Duke of Pathoris Posted May 9, 2023 It's hard to put to words how much I love this mod. This mod brings back the sense of magic I got when I played this game as a kid. You truly understand HeXeN - not only in how you redesigned classes and weapons but also in how you have begun to redesign levels. Can't wait to see how you totally revamp this game. 0 Quote Share this post Link to post
eharper256 Posted May 10, 2023 (edited) 11 hours ago, Duke of Pathoris said: It's hard to put to words how much I love this mod. This mod brings back the sense of magic I got when I played this game as a kid. You truly understand HeXeN - not only in how you redesigned classes and weapons but also in how you have begun to redesign levels. Can't wait to see how you totally revamp this game. Thanks, it's appreciated! If I do further levels will likely be post 1.0 content, as Walp has always been a gameplay mod first and foremost. Korax really needed some attention though, as he's basically a bit of a joke at the moment; and he deserved a bit of a re-do like the three leaders/deathkings have already had; but a re-do for him didn't have much design space without also changing his level. It would be nice to make Seven Portals into a really awesome place rather provoking 'oh no!' reactions from a lot of people though. XD Edited May 10, 2023 by eharper256 1 Quote Share this post Link to post
eharper256 Posted May 10, 2023 Just in case you forgot about Geomancy that's coming soon in 0.98, I'm back to remind you of that, since the Tertiary Fire, the Quaking Monolith, is now ready for action! This raises an Obelisk Monument made of earth and covered in Geomantic runes. It detects enemies nearby, and if it does, discharges power into the ground to create a massive earthquake! It's pretty super powerful against hordes of weaker enemies. Of course, it will have a fairly high mana cost and is static, and you can only have one at a time; so be sure to place them strategically. There's also some refinements to the other modes in both animation and effect you might notice, and I've started doing the upgrades and mutations for Geomancy too. 0 Quote Share this post Link to post
eharper256 Posted May 13, 2023 Good news for the Bardiche lovers; Alastor has all his fire modes now as well. Yes, he's also been named! The new secondary fire creates huge spikes of blood from the ground!! Corpse Explosion, being the more niche effect, has been moved to the Tertiary slot. The Primary swing has also been tuned even more for responsiveness and I feel its in a good place. Much like Geomancy, I can now get to work on completing all the upgrades and mutations for Alastor. In case you missed it; 0.98 Walpurgis ~should~ be out for around the end of May. Look forwards to it! 0 Quote Share this post Link to post
eharper256 Posted May 21, 2023 I CAST FIST!! Because every good Magister should be able to cast fist if they want to. :D Anyways, all the upgrades and mutations for Lapis Flos are now complete and we're basically in final gold for that. You can read the various things available when pausing the video, but I feature the Stone Fists and Upheaval mutations here specifically. You might notice a bevy of other changes, like a few new animations replacing placeholders, and adjustments to other stuff. Let me know what you think about Lapis Flos overall! 0 Quote Share this post Link to post
eharper256 Posted May 27, 2023 I am confirming we are in Go-Mode for 0.98, and I will release it some time tomorrow! Get ya hype on! 0 Quote Share this post Link to post
eharper256 Posted May 28, 2023 0.98 is released!!! [] Get it here at MEGA [] [] Or here at GoogleDrive [] Changelog: Quote [0.98] 'Blood of the Earth' -------------------- 28/05/2023 +New!: The Myrmidon gets his alternate in-slot (3) weapon, the Bardiche, Alastor! The Bardiche specialises in close-combat area damage in contrast to the mid/long range of the Hammer. ------------------------------------------------------------------------ > [Primary Fire] swings the bardiche. It has a wide arc and will hit ALL enemies in a wide frontal AoE slash for good damage. Slightly slow but the hits will usually cause pain and knockback. >> Upgrading this will improve the damage and area of the swings that the Bardiche makes. >> Mutating this will make each swing also fire off a slash made of blood. It has infinite range and penetrates foes, but has fairly low damage overall. ------------------------------------------------------------------------ > [Secondary Fire] will slam the Bardiche shaft on the ground, causing it to summon huge spikes of blood from the ground, which will impale foes in front for alot of damage, and then explode into shrapnel, throwing blade pieces everywhere that will cut through other close enemies. >> Upgrading this will make it so that the spikes deal more damage, and explode into more shrapnel. >> Mutating this will change the mode so that it no longer summons spikes. Instead, a heavy spiked ball is shot out, which will bounce up to medium range, throwing out shrapnel with each bounce. ------------------------------------------------------------------------ > [Tertiary Fire] will create a magic circle in front of you. If there are any corpses there, they will swell up and explode! Multiple corpses can be exploded at once, and corpses killed by corpse explosions will help feed the ability further! >> Upgrading this will also create vengeful spirits at the same time as causing the localised Corpse Explosion. They will attack those near the circle with strong attacks to make some new corpses! >> Mutating this will make Corpse Explosion no longer toggle from this fire mode. Instead, ALL bardiche melee strikes cost +1 Mana, and on killing with them, the dying monster explodes on hitting the ground. This Fire Mode instead launches a powerful explosive blood missile. By default, this will spawn randomly along with the Hammer of Retribution, but you can disable either of them in the Walpurgis Options if preferred. (Please Note: Corpse Explosions only work if you are using the Walpurgis Bestiary. If it is off, the Bardiche Tertiary fire instead fires blood missiles. The Upgrade system isn't able to detect this right now.) +New!: The Magister gets his alternate in-slot (3) weapon, Lapis Flos (Geomancy)! Lapis Flos focuses on crowd suppression and knockback. It is strong but requires good spacing and tactical casting. ------------------------------------------------------------------------ > [Primary Fire] causes you to conjure boulders in front of you whilst you hold down the button. You can conjure constantly up to around 10 boulders if you want. They will hover in place until you release the button or reach the maximum. When released, they will fly off in direction they were originally conjured to crush enemies. >> Upgrading this will make the boulders bounce further and constantly fragment, throwing out deadly rock splinters on each bounce. >> Mutating this will change the function to conjuring alternating stone fists that will launch shortly after formation rather than waiting. The Fists fly surely and steadily, smashing foes out of their way, only to keep going!! Heavy monsters that can't be smashed aside take additonal damage from casting Fist at them (lol). ------------------------------------------------------------------------ > [Secondary Fire] makes you fire a Geomantic Beam. This beam passes through enemies for no damage. If it hits a floor, stalagmites will tear from the ground, impaling enemies above. If it hits a wall or a ceiling then an avalanche of rocks will erupt to crush nearby foes. >> Upgrading this will increases the amount of rocks and stalagmites summoned in any given casting. >> Mutating this will change the mode to instead causes a upheaval of stalagmites in a wave emanating out from your position. You no longer aim the attack and it cannot cause rockslides, but it will causes many stalagmites to erupt between you and the next blocking line, making it excellent for crowds in narrow spaces. ------------------------------------------------------------------------ > [Tertiary Fire] creates an Obelisk covered in Geomantic runes. It will wait for and detect nearby foes. When it does, it will slam power into the ground, causing powerful earthquakes! You can only have one at a time and they cost a fair bit of mana, so place them strategically. >> Upgrading this will improve the Earthquakes unleashed by the Obelisk, making it throw out more damage and more debris. >> Mutating this will change the Obelisk into a Buffing Obelisk. It will instead project a protective aura when created. If you get all three pulses, you will get +20% Damage Reduction and some small HP regeneration for a short time. By default, this will spawn randomly along with Fulgur (Lightning), but you can disable either of them in the Walpurgis Options if preferred. +New!: A brand new Korax final boss fight level for Hexen! Includes new map, several new behaviours, new attacks, and additional voice work. This Korax now has three distinct boss fight stages. Whereas he was still rather tepid as a final boss before, he now actually feels like a boss! +New!: To go with the above, completely revised the ending graphics for Hexen. In addition, Hexen: Deathkings no longer shares the same dialogue and gets it's own, more appropriate Ending AND Intermission text. +New!: New Elite: The Marquis of Hell. As you might imagine, this is the Elite Baron of Hell that has been absent previously. Whilst Barons can use Meteor Shots sometimes, Marquis fire them rapidly and exclusively rather than standard baron balls. He also launches columns of fire, watch out! Additionally, the E1M8 Barons, the Bruiser Brothers, will now ALWAYS be Marquis of Hell to give that level more of a bossfight feel (assuming you're not just flat out disabling all monster replacement, of course). +New!: New Extreme Death animations for Revenant, Mancubus, Cacodemon, Baron, Hell Knight and Archvile added. +New!: Cacodemon gets bite sprites for his bite attack, thanks to the work of HorselessHeadsman. +New!: Even smarter Smart Flasks (OH NO!). Now, a Flask you cannot pickup right now and which cannot be used immediately will not lose it's smart effect forever. It will regain smarts after around 25 seconds (it needs to have a long delay like this, else infinite loops become possible). +New!: '+25 HP' overlay now shows when chugging the improved smart flasks. If you like this kind of extra UI information, please let me know, as this is a test to see if it's worth the time investment. If no one notices, I'll assume no-one cares. :( +New!: Algor Ice Spears get a brand new sprite set. On hit, they also now explode into chunks of ice, somewhat increasing their damage. +New!: Myrmidon Fists Upgrade no longer has the old ground kick move as it's Tertiary Fire. Instead, you may throw Legion Pilums like Javelins. They have good range, and knock enemies away from you (or off ledges). Right now, they are infinite and cost no mana, we shall see how people find the balance of this going forwards. +Tweak: Stunning Hits from the Grapple Chain and Shield should now be more reliable, increasing the length of the hit foes pain-state by 50% or so. Additionally, the Myrmidon's kicks will cause more knockback than before to prevent enemies immediately attacking back in most cases. +Tweak: Technical behindscenes tweak to how Mana Capacity is expanded, which allows the above new item to work (and cleans up the Magister's previously silly method for getting an expanded mana capacity). +Tweak: Craneo's Crusader armour pickups (with some alterations by me) added. +Tweak: Myrmidon Axe Primary Fire Mutation now has a much more spiffy electrical effect and sound to accompany its balance change. +Tweak: Crusader Spear Primary Fire Mutation also gained a unique frame of animation for each type of swing/stab to accompany its balance change. +Tweak: Crusader Lightbringer Secondary Upgrade now has a charging up sound effect to help give audible pointers to its purpose. +Tweak: Druid Dagon's Cane Primary Upgrade AND Mutation given new SFX and VFX to help give them more oomph and identity over the basic fire. +Tweak: Iron Golem seen in Heretic as an Elite gets a makeover for its spiked ball projectile; looks massively better than its old one. +Fixed: Mode 4 for weapon drop type (pick only 1) should now respect startup spawn logic and work correctly even when there are multiple simultaneous spawns of a singular weapon type. +Fixed: When a Pain Elemental died, it would sometimes spawn a Magi-Caco. Fixed. +Fixed: Spawners now inherit from a base class, preventing rare cases where monsters (and Turul) would attack the ground for no reason. This still doesn't change Ettin Sergeants obsession with beating up corpses, because I have no idea why he does that, but its funny. +Fixed: Ghostly Ettins summoned by the improved endgame Korax are no longer mysteriously immune to all damage except Fire and Lightning, and have a few changed attributes to make them more interesting. +Fixed: Crusader Spear Primary Mutation (Shock Spear) would not refund mana if it missed. It now does so. For mysterious reasons, this is still finicky on occasion and may refund a little too much... but after failing for over an hour to understand why this is, I'm calling it a buff. :D +Fixed: Crusader Firestorm had some finicky upgrade detection logic (probably as it was on the first ones I did). In regular play, this shouldn't have caused issues, but fixed anyway. +Fixed: If you had exactly zero mana when trying to create Algor Ice Spears, they would make a horrible screeching noise and also sometimes bypass the mana check. Fixed. +Fixed: In some rare instances the Aestus ammo check was skipped. Fixed. +Fixed: If you died whilst using Agnus Abyssus Primary Fire, the spinning energy overlay would continue. Now it ends correctly even if that occurs. +Fixed: Due to a wrong pointer, Druid Dog Vision would still default to Sepia on occasion. It should now stay in colour. +Fixed: Some minor sprite corrections to a few hands. +Fixed: Heretic Disciples given correct blood colour. +Fixed: Doom Imps dying would never cause your character to taunt due to a skipped check. Fixed. +Fixed: Barons of Hell should finally stop fighting each other. I thought this was already fixed, but some situations still prompted it to occur. +Fixed: Hexen Bishop's spell firing noise played globally. Fixed to be local. +Fixed: Hexen Stalker and Bishop were treated as if they were walls for the purposes of sound when melee attacks hit them, so they 'clanged'. They should now splatter as appropriate. +Balance: Myrmidon Axe Primary Fire Mutation swing damage increased by 15% to more justify mana cost, and it deals a very small amount of AoE damage as well. The Primary Upgrades damage is reduced by 5%, to increase the difference between the two. +Balance: Myrmidon Hammer Tertiary Fire Rumblers damage increased by 20%, which also applies to the upgrade and the mutation. The Mutation also had its AoE range increased by 10%. +Balance: Myrmidon Quietus Tertiary Fire Seeker Flares damage increased by 15% and their homing routine was altered, should be more robust. +Balance: Crusader Lightbringer Primary Fire shot damage reduced by 10%, and AoE radius also reduced by 10%. Applies in turn to Primary upgrade, but not primary mutation which remains at the same damage level. The base attack was just slightly too awesome as it was. +Balance: Crusader Lightbringer Secondary Fire Upgrade now only takes 1 second to charge up the big laser burst, rather than 1.5 seconds. It also has slightly less recoil. +Balance: Crusader Sturm Spear Primary Mutation damage increased by 10% and more likely to shock enemies to be more competitive to the upgrade. +Balance: Crusader Sturm Spear Secondary Fire partisan damage reduced by 10%, AoE Radius also reduced by 10%. Upgrades are not affected by damage nerf. Also, the Upgrade (multi-spear) costs -1 less mana per spear. Again, the base attack was just slightly too awesome as it was. +Balance: Crusader Sturm Spear Tertiary Mutation (Shock Circle) buffed with +20% damage and +20% range on each lightning zap to be more useful. +Balance: Crusader Firestorm Primary Mutation Bouncy Flames damage increased by 30% to be more competitive with the Primary Upgrade. +Balance: Magister Aestus Primary fire darts gain a 5% damage increase. Also applies to the Upgrade (but not the Mutation). +Balance: Magister Fulgur Primary Mutation Lightning Helix gains a +15% damage increase. +Balance: Magister Agnus Primary Fire Seeker Stars damage reduced by 10%. +Balance: Druid Hebiko Sceptre Tertiary Mutation (Hebiko Avatar) is now summoned right in front of you, rather than being a bouncing ball. It also attacks +1 additional time before dissapearing. This makes it considerably easier to place and more reliable. I'm sorry that this one did unfortunately take a bit longer than I would have liked. I was pretty seriously ill in November last year, requiring a week in hospital, then Christmas saw one of my important relatives also be bedridden and require hospital, then I was insanely busy with lots of overtime in January, and then I took a highly needed Cruise as a vacation in March, so I lost alot of time I could have been doing Walp. Even so, I think 0.98 turned out pretty cool, I hope you enjoy it!! Loads of new stuff again! I'll pop on a video later showing it in action. 2 Quote Share this post Link to post
eharper256 Posted May 28, 2023 Video as mentioned earlier. This is Glaive III by EANB. It's ironically not a good mapset for the Bardiche to show off its tricks; with lots of enemies attacking from range and angles, but I try it anyway. Still, it's my favourite type of Doom mapset in general, with short and punchy levels. You can get this mapset here: 1 Quote Share this post Link to post
Bri0che Posted May 28, 2023 Ohhh, I'm glad the 0.98 is released ! I will try this right now :) 0 Quote Share this post Link to post
eharper256 Posted May 29, 2023 17 hours ago, Bri0che said: Ohhh, I'm glad the 0.98 is released ! I will try this right now :) Enjoy!! -------------------------------------------- Here's me getting to check out Lapis Flos with the Magister in a wad simply called Grotto by fail025. A level set I downloaded on a whim since it has no screenshots and an odd filename; but overall it turns out to be a very good looking set that plays reasonably well (though has a few "gotcha!" type traps, as you can see that kills me in the end lol). You can get this mapset here: 2 Quote Share this post Link to post
eharper256 Posted June 11, 2023 New video with "The Lost Magic", a castle and medieval themed set, which is rather appropriate to play with Walpurgis! It uses some DeHackEd, so the author states it may not work with mods, but as far as I can tell there are no issues with Walpurgis so long as you load Walp after the map in your load order. As you can see, I have no problems with maps 1 through 5, at least. Pretty awesome set, I like snappy levels, and this delivers them in spades. Moreover, it was the result of a speedmap session of 30 maps in a month, which is super impressive! You can get this mapset here: : 2 Quote Share this post Link to post
eharper256 Posted June 24, 2023 Preliminary model idea I knocked up a quick concept of, for the Crusader's slot-3 weapon: Yep, it's a phat holy broadsword, since the Crusader actually doesn't have any blades yet. It's based on the sword used by this girl, the Paladin Valar: She's from a game called Wander-Hero which I've been playing a lot of recently (and wrote a Steam Guide for since I enjoyed it so much, lol). You may have seen a video of this on my youtube channel if you were following it. 2 Quote Share this post Link to post
eharper256 Posted August 25, 2023 This is one of the driest periods I've seen in Walp's history (even though Doomworld is much less bothered with mods like mine compared to other places). I have to say, it feels like 0.98 hasn't really attracted too much attention. Did anyone like the Bardiche and Geomancy? I have no way of knowing, since comments are at an all time low. Even so, I'll continue chugging away here, but as any creator will tell you, motivation does become a little low if there is no feedback at all. So say something, lurkers! What am I doing? Well, sprite prototyping takes me ages sometimes! This is probably not going ahead, but here's a sprite concept I made for Dryad form Druid using a flowery scythe. :D What do you think of this kind of thing? I'm quite fond of the Druid's Alt-Slot [3] being a Dryad form at the moment, so that's the current direction. I did play with various mantis and insectile forms, but for whatever reason the results have always looked a bit comical, so I've not been able to show them. 2 Quote Share this post Link to post
Dreamskull Posted August 25, 2023 Its fine for the most part. The concept itself is solid. 0 Quote Share this post Link to post
eharper256 Posted August 26, 2023 15 hours ago, Dreamskull said: Its fine for the most part. The concept itself is solid. Thanks. Yes, I know the perspective is shot on that one specifically, this is me drawing various parts and slapping them together for prototyping. :D 1 Quote Share this post Link to post
Duke of Pathoris Posted September 17, 2023 On 8/25/2023 at 7:51 PM, eharper256 said: I have to say, it feels like 0.98 hasn't really attracted too much attention. Did anyone like the Bardiche and Geomancy? I have no way of knowing, since comments are at an all time low. There's only so many times I can play the same Heretic and HeXeN levels. Can you recommend any good maps to play it with? 0 Quote Share this post Link to post
eharper256 Posted September 17, 2023 1 hour ago, Duke of Pathoris said: There's only so many times I can play the same Heretic and HeXeN levels. Can you recommend any good maps to play it with? Well, Walp works with anything Doom, Heretic, or Hexen. I should make a pre-canned response to this, should I, though, since it's a common query? :D So, for starters, there's a reasonably big playlist on my youtube channel.Doom [There is already lore reason why techbases are fine in Walpurgis, but I'll specifically include some "Thematic" levels]:Azazel's Second Descent, Elysium's Curse, Lullaby, DBP49/DBP59/DBP60, Castle Crashing, Chainworm Kommando, Irkalla, and Epic.Hexen: Penumbra, 4 Weeks of Pain, Talpurun, Scourge of Viscerus.Heretic: The Great Hall, Call of the Apostate, Curse of Dsparil, (I would also add Endquest but it seems an old co-author came out with a hissy fit and banned its distribution). 2 Quote Share this post Link to post
eharper256 Posted September 17, 2023 (edited) Playing around with VFX for the Crusader's Broadsword today; quite pleased with this result especially: Still needs some work, of course, but it's looking alright. :D What do you think about it? And what sort of FX do you think should go on a Holy Broadsword? Edited September 17, 2023 by eharper256 1 Quote Share this post Link to post
Dreamskull Posted September 17, 2023 (edited) It is too small to be a broadsword, but that is not important. Its sound it should play into its fire aspect moreso than its blade. An ambient candle seems to be the way to go. Something otherwise soft or quiet. There should be dings, but minimal schwing. Edited September 17, 2023 by Dreamskull 0 Quote Share this post Link to post
Dreamskull Posted September 17, 2023 (edited) You know surprisingly, while listening to different candle sounds, the roman candle firework sound came up and it wasnt half bad. Edited September 18, 2023 by Dreamskull 0 Quote Share this post Link to post
eharper256 Posted September 18, 2023 7 hours ago, Dreamskull said: You know surprisingly, while listening to different candle sounds, the roman candle firework sound came up and it wasnt half bad. I was actually talking about VFX, heh, but I'll keep that in mind, and think about giving it some flaming swing noises. I often mix sounds together for Walp in any case (i.e. the Hebiko Sceptre blasts use a combo of a rifle sound, a liquid splash, and an acidy gunk noise), so there is quite a bit of versatility. 1 Quote Share this post Link to post
eharper256 Posted September 23, 2023 0.98A Hotfix Release !!~GET IT HERE~!! (Version 0.98A) on MEGA Googledrive Mirror This is released since a rather silly issue with Korax has been revealed thanks to DarkQuill's testing. I'm honestly amazed no one spotted it until now; but basically his script breaks if he had increased Max HP for whatever reason. This fixes this. Since I had to use an available, yet stable version of 0.99 to inject the fix into, you do also get an additional difficulty modifier and some balance fixes early since I used a version from late July, so bonus, yay! [0.98A Hotfix] 'Immortal Evil Overlord' -------------------- 23/09/2023 +New!: New difficulty option- [Damage Multiplier]. You can now increase the base multiplier for monster attacks, if you think Walp enemies are not deadly enough, up to 2x. This will stack with the regular increases from Skill 5, if you play that, so keep that in mind. +Tweak: Difficulty/Skill Level no longer modifies HP. If you want to modify Base HP, use the option from the Walpurgis Difficulty Options menu instead. This is to improve compatibility with current & future bosses. +Balance: Magister Vis Primary and Secondary Fire reduced damage by around 15%. +Balance: Dagon Primary Mutate Aqua Jets reduced damage by around 10%. +Balance: Hebiko Sceptre Primary Upgrade Caduceus Shots reduced damage by 15%. +Balance: Hebiko Sceptre Primary Mutate Acid Spray increased range by 10%. +Fixed: The main hotfix- Korax's scripts were fixed as they actually didn't work if Korax's Base HP had been modified by any factor (oops). +Fixed: Slight alteration to Sturm Spear Secondary Mutation Bouncy Spear trying to fix the fact that it sometimes causes a weird sound on final explosion. Not 100% sure if this does it, but it should. 1 Quote Share this post Link to post
eharper256 Posted September 24, 2023 Here's a video of me playing Maps 1-5 of Quoth the Raven, an attractive new Heretic Megawad by the PUSS team lead by Death Bear and Egregor. Those are quite rare so I jumped on this one, and it looks amazing. You can get this here: 1 Quote Share this post Link to post
eharper256 Posted October 10, 2023 New video. I got a playtest request for this one, so here it is: Claustrophobic Puzzle maps are definately not my usual fare, but this was an interesting enough romp. You can grab it here: 0 Quote Share this post Link to post
eharper256 Posted October 18, 2023 This has been a while in the making, for sure, since things have been ultra-busy for me. But finally, I'm ready to show off the melee animations for the Crusader's new Arming Sword, which is tentatively called "Heavensever". The draw animation needs to be smoothed out; it jitters a bit at the end, but otherwise, I'm pretty happy with how this is looking so far. What do you think? And what do you think the other fire modes do with a name like this? :D 0 Quote Share this post Link to post
eharper256 Posted October 20, 2023 I was happy to see all the positive reactions to the sword animations for Heavensever and some speculation on what happens with the other fire modes. What was your guess? Well, here's the answer! The secondary fire mode is Dimensional Split! Swing the sword covered in hyperspatial energy, and bam, something halfway across the room loses it's head, typically making it explode in gibs if not hardy. This is quite different to the Myrmidon's Vorpal Axe slashes, since it has no interaction directly with the sword, and it is super precise, with no area of effect. It's amazing at sniping enemies at long distances, but not so great at area suppression (yes, indeed, that makes it basically the opposite of Firestorm). The tertiary fire creates a Dimensional Shield over your actual shield. Whilst you sustain it, the shield negates ALL projectiles and travels with you. However, you cannot move forwards with it active, it doesn't fully stop AoE, it continually drains Verdant Mana, and it won't stop melee enemies flanking you, making it quite different to the Crux Calicus shield. That's not all, though. Let go of the fire button, and the shield deploys itself there. Now, if you deploy the second shield, the two will lock on to each other's co-ordinates (within reason and sight) and start hammering the space between with bolts, allowing you to create deadly walls of death you can lead enemies in to. 0 Quote Share this post Link to post
eharper256 Posted October 21, 2023 But wait, there's more. We also have the final second slot-3 for the Druid, the Protean Seed, which shifts her into a Dryad, coming in 0.99 to complete the set. In Dryad form, the Druid will access to more nature magic abilities and gets a staff. We show the mostly complete secondary fire here, which is to fire spiky seeds. They work as a pseudo shotgun blast by themselves, bouncing off foes, but when they hit the floor, they germinate like Jack's beanstalk, and a giant spiky thorn will stab from the ground. Things might slightly change for this (as always with these early previews)- I was planning on the seeds also sticking to enemies and making a plant burst from them, though the code for that is unfinished and complex! I really like how the transformation sequence worked out for this. What do you think? 0 Quote Share this post Link to post
eharper256 Posted October 25, 2023 Really crazy question for everyone : If you could choose 2 of the following options, which would you have? >> Locust Swarms that sap HP >> Proximity Mines that unleash Grasping Vines >> Uppercuts and Punches with Treant Fists As you might guess, I'm having a hard time deciding what to give the Dryad Form. The stabby seeds already shown are awesome and are guaranteed to be in, but the Primary and Tertiary Fire are still up for grabs. :D 0 Quote Share this post Link to post
ETTiNGRiNDER Posted October 26, 2023 Locust Swarms remind me of spells that were in the old Raven games Black Crypt and Shadowcaster so I lean a bit towards that, but they all sound pretty cool. 1 Quote Share this post Link to post
Gez Posted October 26, 2023 Locust Swarms and Grasping Vines get my vote. Punching seems like something another class already does better. 1 Quote Share this post Link to post
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