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Hexen: Land of the Serpent Riders


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So we have a functioning Eidolon, but not all his attacks are present. We are dissecting some of the visual effects of Complex Doom, LCA, and God Complex to see if there is a way we can carry out his "Area of Effect" Lightning attacks. You fight both his regular form, and his giant form.
He talks, and what he says is different if you fight him aligned with Burai or Corvus. The arena is a little boring, but it's not finished.

Screenshot_Hexen_20230811_192239.png

Edited by zombie_ryushu

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  • 1 month later...

A Number of updates are being pushed,
Several new scripts have been added to the maps.
Most of them have to do with fixes to Lakshmi's level, the Burai battle, and the observatory. Bars will raise if you are teleported back to the Observatory in Septimus to fight Burai.

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  • 2 weeks later...
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Significant script changes have happened in the game. References to Korax, D'sparil have been removed.
Also. The references to Death Knights have been changed to "Golden Golems" because at an early point in development, there were enemy death knights like the Necromancer uses. This was deemed too confusing.

Also many of the clues have been re-worded to make far more sense.

Korax and D'sparil were brought back for Argonian Lord's "Tower of Chaos." As this takes place in continuity with these mods, it makes no sense for them to be here. Early storyboard had Phantom versions of them being fought where Famine is now, shortly before fighting Eidolon. It drastically broke the flow of the mod, and it was seen as completely ridiculous to fight the same bosses again like this was 'Serpent Ressurection'. Everyone wanted to go a completely different route with this.

 

Clarification: Burai still mentions D'Sparil and Korax in the past tense. That's still there. However, there is no battle against any incarnation of them, despite what you may see from a really long time ago on Youtube.

Edited by zombie_ryushu

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  • 2 months later...
Posted (edited)

There has been movement on this project. I got some unexpected help from the developer of Wrath of Cronos Hard Type, who drastically improved both Eidolon and the secret Final boss. The problem is they currently only work in gzdoom. Due to the cooperative and mutiplayer nature of this game, we need help porting this boss to work correctly on Zandronum, this means in some cases, updating the last version of Wrath of Cronos itself to support ACS Function calls used in the WoC Hard Type expansion. (Versions of WoC post the last version created by Thetis (3.1.4) are made by a different person and are not Zandronum compatible.)

We have the source code for the ACS involved, and can confirm it very much does compile, but this is getting to be beyond our technical capabilities with how deep this goes.
 

 

 

 

Edited by zombie_ryushu

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A fix has been applied allowing you to start the mod on the correct mod, there is no longer any need for you to manually set 'map map00' when starting a single player game.

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