Enhanced gameplay mod for Heretic, the third (and last) of the 'Reforged' series. As in Classic Doom Reforged and HeXeN Reforged, the aim is to improve the vanilla game while keeping it as faithful as possible as the classic experience. While many changes have been done, it's not quite on par with my previous two mods (there aren't as many varied sound effects, for instance). Nevertheless, I'm happy with what I've accomplished so far, and hopefully most people will be satisfied.
v1.5b (May 6 2024)
> Added AltFire to powered Gauntlets
> Added weapon brightmaps
> Fixed the kills total on the HUD touching the slash separator when the monster count is too high
> Nitro Golems now spawn a cloud of smoke once their DeathRampage state ends
//
v1.5 (May 1 2024)
Note: Some changes may not work on existing saves.
> Added 'Inventory.PickupFlash' effect from Wrath of Cronos
> Added ArmorBonus-type class as a random drop from Knights and Golden Clinks
> Added a new BorderFlat texture (only visible if the status bar is scaled to 3 or below)
> Added all new skull key icons to the fullscreen HUD
> Added alternate 'UseSound' to Banishment Devices
> Added alternate fume sound to Pods
> Added an Iron Lich variant with new sound effects, but no new attacks
> Added artifact box selector from Hexen
> Added boney sound effect to Knights when they attack
> Added dormant Volcano variant that only produces smoke
> Added floating sparks to skull keys
> Added footstep sounds to Maulotaurs
> Added fullscreen HUD based on Classic Doom Reforged's
> Added hiss sound effect to actors affected by acid damage
> Added improved explosion effects to Maulotaur missiles
> Added less stiff fire animation to the powered Dragon Claw
> Added missing widescreen sprites to the Gauntlets
> Added new 'Inventory.UseSound' to some artifacts
> Added new 'SeeSound' to Wizards
> Added new elements to the Heretic main menu logo
> Added new explosion effects to Mace Spheres
> Added new fire sounds to the Dragon Claw
> Added new pickup sounds to some pickups
> Added new random sound effect when teleporting
> Added new sound to locked doors
> Added new sprites to both armor types
> Added particles to Pods when exploding
> Added screen flash effect when using Quartz Flasks
> Added select menu sound from MageSlayer
> Added smooth animations to Mace and Hellstaff missiles
> Added some minor corrections to Mace ammo crates
> Added sound effect to invulnerable players when hit
> Added trail effect to Red Wizards
> Added unique pain sound and screen flash to the player when poisoned
> Alternate Ophidian missiles now deal less regular and poison damage
> Changed the sprites of the Ring of Invincibility
> Clinks and Knights no longer drop ammo
> Corrected tag property of some artifacts
> Dying Wizards now spawn particles and a cloud of smoke with an extra sound effect
> Excluded ammunition from being displayed in red numbers when running low
> Fixed Mace Spheres bouncing off Pods
> Fixed Mace Spheres not passing through spectral monsters
> Fixed ammo counter not showing on powered Gauntlets
> Fixed the eyes of the status bar faces not turning yellow if the player was invulnerable
> Golems and their souls now have their own separate DeathSound effects
> Hellstaff missiles now have their own DeathSound effect
> Increased Crush damage to the player and all monsters except spectral ones
> Invisible players are no longer targeted by homing missiles
> Invulnerability now also provides the Speed powerup
> Invulnerable players are no longer pushed back by attacks
> Mace Spheres now bounce off Iron Liches
> Modified the Status Bar here and there
> Non-bouncing enemy missiles now ricochet invulnerable players
> Ophidian missiles now feature additional frames, plus new particle trails and impact sound
> Pods now deal acid damage instead of poison
> Powered Gauntlets now inmobilizes enemies, but deal very low amounts of damage
> Recolored the ankh on the Mystic Urn based on a texture from Shadowcaster
> Reduced amount of ammo obtained from some pickups
> Removed "gibs" from exploding Clinks
> Removed autofire property from the powered Dragon Claw
> Removed impact sprites from Imp missiles, but will produce smoke and particles with new sounds
> Removed player pain sound when picking Foul Vials
> Removed several widescreen graphics already provided and autoloaded by GZDoom
> Renamed the Enchanted Shield to 'Enchanted Kite Shield'
> Renamed the Firemace to 'Spinning Mace'
> Renamed the Gauntlets of the Necromancer to just 'Gauntlets'
> Renamed the Ring of Invincibility to 'Consecrated Goblet'
> Renamed the Shadow Sphere to 'Gloom Visage'
> Renamed the Silver Shield to 'Iron Targe'
> Reverted Hellstaff missiles to a single non-weaving shot as originally, but with added tweaks
> Slightly realigned the Mace sprites and corrected some minor details
> Spectral monsters no longer bleed and are now inmune to acid and crush damage
> The Dragon Claw now "blinks" like the Serpent Staff from Hexen, with two sound effects
> Timebomb explosions now alert monsters
> Used Timebombs now spawn a bit further away from the player
Great mod.
10/10
great mod, but it is not compatible with the hd pbr heretic version, is that normal??
I haven't tried that mod myself, but it seems it uses its own exe and not the usual drag and drop to the GZDoom.exe method. I think the Hexen HD textures mod works the same. There would likely still be texture conflicts with my mod because it includes their own modified textures, sky patches and all that, it's made to run mainly with custom maps that don't include their own assets.