Hello community! It is my pleasure to present part of my collaboration to a mod already made by author Thetis, called Wrath of Cronos, a great RPG mod for Hexen, which can be played in Doom style. The author officially left it at version 3.1.4 I humbly made my contribution to this great imprint with some additions that I hope you like. Welcome! IMPORTANT NOTE: This mod works from version GZdoom v4.11.3 as the latter incorporates flags that are used in the current release.
Welcome! IMPORTANT NOTE: This mod works from version GZdoom 4.10.0 as the latter incorporates flags that are used in the current release.
---------------------------------------------------- Changelogs v3.3.1 (C) -------------------------------------------------
------- Mechanics -------
Agility now grants a chance to make special attacks on Weapon 1 weapons in all classes except Mage, as well as to cast multicast attacks on casting weapons.
multicast attacks on "casting" type weapons.
-Fighter Weapon 1:
Requires Agility > 21 and the chance is 0.39% per point of Agility.
Throws repeated, swift punches on primary shot.
-Weapon 1 of the Cleric:
Requires Agility > 12 and the chance is 0.58% per point of Agility.
Gives the ability to cast shield slam as a combo when performing primary attack without losing attack tempo. Does not operate the Inquisitor's safe stun.
-Hunter's Weapon 1:
Requires Agility > 25 and the chance is 0.39% per point of Agility.
Works with counter attack after the block and you launch several slashes from side to side in 3 instances and are interruptible by normal attacks or another block.
If you do not interrupt this sequence, you will create a tornado with physical damage based on Agility and the ability to force pain and if you are also a Skirmisher, it will deflect or block some projectiles.
-Weapon 1 of the Necromancer:
Requires Agility > 12 and the chance is 0.58% per point of Agility.
Works as a primary attack and you launch a secondary attack quickly between attacks. Disease is not applied if you are Plaguebringer and you have charged that attack.
-Weapon 1 of the Assassin:
Requires you to have Agility > 25 and the chance is 0.39% per point of Agility.
Works with primary attack and makes you evasive making certain projectiles that wouldn't hit ghosts also not hit you anymore.
Immunity to physical damage and stun while executing 2 special dagger attacks that bleed heavily in 2s.
Magic Weapons: Requires Agility > 12
Mage:
Weapon 2:
-Primary shot with chance 0.58% per point of Agility. Quickly prepares a next attack and this next attack is faster.
-Secondary shot with chance 1.17% per Agility point. Throws swiftly.
Weapon 3:
-Primary and secondary shot with chance 0.58% per Agility point. Quickly prepares a next attack and this next attack is faster.
Weapon 5:
-Primary shot with chance 1.17% per Agility point. Rapid fire.
-Secondary shot with chance 0.58% per point of Agility. Swiftly prepares a next attack and this next attack is faster.
Cleric:
Weapon 3:
-Primary and secondary shot with 0.58% chance per point of Agility. Quickly prepares a next attack and this next attack is faster.
Necromancer:
Weapon 2:
-Primary shot with chance 1.17% per point of Agility. Speedy Throw.
-Secondary shot with chance 0.58% per point of Agility. Swiftly prepares a next attack and this next attack is faster.
Transformed mode:
-Melee attack:
Chance is 1.17% per point of Agility. Launches a second, faster left-handed attack.
-Attack 1:
Chance is 0.58% per point of Agility. Launches a second, faster left-handed attack.
-Attack 3:
Chance is 0.58% per point of Agility. Swiftly prepares a next attack.
------- Players/Skills --------
*Set maximum of 3 units for Dark Servant.
*Set maximum of 3 units for Icon Defender.
*Set maximum of 5 units for all armour pieces.
*Vengeance now activates when taking damage above 10% of maximum health or if health is below 25% of maximum health.
Lasts for 10s and has a CD of 20s. Damage is now higher, increasing by 5% per level starting at level 1 at 15% instead of 12% starting and increasing by 2%.
*Slightly decreased the attack speed of the Cleric's weapon 1 but slightly increased the attack speed of the shield.
*Shield stun lasts 1.5s instead of 1s and Inquisitor's safe stun lasts 2s instead of 1.5 (need to correct the explanation in the path, will do it later).
*Wolf Companion (Hunter ability) now consumes organic corpses to restore health without requiring you to be a Survivalist.
*If you are Sirvivalist, Wolf Companion, above level 7, you now summon the wolf in translucent form, with immunity to falling damage and the ability to become ghostly and make surprise attacks, gaining ghost-like immunities during the effect.
*Metamorph's melee attack takes 50% longer but its damage has been increased by 50%.
*The direct hit of Metamorph's attack 3 is now governed by Strength (its area damage and poison is still governed by Intellect).
------- Bugs Fixed -------
*Fixed a sprite bug, cleric weapon 5. (2/11/23)
---------------------------------------------------- Changelogs v3.3.1 (B) -------------------------------------------------
------- Bugs Fixed -------
*Fixed the requirement to learn Intervention (Cleric Skill), it required 18 and not 28 as the description says.
*Fixed a BUG that caused the Afrit Queen clone, if killed on some occasions with repetitive explode damage, it caused the player's level to skyrocket.
*Reworked the Dark Servant item. Now it is summoned by leaving the doll on the ground, it grows and then the allied Minotaur is summoned. This also fixes the
also fixes the bug that at high levels and with a lot of Charisma the minotaur would die instantly if it exceeded 36000 health.
*Fixed that Impale would not heal if you were Executioner and had Killing Spree.
------- Players/Skills --------
*Reworked the Last Stand talent from the Fighter's Path Vanguard. It is now called Knight's Honour and allows Blood Rush to give immunity to Poisoning and bleeding while active. It also grants Deflection the ability to reflect curses during the effect with a (56+AbilityLvl*4.4)% chance to damage the caster.
*Reduced the bleed out time caused by Vorpalblade (weapon 6 of the Fighter) causing all damage to be done in 2s instead of 10s.
*Quietus' melee attack was given a bit more range (it's a mandobale) matching Vorpalblade's range.
*Adjusted the speed of Fighter Weapon 2's thrown axes.
*Now the Assassin Executioner not only having Spectrall Killer active will be able to be reckless when killing by Impale, but also having the same reckless buff until the chain is
and for each time it happens she gets 7 magicka back.
------- Items -------
*Cloak Of Shadows (Accessory) now works without needing to be in dark areas (very few in the game).
It is deactivated if an offensive action is executed either by tree skills or by using weapons. In the case of
weapon 1, it is only deactivated on impact. It has a DC of 10s to make you invisible again.
*Scroll of Field of Doom, Scroll of Storms and Scroll of Angelic Help alert monsters.
------- Various ------
*Shudder effect was applied on the player affected by Stun and according to the weakness to it (duration), the greater the shudder.
----------------------------------------------- Changelogs v3.1.0 --------------------------------------------------------
------ Various ------
*Fixed various graphical and functionality effects.
*Improved the Terrify scare effect as well as the blinding effects (Curse of blinding and Blackaout).
*Modified graphical effects of debuffs (curses).
*Adjusted the consistency between the heights of the monsters and their sprites as well as the status effects to the appropriate height.
(This adjustment is under constant review)
*Improved Guardian Orb (Mage Skill) sprites.
------ Players/Skills -------
*Explanations for skills of various kinds were better detailed.
*Reworked Arctic Glacier. You now explode a very powerful cold wave with a large surrounding area that applies an 80% movement slow to nearby enemies (40% to bosses). It then emits a stream of icy air in front of you for 4.5 seconds.
*Fixed both Blizzard and the secondary shot of the Mage's 6-weapon leaving a trail of projectiles behind when caster at certain locations on variant height and narrow ceilings.
*Fixed the secondary attack for the Mage's 4 weapon not hitting certain enemies.
*Removed the constant bounce from the Guardian Orb's power shot.
*Improved Bone Jail to cast ranged instantly and create the ring around the target.
*Impale now no longer pushes the affected enemy.
*Killing Spree buff lasts for 6s instead of 4s.
*Fan Of Knives is now active and passive at the same time.
------ Multiplayer ------
*Lives dropped in Multiplayer mode now last 60s, then disappear if not taken.
*Spectral Serpent, Hierophant, Cult Zealot and Fleshwizard no longer drop lives in Doom style multiplayer.
------ Monsters ------
*Korax solo suelta 1 Scroll of Doom Field en lugar de 2.
*Dsparil solo suelta 1 Scroll of Storms en lugar de 2.
*Mysticdiabolist, ahora dispara 2 ataques de fuego en lugar de 3.
*Se mejoró el ataque de aliento de fuego de Dragon.
*Flesh Wizard no se transporta de manera permanente en bucle si no ve al jugador.
*Se corrigió el ataque de fuego por el suelo del Archvile.
------ Items -----
*Scroll of Storms, Scroll of Field of Doom, Scroll of Congregation no longer have a CD.
*Scroll of Angelic Help has a CD of 5s instead of 10s.
*When passing a map in Doom style only 1 Icon Defender will be kept only.
*You can now keep the number of each spell scroll when passing maps in all styles.
I would like to report a bug:
If you are playing Heretic or Hexen, after a certain amount of charisma you had invested (I don't know the exact number), if you summon the Dark Servant it dies immediately.
Hi neto. I was looking at it and it's when the Dark Servant's life exceeds 36000 or more life points. For that more or less 600+ charisma is required....
Which player gets to 600 charisma? only with tricks?
Apparently it's a base bug as it happens also in the Thetis version (3.1.4) and not only in mine.
Neto... play without cheats hahaha.
I was not quite cheating but rather testing how 500 level mage would fare against the enemies on similar level (I use 'changemap *' GZDoom code to force the enemies to have similar level that I had).
I don't want to waste weeks of playing just to discover that I invested all wrong, so I like to see how it would look like in the end.
Also, I just put 249 (plus the 10 the Mage already had) on Charisma on that 500 level mage.
500? But you play a mega ultra wad of 100 maps? Haha. That's ok. But as I was saying it's a bug in the woc itself. I'll see what I can do to fix that very situational bug.
I see. Thanks for explaining it to me.
hey, which cheat do you use to level up?
Sorry for answering this late I just notice your post now.
I type on the GZDoon line of commands (The codes are without ''):
1st) 'give ammo' → That maxes your level as well your mana and armor.
2nd) 'take ammo' → That takes away your mana and armor but keeps your level-up.
3rd) 'changemap *' → That reset the map, making monsters to level-up as well, while keeping everything you got.
1) "Reworked the Dark Servant item. Now it is summoned by leaving the doll on the ground, it grows and then the allied Minotaur is summoned. This also fixes the
also fixes the bug that at high levels and with a lot of Charisma the minotaur would die instantly if it exceeded 36000 health".
Now the Minotaur is working, thanks for that! Now I can plan some builds to Diablo3D's Heretic mod.
However now it seems it is no longer possible to buy the Minotaur from the merchant as he says you already have too much (when you have none of it).
Speaking about the merchant, I don't know if you are aware, but there is an old bug from Thetis version related to merchant:
Anytime you try to buy a scroll map (level map) from him, he also says that you already have too much and as consequence the entire level is reveled free of charge.
2) Now the Assassin Executioner not only having Spectrall Killer active will be able to be reckless when killing by Impale, but also having the same reckless buff until the chain is
and for each time it happens she gets 7 magicka back".
However, by the skill Spectral Killer description it doesn't seems exclusive for the Assassin Executioner path. Also it seems that is not mentioned on the Executioner Path 3 skills descriptions.
3) Assassin disarm Kick skill
It seems that her kicks are not disarming Ettins for some reason.
"3) Assassin disarm kick skill"
If you disarm, did you read the disarm mechanic as it is now?
when you kick a disarmable monster (the ettin is disarmable) you will disarm it for 4s (3s on bosses). Then the target of the disarm has a 4s protection after the effect, so it can't be disarmed again.
Kick and Hook Shot have the particularity to "violate" that protection but with CHANCE, not with certainty.
The ettin can be disarmed without problems, I checked it in both styles, maybe you got confused.
"2) Now the Assassin Executioner not only having Spectrall Killer active will be able to be reckless when killing by Impale, but also having the same reckless buff until the chain is
and for each time it happens she gets 7 magicka back".
However, by the skill Spectral Killer description it doesn't seems exclusive for the Assassin Executioner path. Also it seems that is not mentioned on the Executioner Path 3 skills descriptions."
Spectral killer works as detailed in the articles and you don't need to be an Executioner for it.
All of the functionality that you have outlined in this article does not depend on being an Executioner as it is only governed by healing with Killing Spree.
Regarding the Merchant, the Map Revealer error, if it comes from Thetis and it doesn't really bother me, take it as a "courtesy of the house" the map.
But about the Dark Servant, yes, I should fix it. Thank you.
The other suggestions... dejate de joder Neto hahahaha. Saludos y gracias por los comentarios!
And I would like to give some suggestions:
1) About the new reformed Arctic Glacier.
I like it a lot, for me, it is much more useful as it is now.
But I think it should have some exclusivity for the Iceborn Mage, like making enemies receiving 25% extra damage in bleeding while they are frozen (during those 5s).
If it is not possible, then I think you should reduce the slow speed from 80% (40% for bosses) to 60% (30% for bosses) if the mage is not under the Iceborn path.
2) The Cleric Judgement Skill
When used, it alerts all enemies nearby. On the other hand, the very noisy Wraiths alert only the enemies that are hit by them or if the enemy sees them.
I think it should be the opposite. The Judgment skill should only alert the enemy that it is hit by the skill and as soon as the Wraiths are summoned all enemies nearby should come in your direction. Also, I think the Wraiths's countdown should be longer, from 3s to 7s.
That is because there are a considerable number of enemies that are immune to pain, therefore immune to Judgement skill.
But there aren't any enemy, not even a boss, that it is immune to be distracted by the Wraiths. So in order to give the Judgement a reason to be used, I guess the Wraiths should alert all enemies nearby and have a longer countdown.
Also, I think the Wraiths having the same countdown of the Cleric's Wraithverge underpower the weapon as well.
3) About the Hunter Skirmisher ways to face ghosts.
I like a lot the void arcane machete thing. I was very expectant to see how Skirmisher would fare against ghosts. As I play mostly WoC mod on Heretic, there are many ghosts. Additionally, the Spectral Chaos Serpent is by far the most common class boss on Heretic episode 1!
I just think that 7s is too long to wait for reloading the "anti-spectral" machete. Could it not be reduced at least to 5s? In exchange, I think it could be taken away the bleeding capabilities of the machete. Actually, I think it would be cooler if the Hunter machete become more focus of being something like a magical elf weapon of sorts. Like the blade that Sam bring to Mordor in the Lord of the Rings that could harm that big bad spider.
4) Mace of Contrition
I think that weapon needs more damage capabilities. Comparing with Fighter Gauntless, Hunter Machete or the Assassin dagger, the impression I had is the Cleric mace is considerable underpowered. It only beats the Necromancer Sickle in raw damage, but even that in my opinion is kind dubious since the Sickle has more range that the Mace.
So I was thinking that Mace could also have a chance to cause bleeding damage (for Inquisitor only).
5) Necromancer's Darkness Skill
Since the Harvester is a kind of vampire, I think the Darkness skill should be more deadly. For instance instead of only diminish the enemies' movement by 12%.nºCharges (max 60%), it could be increased to 18%.nºCharges (max 90%). I think the Darkness skill should be better under the Harvester path as is common vampires have an AOE skill based on the dark element.
6) Plaguebringer pet
I think I mentioned on another post, but I think the Ghoul should benefit more from the Plaguebringer in a way that would make it more powerful than the Dead Knight pet if the Necromancer is on the Plaguebringer path. For instance, the Ghoul could use the Poison Nova Skill more frequently.
7) Wolf Companion skill
I really think that skill should be remade. Maybe a wolf with arcane or lightning damage and being ghostly if the Hunter is on Survivalist path...
I mean, it is the last Hunter Skill and yet in my opinion is nothing more than a cheap cannon folder.
I guess it is likely that Thetis hate dogs...
And before I forget, I like the changes you did with the Cloak of Shadow being a lot more useful! :)
Hello,
My only gripe with this mod is that it is trying to balance everything way too much.
For example, let me spam my dark knights, why do you need them to last 60 seconds? Let me have fun, it's a single player game, it doesn't have to be perfect.
Edit: I would love to give a tons of suggestions for this :P
One example: why is the legion power on the warrior linked to charisma rather than STR? Charisma is useless on warrior, let my warrior have many soldiers following him due to his STR, not his Charisma.
Hi, how are you?
The game has a strategic tinge not monotonous like MU or Diablo 2. Here you have to think what to use, how to use it in what time to use it and how to fight even with weapon 1.
It's Hard as the description shows.
Regarding Charisma, it is an attribute that touches all classes, just as Strength touches the mage to have some more carrying capacity.
All summoning is governed by Charisma, so it's logical for the Fighter to be governed by Charisma too. If you monopolize everything in the STR it would be ultra OP, that's why the 6 attributes are useful for all classes.
This edition takes away but also gives, check Articles and you'll see.
Cheers and thanks for playing it.
Hi ElPoder36.
The Assassin Kick skill return to not being able of disarming Ettins.
By the way, that bug is only happening on Heretic.
In Hexen, the Kick skill properly disarms Ettins.
The kick works perfectly for me in Heretic. I tried it with Ettin, with Ettin Commander and with Bormereth. It works correctly and I have tested it several times.
Keep in mind that if you use any add ons or mods or map packs, you have to put them before the Woc. Because what may be happening is that those ettins are different from "mine" or Woc ettins, that is, they are ettins that step on Woc ettins.
If so, it won't disarm them because to disarm they must have a specific command line and those ettins of those add ons don't have it.
Check with the console command "linetarget" what is the name of the ettin as the disassemblable ettins are called "Newettin", "Chainmailettin" and "Bormereth".