Welcome! IMPORTANT NOTE: This mod works from version GZdoom v4.11.3 as the latter incorporates flags that are used in the current release.
If some bugs appear and I will always try to fix them. I will release iterations periodically and if they corrupt savegames, it will be made clear in parentheses (it will corrupt savegames!) in the fixed line in Changelogs.
If you are playing an adventure game, do not paste the new patch with those iterations or updates because you may lose your game saves. Finish the game and reinstall the new patch. I hope you like it.
WOC v4.1.0
------- Players/Skills -------
*Weapon 4 functionality:
Removed cooldown on weapons 4 and also revised reaction speeds, attack speeds and costs:
-The shots that had CD of the Cleric, Mage and Necromancer 4° weapon, are now a little slower to execute or to reprepared, in exchange for this cooldown removal.
-The Fighter's weapon 4 now prepares faster between attacks and primary attacks.
-The Hunter's weapon 4 now has a small amount of preparation time, but in the "Hold" it has been speeded up. On the other hand, the cost of each mana in this shot was set to 7.
-The mana cost for the primary shot of the Necromancer's weapon 4 was set to 12 (previously 16, as well as the secondary shot).
*Now if you are Pyro with the Mage class, when receiving pain, Molten Shield doesn't damage the source with a fire bullet, but generates a heat wave around it
that damages in 12 pulses (1 pulse per tick) and pushes the enemies. Every 1s.
*Ice armor (Iceborn path) now grants 30% defense against bleed damage and 20% defense against physical damage instead of 30%.
*Now the Assassin's grenades are empowered from the moment they are thrown and not when they are destroyed, if you have Munition Empowerment active.
*Improved Glaives scaling bleed damage if you are Whisperknife.
*If the Assassin has Munition Empowerment active, her weapon 2 no longer fires an extra bolt. Now those 3 bolts as usual, set the enemy on fire, causing them
fire damage in time for 3s per bolt.
*Regeneration of both mana was notably improved by having Munition Empowerment active while being Whisperknife. Not only it regenerates very fast but now it does it on every mana does it in every mana if they are below 14, instead of 9.
*You now recover Magick when using Lunging Strike if Spectral Killer is active based on (LvlLunging + LvlSpectral)/2.
*Lunging Strike can be used while Curse of Anchor is active, but will not move forward.
------- Aesthetic details --------
*Some graphic effects of skillarts and details of various weapons were retouched. Some of them:
-The aesthetics of weapon 1 of the Cleric in the ready was fixed, putting it according to the new deck, without old defects.
-The projectiles of weapon 2 of the Cleric are seen in a correct way and not with translation error, in HEXEN style.
-The graphical effect of Arcane Barrier is now not intense, it doesn't bother the user's sight.
-The Necromancer's weapon 4 has an orange/yellow aesthetic border effect for primary shot and blue/indigo for secondary shot.
-The tip of the bolt looks igneous on the Assassin's weapon 2, from the 1st person with Munition Empowerment active.
-Assassin's weapon 4 now displays power level indicators when held while charging.
------- Monsters -------
*Added back Shadow Hunter (monster), which was mistakenly removed in HEXEN style.
*Lowered Priest's (monster) base life by 25% in HEX-HER style.
*Decreased chances to execute curses to ghosts in HEX-HER style.
WOC v4.0.1
------- Players/Skills -------
*The Mage's weapon 1 has a reworked mechanic.
It now attacks in the traditional way but without going through enemies and with a far but not infinite range.
Its damage has been increased by 8%. The primary shot has a super repetition speed but requires to be charged to launch projectiles.
These shots depend on the charges it accumulates and can accumulate 15 charges.
It recharges every 0.6s.
On the other hand, the secondary attack is melee, the weakest of the 6 classes but agile. If the agility is higher than 17, it has the chance to cause accurate disarms if
(Charges always regenerate, whether this weapon is used or not).
*Mana Charge also recharges wand charges. The higher the level of this skill, the higher the recharge rate.
*Improved the aesthetics of the Hunter's summoning skillarts and trap throwing.
*Removed the cut on the edges of the Hunter's weapon 2.
------- Monsters -------
*Now the Priest's shield (support monster), is no longer always 100% damage reduction. Now it is according to the skill level of the game:
Very Easy: 50%
Easy: 60%
Normal: 70%
Hard: 80%
Nightmare: 100%
*Unholy Strength now doubles damage instead of tripling it.
------- Fixed Bugs -------
*It was corrected that the Hunter's skillarts showed Machete when preparing to launch instead of the equipped weapon.
WOC v4.0.0
------- Main modification: realistic and immersive experience -------
In this new version 4.0.0 BETA, a substantial change is proposed in the management of the abilities of the 6 heroes making it a more immersive scenario from the visual, realistic and sonorous.
Most of the active skills of our heroes have animations of their casting, channeling or execution. They can no longer be cast instantaneously and at the same time as the shots of the weapons but now they will be able to be intercalated.
We will have the following skills with arts:
Fighter: Mighty Blow, Stomp, Charge, Hook Shot and Legion Call.
Cleric: All active skills except for the 4 auras and Sacrifice.
Mage: All active skills except Mana Charge and Arcane Barrier.
Hunter: in addition to those already made by Tethis originally as Spinning Slash and Wind Slash; Raven Companion, Wolf Companion and the 4 traps are added.
Necromancer: all active abilities.
Assassin: in addition to those already made by Tethis originally as Kick, Imaple and Lunging Strike; all the remaining active ones are added except for
Shadow Walk and Spectal Killer.
As you might guess, the player will lose some of his combat agility because of these changes but it makes it more realistic.
This will be compensated with the following benefits:
The damage of all skills (not summons) that do skillart are increased by 8% with the exception of:
-Stomp: Damage in addition to the extra 8%, depending on how long the Fighter is falling, accumulating damage per tick up to a maximum of 2s of fall,
because if it exceeds 2s the skill is cancelled. Jumping with stomp and falling from above is a good damage strategy. His Cooldown is now 2.2s instead of 2s.
-Hook Shot: 30% more damage.
-Blessing: changed its color from white to gold and heals 8% more.
-Darkness: has a Cooldown of 4.5s instead of 5s.
-Raise Dead: +20% movement speed for resurrected monsters.
-Metamorph: you can no longer use all abilities while transformed, you can only use Blight, Poison Blast and Miasma.
These 3 magics will be empowered with dark force that will be mixed with poison making them almost twice as powerful.
In addition the demon form will give you 70% physical damage reduction instead of 60% and cause stun with a(20+LvlAbility)% chance with melee hits.
*The voices of the 6 heroes were changed and personalized.
------- Players/Skills -------
*After a long time where the WOC community and I wished for a change in the sprites of the Assassin and nobody undertook such a task,
that wonderful day came. I, ElPoder36, was in charge of the artistic work as well as programming and editing.
I recreated part of the Succubus in the elaboration of the new Assassin in the 3rd person perspective, as well as in 1st person.
*Fixed screens where certain weapons were cut off at the left and right ends and gave more aesthetic touches to melee weapons.
*Modified the primary attack of Aestus.
*Increased the starting agility of the mage in 8 (before it was 7).
------- Monsters -------
*Draugr's melee damage was lowered.
*Removed stun ability from Eidolon's electric ball and super fireball, but added a telekinetic attack that causes stun.
*Minotaur and Dark Servant Minotaur have been tweaked making them stun with horn in melee state with less chance but only if their target is within 120° vision.
is within a 120° front view.
------- Fixed Bugs -------
*Fixed the damage and functionality of Machete (Hunter weapon 1). (11/2/2024) (it will corrupt savegames!)
*Fixed the lack of dark effect sprites in the powers of the transformed necromancer. (11/2/2024)
*Fixed some minor bugs.
------- Specials Credits -------
Thanks to the great creators of the Walpurgins mod for their sprites. A part of this work was thanks to their great artwork.
Hi, ElPoder36
So, the Hunter's machete no longer has its consecutive stab move?
The machete has more damage than before. I had to redo the weapon again to incorporate these version changes.
It had a lot of redundancies in the code.
Anyway, answering your question, it has the stab move if you are Skirmisher and machete at lvl10, it has maybe less chances but it has it.
It is in testing.
I see.
Thanks for answer me.
Hello net! I have already resubmitted it. Yes, you can still delete the .bak and it is solved, but, I uploaded it again well. Thanks!
Are the hunter bow cutoffs going to be fixed?
Hello! It will be fixed later in other patches. Thanks for the suggestion.
Hi, ElPoder36
In WoC4.0.1, the new Mage weapon 1 secondary attack mode (the melee one), it still powered by intellect only?
EDIT: And the weapon 1 first attack mode, its damage is still only based on intellect?
Hello! yes, the shots with the intellect, and the secondary hits with the strength, common sense on that. The agility governs your chance to execute the disarming attack (from 17 of this).
Thanks for answer me. :)
Can you add compatibility with Cult of Despair?
Hi! I did it with my version 3.2.6, some time ago.
It takes some work, but it looks great.
I will do it again and in my latest version, when Onox (the creator of Cult of Despair) releases his 1.4B version.
Hi ElPoder36.
Really?! (O.o)
Could you tell me what files you need downloading in order to make the WoC 3.2.6 compatible with the Cult of Dispair mod?
As it works now, it works. Just load my woc 4.1.0 and then load CultofDespair1.4A.
What happens is that as Onox put his bestiary, many of the enemies that you will see, will not be adapted to the mechanics of Woc4.1.0. (they will not be silenceable, they will not be disarmable, they will not be sleepable, some will not throw curses, etc).
The Onox monsters should be retouched to bring them in line with the rest of Woc. Some items also
But I'll see, maybe I'll do it.
Actually, if I (in my opinion) could pick one mod that I dream being fully compatible with the updated WoC version, that would the last Diablo3D (godly edition) version (Heretic Mod).
EDIT: Before someone ask :)
Link of Diablo3DMOD - Forum.zdoom.org
Hi, ElPoder36.
The today uploaded "Woc_v4.1.0_HEX-HER_Released.rar" file doesn't contain the "woc_v3hereticpatch.pk3".
Instead it contains the "woc_v3hereticpatch.pk3.bak".
Should the ".bak" from "woc_v3hereticpatch.pk3.bak" be deleted and then used normally?
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