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ReaperAA

Hexen Rebalanced - A subtle balance mod for Hexen [Beta 5]

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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.

 

There are two pk3 files in the package called "Hexen_Rebalanced_Beta_5" and "Hexen_Rebalanced_Modified_Bosses". The first one is the main file and the second one is the optional file which changes the behaviour of Heresiarch and Korax drastically. For playing custom wads, I recommend using only the main "Hexen_Rebalanced_Beta_5" file because the redesigned bosses might not work well in them due to bad balance. Also for loading mapsets with new custom actors, I suggest loading "Hexen Rebalanced" BEFORE the mapset.

 

 

Get mod from Here: Hexen Rebalanced Beta 5.zip (Tested with both GZdoom and Zandronum)

 

Older versions:

 

What wads/mapsets are recommended alongside this mod?

I have played and tested the following wads/mapsets with the mod. This list will increase with more wads that I manage to play.

 

- A New World (ANW)

- Cyrgoth's Manor

- Scourge of Viscerus

 

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 (present in the main file):

Spoiler

Inventory Items:
- Fighter's flechettes have more range and travel speed.
- Discs of Replusion can now deflect homing projectiles back at the attackers.


Player Weapons:
- Mace of Contrition's damage increased 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.
- Mace of Contrition can now pushback an enemy when it hits.
- 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.
- 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 now increased firepower.
- Frost Shards cost 2 ammo instead of 3 and its rate of fire + damage is also increased.
- 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 20% 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.
- Zedek(Fighter Boss) can attack vertically now.
- Heresiarch has following main attributes:
   - Takes 25% less damage from fire based attacks and 35% less damage from electric based projectiles.
   - Pain chance is now 0.
   - He moves around more and slightly faster.
   - Disiples do not infight with him.
- Korax has following main attributes:
   - Health increased from 5000 to 7000.
   - 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.


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.

 

 

Boss Changes in Optional File:

Spoiler

- Heresiarch has 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 2 Dark Bishops when its health is below 50%.
- 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.

 

 

To Do List:
- Get feedback about balance issues and to further improve balance.

 

 

Known Issues/Bugs: None.

 

 

Credits:

Spoiler

- 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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Beta 5 has been released. Get it from here: Hexen Rebalanced Beta 5.zip

 

This version is most likely going to be the last version in a long long time. The main highlight of this beta is that I have removed the new boss behaviours/attacks (only slight stat changes remain) as they could cause serious balance issues in custom wads/levels. Instead those changes have been moved to an optional "Modified Bosses" file which can be loaded alongside the main file if one desires the new boss behaviour.

 

The other changes include:

Quote

Inventory Items:
- Discs of Replusion can now deflect homing projectiles back at the attackers.

 

Weapons:

- Mace of Contrition can now pushback an enemy when it hits.

- Frost Shards no longer cause enemies to shatter immediately (i.e reverted to vanilla behaviour). As much as I liked the immediate shattering, it took away the uniqueness of the weapon.

- Quietus projectiles have improved death states, which means that they don't overkill enemies and thus more effective.

 

Enemies:

- Centaurs/Slaughters take 20% more damage from fire based attacks (down from 25% more damage as in case of previous beta).

- Zedek(Fighter Boss) can attack vertically now.

- Heresiarch has following main attributes:
   - Takes 25% less damage from fire based attacks and 35% less damage from electric based projectiles.
   - Pain chance is now 0.
   - He moves around more and slightly faster.
   - Disiples do not infight with him.
- Korax has following main attributes:
   - Health increased from 5000 to 7000.
   - 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.

 

(older Heresiarch and Korax behaviour relegated to the optional "modified bosses" file)

 

Bug fixes:

- Fixed flechettes hotkey in KEYCONF file.

 

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I registered just to thank you, I can finally tolerate Hexen now, those Centaurs were the bane of my existence... How could I edit enemies even further? And is there a way to disable enemy respawning altogether? I wish something similar existed to get rid of the Slimey thingies in Quake episode 4, that would be awesome.

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Cool work!   Only thing I don't like is changing enemies' pain chance to 0 so you can never interrupt them, see their pain frame, or hear their ouch.   I would leave some small chance.

 

Heresiarch is normally 10, same as an Arch-Vile.

Korax is normally 20, same as a Cyberdemon.

Maybe lower it to half those or make them both 5?   I think max is 255 for reacting every time, so 5 would be 1 out of 51 or roughly 2% chance for each hit.

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Posted (edited)
10 hours ago, DwarfCleric said:

I registered just to thank you, I can finally tolerate Hexen now, those Centaurs were the bane of my existence... How could I edit enemies even further? And is there a way to disable enemy respawning altogether? I wish something similar existed to get rid of the Slimey thingies in Quake episode 4, that would be awesome.

 

To edit enemies further, you first have to download SLADE which is a wad/pk3 editing tool. Then open the Hexen Rebalanced file from it and you would find the contents stored in it. The DECORATE file (which is a text file) inside has the new monsters/weapons defined in it. You would have to learn some DECORATE modding before being able to define new actors.

 

Regarding disabling enemy respawning, I don't know. I might be possible but I haven't tried it yet.

 

3 hours ago, Gokuma said:

Cool work!   Only thing I don't like is changing enemies' pain chance to 0 so you can never interrupt them, see their pain frame, or hear their ouch.   I would leave some small chance.

 

Heresiarch is normally 10, same as an Arch-Vile.

Korax is normally 20, same as a Cyberdemon.

Maybe lower it to half those or make them both 5?   I think max is 255 for reacting every time, so 5 would be 1 out of 51 or roughly 2% chance for each hit.

 

The reason I reduced the the pain chance to zero was because that the improved frost shards was too good against the bosses with old pain chance values. But maybe u r right that I probably should have halfed them instead of making them zero. I may change this if I make a new version.

 

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