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.

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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 v3.3.1(C) HEXEN HERETIC Released
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neto592
neto592 - - 87 comments

I would like to report a bug:

If you are playing Heretic or Hexen, after a certain amount of charisma you had invested (I don't know the exact number), if you summon the Dark Servant it dies immediately.

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ElPoder36 Author
ElPoder36 - - 108 comments

Hi neto. I was looking at it and it's when the Dark Servant's life exceeds 36000 or more life points. For that more or less 600+ charisma is required....
Which player gets to 600 charisma? only with tricks?

Apparently it's a base bug as it happens also in the Thetis version (3.1.4) and not only in mine.

Neto... play without cheats hahaha.

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neto592
neto592 - - 87 comments

I was not quite cheating but rather testing how 500 level mage would fare against the enemies on similar level (I use 'changemap *' GZDoom code to force the enemies to have similar level that I had).

I don't want to waste weeks of playing just to discover that I invested all wrong, so I like to see how it would look like in the end.


Also, I just put 249 (plus the 10 the Mage already had) on Charisma on that 500 level mage.

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ElPoder36 Author
ElPoder36 - - 108 comments

500? But you play a mega ultra wad of 100 maps? Haha. That's ok. But as I was saying it's a bug in the woc itself. I'll see what I can do to fix that very situational bug.

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neto592
neto592 - - 87 comments

I see. Thanks for explaining it to me.

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Ront1980
Ront1980 - - 199 comments

hey, which cheat do you use to level up?

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neto592
neto592 - - 87 comments

Sorry for answering this late I just notice your post now.

I type on the GZDoon line of commands (The codes are without ''):

1st) 'give ammo' → That maxes your level as well your mana and armor.

2nd) 'take ammo' → That takes away your mana and armor but keeps your level-up.

3rd) 'changemap *' → That reset the map, making monsters to level-up as well, while keeping everything you got.

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neto592
neto592 - - 87 comments

1) "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".

Now the Minotaur is working, thanks for that! Now I can plan some builds to Diablo3D's Heretic mod.

However now it seems it is no longer possible to buy the Minotaur from the merchant as he says you already have too much (when you have none of it).

Speaking about the merchant, I don't know if you are aware, but there is an old bug from Thetis version related to merchant:

Anytime you try to buy a scroll map (level map) from him, he also says that you already have too much and as consequence the entire level is reveled free of charge.

2) 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".

However, by the skill Spectral Killer description it doesn't seems exclusive for the Assassin Executioner path. Also it seems that is not mentioned on the Executioner Path 3 skills descriptions.

3) Assassin disarm Kick skill

It seems that her kicks are not disarming Ettins for some reason.

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ElPoder36 Author
ElPoder36 - - 108 comments

"3) Assassin disarm kick skill"

If you disarm, did you read the disarm mechanic as it is now?
when you kick a disarmable monster (the ettin is disarmable) you will disarm it for 4s (3s on bosses). Then the target of the disarm has a 4s protection after the effect, so it can't be disarmed again.
Kick and Hook Shot have the particularity to "violate" that protection but with CHANCE, not with certainty.

The ettin can be disarmed without problems, I checked it in both styles, maybe you got confused.

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ElPoder36 Author
ElPoder36 - - 108 comments

"2) 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".

However, by the skill Spectral Killer description it doesn't seems exclusive for the Assassin Executioner path. Also it seems that is not mentioned on the Executioner Path 3 skills descriptions."

Spectral killer works as detailed in the articles and you don't need to be an Executioner for it.

All of the functionality that you have outlined in this article does not depend on being an Executioner as it is only governed by healing with Killing Spree.

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ElPoder36 Author
ElPoder36 - - 108 comments

Regarding the Merchant, the Map Revealer error, if it comes from Thetis and it doesn't really bother me, take it as a "courtesy of the house" the map.

But about the Dark Servant, yes, I should fix it. Thank you.
The other suggestions... dejate de joder Neto hahahaha. Saludos y gracias por los comentarios!

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neto592
neto592 - - 87 comments

And I would like to give some suggestions:

1) About the new reformed Arctic Glacier.

I like it a lot, for me, it is much more useful as it is now.
But I think it should have some exclusivity for the Iceborn Mage, like making enemies receiving 25% extra damage in bleeding while they are frozen (during those 5s).

If it is not possible, then I think you should reduce the slow speed from 80% (40% for bosses) to 60% (30% for bosses) if the mage is not under the Iceborn path.

2) The Cleric Judgement Skill

When used, it alerts all enemies nearby. On the other hand, the very noisy Wraiths alert only the enemies that are hit by them or if the enemy sees them.

I think it should be the opposite. The Judgment skill should only alert the enemy that it is hit by the skill and as soon as the Wraiths are summoned all enemies nearby should come in your direction. Also, I think the Wraiths's countdown should be longer, from 3s to 7s.

That is because there are a considerable number of enemies that are immune to pain, therefore immune to Judgement skill.
But there aren't any enemy, not even a boss, that it is immune to be distracted by the Wraiths. So in order to give the Judgement a reason to be used, I guess the Wraiths should alert all enemies nearby and have a longer countdown.
Also, I think the Wraiths having the same countdown of the Cleric's Wraithverge underpower the weapon as well.

3) About the Hunter Skirmisher ways to face ghosts.

I like a lot the void arcane machete thing. I was very expectant to see how Skirmisher would fare against ghosts. As I play mostly WoC mod on Heretic, there are many ghosts. Additionally, the Spectral Chaos Serpent is by far the most common class boss on Heretic episode 1!
I just think that 7s is too long to wait for reloading the "anti-spectral" machete. Could it not be reduced at least to 5s? In exchange, I think it could be taken away the bleeding capabilities of the machete. Actually, I think it would be cooler if the Hunter machete become more focus of being something like a magical elf weapon of sorts. Like the blade that Sam bring to Mordor in the Lord of the Rings that could harm that big bad spider.

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neto592
neto592 - - 87 comments

4) Mace of Contrition

I think that weapon needs more damage capabilities. Comparing with Fighter Gauntless, Hunter Machete or the Assassin dagger, the impression I had is the Cleric mace is considerable underpowered. It only beats the Necromancer Sickle in raw damage, but even that in my opinion is kind dubious since the Sickle has more range that the Mace.
So I was thinking that Mace could also have a chance to cause bleeding damage (for Inquisitor only).


5) Necromancer's Darkness Skill

Since the Harvester is a kind of vampire, I think the Darkness skill should be more deadly. For instance instead of only diminish the enemies' movement by 12%.nºCharges (max 60%), it could be increased to 18%.nºCharges (max 90%). I think the Darkness skill should be better under the Harvester path as is common vampires have an AOE skill based on the dark element.


6) Plaguebringer pet

I think I mentioned on another post, but I think the Ghoul should benefit more from the Plaguebringer in a way that would make it more powerful than the Dead Knight pet if the Necromancer is on the Plaguebringer path. For instance, the Ghoul could use the Poison Nova Skill more frequently.

7) Wolf Companion skill

I really think that skill should be remade. Maybe a wolf with arcane or lightning damage and being ghostly if the Hunter is on Survivalist path...
I mean, it is the last Hunter Skill and yet in my opinion is nothing more than a cheap cannon folder.
I guess it is likely that Thetis hate dogs...


And before I forget, I like the changes you did with the Cloak of Shadow being a lot more useful! :)

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Ront1980
Ront1980 - - 199 comments

Hello,
My only gripe with this mod is that it is trying to balance everything way too much.

For example, let me spam my dark knights, why do you need them to last 60 seconds? Let me have fun, it's a single player game, it doesn't have to be perfect.

Edit: I would love to give a tons of suggestions for this :P
One example: why is the legion power on the warrior linked to charisma rather than STR? Charisma is useless on warrior, let my warrior have many soldiers following him due to his STR, not his Charisma.

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ElPoder36 Author
ElPoder36 - - 108 comments

Hi, how are you?
The game has a strategic tinge not monotonous like MU or Diablo 2. Here you have to think what to use, how to use it in what time to use it and how to fight even with weapon 1.
It's Hard as the description shows.
Regarding Charisma, it is an attribute that touches all classes, just as Strength touches the mage to have some more carrying capacity.
All summoning is governed by Charisma, so it's logical for the Fighter to be governed by Charisma too. If you monopolize everything in the STR it would be ultra OP, that's why the 6 attributes are useful for all classes.
This edition takes away but also gives, check Articles and you'll see.
Cheers and thanks for playing it.

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neto592
neto592 - - 87 comments

Hi ElPoder36.

The Assassin Kick skill return to not being able of disarming Ettins.

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neto592
neto592 - - 87 comments

By the way, that bug is only happening on Heretic.

In Hexen, the Kick skill properly disarms Ettins.

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ElPoder36 Author
ElPoder36 - - 108 comments

The kick works perfectly for me in Heretic. I tried it with Ettin, with Ettin Commander and with Bormereth. It works correctly and I have tested it several times.

Keep in mind that if you use any add ons or mods or map packs, you have to put them before the Woc. Because what may be happening is that those ettins are different from "mine" or Woc ettins, that is, they are ettins that step on Woc ettins.
If so, it won't disarm them because to disarm they must have a specific command line and those ettins of those add ons don't have it.
Check with the console command "linetarget" what is the name of the ettin as the disassemblable ettins are called "Newettin", "Chainmailettin" and "Bormereth".

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