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 v4.11.3 as the latter incorporates flags that are used in the current release.
---------------------------------------------------- Changelogs v3.3.3 (B) -------------------------------------------------
------- Monsters --------
*Dark Patriarch ( Doom style )is no longer a boss, but becomes an elite replacement for Cacodemon and PainElemental.
*Dark Patriarch in both styles has Curse of Anchor and not Curse of Decrepity.
*Pyro Demon is no longer in the mod.
*Eidolon is added to Spider Mastermind (Doom) replacement bosses.
*The Bosses, Gold Golem, Bruiser Demon and Dark Patriarch will wake up from Sleep by damaging them without the need for them to go into pain.
-------- Items ---------
*A new flask called "Indigo Flask" was created. It is thrown like the Yellow Flask but when it explodes it generates a cloud of somniferous magic that if an enemy touches it will absorb it and go into Sleep for 20s (5s in bosses).
It also works if the flask hits the enemy directly, applying the effect.
It is created in alchemy, with Blue Flask and Purple Flask.
*Merchant adds Indigo Flask to his stock of Flasks.
*Red Flask was improved. Now has a 10s timer to explode or if any monster touches it. When it explodes, it explodes others in the blast radius and can cause can cause chain explosions.
*Now the Blue Flask cloud does not die when touched by a monster, but lasts 25s instead of 50s.
*Maroon Flask was modified, it is now launchable and when it explodes it creates an earthquake that physically damages and disarms enemies.
*Thor's Will item (BETA) was created, which will complete the stock of items with all status effects, since it causes stun.
This projectile has the particularity of having 3 charges each time you get it and it is always grabbable.
When you launch a charge, you will send a powerful electric hammer, with the ability to bounce 2 times and when it hits a monster or runs out of bounces, it will cause electric damage.
bounces, it will cause electric damage in area and will return to the player causing aoe damage.
It can only be reused when the hammer has returned to the player.
If it hits an enemy it will do physical impact damage and cause stun for 4s (2s to bosses), in addition to causing electric AOE damage.
If it hits a ghost instead of physical damage, it will do electric impact damage.
If you have no more casts left, the hammer will be destroyed and clearly, it won't come back.
Its appearance has a low chance and so do the spirit spheres:
In Doom style: its will appear in substitution of the Berserk and the Soul Sphere (not droppable).
In Heretic style: its appear in replacement of Tome of Power.
In Hexen style: its appear in replacement of Porklator and Banishment.
------- Bug Fixed --------
*Cult Necromancer who was attacked by allies when giving his buff on occasion.
ElPoder36, wish you all a happy new year, thank you for playing this edition!
---------------------------------------------------- Changelogs v3.3.3 -------------------------------------------------
------- Mechanics -------
*A new status effect was created: "Sleep".
This state puts a specific target to sleep by making it disabled, but unlike a stun, it lasts considerably longer, but can wake the victim up in a state of pain.
If the monster has little or no chance of pain (Stone golem for example), it is very effective because if it does not wake up, it will be defenceless to attacks.
There are exceptions with powerful enemies or bosses, who will awaken at the slightest damage, as well as players.
Enemies that will cast this spell are:
-Succubus (shorter duration than normal and lower chance than normal).
-Vampire
-MoonSatyr
Its duration cast by scrolls is 80s but much less time when cast by enemies (although they scale like all curse according to their level).
For Bosses, Gold Golem and Assassin under the Shade path, it will last only 25% of the original time.
------- Aesthetic details --------
*Fixed the Mage's weapon 1 shot not generating illumination.
*Curse of Gloom effect now better matches the height of the affected target.
------- Monsters --------
*Adjusted replacements under the concept that enemies that are flying enemies will be replaced by flying enemies.
*Afrit Queen now casts Curse of Slow.
*Cult Necromancer (Hexen and Heretic style) no longer casts Curse of Frailty, but now casts Curse of Blinding with a shorter duration than normal.
Improved Dsparil making him more aggressive, 2 of his projectiles are better and he is only one Actor instead of 2 avoiding bugs.
*Increased Heresiarch's minion summon CD from 40s to 120s.
*Reduced the chance to cast Curse of Betrayal on whoever can cast it.
*Curse of Betrayal lasts 25% of the time on friendly Minotaurs (like all bosses).
*Fixed HEXEN-style Korax commands and behaviours, being main boss in map40 (final):
-Has 4 phases:
Phase 1: Over his 2/3 life. Here he attacks us normally, in his first position using the stage to his advantage.
Phase 2: When he lost 1/3 of his life but didn't reach his half life. Here he disappears for 40s and opens the gates for low level minions to attack.
low level minions to attack.
Phase 3: When he lost half his health but didn't lose 2/3. Here he will use his super curse and open the second gate to let out minions
to let out second level minions.
Phase 4: This is when you have less than 1/3 of your life. Ettin, Centaur and Dragon Serpents style ghosts will be summoned and the third gate with high level enemies will open.
third door will open with high level enemies.
-At times he will use teleportation from the third stage onwards.
-His health points were halved but his defences increased.
-Several of his attacks were modified.
-Curse of Betrayal will use it if his health is less than 1/3.
-------- Items -----------
*Created a new spell scroll called "Scroll of Rain Somniphera" which, when cast, releases a drowsy rain forward, whose droplets cause Sleep to enemies it reaches for 80s (20s to Bosses).
It can be released by the same monsters that execute this curse.
------- Bug Fixed --------
*Fixed some damage that didn't take information from the source for damage calculation.
Hi ElPoder 36.
I am taking that Sleep should not be considered a curse, which means from Fighter to Mage, all are affected equally (except the Assassin under the Shade path). Is that right?
EDIT: That also means that the Crucifix of Rosary doesn't protect its user against Sleep, right?
Hello!
This is a new status effect that might be used by other media and not only by Curses.
At the moment it's executed by Curse of Sleep by enemies, and that means it's a curse like all curses, blockable with Crusifix Rosary and durations based on class.
Maybe one day I can use the Sleep effect on mushrooms or darts etc and I'll see how I manage its duration.
I see. Thanks for answering me.
I think on mushrooms would be really cool.
Thanks ElPoder36 for delivering this new update at the New Year's Eve! :)
By the way, about the Indigo Flask, does the Wisdom interfere on its efficiency? If yes, how it does?
And have a happy 2024!
Yes, like all other flasks.
Thanks for answer me.
Sorry if I wasn't enough clear. I will try to be more now...
What I want to know is, besides the chance into creating the Indigo Flask, Wisdom also affects others aspects of the flask, like the duration of the sleep or chance of putting into sleep, for instance.
In other words, what I am asking is if the Wisdom also affects the efficiency when you use it (not only when you create it).
Or it is just like the Black Flask (that is not affected by Wisdom on its use).
No no, no hay escalado por sabiduria
Thanks for answering me. :)
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