------ HeXeReTiC Fantasy v3.1.1 ------- Check the description for more details!
IMPORTANT: THIS MOD REQUIRES AT LEAST GZDOOM 4.X.X (OR LATEST RELEASES OF LZDOOM) TO WORK PROPERLY. OLDER VERSIONS OF GZDOOM/LZDOOM AND/OR OTHER SOURCEPORTS LIKE ZANDRONUM ARE NOT SUPPORTED.
INTRODUCTION
Welcome to HeXeReTiC Fantasy! :D
Here you will take the role of Corvus III, the descendant of the brave Corvus, the unclaimed hero of the Sidhe Elves tribe.
Just like your grandfather, you'll have to confront again versus the evil Serpent Rider known as D'Sparil and all of his followers, and make your way into it with help of your habilities.
Thanks to your powerful physical and magical training during last decades, now you feel prepared enough for your task. You got some new powers over time, also with your increased strength and agility, it's a big chance to make D'Sparil and his minions bite the dust one more time, and this way honouring the memory of your defunct and beloved grandfather.
It's now time to pick up your new recharged Emerald Rod and get ready to start your new odyssey. Just remember the last words of your grandfather: 'You must not only be strong, but also smarter than your opponents.' There's no time to lose, so good luck and good hunting!
DESCRIPTION
HeXeReTiC Fantasy is a GZDoom/LZDoom randomizer mod destined for being loaded and used exclusively with Heretic IWAD. Yeah, although at first it may seem by the mod title, it is not compatible with Hexen, but instead it brings and adapts some ported elements from that classic Raven Software game. It can also be used for some external PWADs that modify original Heretic map levels, as long as they don't make some critical changes which alter the gameplay, monsters, weapons and other base elements, because it may conflict badly with this mod. Some PWADs like Heretic Treasure Chest, Curse of D'Sparil, Call of the Apostate, Elf Gets Pissed (Clean Edition only), HYMN, History of Fruit, etc. should be perfectly played with HeXeReTiC Fantasy, and also it can be used with most auto-generated PWADs made with Oblige or Obhack tools!
This randomizer mod has been built mainly from some already existent ZDoom Heretic addons/mods, taking them as a base and adding some improvements and exclusive new features. Most of the used resources comes from the following addons/mods: COTIS Visual Enhancement mod, Heretweak weapons mod, Merciless Enhancement mod, [Hexen & Heretic] Remixed & Remastered Sounds addon and some Realm667 website resources, without forgetting the material coming from original Raven Software games. (See more details in Credits section).
Like all my previous workings, this mod is provided for you at no cost, and has been created just and only for fun. And of course, I DO NOT earn any money from it in any way, not even in the hosting and downloading file action, and it never will be! (That's not my style, you will know...)
LIST OF MOD CONTENTS
- Improved graphic special effects and remastered sounds overall, plus randomizing spawners for monsters and collectible items (weapons, ammo, artifacts...)
- A stronger and more agile heroic main character: Corvus III can pick up more health and ammo, run faster and jump higher than his memorable grandfather, and even can stand for very long time without breathing underwater! (Suck that, Guybrush Threepwood! XD)
- New eight skill difficulty levels: you can choose from the piece-of-cake Sorcerer's Apprentice to the really challenging Supreme Master of Spells!
- A new starting weapon: the Emerald Rod (*). A magical reliable device with medium-low power that will help you to fight against the first enemy hordes. It has a quite precise long-range attack, and can be also very useful when other weapons and their ammunition types get scarce, because your Emerald Rod's energy will never run out!
- Every and each one of the game weapons have their own alternative fire mode, and also their power can be remarkably increased thanks to the influence of the new magic Tome of Might (**) which can be very
helpful against severe hordes of enemies, or even the toughest bosses to fight!
- Available medium-sized ammunition pickups: they will give you more ammo units than small pickups, but less than big ones. (Obviously, what did you think? :P)
- New enemies coming mostly from Hexen universe, so the game bestiary is now more varied and difficulty is also increased! (Also including some exclusive variations, like the Ice Gargoyle and previously unfeatured ghost-mode enemies).
- New collectible items and artifacts: enhanced crystal vials, more shield types, plus some improved Hexen artifacts: Poison Flechette and Disc of Repulsion. (Oh yes, and a totally new one: the Regeneration Elixir!)
- Special direct action keys: Taunting action (Default key: T - It allows you to make fun of your enemies, but it could alert some hidden ones!) and One-Key-Savegame action (Default key: O - Directly brought feature from my previous H-Project mod, this allows to save instantly your game without having to navigate through GZDoom/LZDoom menu and having to choose and name manually a slot; let the friendly Holy Savior make the work for you!)
(*): This weapon has taken the place of the older and smaller Jade Rod in HeXeReTiC Fantasy Special Edition, although it's not too different in terms of functionality and playability. ;)
(**): This artifact has completely replaced the classic Tome of Power since the release of version 2.7, in order to fix for good the lately unwanted behaviour of the powered weapons in the mod, due to the recent internal code changes upon the release of GZDoom v4.6.0 and its LZDoom equivalent version.
VERSION HISTORY (FROM OLDER TO NEWER)
(Some contents have been removed due to exceeding characters limit in the description. From now you can check the complete version history in README text archive included in the download ZIP file).
*** New features from v2.7 (Major Update Release) ***
- Howdy my friends! After almost more than a year without having published any update at all, finally version 2.7 has arrived... So after a long time, having been quite busy with my HXRTC Project Doom mod, I decided to take a swap and starting to work back with its equivalent for Heretic game, although not before having gone through quite a serious problem... And you may be wondering, what exactly happened? Well, it turns out that I found out not long ago that one of the most important features of the game, that is, the one related with the weapons under the Tome of Power influence, has undergone an unexpected change in behaviour, causing the powered up weapon sound loop to NOT stop playing at all, even after the effect of the Tome of Power has been exhausted. And possibly some of you have already noticed this weird issue as well, since it is something that does not go easily unnoticed.
For all of the above, and after having reported the possible bug in the ZDoom forum a few days ago, I've finally been able to find out that everything was caused by some GZDoom internal code changes, which were introduced from version 4.6.0. (Also, the LZDoom fork started doing the same after updating and adopting the adjustments of the original engine). The aforementioned changes are responsible for restoring the original behaviour of the game when the effect of the Tome of Power ends, that is, WITHOUT lowering the powered-up weapon and then raising the normal weapon. This new default -and not changeable- setting was actively clashing with the old functionality method followed until now in the mod (and also affects some other external files, like the Sgt. Shivers' Shazam Heretic addon).
So then, after thinking about it deeply, plus several fixing attempts -testings and failings- I've seen myself forced to make the determination to say goodbye to the old classic Tome of Power, and replace it with a new artifact with similar benefits, which I'll describe a few lines below. Also, and for avoiding any further issues, most of the mod weapons have been conveniently fixed and reconverted, having removed obsolete Decorate functions and sections, and also discarding several old sprites and sounds.
(I'm sorry if these recent changes do not fit to everyone's taste; it probably won't be in some cases, but as I said before, I have considered it necessary doing it this way. On the other hand, if by chance some of you still use GZDoom v4.5.0, you have the option to stick with previous v2.5.1 of the mod, since under that previous GZDoom version everything still worked flawlessly).
- Phew... After such a ramble, it's time to go with the changelog for this new version, isn't it? OK, as I said before, the new replacement artifact introduced in this update is... the Tome of Might! And what is actually the difference with the classic Tome of Power, you say? Well, unlike the latter one, the Tome of Might does not grant a visually more powerful version of each weapon, but instead directly multiplies all damage caused by the player by 1.5, including all gunpowder weapons, Dagger attacks and Shurikens. (Yup, the old Tome Of Power worked only and exclusively with magical weapons, as you will remember...) Doesn't sound bad after all, huh? Just get and try one of them, and soon you'll see how for about half a minute your threatening enemies shall drop like flies, even with your most basic weapons!
- Most of the mod magical weapons have been revised and updated with slightly smoother animations and some additional recoil effects. A couple of them have been improved with some new sprites and sounds, while a few others have gained slightly improved attack patterns. However, I think describing each and every change here in detail would be quite tedious to write and boring to read at the same time, so I'd better let you find out for yourselves... ;)
- Talking about weapons, there is available from now a new semi-secret monster weapon, which could be collected by the player if he is lucky enough. Unfortunately for now there is not much information about it, and the Allied Mages haven't been able to trade this type of weapon either, so currently you won't have the option to buy it directly from them. The only safe to say thing is that those monsters that possess this kind of weapon were already old acquaintances by Corvus III's grandfather...
- A pair of new Crystal Vial types have been included: the Tonic Crystal Vial (it can restore up to 40 Health Points without surpassing the current maximum HP) and the Aegis Crystal Vial (this one will give you 15 Shield Points and at same time will grant the highest protection degree; in case you have not equipped any shield when picking it up, a shiny Holy Helmet will be automatically put into inventory, granting the player with a 100% of absorbing damage just like the Legendary Shield). [NOTE: these new items won't be either available for sale through Allied Mages, so you'll only find them scattered on map levels or by random spawning].
- Updated the HUD for compatibility with the Tome of Might artifact and the new rare monster weapon.
- Several bugfixes, a few more tweakings and code optimizations.
*** New features from v2.7.1 (Bugfix & Update Release) ***
- Hi there, it's time now for some updatings! This version comes with some interesting extras, like a couple of new revolutionary weapons and also an incoming treacherous enemy to face from now in your heretical adventures! Honestly, you could consider this like a small anticipation for the next major update of the mod that shall come in a not-too distant future... Possibly version 3.0, as you may have thought for yourselves. So, if everything goes as expected, it might come soon, and of course with many new and interesting features for sure... But until then, please stay tuned! ;)
- OK then, let's start first with the new sneaky foe: the Gloominess Witch, a perfidious and stealthy sorceress who likes to appear out of nowhere and take by surprise her rivals, with erratic movements and fearsome magical attacks. Pay special attention, because the more wounded she is in combat, the more dangerous and difficult to dodge her magic bolts will become. In addition, she has the ability to teleport herself from short to medium distance, although she only tends to use it when cornered. In short terms, she should not become excessively problematic as long as you don't get too confused and also trying to defeat her as quickly as possible...
- Regarding the new weapons, it's worth mentioning in advance that there is only information available about one of them, since the other is top secret at the present time (sorry for the inconvenience):
- Fixed a small bug related to the Dark Crusader, whose attack sound when throwing fireballs was not played correctly.
- Tweaked globally the properties of gunpowder ammunition amount which you get from picking up any of the Slot 0 weapons (for balance purposes).
- Updated the HUD for compatibility with the new introduced weapons.
- Some other minor changes, bugfixes and code optimizations.
*** New features from v2.7.2 (Bugfix & Update Release) ***
- Hello again mates! You know, just after having published just barely a few days ago the last update of the mod, I have decided to release yet another new update taking advantage of the fact that lately, I am somewhat more inspired to incorporate some more new features than in other past seasons... And while I still have a moderately long way to go for the future big release of version 3.0, I actually have hope and desire to be able to reach that day! It is true that it might be a complicated task, but in the end it shall come; sooner or later, but it shall come for sure... So like i said not long ago, be patient and keep staying tuned! ;)
- Well then, having said all the above and without further ado, we begin with the first main course of the day: the new Food Barrels and Food Mini-Barrels have finally arrived at the mod! From now on a good assortment of these decorative wooden objects (full of nutritious items, of course) will be available at random throughout your heretical adventures. In case you come across one (or more than one) you only have to break it/them and then collect your tasty reward, which will help you recover lost Health Points without having to resort to the classic Crystal Vials. (The number of recovered HP will depend on the picked up food item, some of them will heal you more effectively than other ones). Oh yes, I forgot to tell you that some of these barrels may be guarded by those nasty Killer Plants, so you'll have to deal with them before you fill your stomach... (In addition, there is a small chance that a few barrels you come across may be completely empty). Good luck, and bon appetit my friend!
- In addition to the above, another great special item is from now available which you could find by chance in certain places if fortune gets favorable to you: the Magic Supply Box! Although the exact origin of this big package is currently unknown, and like the great treasure hunter you've always been, you won't hesitate to practice the old standard procedure... 'You find it, you keep it!' So then, as soon as you pick one up around, you'll obtain instantly 20 Health Points and 20 Shield Points, apart from a moderate amount of basic magical ammunition (30 Wand Crystals, 15 Ethereal Arrows, 30 Claw Orbs, 30 Eternal Ice Chunks and 60 Lesser Runes). Not bad, right? :)
- Available from now another of those semi-secret monster weapons, which with a bit of luck you'll be able to obtain and add to your arsenal. It is a pity that at the moment there is not enough information about this pretty rare weapon, nor even from what specific enemies it could be acquired... However, it is speculated from the knowledge of the Allied Mages guild that they must be a fairly common type of foe in the evil D'Sparil realm. So then, who knows, perhaps the possibility of them turning out to be old acquaintances seems pretty high after all...
- Some of the Slot 1 weapons have been slightly polished visually and physically: the Staff's primary attack has a little bit more range (also an extra sprite has been added to give it smoother movement); the Necromancer Gauntlets now have more symmetrical idle sprites than the original ones (although their attack properties remain unchanged) and the Fiery Crystal has increased its movement speed, allowing to attack a bit faster in less space of time (also added a few sprites for smoother animation). At the same time, the firing animations of some of the classic weapons like the Ethereal Crossbow, the Hell Staff and the Phoenix Rod have been also improved and smoothed on a small degree.
- Reduced the scale of each and every weapon sprites that can be picked up in the game by 10% (just for cosmetic purposes, other functions remain unchanged).
- Updated the HUD for compatibility with the new rare monster weapon.
- Some other bugfixes and minor code optimizations.
*** New features from v2.7.2.1 (Bugfix Release) ***
- Fixed an issue related with the sprites of Undead Warriors' throwing axes. It seems that there was
a small conflict between some modified graphics recently introduced in the mod and other ones already
existing in the Heretic WAD, and some previously missing sprites have also been added to avoid other
possible issues. [Thanks to Ac!d for bug reporting].
*** New features from v3.0 (Latest Release) ***
- Greetings to all of you my dear comrades, finally the waiting is over! After a moderately long hiatus and leaving behind several weeks of quite intense work, version 3.0 of the mod is now a reality. And as I announced previously, this fresh release comes fully loaded with a bunch of new features and unreleased elements that which I hope will delight all those players who are fascinated with Heretic's adventures! Mainly, it is worth highlighting in this new version the significant increase in the player's arsenal of magical weapons, as well as the bestiary that have also been expanded with new and dangerous enemies that will try to make you fail in your mystical missions! But of course, these are not the only ones... So then, please keep reading to find out about each and every one of the new things included in this current release! ;)
- Without further ado, let's start first with all the new magic weapons available to the player from now on, which you will gradually discover and become familiar with... Here you have a brief description of each and every one of them:
- Phew... that was close! Well, now that I'm in a safer place, I think it's a good time to talk about the new group of baddies that have been recruited by the forces of evil, and in addition to not being few, they are for sure among the worst that has been taken from the bowels of hell... And if anyone doubts it, I tell him the following: wait until you meet them and then you can judge for yourself. Who forewarned is forearmed, as the proverb quotes... Anyway, enough of the chatter and let's get to what matters:
- Well now, it is timely to announce that from this release there has been a fairly important change on gameplay that you'll have to take into account, so please pay special attention to this! From now on, ALL GHOSTLY ENEMIES WILL BE TOTALLY IMMUNE TO ALL GUNPOWDER-BASED WEAPON ATTACKS!!! Therefore, you will have to forget about massacring all the monsters with pistol, shotgun and machinegun shots, since the ghostly variants of certain enemies will not be affected by any of them. So, to deal with this type of foes, you will have to resort to any of your magic-based weapons. Oh yeah, I almost forgot... Remember that physical attacks are also useless against ghostly enemies, too! (This applies equally to Fast Dagger slashes and Shurikens).
- Here is another important change related somehow to the previous paragraph: although not a new weapon per se, the magical weapon formerly known as Fire Mace has now been updated and renamed into Iron Mace, which, unlike its predecessor, is capable of attacking ghost-type enemies with total effectiveness. So with this, it will no longer be a 'useless weapon' as it was previously known by many players! (Likewise, from now on the ammunition of this one is changed from being called Mace Sphere to Iron Sphere).
- Added some new extra decoration elements -most of them coming from the Hexen world- like the Minotaur torches, black ceiling lamps, twined torches, chained and/or impaled corpses and more! (Heh, who said that map level decorations had to all be the same and so boring?) :D
- Player's weapon slots 8 and 9 have been swapped for logical reasons, so from now all and each one of the monster's secret weapons are allocated in Slot 8 and the Magical Spellbinds only occupies Slot 9.
- All the text labels that appear above the spawned Allied Mages (and also the Helper Elf ones) have been graphically renovated with simpler but more legible characters, and most of them now use two text lines instead of just one, thus being somewhat a bit more practical for the player than the previous ones. (At least, that was my intention...) :P
- Friendly Holy Savior (yes, that little angel who saves quickly your current game when you press the One-Key-Savegame action button) has now a totally new look, cuter and sexier than before. [Thanks to CherubCorps for providing his/her nice-looking sprite resources!] :)
- Help screens have also been up to date with a new appearance and new text characters, including also a small Elemental Attack Chart which might be useful as a guide to know which element types are more effective against certain enemies. (It is exactly the same as my H-Project Doom mod, in case there is any doubt).
- Updated the HUD for compatibility with the most recently introduced weapons.
- Several bugfixes, plus minor tweakings and code optimizations.
*** New features from v3.0.1 (Bugfix Release) ***
- Fixed a small issue related to the Iron Mace HUD icon, which was not displayed correctly when this weapon was picked up and used by the player. [Thanks to Cs89 for bug reporting].
*** New features from v3.0.2 (Bugfix Release) ***
- Fixed another issue with new impaled corpses that were being wrongly placed on the ceiling due to some incorrect Decorate flags. (My fault, sorry...) :/
- Now all ghostly enemies that can be turned into ice statues can be hit with any type of attack, once they are frozen. (Yup, I also overlooked this one because of the rush...) :P
*** New features from v3.0.3 (Bugfix Release) ***
- Added a new and exclusive secret weapon which is ultimately a variation of one of the existing monster weapons, and that can only be obtained by killing a specific poisonous monster that possesses it. (Like other weapons of the same class, it can be difficult to find, but with some luck you might find one and prove its powerful capabilities using it versus your opponents).
- Included a new extra decoration element: the Hanging Wizard Corpse (presumably, a dead blood-dripping Disciple of D'Sparil which may have been executed by his incompetence or rather for being rebellious, who knows... What is clear is that the evil Serpent Riders do not joke at all when it comes to judging anyone, even if they are their followers!)
- Improved dynamic light definitions for the Hades Gargoyle enemy, at the same time that some unnecessary ones have been removed. (Specifically those that belonged to its death sequences, since they did not seem to work properly).
- Tweaked a few code properties of some weapon and enemy projectiles for balance purposes.
- Updated the HUD for compatibility with the new rare monster weapon.
- Some other minor changes, tweaks and bugfixes.
*** New features from v3.1 (Bugfix & Update Release) ***
- Hello there dear comrades, how is it going? Only a few days have passed since the release of version 3.0 of the mod and... Yeah, seems that it's time again for a new update! In fact, v3.1 includes several new features and ideas that had been left in the pipeline on previous release; but at last they have been implemented, and always with the main objective of improving what already exists, of course... (Also the corresponding bugfixes and other minor improvements could not be missing either). As usual, just keep reading to find out what's new... Hope the most recent changes are to your liking! :D
- Available from now a new artifact for your inventory item collection: the Hunting Trap! Although its main purpose may be to hunt wild animals, this fearsome device might be used without problems to do some serious carnage to your enemies. Once you collect one (or more) you can throw it in front of you, and right after make sure the foes approach the trap site. If done correctly, the Hunting Trap will severely bite with its sharp teeth anyone who steps on it, injuring and even sometimes killing the foe instantly. Obviously, this type of trap will only serve you mostly for those enemies that are not capable of flying. (If you want some advice, a good way to use this traps can be by leaving them right in front of doors that lead to rooms full of monsters, or also in narrow corridors). Keep in mind that each activated trap is not indestructible; that is, it can be damaged or worn down by certain enemy attacks. Once its useful life runs out, you won't be able to pick it up for being used again... So then, I wish you good luck and good hunting! ;)
- Another quite special item has also been added: the Surprise Power Bag! Although its origins are not very clear, it is said that this mysterious pouch contains extraordinary magic powers that could be quite useful to anyone who finds one of them. (To be more specific, when you pick up this this item you will immediately be granted a temporary powerup at random, such the ones you acquire by using artifacts like the Ring of Invincibility, Tome of Might, Wings of Wrath, Shadow Sphere, etc. There is no way to know in advance what kind of temporary powerup will grant you each bag you pick up, since this will be chosen randomly. Therefore, perhaps it would be a good idea to think twice before using one of them, although the only thing worse that can happen is that you get an unnecessary powerup in your current situation on the game... Well then, like I said before, good luck!) :D
- A couple of new hostile decoration elements have been included: the Tentacle and the Eye Tentacle! From now on, you may randomly meet with any of these gruesome spawns in certain areas, whether lodged on firm ground or on liquid surfaces such as water, mud or even burning lava! And unlike other monsters, keep in mind that YOU WON'T BE ABLE to defeat these things since they are completely indestructible, although you can attack them with your weapons to stun them momentarily and get away from them in time... While the Tentacle can only hit you in melee (in case you get too close to it), the Eye Tentacle is able to attack you at long range as well, using its fire rays that it will occasionally shoot from its eye. (Fortunately, not everything are bad news, since you could take advantage of these things in certain circumstances by using them as ascending platforms to reach some high places...)
- Some other extra decorative elements -but not hostile this time- have also been added: the Stone Eagle Statues, of which you can find up to a total of three variations. (They can be randomly spawned in game instead of the classic small rock pillars).
- Major change to one of the rare monster weapons: from now on -and for game balance reasons- the Weregoat Bombs are no longer infinite. Thus, for being able to use them you must have enough gunpowder ammunition. (Anyway, each bomb you throw will only use one unit of ammo, which is not much considering that it isn't too difficult to find Gunpowder Kegs lying around on map levels).
- Some new wealth items have been incorporated: the Baron Medal (it will grant you 500 gold coins), the Viscount Medal (valued at a whopping 1000 gold coins), two Silver Coins (whose value is equivalent to a single Gold Coin) and finally, one that you will probably hate quite a bit: the Fake Coin (which is worth absolutely nothing, not even half a cent, so don't bother picking it up). Seems that the Serpent Riders followers are becoming more and more diabolical, right? :P
- Major improvements included in two existing artifacts: from now, the venom cloud that will release the Poison Flechette -and likewise the Toxogargos enemy- will slowly rise upwards, at the same time releasing small poisonous particles that will fall to the ground as if it were some kind of 'green snow'; of course they will be quite harmful -and even deadly- to anyone who touches them, unless it is a poison-based foe. On the other hand, the Disc of Repulsion strength has been significantly increased: it is now up to five times more powerful than before, which will allow you to further repel those enemies that get too close to you (unless they are big bosses or enemies totally immune to blasting knockback, of course).
- Added some new sprites for the classic wooden Staff secondary fire mode, with the purpose of improving its animation (mostly a visual change, since the attack execution remains practically unaltered, although it may seem more powerful than previously).
- Included a new additional attack sound for improving the Merman Trident's primary fire mode (the harmful bubble burst), thus giving it somewhat a greater sense of attack power than before. (Although in fact and just like with the Staff, the real attack power remains exactly the same... No debuffs at all!) ;)
- Replaced the Food Barrel bonus item and Magic Supply Box pickup sounds with more appropriate ones (yup, personally I wasn't too convinced with the previous ones because after some game testings I realized that they sounded a bit shitty, so at the end I have decided to substitute both of them).
- Improved some sound effects for the Blizzard Fiend's attack patterns (specifically for its launched ice projectiles and also its 'frozen thorns multi-shoot' defensive move).
- Fixed a minor issue related to the Coloured Crystal Clusters -the small upper ones, to be precise- which in most cases seemed to be slightly detached from the ceiling. (To fix this, some new smaller alternative sprites have been created to avoid using size scaling, which seems they have solved the problem).
- Some other bugfixes, tweakings and code optimizations.
*** New features from v3.1.1 (Bugfix & Update Release) ***
- Included original Heretic's HUD inventory selection arrows, to prevent them from being overwritten with the new Blasphemer 0.1.8 ones, in case of loading this WAD file on GZDoom/LZDoom start. (To be honest, the Blasphemer ones are quite ugly and clash quite a lot with the HeXeReTiC HUD's scheme). :/
- Added an extra food bonus item obtainable from Food Barrels: the Champignon (an exquisite and aromatic mushroom that can give you about 20 HP).
- Fixed misbehaviour of the new small poisonous particles from the Poison Flechette -and Toxogargos- venom cloud, so that now they no longer splash mistakenly on liquid surfaces.
- Corrected and added some missing info in the Credits List (not properly updated on previous release, my fault...) :P
- Some other minor changes and bugfixes.
CREDITS LIST (MAY BE INCOMPLETE)
- COTIS Visual Enhancement mod & Merciless Enhancement mod by: Expect No Mercy
- Heretweak weapons mod for Heretic by: Baratus
- [Hexen & Heretic] Remixed & Remastered Sounds addon by: Aethun
- Additional Heretic remastered sound effects by: PerKristian & Raven Software
- Heretic sprite fixes and Widescreen-friendly graphics by: Marphy Black
- Medium-sized ammo pickups for classic weapons by: Dreadopp (Realm 667)
- Hexen enemies and artifact sprites by: Raven Software
- Crusader Shield sprite & code by: MagicWazard (Realm 667)
- Regeneration Elixir sprite & code by: Tormentor667 & BlueShadow (Realm 667)
- Fiery Crystal sprites by: Evil Space Tomato (Realm 667)
- Amber Staff sprites by: Mor'ladim & NeoWorm (Realm 667)
- Ancient Arbalest sprites by: ETTiNGRiNDER (Realm 667)
- Ice Bringer sprites by: Raven Software & Amuscaria (Realm 667)
- Death Scepter sprites by: CodenniumRed (Realm 667)
- Vampire Crosier sprites by: Amuscaria (Realm 667)
- D'Sparil Staff sprites by: Raven Software & Ichor (Realm 667)
- Vitality Crystal Vial sprites by: Raven Software
- Legendary Shield sprite taken from unknown source(*), edited by: Hexereticdoom
- Ogre Mask sprites by: Captain Toenail (Realm 667)
- Silver Coins, Gold Coins & Gold Coin Chest sprites by: Rogue Entertainment
- Updated Ice Gargoyle sprites by: Raven Software
- Dark Gargoyle sprites by: Raven Software & Virtue (Realm 667)
- Toxogargos sprites by: Monolith Productions
- Toxogargos sounds by: Raven Software
- Stone Golem sprites & sounds by: Raven Software
- Magma Monster sprites by: Virtue & CodenniumRed (Realm 667)
- Magma Monster sounds taken from unknown source(*), edited by: Hexereticdoom
- Undead Archer sprites by: CodenniumRed & Ravagefox (Realm 667)
- Undead Archer sounds by: Raven Software
- Evil Conjurer sprites by: MagicWazard & Gothic (Realm 667)
- Evil Conjurer sounds by: Raven Software
- Hoarfrost Dog sprites by: Monolith Productions & Amuscaria (Realm 667)
- Hoarfrost Dog sounds by: ID Software & Raven Software
- Silver Armor Knight & Golden Armor Knight sprites by: Raven Software & Bullfrog (Realm 667)
- Silver Armor Knight & Golden Armor Knight sounds by: ID Software
- Steel Spider sprites by: FreeDoom Project Team
- Steel Spider sounds by: Raven Software & Rogue Entertainment
- Underworld Paladin sprites by: Raven Software & Amuscaria (Realm 667)
- Underworld Paladin sounds by: FreeDoom Project Team
- Inferno Succubus sprites by: YuraoftheHairFan (Realm 667)
- Inferno Succubus sounds taken from unknown source(*), edited by: Hexereticdoom
- Cursed Diamond Turret sprites by: Hexx & Captain Toenail (Realm 667)
- Cursed Diamond Turret sounds taken from unknown source(*), edited by: Hexereticdoom
- Mistery Chest sprites by: Raven Software & Blue Shadow (Realm 667)
- Mimic sprites & code by: Hexereticdoom
- Mimic sounds by: FreeDoom Project Team
- Allied Mage sprites by: Skyraidstar
- Allied Mage sounds taken from unknown source(*), edited by: Hexereticdoom
- Defense Crystal Vial sprites by: Raven Software
- Raptor Shield sprites by: Raven Software
- ???? #1 (unknown secret item)(**) sprites by: Raven Software
- Battler Lizardman sprites by: Rolls (Realm 667)
- Battler Lizardman sounds by: Raven Software
- Razorslasher sprites & sounds by: Raven Software
- Razorslasher's projectile sprites by: Hexereticdoom
- Betrayer Elf sprites by: Tormentor667 & NeoWorm (Realm 667)
- Betrayer Elf sounds by: Raven Software
- Hunter Blunderbuss sprites by: Monolith Productions & Batandy
- Hunter Blunderbuss sounds by: PerKristian & FreeDoom Project Team
- Gunpowder Keg ammunition sprites taken from Hexen game, edited by: Hexereticdoom
- Fast Dagger slash sprites by: Exhumed & Xim (Realm 667)
- Several alternative decoration elements by: Blasphemer Project Team
- Skeleton sprites by: 00_Zombie_00 & Sir Squidly (Realm 667)
- Skeleton sounds by: Bethesda Softworks & Daggerfall (Realm 667)
- Dark Mercenary, Dark Crusader and Dark Warlock sprites by: Raven Software
- Dark Mercenary, Dark Crusader and Dark Warlock sounds by: FreeDoom Project Team
- Armored Beast sprites taken from Duke Nukem 3D game, edited by: Hexereticdoom
- Armored Beast sounds by: Blizzard Entertainment
- Powder Pistol sprites by: Monolith Productions
- Powder Pistol sounds taken from unknown source(*), edited by: Hexereticdoom
- Cultist Belly-Bow & Sleetfall Rod sprites by: OSJC Latchford
- Scourge Wand sprites by: Amuscaria & CodenniumRed (Realm 667)
- New Ice Chunk sprites taken from GZDoom's internal PK3 file, edited by: Hexereticdoom
- Grosshopper sprites by: Raven Software & WhiteMagicRaven
- Grosshopper sounds taken from unknown source(*), edited by: Hexereticdoom
- Vermin Viper sprites & sounds by: Raven Software
- Blizzard Fiend sprites & sounds by: 3D Realms
- Gorgon sprites by: ID Software & SunMadcat
- Gorgon sounds by: Raven Software & Jaeden (Realm 667)
- Traitor Dark Elf sprites by: HorrorMovieGuy (Realm 667)
- Traitor Dark Elf sounds by: Raven Software
- Steelfeather Rod sprites by: Raven Software & NeoWorm (Realm 667)
- Steelfeather Rod sounds taken from Ryuhi's Heretical Doom mod, edited by: Hexereticdoom
- Sunlight Cane sprites by: Raven Software, NeoWorm & Amuscaria (Realm 667)
- Sunlight Cane sounds by: CAPCOM & Runic Games
- Original Footsteps addon by: The Zombie Killer
- Killer Plant & Fake Killer Plant sprites by: Raven Software & Dolphman
- Killer Plant sounds by: Raven Software & FreeDoom Project Team
- Rough Crystal sprites by: Oni1ink
- Rough Crystal pickup sounds taken from unknown source(*), edited by: Hexereticdoom
- Gatling Cannon sprites by: Monolith Productions
- Gatling Cannon sounds by: Zer0
- Gunpowder Barrel ammo sprite taken from Hexen game, edited by: Hexereticdoom
- ???? #2 (unknown secret item)(**) sprites by: The Skulltag Team
- ???? #2 (unknown secret item)(**) magic aura sound taken from DBZ series, edited by: Hexereticdoom
- Emerald Rod sprites by: OSJC Latchford
- Small Rat & Chaos Cube sprites & code by: NeoWorm & DoomedArchvileDemon (Realm 667)
- Small Rat sounds by: FreeSounds
- Chaos Cube sounds by: Raven Software
- Corvus III's crouch sprites by: PaganRaven
- Gargoyle Wing and Gargoyle Wing Small style fonts by: Jimmy
- Custom Automap Player Arrow by: M8f
- Cacodevil & Regal Cacodevil sprites by: Noisyvelvet
- Cacodevil & Regal Cacodevil sounds by: ID Software
- Shuriken sprites by: OSJC Latchford
- Shuriken sounds by: Raven Software
- Maiden Ring & Priestess Ring sprites by: Rogue Entertainment
- Ruby Rod sprites by: OSJC Latchford
- Evil Sword & Vile Sword sprites & code by: NeoWorm & CodenniumRed (Realm 667)
- Evil Sword & Vile Sword sounds by: Ensemble Studios & Digital Café
- Managargos sprites by: Monolith Productions
- Managargos sounds by: Raven Software
- Ice Golem sprites by: Amuscaria (Realm 667)
- Ice Golem sounds by: Raven Software
- Rotten Reiver sprites by: Raven Software & Captain Toenail (Realm 667)
- Elite Ettin sprites by: Raven Software & NeoWorm (Realm 667)
- Rotten Reiver & Elite Ettin sounds by: Aethun
- Locustone sprites by: Raven Software & WhiteMagicRaven
- Locustone sounds taken from unknown source(*), edited by: Hexereticdoom
- Gladiator Gecko sprites by: Rolls (Realm 667)
- Gladiator Gecko sounds by: Raven Software
- Infernal Cacodevil sprites by: Noisyvelvet
- Infernal Cacodevil sounds by: ID Software
- Death Wyvern, Heresiarch & Korax sprites by: Raven Software
- Death Wyvern screech sounds taken from Nintendo's Metroid saga, edited by: Hexereticdoom
- Heresiarch & Korax sounds by: Aethun
- Undead Korax sprites by: StarScream & Maelstrom (Realm 667)
- Bolt Launcher Warrior sprites by: Dynamo & Captain Toenail (Realm 667)
- Bolt Launcher Warrior sounds by: Epic Games & Ensemble Studios
- Black Widow's sprites base by: Mor'ladim (Realm 667)
- Black Widow sounds by: Raven Software & Blasphemer Project Team
- Reinforced Crystal Vial & Protection Crystal Vial sprites by: Raven Software
- Lightweight Boots sprites by: Raven Software
- New Blue/Green/Yellow Key Gizmo sprites by: ID Software, Raven Software & Zrrion The Insect (Realm 667)
- ???? #3 (unknown secret item)(**) sprites by: Raven Software & Blue Shadow (Realm 667)
- Tri-Elemental Wandset sprites by: Blasphemer Project Team
- Tri-Elemental Wandset sounds taken from unknown source(*), edited by: Hexereticdoom
- Otherworld Rifle sprites by: Lolo_Is_Cool & Infirnex (Realm 667)
- Otherworld Rifle sounds by: Bratish & Rogue Entertainment
- Phantom Cloak sprites by: Raven Software & RaVeN-05
- Phantom Cloak sounds taken from unknown source(*), edited by: Hexereticdoom
- Antler Goblin & Antler Hobgoblin sprites by: Blasphemer Project Team
- Antler Goblin & Antler Hobgoblin sounds by: Bratish
- Fire Enchantress sprites & sounds by: Wraithchilde & TODM (Realm 667)
- Walker Stalker sprites by: SunMadcat
- Walker Stalker sounds by: Aethun
- Leech Maggot sprites by: FreeDoom Project Team
- Leech Maggot sounds by: ID Software
- Topaz Scepter sprites & sounds by: Raven Software
- Hellish Ballista sprites by: OSJC Latchford
- Hellish Ballista sounds by: Unknown author(*)
- Lightning Maker sprites by: Raven Software & Captain Toenail (Realm 667)
- Lightning Maker sounds by: PerKristian, Epic Games & Free Radical Design
- Arachnus Chelicerae & Nightmare Sower sprites by: Blasphemer Project Team
- Arachnus Chelicerae sounds by: Seidolon & Raven Software
- Nightmare Sower sounds by: Bratish & TheMisterCat (Realm 667)
- Vulcan Bombard sprites by: Jukem
- Vulcan Bombard sounds taken from Pa1nki113r's PB addon, edited by: Hexereticdoom
- Soul Stone ammo sprites by: Amuscaria & Captain Awesome (Realm 667)
- Ice Werewyrm sprites & sounds by: Raven Software
- Midget Imp sprites by: Vader, Ghastly Dragon & Mike12 (Realm 667)
- Midget Imp sounds by: ID Software
- Spectral Swordsman sprites & code by: Raven Software, Rolls & Kore (Realm 667)
- Spectral Swordsman sounds by: Amuscaria & Blizzard Entertainment
- Rattler Rider sprites by: SunMadcat
- Rattler Rider sounds by: Raven Software & Blizzard Entertainment
- Plague Gargoyle sprites by: Raven Software & Evil Space Tomato (Realm 667)
- Plague Gargoyle sounds by: Amuscaria & Blizzard Entertainment
- Petragargos sprites by: Monolith Productions
- Petragargos sounds by: Raven Software
- Millipede & Gelid Millipede sprites by: Raymoohawk
- Millipede & Gelid Millipede sounds by: FreeDoom Project Team
- Hellish Slayer sprites by: ID Software, Amuscaria & Strife
- Hellish Slayer sounds by: Zippy & FreeDoom Project Team
- Harpy sprites by: ID Software, Breadbagfly & Craneo
- Harpy sounds by: Raven Software & Monolith Productions
- Metal Lich Tank sprites & sounds by: 3D Realms & ID Software
- Giga-Golem sprites by: Raven Software, Gothic & HimalayanAppleButter (Realm 667)
- Giga-Golem sounds taken from unknown source(*), edited by: Hexereticdoom
- Ice Diamond Turret sprites by: Hexx & Captain Toenail (Realm 667)
- Ice Diamond Turret sounds taken from unknown source(*), edited by: Hexereticdoom
- Desert Flytrap sprites by: Raven Software & Dolphman
- Desert Flytrap sounds by: Raven Software & FreeDoom Project Team
- Heroic Potion sprites by: Blasphemer Project Team
- Resistance Boost Jar sprites by: Zauberer Project Team
- Super Bag of Holding & Mega Map Scroll sprites by: Raven Software
- Sinister Mage sprites by: Raven Software & Amuscaria (Realm 667)
- Sinister Mage sounds by: FreeDoom Project Team & Blasphemer Project Team
- Dark Panther sprites by: 3D Realms & Callum (Realm 667)
- Dark Panther sounds by: CAPCOM, Looking Glass Technologies & Blizzard Entertainment
- Magical Spellbinds sprites & code by: X-CrazyKool-X (Realm 667)
- Magical Spellbinds sounds taken from DBZ series, edited by: Hexereticdoom
- Keykeeper Talisman sprite by: Raven Software & Blue Shadow (Realm 667)
- Eerie Cloak sprites by: Raven Software & RaVeN-05
- Eerie Cloak sounds taken from unknown source(*), edited by: Hexereticdoom
- Weregoat & Wereibex sprites by: Vader (Realm 667)
- Weregoat & Wereibex sounds by: ID Software & FreeDoom Project Team
- Cursed Golem sprites by: Captain Ventris & Repoman
- Cursed Golem sounds by: PerKristian & Raven Software
- Flame Serpent sprites & code by: Raven Software & Fury3 (Realm 667)
- Flame Serpent sounds by: Aethun
- Bewitcher Beast sprites by: SunMadcat
- Bewitcher Beast sounds by: PerKristian & Raven Software
- Blizzard Creep sprites & sounds by: 3D Realms
- Osseous Imp sprites & sounds by: ID Software & SpacemanStrife
- Guillotiner sprites by: SunMadcat
- Guillotiner sounds by: FreeDoom Project Team
- Weresquid Emperor sprites by: ID Software, Amuscaria & Dr. Doctor
- Weresquid Emperor sounds by: Acclaim Entertainment
- Replicant Devil (1st form) sprites by: Raven Software
- Replicant Devil (2nd form) sprites by: StalkerBlade
- Replicant Devil sounds by: Bratish & FreeSounds.org
- Replicant Devil's Dark Bat and Dark Rat sprites, sounds & code by: Captain Toenail (Realm 667)
- Helper Elf sprites by: Blasphemer Project Team
- Helper Elf sounds taken from unknown source(*), edited by: Hexereticdoom
- Hades Gargoyle sprites by: SunMadcat
- Hades Gargoyle sounds by: Raven Software & ID Software
- Butcher Pig sprites by: ID Software, NeoWorm & Craneo
- Butcher Pig sounds by: FreeDoom Project Team
- Clay Golem sprites by: FreeDoom Project Team
- Clay Golem sounds by: IMX
- Risen Axe Thrower sprites by: Blasphemer Project Team
- Risen Axe Thrower sounds by: ID Software & Raven Software
- Golden Diamond Turret sprites by: Hexx & Captain Toenail (Realm 667)
- Golden Diamond Turret sounds taken from unknown source(*), edited by: Hexereticdoom
- Coloured Crystal Clusters sprites & code by: Captain Toenail (Realm 667)
- Tome of Might sprites by: Blasphemer Project Team
- Some classic weapon sprites taken from Sgt. Shivers' Shazam Heretic addon, edited by: Hexereticdoom
- New Steelfeather Rod attack sprites by: OSJC Latchford
- ???? #4 (unknown secret weapon)(**) sprites by: ETTiNGRiNDER
- ???? #4 (unknown secret weapon)(**) sounds by: Raven Software & Blasphemer Project Team
- Tonic Crystal Vial & Aegis Crystal Vial sprites by: Raven Software
- Gloominess Witch sprites by: Jaeden (Realm 667)
- Gloominess Witch sounds by: Raven Software & Blizzard Entertainment
- Mini-Uzi & Dual Mini-Uzis' sprites by: 3D Realms & Lolo_Is_Cool (Realm 667)
- Mini-Uzi & Dual Mini-Uzis' sounds by: Bratish
- ???? #5 (unknown secret weapon)(**) sprites by: CyberMeme, TerminusEst13 & Monolith Software
- ???? #5 (unknown secret weapon)(**) sounds by: Unknown author(*)
- Food Barrel & Food Mini-Barrels' sprites by: Rogue Entertainment & Yuyu3 (Realm 667)
- Food Barrel & Food Mini-Barrels' breaking sounds by: BouncyTEM
- Food bonus item sprites by: RPG Maker XP & 3D Realms
- Magic Supply Box sprites by: 3D Realms, Raven Software & Captain Awesome (Realm 667)
- Magic Supply Box pickup sound by: Rogue Entertainment
- ???? #6 (unknown secret weapon)(**) sprites by: OSJC Latchford
- ???? #6 (unknown secret weapon)(**) sounds by: Unknown author(*)
- Merman Trident sprites by: NeoWorm
- Merman Trident sounds by: TheRailgunner & Blasphemer Project Team
- Sulfur Mace sprites by: OSJC Latchford
- Sulfur Mace sounds taken from Sgt. Mark IV's Doom 2016 Weapons Addon for Brutal Doom, edited by: Hexereticdoom
- Guardian Bow sprites by: Xenoxols & DonaldDuck (Realm 667)
- Guardian Bow sounds by: Bethesda Softworks & BouncyTEM
- Electro-Stake sprites by: Monolith Software & Evil Space Tomato (Realm 667)
- Electro-Stake sounds by: Aethun, PerKristian, Epic Games & Free Radical Design
- Unholy Staff sprites by: OSJC Latchford
- Unholy Staff sounds taken from TerminusEst13's DemonSteele addon, edited by: Hexereticdoom
- Bonechill Scepter sprites by: Raven Software, Amuscaria & ETTiNGRiNDER
- Bonechill Scepter sounds by: Aethun, BouncyTEM & Nintendo Co. Ltd.
- Moonlight Sickle sprites by: Raven Software & NeoWorm
- Moonlight Sickle sounds by: Aethun
- ???? #7 (unknown secret weapon)(**) sprites taken from unknown source(*), edited by: Hexereticdoom
- ???? #7 (unknown secret weapon)(**) sounds by: FreeDoom Project Team & Nintendo Co. Ltd.
- Black Crow & Blue Crow sprites by: Blasphemer Project Team
- Black Crow & Blue Crow sounds by: Jojikiba & Mor'ladim (Realm 667)
- Zombie & Ghoul sprites by: Blasphemer Project Team
- Zombie & Ghoul sounds by: ID Software & Raven Software
- Red Magus sprites by: CodenniumRed & Ravagefox (Realm 667)
- Red Magus sounds by: Raven Software
- Elementalist Ettin & Parasiteeth sprites by: SunMadcat
- Elementalist Ettin sounds by: Aethun
- Parasiteeth sounds by: Ensemble Studios & Raven Software
- Hell Hornet sprites & code by: Shadesmaster
- Hell Hornet sounds by: Raven Software & FreeRadical Design
- Aka-Oni sprites by: ID Software & Craneo
- Aka-Oni sounds by: Bratish
- Shakti, Heartless Horseman, Eidolon & Skull Eidolon sprites by: SunMadcat
- Shakti sounds taken from Sgt. Mark IV's Brutal Doom, edited by: Hexereticdoom
- Heartless Horseman sounds by: Ensemble Studios
- Eidolon & Skull Eidolon sounds by: Raven Software
- Eidolon's Evil Soul sprites by: Captain Toenail (Realm 667)
- Several extra decoration elements by: Raven Software
- New Holy Savior sprites by: CherubCorps
- ???? #8 (unknown secret weapon)(**) sprites by: ETTiNGRiNDER
- ???? #8 (unknown secret weapon)(**) sounds by: Raven Software & Blasphemer Project Team
- Hanging Wizard Corpse sprites by: Raven Software & Gothic (Realm 667)
- Hunting Trap sprites by: NeoWorm
- Surprise Power Bag sprite by: Blasphemer Project Team
- Tentacle & Eye Tentacle sprites by: Mr.Green & Amuscaria (Realm 667)
- Tentacle & Eye Tentacle sounds by: FreeDoom Project Team & Blasphemer Project Team
- Stone Eagle Statue sprites by: Konami Co. Ltd. & Gothic (Realm 667)
- Baron Medal, Viscount Medal & Fake Coin sprites by: Rogue Entertainment
- New classic wooden Staff sprites by: NeoWorm
- Champignon bonus item sprite by: Raven Software
If there are still some missing credits to anyone, please just send me a PM or contact me by e-mail at: hexereticdoom@gmail.com
(*): Do you know who is the original author from this/these? Please tell it to me!
(**): You will need to play with the mod to reveal this item/weapon! ;)
Hope you enjoy your Heretic adventures with HeXeReTiC Fantasy!
Have fun and a nice Doomsday... ;)
Average
9.711 votes submitted.
Hello,
can't play it.
MN_Init: Init menu system.
P_Init: Init Playloop state.
SB_Init: Loading patches.
Segmentation Violation
DG_Shutdown: Shutting down Direct3D...
Hello,
A PM has been sent to you.
Greetings, have a nice Doomsday! ;)
Thanks for answering the pm.
HeXeReTiC Fantasy requires GZDoom 3.1.0 or QZDoom 2.0.0 for being completely functional; if you use it with another different sourceports, it is not guaranteed to work properly.
So please switch to GZDoom or QZDoom for play & enjoy with the addon.
Why is autoaim disabled for this mod (I have to manually aim to get enemiesc above or below my level, unlike in regular Heretic) and how do I enable it?
Sorry, you can't toggle it directly. I disabled it for balance purposes, like in my previous Doom mod.
If you want to enable autoaim anyway, you'll have to use SLADE tool to edit the WAD file and remove manually all the NOAUTOAIM flags from the weapons lump.
Did as you suggested, but still can't autoaim.
Make sure that in GZDoom/QZDoom options -> Player Setup you have the Autoaim bar to maximum (right) and/or in Gameplay Options, set the Smart Autoaim option to On.
This should force the engine to activate the autoaim feature. Hope it works for you...
Yep, it worked. Thanks!
Merry Christmas for everyone, I wish you enjoy the new v1.5 release! ;)
Is there a way to restore the weapon sounds back to the originals?
I love the mod but I hate the new weapon sounds. They're so lifeless.
Yes, but it could be a bit complicated... You'll have to use SLADE tool to edit the WAD file and remove manually all the new weapon sounds that overwrite the old ones.
Episode 4 needs a complete rebalance on Veteran Warlock and above.
Too many large enemies in small spaces and the game doesn't drop enough ammo.
I'd like to see you try fighting a minotaur, 2 betrayer elves and 2 warriors with nothing but a jade wand and no armor.
The fact is I played Episode 4 some days ago in Veteran Warlock skill level, and yeah, things may get quite hard at first... But like in Ultimate Doom's Episode 4, there is always some advanced and useful tactics to survive, like provoking infighting between enemies.
If the Minotaur is a problem, you could confront him by melee using the Necromancer Gauntlets under the Tome of Power. This will continuously refill your health despiting its melee attacks, and you'll destroy it soon saving lots of ammo. In case this does not proceed, just use the Jade Rod's secondary fire at long range and hit the big bull at longest range you can; it's not as hard after all.
will the next version of the mod be updated?
Yep, a new update is available from now, please check it up! ;)
Hello, I have no HUD in game and cannot figure out why. ALSO I was wondering if there might be a console command that will turn the autoaim back on.. I play on a controller from the couch so having autoaim is better.
Thank you for your time!
Yes I have no HUD in game either with this mod, somebody help!
will the next version of the mod be updated?
I think that this is a gzdoom issue instead of your mod (becuase it happened me with other mods), but why the items restart every time that you finish a level?
Btw amazing job, love how polished every thing is, the hud is really beautiful.
Hello Onox792, don't worry, it's not a GZDoom issue; the mod simply inherites the classic Heretic behaviour, keeping a single picked-up item of each class in the inventory (except Wings of Wrath, for obvious reasons). It's in this way because if you reach the maximum allowed inventory items, you wouldn't be able to pick more of those items in later levels, making impossible to achieve 100% of item count after ending the map(s).
Glad you like it, please keep enjoying with H-Fantasy! ;)
Excellent work here, thanks!
there will be some new version of the game update
Probably, but I haven't got enough ideas and/or resources available at the moment for making a new release. Perhaps this could change in a not too distant future, but who knows...
there will be some new creatures for this mod because some are missing in it: Reiver, spiders, gillbeast, something like that
Hi there guys! A minor maintenance update of H-Fantasy addon is available for download (named Revision 1, or R1 to be shorter). ;)
You can check the latest changes on the addon's description above. For more info you can also visit the official ZDoom forum thread:
Forum.zdoom.org
Have fun, everyone! :)
Este mod quedarÃa muy bien para doom 2 que opinas acer la conversión para doom
Hola, para Doom ya tienes disponible mi otro mod, que incluye muchas más cosas de serie. Te recomiendo que le eches un vistazo:
Moddb.com
- Replaced the generic crackling spark sound effect of most projectiles by a softer, less annoying one.
You have absolutely not solved the misc/sparkcrackle sound problem. It need to be remove from everywhere where there are own sounds.
Oh yes, I remember your video posted on the ZDoom forum official thread some time ago, and you seem to be the only one who is bothered by the current sound...
If you want the crackle sound to be replaced or muted, it is as simple to make a SNDINFO patch for it in Slade tool and loading it after the addon.
Remove or mute the sound for me is not a problem. But some effects use only this sound as the main one. Therefore, you need to edit a significant part of all the effects, where this sound is used as an additional. I have a collection of hundreds of mods and similar problems are quite common. I just don't have the time and desire to edit and fix ALL the mods.
And as for the rest, who do not bothered about the current sound, they either have hearing problems, or they absolutely do not care about the quality of your mod. You need think about it. )
OK then, I take note of your suggestion for the forthcoming v2.0, I'll check and try to improve that feature. ;)
When this mod 2.0 comes out and I ask out of curiosity
Hi, I have the R1 version of this awesome Mod, but I have no HUD. I have tried toggling the alternative HUD, and scaling options, etc. But it simply shows no HUD. Any thoughts? Thanks!
That was me as a guest before I logged in. Thanks.
Have you tried to set in GZDoom's Display Options a screensize of 11 with the alternative HUD turned off? It should work without any problem this way.
If the problem persist, try to switch to another version of GZDoom (preferably a stable one, not devs) with a clean INI file and check it again.
Hope this work for you. Keep enjoying with H-Fantasy! ;)
Screensize 11 was the fix! Not sure why, but I had it at 10. Thank you! And love the H-Fantasy!
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There is a wad for GZDoom known as REKKR. I think its enemies and weapons fit right in with Hexeretic Fantasy. Of particular note is the flying eyeballs that resurrect enemies and the flying spiders that summon them. Here is a link to that wad: Moddb.com
Hello guys, how is it going? :)
After some time, I've released finally another update for H-Fantasy Special Edition, in shape of Revision 2 (R2 to be shorter). In this one, I have introduced various generic improvements and several important changes, as an small advance for the forthcoming version of the addon, the v2.0. Also, one of the most notable changes is the compatibility with Blasphemer wad file (which is currently in experimental phase, but maybe someday it shall reach the first stable version), so you won't require the original Heretic wads anymore to play with your favourite Heretic-based megawads! :D
For a bit more information, you can check the latest list of changes and download links at the official ZDoom forum thread, as usual so far. ;)
Forum.zdoom.org
Hope you have lots of fun with this release, and remember that any bug reports are welcome!
Bye for now, everyone! :)
major issue - in the last two versions of this mod, the death of a D'Sparil replacement does NOT open the door leading to the room with the switch that raises the stairs to the exit and opens the exit itself.
Hey, thanks a lot for your bug report Jimflasch76! Tested it in-game and confirmed, seems the D'Sparil replacements were not calling correctly the 'BOSSDEATH' instruction...
It will be fixed for good in HeXeReTiC Fantasy 2.0, which is almost complete and will come very soon, probably next week if everything goes as expected.
Thank you again, and have a nice day! ;)
OK my friends, awaiting time is now over! Version 2.0 of H-Fantasy is ready to go and updated download link is available right up this page! :D
You can read an extract of the changelog where all the new features and improvements are described with more detail at the official ZDoom forum thread:
Forum.zdoom.org
Alternatively, that information and the complete version history of the mod are included in the README text archive, inside the downloaded ZIP file.
That's all for now! More features are incoming on the future next version... Meanwhile, I wish all of you have lots of fun!
Cheerio and good luck with your H-Fantasy adventures, dear guys! ;)
How is it going guys? :D
I announce that I've uploaded some instants ago an important update for the mod, which fixes some annoying bugs present in previous v2.0 release but also brings some new extra features not published until now -mainly because they were in testing phase, still not ready to be included (obviously) in latest mod version- but now everything is ready to go! :)
Here you can read an extract list of the latest changes included in this first mod update in its 2.0 branch:
Forum.zdoom.org
More or less, that's all... Next version of the mod (v2.1) is planned to be ready in short or medium term, but meanwhile I hope you enjoy the current release for now!
Good luck everyone with your heretical adventures! ;)
hey this mod looks great. i'm literally drowning in mods to play but this seems like a wonderful update to good ol' Heretic. thanks for all the hard work
Hello, glad you like it, hope you enjoy and have fun! :)
Version 2.1 is finally here, dear Heretic mates! And it comes charged with quite cool stuff... :D
Here is an extract list of the latest changes (also included in the README text file):
Forum.zdoom.org
That's all for now! Hope you have lots of fun with this new release...
Enjoy and have sweet heretical dreams! ;)
I used k8vavoom with this mod and it works! so it's a nice addition, really love your mods.
Hi there mates, a minor update of the H-Fantasy mod is ready for download. :)
This version doesn't bring any remarkable changes, it is just a maintenance release that fixes some problems related to a few actors that were not spawning correctly in certain circumstances and were being 'destroyed' instead (specially in very narrow places or on liquid surfaces).
That's all for now... Hope you keep enjoying and having fun! ;)
Version 2.2 of H-Fantasy is up! :D
Here you have an extract of the latest changes (remember that this info is also included in the README text file):
Forum.zdoom.org
Hope you keep enjoying and having fun dudes! ;)
Updated the mod to version 2.2.1, which adds a little new features and fixes some issues present in previous release.
Here is a small changelog extracted from the README text file included in the pack:
Forum.zdoom.org
Enjoy and keep having fun! :)
Version 2.2.2 is up, which brings some extra features and a few bugfixes and tweaks respect from previous releases...
You can check the following extract (from README text file as usual) to know more about the latest changes and improvements:
Forum.zdoom.org
Enjoy and keep having fun guys! :D
Updated the mod to version 2.2.2.1, which fixes an issue related to the Harpy's talon attack, that was not causing any damage at all to the player or other enemy characters. (Thanks to Mister Neauxbauxdeay for bug reporting).
Hope you keep enjoying and having fun with H-Fantasy! ;)
Released v2.2.2.2 as a hotfix for previous versions, due to some annoying bugs I found recently... :|
I hope that everything gets bug-free (or almost) before I can release the forthcoming version 2.3...
Keep having fun, heretical mates! :)