Hexen sword mod download






















From smoother animations to weapons being more interesting. That's it for now, this is fun. Also protip to slackers in here, by providing feedback you will help make the mod better. Bloodscourge's main attack shoots laser beams of blood, and will generate mana if too low, slightly damaging the player. Altfire is more or less vanilla, except the balls bounce more, and altfire needs to be held down or it only shoots one ball. Also makes disgusting sounds when firing. Wraithverge's main and altfire's are switched and main fire is a melee shock attack.

The single blast will now happen by tapping altfire rather than holding it. I took a break for a while, but recently picked it back up and had some ideas to refine it even more. New features are in the changelog. I've replaced all the decorate code with ZScript which was a fun journey but ultimately yields an invisible end result.

It was primarily decorate, with certain functions inheriting customized versions of ZScript's method for Hexen's attack angles and other features. So I thought I'd attempt to learn more about ZScript and convert the whole thing instead of using both, which was surprisingly successful. The only issue is that the mage won't hurt himself when recharging mana with the bloodscourge which I'm still working on. So out of twelve weapons with countless states and dozens of other actors and functions, not bad!

Fixed for next update! I'm sure there are cleaner ways to do some of it, which I will be constantly learning and updating, but I'm happy that everything works with no errors. I've also slightly buffed the mage's frost shards and made the ice chunks drop more quickly like their not loose feathers. Tempered Arms 1. Yes, I'm still messing around with this and making updates.

No I will never be finished because the point of it is to occupy my time and learn new concepts. I've been kicking around ideas to make the Cleric's mace more interesting and formidable while also remembering that it's only the starter weapon, so I went with an automatic powerup based on the tome of power from Heretic.

If the cleric's health drops to 35 or lower, or if Cleric lands 10 consecutive hits on a target without missing or stopping, a powerup will engage to do considerably more damage for 10 seconds, with an activation sound, a different looking puff sprite, and powerup icon to let you know what's happening.

It uses the sister weapon method and because there are so many animation variations it may skip a frame here and there while transitioning from the powered version to the regular weapon. Updated to 1. Added silver ring to mage's left hand with frost shards Added wall hit sound to Quietus primary fire Lowered pitch of fighter punch grunt sound Added fighter grunt to Quietus no-mana attacks New wall hit sound for fighter jab and shield Removed cleric mace powerup during low health it occasionally broke and I'm not smart enough to fix it apparently.

I just tried this out, cheating my way straight to the maps with lots of enemies Nave, H's Seminary and Castle of Grief and the NRA command to get instant maps of lots of enemies, and I have to say that this is great!

The alt-fire modes all seem logical for the classes and gameplay, and fit right into the world that Hexen has always inhabited. My favourite new thing is definitely the very visceral punch attack with the shield from the fighter, where two thrusts can take out an Ettin.

My other favourite change would have to be that the Ice-Shard weapon is now rapid-fire. This weapon finally feels like a decent weapon to rely on - most people never really liked it in it's cumbersome standard form.

Most weapons have both tap and hold functions and a few will behave differently depending on how long they're held and when they're released. Some of my favorite wads that also work well with this mod are Seidolon's Cyrgoth trilogy, and I can't recommend them enough. I'm glad you liked Realms of Cronos as well, I actually did the music for that project and really enjoy the maps they did. It's all really subtle but helps sell the whole vibe.

Adding an extra file that adds a chapter select screen for Hexen and Deathkings, while being able to fairly quickly find the weapons and weapon pieces you would've gotten from previous episodes. Because this includes modified map data for hub levels, I'm unsure if I'm legally allowed to distribute this, so I plan to do a bit of research first. If anyone has some insight on the topic I'd love to hear it.

It's all too easy to do but impossible to find online, which leads me to believe that it's simply not allowed. After a bit of research I've found that it's a resounding grey area, so I'm going to treat it as I do with any other resource as to not arbitrarily pick and choose what assets are okay and not okay to modify. A few other minor fixes and features, giving the unpowered Quietus the axeblood splatter on contact, raising the height of the mage timebomb, changing puzzle item pickup sounds to the unused afaik weapon piece pickup sound because I don't know how many times I've picked up a puzzle item without realizing it because the normal pickup sound is so unobtrusive.

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Tempered Arms: A gameplay mod for Hexen [v1. Recommended Posts. Posted June 8, edited. Weapon Descriptions Spoiler. Primary fire: Normal flame attack. Altfire: Rains fire at close and medium range. Share this post Link to post. Posted June 15, Too lazy to install Hexen just now but when I see the name Lippeth my brain says "yes" added this to The List Too lazy to install another "unfinished" version of gzdoom for this mod. Posted June 15, edited. Highlights for me: - Quietus acting like an enchanted sword, with the old attack being delegated to altfire.

Latest Update Feb 28, Screenshots Spoiler:. Last edited by Rachael on Sat Feb 20, pm, edited 28 times in total. Reason: removed patreon link. Please use a different site to upload stuff like Google Drive or Dropbox, the one you are using now is atrocious. In both Hexen and Deathkings, you get weapon 2 while still level 1 or level 2, considerably before you're able to actually use it, due to the level requirements. It feels weird to just have your weapon sitting around in your inventory, unusable, for quite a long time compared to how long it takes you to get it.

We don't have any space left on Google, Mediafire or Mega, they are all full with our accounts. Regarding starting with weapon 2? Which character is this? I doubled checked the scripts and there's no weapon2 start for any character so you need to start a new game instead of loading up a previous save if that's the case. Even if it did start you with weapon 2, you still need a set amount of Mana to even equip the weapon in the first place so haven't got a clue what your talking about with all due respect.

I cannot replicate the issue what so ever. Thanks again. I said that in the official levels, you find weapon 2 long before you will be character level 4. You spend a lot of time with an unusable weapon. Sorry I understand what you mean now, yes that's intentional but you should be around Level3 when you pickup weapon2. So you only need to level up 1 to use the weapon unless you did some sort of mad speedrun? So if you complete Hexen you proceed straight to the Deathkings DLC which has increased Ai count to compensate the high player level.

Regarding the official levels, I'm not sure where weapon 2 is located in the official maps? Either way there's no xp level system anyway so yes you need to xp as much as possible its an RPG mod, kill and kill more, find every secret, lots of new goodies for those who wander the crypts.



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