Legend:Farewell Edition is a heavily modified upgrade-remake of Hexen in a classic style, but with a darker and a much more aggressive atmosphere. Featuring almost twice the length of the game, revised and extended levels, more decorations, precision-refined gothic design, new weapons, enemies and effects, 6 characters, plenty of secret areas and even a new storyline and custom-made ending for some of the heroes. More action, more locations, more magic - more classic HEXEN!

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Friends, Fans, - and other Warriors of Hexen - i am glad to announce that Deathkings: The Return (episode 1) has entered the testing stage. I can not really call it a demo, even though it includes only the first 7 maps so far - cause demo is something that is an underdeveloped beta-stage sub-sample. This, ladies and gents - is not. This is a fully developed and completed first episode of the game, with all the features intact and polished to the desired level of quality.

swamp maze entrance

Here is the rundown of the most important changes and features to expect:

Design: Deathkings:The Return aims as high as possible in the decorative approach and attention to detail, - leaving even its predecessor - Legend Farewell Edition - well behind. Level design modification truly goes into overdrive in this mod. Hexen II, - beware: this mod-maker is on the case!

Gameplay: stays true to the roots of Legend Farewell Edition and its school of combat, hitting hard right at the start. If you expect a leisurely stroll while clobbering useless Ettins and sipping coffee - better find another mod.

Mechanics: the original Deathkings used some rather awkward mechanics, stemming from a lazy design: respawning between 23 and 30 monsters from the in-level array every few minutes. Well, not anymore. Deathkings:The Return has finally solved the riddle of how this travesty was constructed - and now, that outrageous swindle was dismantled completely. Enemy respawn was pinpointed and cut to about 15 percent of what it was. So expect a rather traditional, Hexen-esque action adventure - along the lines of Legend Farewell Edition. Not a constant respawn-cheat-fest..

Styling: Deathkings: The Return uses a partially different texture set, thus departing from Legend Farewell Edition thematically into further design directions. Also, The Return embraces my techno-gothic ideas, the beginning of which could be seen in the Vivarium level of Legend 8.33 - but here we are going further...much further. Basically, some levels will showcase how 1994 Doom would have looked like - if it was made by me :-)

Combat: almost all battles in the levels had to be redesigned from scratch, cause the original fight planning and enemy arrays were extremely boring and lackluster. Legend favorites: Stalker Leaders and Reivers will lead assaults against you at every front. And they will be joined by a few Legend-traditionals, as well as a couple of new ones. While fighting - tricks of the trade that are a staple of Legend-FW combat style - are a must have, right from the first minute of the game. Expect challenge and a good share of old-school traps, not unlike Doom 64... Even a very experienced Legend players, the patient and tactical kind - may fall.

Storyline: magic and technology tempt our heroes with new adventures and the promise of power - as the world of Hexen veers into an unexpected, yet a much welcomed direction, including story screens and a proper ending. Unfortunately - and unlike Hexen - the original Deathkings storyline is nothing but a boring regurgitation of the same text, which kinda resembles a restart prompt in Microsoft Windows, rather than an epic tale... But no longer!

Puzzles: 90% of the puzzles are retained as they were in the original Deathkings. One exception for this episode - is the Brakenwood level: it has some truly insane remaking and rebuilding of everything - so the level plays nothing like the vanilla, times 10. The first part of the puzzle for this level is intact, but the second one has been altered. Nothing too difficult though...

Abandon all hope, ye , who enter here...

Stonehenge

Badlands Castle

deadly swamps

Magic & Technology...unlimited power!

Are you tough enough to enter this passage?

Corvus VS Reivers

Most likely, by the end of June - a confirmed ETA for the first episode release will be issued. And that, in turn - won't be far from it.

Stay Tuned!

~Hexen Star

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Legend: Farewell Edition 8.33 (ultimate)

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Marine Mod 2 for Legend: Farewell Edition 8.31

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Cleric Mod for Legend: Farewell Edition ver. 8.31

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Legend: Farewell Edition 8.3.1

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Comments  (0 - 10 of 40)
dave_5430
dave_5430

So why is this on doomsday and not, say, Gzdoom, which is a far more popular port?

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hexenstar Creator
hexenstar

Not just on any Doomsday: but Doomsday 1.86. Although it is likely, that the games will run fine on anything LOWER than
version 2.0.
As to why, well it's a long story. Probably, if i started modmaking today - it would never be for Doomsday. Not a chance.
But, i started it much earlier than that, lol - so to put it in a short version: today, when i think of a feature, - i just want it there, - as opposed to learning how to get it there from scratch.
So i use what i know. Especially, since i have moved pretty
much entirely to decorative design for the levels and don't hassle much with other things. 99% of all the gameplay features that i wanted, - are already built. And there is a huge Doomsday script that makes them work. So naturally, wouldn't task myself with learning something i won't need.
Besides, i set my sights on Hexen II editing,starting next year.

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markproveau
markproveau

The ID games look so much better on Doomsday, It's really a shame that more mods don't use it. Especially for Heretic and Hexen in my opinion Doomsday makes these games look so beautiful with all their lighting and post effects that it makes them very underwhelming to play on GZDoom or it's forks.

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hexenstar Creator
hexenstar

Hi-five! Those ports with the "soap filters"...
Although i will say, that the Doomsday engine i use for both gaming and development is 1.86 - which is very old, - but surprisingly, it is the most flexible, customizable, reliable and user-friendly version of it. The further it went forward - the more bonkers it got. Doomsday 2.0 and on - is some kind of a convoluted mess, that most likely is not aimed at gamers. Yes, i just said that, despite developing mods for Doomsday over a decade and a half... :-)

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mrkillerovsky
mrkillerovsky

If I may ask, what settings do you use for Doomsday? I tried everything, but I can't figure out how did you manage to get the "pixelated" look like you show in your screenshots.

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Jonathan1980
Jonathan1980

Thank you so much for this amazing mod.

I have some troubles with the "Seven Portals" levels. The "Steel Guardian" elevator bug mentioned in the readme.

I went to the oppisite side, openend the secret door. But I can't enter the door, because the steel wall is blocking it. It doesn't matter if I use the the switches to move the wall. It keeps blocking the doorway.

Am I missing something?

Is it maybe because I use v1.15.8 of Doomsday?

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Jonathan1980
Jonathan1980

Edit:

I found the button wich removes the wall. It's in Guardian Of Ice.
But that door only opens when I use the switch I can't reach because of the Steel wall. (That switch opens a stairway at the Seven portals wich has the switch for the door at the Guardian Of Ice.

I hope you understand what I mean. :-D

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Jonathan1980
Jonathan1980

Edit 2:

I solved the problem, replayed the level and solved the steel wall puzzle so fast as possible. Thats the only solution I can find.

Now I can't get the big stairs up (the last one).
Anyone an idea where the switch is?

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hexenstar Creator
hexenstar

Hey, the Guardian of Steel elevator bug - can't help with this issue. I guess i screwed up something when modifying the level. Even though i tried many times to retrace my steps and find the culprit - but to no avail. And honestly, i don't mind it, cause it doesn't affect gameplay, not even in the slightest.

Either way, you won't find much there, and it only happens after a certain event. Until you trigger it - the secret door from the other side will work fine.

As for the big stairs in the center - well, i won't give a total spoiler at first hint, so i'll just help with a fact that In Legend things aren't exactly like Hexen, you certainly have noticed that by now... So, there are no such stairs in Legend, there is no switch which activates them. You need to get up there using different means.

If you can't find the way, then i'll post a spoiler with exact directions. But let's wait a couple of days first.

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Jonathan1980
Jonathan1980

Well... I cant find the answer to get to the switch. Only thing I can think of is to use the "Wings". That sounds cheap. Or is that the answer?

I dont want to spoil it for everyone, you can also send me a message how to get to the switch.

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hexenstar Creator
hexenstar

Yes my friend, this is the answer. Once you have conquered the central castle inside the Guardian of Steel - you should be in possession of the Wings of Wrath, and that's the way to go. The wings are also very well used to tackle places which prove somewhat difficult without them. (the Garden in the ex-Guardian of Ice, locked chapel, same level, the flooded section, etc). Legend encourages the old-school Metroid-approach "come back when you are more powerful", instead of bull-heading into walls of enemies and obstacles.

Good hunting!

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Jonathan1980
Jonathan1980

Thank you so much! My quest continues...

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Jonathan1980
Jonathan1980

Thank you for you answer. I'm going to look further. Found a portal behind the tower in the "Guardian of Ice". But is locked.

Maybe that's the answer.

Exciting! :-D

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hexenstar Creator
hexenstar

hehe...*mini-spoiler* - this one is just an eye candy, but, the place around it - is a secret area, which you can't reach without the wings...

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