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ReaperAA

Hexen Rebalanced - A subtle balance mod for Hexen [Beta 4]

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Posted (edited)

Hello folks. I had been working on a Hexen balance mod for some time and I even created a thread to discuss about Hexen balance suggestion.

 

And now I have decided to release my very first mod named "Hexen Rebalanced" (suggestions for a better name are welcomed)

 

This is a balance mod for Hexen that adds a variety of minor tweaks and balance changes, which make the game less tedious and more fun/engaging. I made this mod after being inspired by Wayfarer's Tome and decided to make a similar mod for Hexen.

 

Get from Here: Hexen Rebalanced Beta4a.zip (Tested with both GZdoom and Zandronum)

 

Older versions:

 

 

As the mod is in beta, I would like to get feedback about how to improve the mod's balance before releasing next beta

 

Changes from Hexen:

Quote

Player Weapons:
- Fighter's flechettes have more range and travel speed.
- Buffed mace's damage from 25/35 to 45/55. It kills ettins in 4 hits now. Its range(reach) is also increased to that of Timon's Axe.
- Slightly reduced radius of Sapphire Wand projectile. This means that they can pass through smaller gaps.
- Sapphire Wand projectile has missile height fixed so that tracers don't appear lower. The animation of projectile death and tracers also sped up.

- Sapphire Wand projectile has its radius slightly reduced to match the visuals.
- Increased projectile speeds of Hammer of Retribution and Serpent Staff.
- Damage amount and radius of Firestorm's circular side projectiles increased.

- Firestorm's rate of fire slightly reduced to compensate for its firepower.
- Frost Shards cost 2 ammo instead of 3 and its rate of fire + damage is also increased. Enemies also shatter immediately.
- Frost Shard's projectile have readjusted dynamic lights to reduce performance impact.
- Faster travelling and faster damaging arc for Arc of Death.
- Quietus consumes 10/10 mana instead of 14/14 mana and its rate of fire is also slightly increased.
- Quietus projectiles have now "Fire" DamageType property.
- Bloodscourge consumes 12/12 mana instead of 15/15 mana.
- Bloodscourge projectiles have been redesigned. They no longer pierce through enemies. Instead they now do damage on a big radius upon impact. Most effective against group of enemies clumbed together.


Enemies:
- Afrit, Chaos Serpent and Bishop have slightly more damaging projectiles (more damage on average).
- Centaurs/Slaughters have their shielding duration almost halved (reduced from 45 tics to 25 tics).
- Centaurs/Slaughters have their speed increased from 13/10 to 16/14 respectively and their mass increased from 120 to 150.
- Centaurs/Slaughters make a slight leap forward when performing a melee attack.
- Centaurs/Slaughters take 25% more damage from fire based attacks.
- Slaughters have increased delay after they raise their shield before they fire their projectile.
- Bishops have 20% faster moving projectiles and their homing capability has been slightly improved.
- Bishops have their health reduced from 130 to 110.
- Green and Brown Chaos Serpents have their health increased from 250 to 280.
- Brown Chaos Serpents' projectile do 40% less direct damage on average but they now cause poisoning over time.
- Stalkers and Stalker bosses have slightly increased delay after emerging before attacking.
- Stalkers and Stalker bosses have increased pain chance from 90 to 128.
- Afrits take 30% less damage from fire based attacks and 50% more damage from ice based projectiles.
- Wendigos take 30% less damage from ice based attacks and 50% more damage from fire based projectiles.
- Wendigos have slightly increased firing windup delay.
- Heresiarch as been completely redesigned. He now has following main attributes:
   - Health increased from 5000 to 10000.
   - Takes 25% less damage from fire based attacks and 35% less damage from electric based projectiles.
   - Pain chance is now 0.
   - His shielding effect has been removed.
   - He moves around more and slightly faster.
   - Disiples do not infight with him.
   - His abilities have been completely reworked. He now has five different attacks/abilities
   - His 1st attack is the stream of purple projectiles like before. Except they now move faster and target the player instead of the ground infornt of him
   - His 2nd attack is firing 6 blue energy balls in a single horizontal patern. Each of these divide into smaller and smaller balls.
   - His 3rd attack is firing 5 lightning arcs of death.
   - His 4th attack is firing a seeking/homing soul.
   - His 5th attack is spawning 3 Dark Bishops.
- Korax has been partially redesigned. He now has following main attributes:
   - Health increased from 5000 to 8000.
   - Takes 25% less damage from fire based attacks and 35% less damage from electric based projectiles.
   - Pain chance is now 0.
   - Speed increased from 10 to 12.
   - Now has greater chance of triggering an event/commanding.
   - He has a new attack which is firing 6 blue energy balls from each of his arms one by one. Each of these divide into smaller and smaller balls.


Props:
- Small and Large shrubs cannot be targeted. This is to prevent autoaim from targeting them when player did not intend to attack them.


Graphics/Miscellaneous:
- Included Neoworm's widescreen friendly graphics.
- Included Virtue's brightmaps.
- Brightmaps of crystal vials, quartz flask and flechette from Nightfright's brightmaps plus.
- Implemented a KEYCONF lump that adds a section to the Configure Controls menu in GZDoom to let you bind keys for inventory items.

 

To Do List:
- Get feedback about balance issues and to further improve balance.
- Get ideas about how to change Sapphire Wand without making it even more boring.

- Get feedback about rebalanced Heresiarch and Korax (and improve if needed).

 

Known Issues/Bugs: None.

 

Credits:

- Balance changes by ReaperAA.
- Widescreen graphics by Neoworm.
- Brightmaps by Virtue.

- Brightmaps of crystal vials, quartz flasks and flechettes taken from NightFright's brightmap_plus.
- R4L for telling me about using SBARINFO to implement custom 4th weapon pieces on HUD/Statbar.
- Not Jabba for making Wayfarer's Tome that inspired me to make a similar mod for Hexen and for also making use of Wayfarer's credits file as a template ;)


Feel free to use anything from the mod. Just give proper credit to the other guys (I don't mind if u don't credit me for this).

Edited by ReaperAA

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Posted (edited)

Beta 2 has been released. I did not intend to release this so early (since beta 1 was released only 3 days ago) but the Quietus item pieces not showing on the HUD really bothered me (I have fixed it) and I have also managed to implement KEYCONF lump for inventory items.

 

So here it is: Hexen Rebalanced Beta2.zip

 

It has following changes from Beta 1.

Quote

Weapons:

- Quietus mana cost further reduced from 12/12 to 10/10.

- Shards projectiles from frost shards do roughly 30% more damage on average.

 

Enemies:

- Reverted faster projectiles of afrits from beta 1.

- Stalkers and Stalker bosses have slightly increased delay after emerging before attacking.

 

Props:
- Small and Large shrubs cannot be targeted. This is to prevent autoaim from targeting them when player did not intend to attack them.

 

Graphics/Miscellaneous:
- Implemented a KEYCONF lump that adds a section to the Configure Controls menu in GZDoom to let you bind keys for inventory items.
- Included Virtue's brightmaps.

 

Bug fixes:

- Fixed Quietus item pieces not showing on HUD/Starbar.

 

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Hi, I signed up mainly just to say, nice work, you're doing a lot to make Hexen more fun to play, same with The Wayfarer's Tome, its kind of amazing how much better these games are just with some small gameplay tweaks. 

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Posted (edited)
30 minutes ago, hybridial said:

Hi, I signed up mainly just to say, nice work, you're doing a lot to make Hexen more fun to play, same with The Wayfarer's Tome, its kind of amazing how much better these games are just with some small gameplay tweaks. 

 

As a newbie modder, it really makes me happy that u liked the mod. If u have any suggestions to improve the mod, don't hesitate to share. 

 

I am going to release Beta 3 in a few days which will improve boss enemies. I have already revamped Heresiarch and given him new types of attacks.

Edited by ReaperAA

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2 hours ago, ReaperAA said:

I am going to release Beta 3 in a few days which will improve boss enemies. I have already revamped Heresiarch and given him new types of attacks.

Ha cool! Look forward to replaying Hexen with this. The puzzles can be a real pain in the ass on first playthrough (I think it took me 10 - 12 hours first time playthrough WITH looking up gameplay vids from time to time lol) but its definitely up there as one of my favorites. Thanks for putting this together:)

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Good news for Zandronum users. I just tested it on Zandro yesterday and found 1 bug that prevented it from loading. I have now fixed the bug and mod will now work on it from Beta 3 onwards.

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Beta 3 has been released. The 2 main highlights are Zandronum compatibility and redesigned bosses (Heresiarch/Korax).

 

So here it is: Hexen Rebalanced Beta3.zip

 

It has following changes from Beta 2.

Quote

Weapons:

- Fighter's flechettes have more range and travel speed.

- Frost Shard's projectile have readjusted dynamic lights to reduce performance impact.

 

Enemies:

- Centaurs/Slaughters have their speed changed from 15/15 to 16/14 respectively.

- Centaurs/Slaughters make a slight leap forward when performing a melee attack.
- Centaurs/Slaughters take 30% more damage from fire based attacks.
- Slaughters have increased delay after they raise their shield before they fire their projectile.

- Stalkers and Stalker bosses have increased pain chance from 90 to 128.
- Afrits take 30% less damage from fire based attacks and 50% more damage from ice based projectiles.
- Wendigos take 30% less damage from ice based attacks and 50% more damage from fire based projectiles.
- Heresiarch as been completely redesigned. He now has following main attributes:
   - Health increased from 5000 to 10000.
   - Takes 30% less damage from fire based attacks and 20% less damage from electric based projectiles.
   - Pain chance is now 0.
   - His shielding effect has been removed.
   - He moves around more and slightly faster.
   - Disiples do not infight with him.
   - His abilities have been completely reworked. He now has five different attacks/abilities
   - His 1st attack is the stream of purple projectiles like before. Except they now move faster and target the player instead of the ground infornt of him
   - His 2nd attack is firing 6 blue energy balls in a single horizontal patern. Each of these divide into smaller and smaller balls.
   - His 3rd attack is firing 5 lightning arcs of death.
   - His 4th attack is firing a seeking/homing soul.
   - His 5th attack is spawning 3 Dark Bishops.
- Korax has been partially redesigned. He now has following main attributes:
   - Health increased from 5000 to 10000.
   - Takes 30% less damage from fire based attacks and 20% less damage from electric based projectiles.
   - Pain chance is now 0.
   - Speed increased from 10 to 12.
   - Now has greater chance of triggering an event/commanding.
   - He has a new attack which is firing 6 blue energy balls from each of his arms one by one. Each of these divide into smaller and smaller balls.

 

Graphics/Miscellaneous:
- Added brightmaps of crystal vials, quartz flask and flechette from Nightfright's brightmaps plus.

 

Bug fixes:

- Changed the code for Cleric's mace that prevented Zandronum from working before.

 

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Posted (edited)

Beta 4 has been released. The main highlights are bug fixes, coding optimizations and balance chances. 

 

Get from Here: Hexen Rebalanced Beta4a.zip

 

It has following changes from Beta 3.

Quote

Weapons:

- Bloodscourge consumes 12/12 mana instead of 15/15 mana.

- Bloodscourge projectiles have slightly less damage radius.

- Sapphire Wand projectile has missile height fixed so that tracers don't appear lower. The animation of projectile death and tracers also sped up.

- Damage amount and radius of Firestorm's circular side projectiles increased.

- Firestorm's rate of fire slightly reduced to compensate for its firepower.

 

Enemies:

- Afrit, Chaos Serpent and Bishop have slightly more damaging projectiles (slightly more damage on average).

- Green and Brown Chaos Serpents have their health changed from 220 and 300 respectively to 280.

- Brown Chaos Serpents' projectiles have their poison damage reworked and improved. Screen now also becomes green tinted with poisoned.

- Wendigos have slightly increased windup delay before firing. This makes them less BS on skill 5.
- Heresiarch's attacks have increased windup delay before firing. This makes him less BS on skill 5.
- Korax's health reduced from 10000 to 8000.

- Korax and Heresiarch now take 25% less damage from fire based attacks and 35% less damage from electric based projectiles.

 

Bug fixes:

- Fixed dynamic lights of Afrits, Heresiarch and Korax.

 

Edited by ReaperAA

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Posted (edited)

And of course I messed up. I forgot to remove the damage line from Sapphire Wand's definition after testing. In Beta 4, it did higher damage than intended. Also I have slightly reduced Firestorm's ROF as a balance change because it felt a bit too powerful. The link in OP and the above post has been updated with Beta 4a.

Edited by ReaperAA

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