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Walpurgis- 0.99 (For Doom, Heretic, Hexen) [NEW RELEASE!!!]


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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.

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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 by eharper256

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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.

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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!

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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!

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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.

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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:

 

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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:

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  • 2 weeks later...

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:

:

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  • 2 weeks later...

Preliminary model idea I knocked up a quick concept of, for the Crusader's slot-3 weapon:

xd5707u.png
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:
ce0gBc6.png
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.

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  • 2 months later...

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
RiH1NjW.png

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.

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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

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  • 3 weeks later...
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?

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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).

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Playing around with VFX for the Crusader's Broadsword today; quite pleased with this result especially:
xrznNsR.png


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 by eharper256

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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 by Dreamskull

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You know surprisingly, while listening to different candle sounds, the roman candle firework sound came up and it wasnt half bad.

Edited by Dreamskull

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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.

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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.

 

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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:

 

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  • 3 weeks later...

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:

 

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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

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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.

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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?

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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

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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.

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Locust Swarms and Grasping Vines get my vote. Punching seems like something another class already does better.

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