A mod that randomizes fantasy monsters into Heretic (GZDoom/Zandronum). There is also optional files for Shadowcaster, HeXen, Witchaven and Dungeons&Dragons; monsters as well as optional files for Wrath of Cronos and Brutal Heretic RPG support.
To run the mod you must load FantasyMonsters.pk3 with GZDoom/Zandronum and select Heretic.
Then you must choose one of the following to also load with it.
Regular gameplay:
FantasyM_SC.pk3 - Shadowcaster & Heretic monsters mix
FantasyM_HX.pk3 - HeXen & Heretic monsters mix
FantasyM_SCHX.pk3 - Shadowcaster, Heretic & HeXen monsters mix
FantasyM_SCDND.pk3 - Shadowcaster, Heretic & D&D monsters mix
FantasyM_DND.pk3 - D&D & Heretic monsters mix
Wrath of Cronos support:
FantasyM_SC_Woc.pk3 - Shadowcaster & Heretic monsters mix
FantasyM_HX_Woc.pk3 - HeXen & Heretic monsters mix
FantasyM_SCHX_Woc.pk3 - Shadowcaster, Heretic & HeXen monsters mix
FantasyM_SC_HX_WH_DND_Woc.pk3 - Shadowcaster, Heretic, HeXen, D&D and Witchaven monsters mix
Brutal Heretic RPG support:
FantasyM_SC_BR.pk3 - Shadowcaster & Heretic monsters mix
FantasyM_DND_BR.pk3 - D&D & Heretic monsters mix
FantasyM_SC_HX_WH_DND_BR.pk3 - Shadowcaster, Heretic, HeXen, D&D and Witchaven monsters mix
Link to optional mods:
Wrath of Cronos RPG: Forum.zdoom.org
Brutal Heretic RPG: Forum.zdoom.org
Changelog:
14/01/2021
- Added solo HeXen/Heretic mixer for regular and Woc.
- Removed the SWAlpha monsters for regular SC play.
- Added fire and ice immunity for enemies that would benefit from it.
*Removed duplicate to keep the file size lower.
*Added fist variant of the WH knight.
*Made HX Reivers and SC Fire Mephits appear more frequently.
*Fixed the WH Red Midian from not appearing.
*Fixed the Afrit's spawn animation so they don't start out invisible.
*Gave the D&D slime monster a healthbar for Woc.
*Fixed a bug with the SC blue cloak that caused some lag.
*Gave the SC sting-ray a projectile just like the original game.
*Changed the SC Neptunian's body color to match its face.
*Changed the SC Fire Ssair Dragon's death animation to remove the green pixels.
*Changed the SC wolf wizard's sprite names so that there is no conflict with Tenebrum.wad's sprites.
*Gave the SC werewolf a stronger and faster melee attack.
*Fixed the Witchaven fireball's smoke debris.
*Removed some duplicate sounds and organized the folders better.
*Fixed the HX human bosses sounds not playing.
*Fixed the sprite of HX Zedek's head replacing Corvus' one.
15/01/2021
*Fixed the HR Maulotaur sound not playing
- Gave HX Zedek a new active sound
- Gave the SC skull mine a projectile, just like he did in the original game.
- Added support for Brutal Heretic RPG for Heretic/HeXen monsters
- Gave the HX Centaurs a lower chance of using their annoying shields.
21/01/2021
*Fixed the ending triggers for Maul and Iron, thanks to deadza for finding it.
To run the mod you must load FantasyMonsters.pk3 with GZDoom/Zandronum and select Heretic.
Then you must choose one of the following to also load with it.
Regular gameplay:
FantasyM_SC.pk3 - Shadowcaster & Heretic monsters mix
FantasyM_HX.pk3 - HeXen & Heretic monsters mix
FantasyM_SCHX.pk3 - Shadowcaster, Heretic & HeXen monsters mix
FantasyM_SCDND.pk3 - Shadowcaster, Heretic & D&D monsters mix
FantasyM_DND.pk3 - D&D & Heretic monsters mix
Wrath of Cronos support:
FantasyM_SC_Woc.pk3 - Shadowcaster & Heretic monsters mix
FantasyM_HX_Woc.pk3 - HeXen & Heretic monsters mix
FantasyM_SCHX_Woc.pk3 - Shadowcaster, Heretic & HeXen monsters mix
FantasyM_SC_HX_WH_DND_Woc.pk3 - Shadowcaster, Heretic, HeXen, D&D and Witchaven monsters mix
Brutal Heretic RPG support:
FantasyM_SC_BR.pk3 - Shadowcaster & Heretic monsters mix
FantasyM_SC_HX_WH_DND_BR.pk3 - Shadowcaster, Heretic, HeXen, D&D and Witchaven monsters mix
It's always awesome to see more monster mods for Heretic, especially ones that fit themematically, definitely gonna give these a try at some point.
as i've said on the zdoom forums this mod is wonderful. and every fan of heretic should take notice!
thank you very much for the support! I have written down all the feedback and will be working on the polish and tweaks :)
Can you make this for Brutal Hexen and swap the Heretic monsters in as well? I would like to see Catacomb monsters mixed in a future version since it fits Heretic, Hexen and Hexeretic better. Thank you.
It is possible to grab enemies from Heretic, Hexen, Witchhaven, D&D, Shadowcaster and make standalone pack for Doom, that can be combined with Daggerfall enemies, peasants from "Empires Revolt V3" and upcoming "MMDoom"? It will be a MEGA JOYFUL medieval-fantasy experience, if you ask me. Add to this DoomArcana/Walpurgis... Ah!
I can't get this to work ..
I read the instructions . Loaded the file you said . But it makes enemies invisible and those flying red ones are unchanged ..any idea what I'm doing wrong ,m
I can't get this to work ..
I read the instructions . Loaded the file you said . But it makes enemies invisible and those flying red ones are unchanged ..any idea what I'm doing wrong
Nevermind..got it