I fixed it, it doesn't happen to me.
I need you to tell me again how it keeps happening to you, what power you use, what weapons, etc. If not, try this new C version and if you still get the Queen error, please give me more details. Thank you!
Last time the bug happened with my Necromancer (Conjurer) with 4 summons, the queen was far away, I attacked it with Necromancer's 2nd weapon's second fire and 6th weapon's primary fire. My level raised from 40th level to 82th level.
It happened again to my level 38 Assassin while fighting with 3rd weapon's primary fire.
I tried but couldn't make the bug happen deliberately. While trying, I learned that every time a clone dissappears, the player gains XP, if there are too many clones around with multiple queens, cumulative dissappearence of clones cause a killing spree bonus of hundreds of combos.
Nevermind. It has maybe something to do with my additional mods (SimplePlayerinfo SimpleLevelinfo SimpleCrosshairhp hellscape-navigator gearbox flashlight_plus_plus and PandemoniaPBRLiquids)
I have console summoned 10 Afrit Queens with the command console and also created 5 Divine Punishment light pillars to test. That time I reported the error to you, that showed what was happening as well as with all AOE damage types of constant damage like Deep Freeze as well.
Clones don't give exp, it's all weird, maybe it's your addons that are modifying something.
Since I theoretically fixed the bug it didn't happen again.
Try doing it yourself with these commands:
Summon Firedemonqueen
and help yourself with "God", "Give mana1 1000" and "Give mana2 1000".
Try this without addons, just doom2 and the Woc and then comment.
I couldn't reproduce it for now, sorry.
But I am intrigued about WoC actor names. How can I learn the console summon names of WoC monsters, items and especially accessories?
Use command "linetarget" aiming with the crosshairs. That way you will get the actor's real name. Regarding the accessories, I'll give you a list of their names later
Thank you,
I searched similar commands like "linetarget" and did some search on mod files with notepad and eventually I found a solution to get accessory names:
After "Summon AccessoryRandomSpawner" looking at the result of "Actorlist" command, I can find the newly summoned accessory's name at the bottom of the list.