All monsters and weapons should work correctly now. If some peeps could tell me what they thought, I'd be pretty psyched.
If I do another version, it'll be after I remaster all the artifacts. But no plans for it actually happening. I just get urges to play heretic alot, and tend to mod when I do. Again, the mod's more for me, but feedback would be appreciated. Sneaking is now an option, as enemy LOS is greatly diminished. And there are some new behaviours to work with as well. I like exploring the world in ambience, only to get sprung upon by something unexpected.
thread located here: Forum.zdoom.org
Screenshots v3:
1drv.ms
Screenshots
Onedrive.live.com
Goals:
Object-Goal/Progress
Enemies
Gargoyle-Nothing visible until aggro'd, summons a swarm of four imps when alerted, but out of sight of player. Smaller and weaker than normal.
Fire Gargoyle-A larger than normal gargoyle that throws arcing fireballs, and summons swarms of the smaller variant while hunting.
Golem-Still and grey until approached. Breaks off grey layer when triggered, has a charge attack, is resurrectable.
Golem Ghost-Teleports, wanders around invisible until aggro'd, not grey./needs invisibility
Nitrogolem-Same as golem, but has a ranged attack where he fires three flaming skulls, and leaves a flame trail when charging. Orbited by flares that deal splash damage./needs flares
Nitrogolem Ghost-Golem Ghost+Nitrogolem, natch./Needs invisibility, flares.
Undead Warrior-Corpse until aggro'd. Throws two variants of axes, either a pair of green magic homing axes or a single bloody ripping one. Can be resurrected
Undead Warrior Ghost-Invisible until aggro'd, teleports./Needs teleport, invisibility
Disciple of Dsparill-Fires multiple variants of burst of magic spheres, fires off a shockwave when wounded and near death, or at the end of a combo. Resurrects enemies, can be resurrected, can teleport./Teleport
Ironlich-Can resurrect enemies, more destructive attacks, gets stronger when wounded, can shockwave when near death.
Weredragon-Has a human form that hits like a truck in melee, and leaves a flame trail. (Beastiary courtesy) Turns into beast when near death. Beast form spouts larger fountains of flame, and can ignite when hurt. Can be resurrected
Sabreclaw-Has a variety of slashes, and a charge attack. Counters when in pain. Explodes in death.
Maulotaur-Leaves flame trails when charging, has new attacks, is more durable, gets more dangerous when wounded.
Ophidian-Projectiles home or rip, fires them like a machinegunner, more aggressive.
Dsparill-Wide variety of lightning attacks. Uses a few when riding serpent in addition to the breath, has the ignition of weredragons while riding. Gains a larger variety of lightning attacks when serpent is killed. More durable, aggressive.
Weapons(Powered Mode)
Staff-Projectile based thrust rather than hitscan.(")
Gauntlets-Can resurrect dead foes to help, otherwise shocks targets(Four resurrection spirits at once)
Wand-Fires rippers(Fires homing rippers)
Ethereal Crossbow-IDFK. I don't know how this weapon works. King Crimson. I just made it cool. Sorry. I use it, and it's natural, and I look at the code, and it makes an instinctive sense, but it kinda just happened. Can be chained or burst, I guess, for varying effect.(More shots?)
Dragon Claw-Slightly homing beam darts. (Heavy exploding ripping shot)
Phoenix Rod-I haven't changed this, apparently. Going by code anyway. I thought I had. I'll think of something cool.
Hellstaff-Shots leave damaging trails. (rain lasts a long time, covers more area.)
Firemace-Shots bounce more, rip. (Original)
Artifacts haven't been touched, and my goals are a bit more lofty, as I wanna work a mana system in which I don't know how to do fully when it comes to interaction with them. Toggle artifacts won't be consumed by use and effects last until the end of a level. Repeats only give mana.
Thusly:
Green mana: Dropped by Knights, Nitrogolem, Weredragon, Maulotaur, as crystals, also given when weapons are found. Weapons are slightly more effective/aggressive when you have it, it costs 1 green mana a shot of any weapon.
Blue mana: Dropped by Disciples, Ironlich, as crystals, given when mana consuming artifacts are found.
Timebomb:
Can be dropped at your feet or thrown long distance. Has a longer timer, but proximity detonation and shrapnel. Never effected by gravity.
Torch:
Can be carried or placed as a lightsource/diversion for enemy attacks/wanderings.
Flask:
Heals 25/can be thrown to heal 25 on target. Damages ghosts, undead knight, ironlich, D'sparil in splash damage, heals all else.
Urn:
Always used four 100 automatically when out of health. When used manually, explodes and heals everything for 50 in a large radius, same rules apply as flask.
Morph Ovum: Can't use last one. When only one remains, fires a single morph shot for 5 blue mana. 3sec cooldown. When more than one remains, can be thrown as a grenade, firing a transforming shockwave 360 degrees.
Chaos Device: Triggers automatically on death, or manually. Can be thrown to trigger on enemy similar to Banishment Device from heXen.
Wings of Wrath:
Drains 1 blue mana a second when active, costs 10 to trigger, not consumed by use, costs 2 blue mana when jumping while active. Player suffers low gravity, not none.
Tome of Power:
Can be toggled on and off, Drains 1 blue mana a second when active, 1 mana a shot of any weapon, 15 to activate.
Shadowsphere:
True invisibility in multiplayer, player becomes mildly visible while attacking, similar to stealth monsters. Player is untargettable by homing attacks, monsters. When visible, fires an invisible drone that monsters target instead at player's speed and direction. Can be toggled on and off, costs 10 to activate, 1 a second when active, 4 to return to invisible after becoming visible.
Ring of Invincibility:
Can be toggled on and off, 15 to activate, 1 a second while active, 1 when hit by anything. Each continuous second of being hit drains an additional mana.
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