update 1.1 minor fixes: Final weapons fixed (both mods integrated into a single file)
update 1.1 minor fixes:
Final weapons fixed (both mods integrated into a single file)
the file Hex_Balance.pk3 is not needed anymore, only Hex_Veteran.pk3
(video footage Axe didn't work, it's fixed now)
(cosmetic) Dynamic Lights for items and weapons
from Hex Rebalanced Beta and Brutal Hexen RPG (awesome work!)
(it surprised me that gzdoom does not have lights for items
by default for Hexen, how lazy... Doomsday port has it...)
Weapons back to classic slot numbers 1 to 4 (mostly vanilla weapons, untouched)
A_FreezeDeath changed to insta-death
(if anyone finds a way to change Zscript to modify timer, it would be better)
(cosmetic) Lava glow
enemies and bosses mostly vanilla untouched, besides lower HP and centaurs half shield time
Launch:
you can either use the included shortcut (edit path, copy paste)
or drag-drop the PK3/ZIP/WAD files over gzdoom.exe
gzdoom 4.5.0 is recommended for this package
because it was the first version that offered the option of switching
between Software and Hardware renderers on the fly without restarting
and also gives you Fullscreen without changing desktop resolution
so all your window positions are not lost or icons displaced...
this feature was removed or tweaked later on, for whatever reason...
Updated for 1.2:
Fixed Centaurs not making any Melee damage.
Updated version 1.1:
Reminder: these mods are not made by me, I just put them in a single file for convenience.
Please send footage of you enjoying the mod! I would love to watch your reaction to it! Finally able to use both Fire and Lightning spells XDDD So much fun
Hello, the mod is promising ! big problem however, the wads, pk3 do not work, example Hexen Rebirth Of Cronos, a wad on which I work aiming to make the game longer and more attractive. otherwise as I said, the mod is promising !
It's very unlikely that this mod is going to work with any other mods that change gameplay aspects as well. It only works with maps. This is a rule for any kind of doom mod in general.
Sometimes - SOMETIMES - you can switch around the order on which a mod is loaded (for example in your case try loading Wrath of Chronos FIRST in the load order, drag-drop will not work) Sometimes that works. For Brutal Doom based mods for example. Because the first asset that gets loaded gets priority by gzdoom.
You can for example make a backup copy of your Wrath of Chronos mod and delete the sections that deal with creating a new player class. Therefore the "any" class from Multiclass is going to be used. PlayerCleric is used as template base.
Oh crap, there was an oversight in the code (inherited from Hexen Rebalanced Beta which turned ALL Centaurs into Slaughtaurs, so I reversed that...)
I'm gonna upload a fixed version 1.2 (intended to be the last one) which fixed the Centaurs not making any Melee damage, during the testing didn't notice that. So many things LOL
Please download the final update v1.2