3 new characters added. (heretic, physadept, shaman)
New player bosses in map 14 to go with them. (as bonus fights)
All attributes go up to 40, starting stats reworked as a result. (some characters' max limits altered too)
Strength now improves projectile damage with the power spell.
Assassin's dagger is a bit more effective now.
Frozen corpses can now be broken with ice weapons. (except the mage's frost shards in melee range)
Character portraits now display all stats, and they have also moved to the new "character info" section of the menu.
(due to the menu breaking with 7 classes)
RPG/weapons mod updated, the assassin player boss now appears in Hexen, and all 7 player bosses appear in Deathkings.
All characters' special features removed from the weapons mod, and damage re-balanced a little. As usual the weapon replacements and RPG system are separate from the main mod located in 2 folders (serp.wad main 25 maps and serp.pk7 the resources).
Forum.zdoom.org
2014 Changelog:
Fighter weapon rework, alt-fire is now used to swap between melee/mana versions.
Assassin rework - dagger uses alt-fire for applying poison, flame cannon doesn't slow you anymore, rudimentary stealth mode added via +NOALERT flag on all weapons.
All characters except the cleric have had their 2 big weapons buffed somewhat.
Shrapnel/penetrate spells buffed somewhat.
Holy temple now costs half of what it did.
7th weapon split into 3 pieces (to match the standalone mods), the new piece is in Hogger's cave.
Endgame timer will be retuned for all classes (based on my current Heroic playthroughs), and will also vary based on skill setting. (essentially, I'd like it to be as hard as possible to get the best ending on Heroic skill, at present there's a bit too much leeway)
The 2nd mod soundtrack has been reinstated (it was dropped before the original release), now you can choose between the more hectic demoscene music or the more atmospheric fantasy music. (or neither ofc)
Compatibility fix for the cupboards on newer GZDooms. (1.6 is still the tried-and-tested version though, and 2.1 throws up some major visual bugs in places)
2015 Changelog:
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Main mod changes
================
Three new characters added - Herian (the heretic), Kamada (the physadept) and Darahu (the shaman).
Attributes have been reworked as a result - all of them go up to 40 now, and the starting range for each attribute
has been tweaked accordingly. (mainly positive in terms of starting stats)
Constitution is now worth a bit less per point. (due to the new top limit of 40)
Fire/gas/ice jets and enemy ground fire attacks do slightly more damage now. (to prevent Kamada/Darahu from being
immune to them with high enough damage reduction)
Character portraits now display the max of all attributes, along with health and armour.
The "grimoire" menu screen is now known as "character info", and contains all the character portraits on the 1st page,
with the spells on the 2nd. This had been added as a result of the class menu not showing the portraits with 7 classes.
(and if the menu is fixed in a future version of GZDoom, older versions will still need this workaround)
Anvar's dexterity limit has been dropped to 25. (so that Kamada is faster than him)
Braxus' strength limit has been dropped to 25. (so each character has a different strength limit)
Qinefer's strength limit has been dropped to 10. (so each character has a different strength limit)
The dagger's poison now does twice as much damage. (to help balance the above changes)
The dagger now has a chance to deal a critical hit (she's that good with it), which does twice the damage of a
normal hit. You'll see a red puff when this happens. (poison will not do extra damage if it's on)
Melee weapon range (normal and powered) has been reworked so that fists < dagger < other weapons.
(fist and dagger range reduced slightly, other weapons unaffected)
It is now possible to break frozen corpses with ice weapons. (except Sallazar's frost shards in melee range,
due to that part of the weapon's attack being hardcoded)
Strength now increases projectile damage for melee weapons using the power spell (Braxus/Qinefer/Sallazar),
and for weapon imbues (Darahu). This makes it somewhat more valuable for these characters.
As a result, these weapons no longer deal melee hits with the power spell. (Darahu is unaffected ofc)
The player boss versions of the three new characters have been added to map 14, they are bonus encounters
that each reward you with a valuable item.
Boss resistances to big weapons and spells have been reworked to be fairer (wraithverge aside, due to a bug)
and also to be the same for all bosses. (it's still much more efficient to use regular weapons, though)
Earth and Wind elemental damage types added to the game, for the purposes of Darahu. If you are playing him,
they act like opposites in the same way as Fire and Ice (affected mobs are bats, rock golems, earth/air spirits
and slime/vapour giant imps). Other characters have no earth/air weapons, so it doesn't affect them.
Extra mana has been added to map 16 and the ship (return journey), due to Darahu's high wisdom limit.
The king now has his own sprite set, thanks to me adding walking frames to ETTiNGRINDER's king sprites.
The shopkeepers also have their own sprites, albeit only 1 standing frame.
Various other fixes and improvements.
===============
RPG mod changes
===============
Updated with the appropriate changes from the main mod.
The assassin player boss now appears in the original Hexen. (via the wonders of ACS)
The assassin player boss and the 3 new player bosses now appear in Deathkings.
The trader's valley has been populated with a few critters.
Player bosses now do half damage to you, instead of full damage. (evens it out)
===================
Weapons mod changes
===================
Updated with the appropriate changes from the main mod.
The assassin player boss now appears in the original Hexen. (via the wonders of ACS)
The assassin player boss and the 3 new player bosses now appear in Deathkings.
Item hotkeys added, along with a button for the key display. (the equivalent of the RPG menu button)
In addition, the following changes have been made to bring it in line with the original design goal,
ie. just the weapons, nothing else:
The warrior's weapons can only be used without mana if you have run out. (original axe behaviour)
The assassin's weapons will alert monsters (ie. no stealth mode), and the dagger has no poison or critical hits.
The runemaster's sapphire wand range has been increased. (so it feels more like the original but not overpowered)
The physadept's weapons don't deliver a free melee hit with every shot.
The shaman's flail does not have elemental imbues, and the totems cannot summon elemental spirits.
Melee weapon damage rebalanced for all characters, to be as close to the original as possible. The result is
the warrior/physadept are as good as each other with their fists (warrior is better with other weapons ofc), and
the others lag behind but are roughly equal. (runemaster is slightly further back, but makes up for it in other ways)
Projectile damage from the big weapons has been rebalanced - heretic/physadept do half damage against bosses, the others
do not have this reduction (aside from purple ground fire and hardcoded resistances from the +BOSS flag) but do less damage in order to match the big weapons from the original game.
Thanks, i'll try it.
why can't i download it? Like i can download it but halfway then chrome jus-
Like That!
I downloaded other mods that are larger than this but this one i just can't.
works fine for me, probably ran out of space in your hard drive or something.