Onox Posted September 6, 2019 (edited) Hi all! I have been working in an Hexen campaign since I discovered the mod Wrath of Cronos, I really love Heretic & Hexen and this mod gave me enough strength and motivation to start my own campaign using this mod. I'm still new in level design terms but I think that I have been improving and learning over time. What is Wrath of Cronos?: It is an Hexen mod made by Tethis (full compatible with Doom, Heretic and even Strife) which brings rpg elements, new weapons, 6 playable classes and new monsters. What brings this campaign?: Cult of Despair is a campaign exclusive for WoC although I have plans to make a full vanilla version in the distant future. The game configuration is made in Hexen UDMF to take advantage of the Doom 64 light system and the alignment of floor textures. It uses a lot of scripts for the spawn system of enemies and items, so for example, you will never see the most dangerous Ettin variant called Bormereth in the first hours of the game or a Merchant in a weird place (because it sometimes replaces the Boots of Speed and the Chaos Device). I have added new props for ambience purposes such as more tree variants, corpses or custom textures. But what would be a "semi-openworld" without npcs? Yes, you will see and meet characters (and friendly animals!) during your adventure, it adds some immersion to feel that you aren't the only sane human in this dark world, they will sometimes say useful information, tips or even where you must go in your quest (don't worry, I don't want there to be "Where do I go?" moments, all puzzles are very intuitive and your next objetives are clear. The lore of Cult of Despair is about a large group of cultists (corrupted people by arcane forces) who are using the temples to summon a legion of Void monsters to Spaurus; the land where my mod takes place, but over time you will discover something much worse in their plans... Something related with a trio of old enemies that once they ruled three worlds and were defeated by different heroes... You are aware of the bad news about this so you start your adventure to stop those rituals, along the way, some cultists attack you and you are rescued by some villagers waking up in a house. Some basic info: -Game: Hexen -Format: Latest Gzdoom version supported, but I have checked that it works with some previous versions too. -What mods you need to run it: woc_v3a.pk3 ----> https://forum.zdoom.org/viewtopic.php?t=35846 -Designed with jump and crouch moments, also freelook -Approximate play length: 10-12 hours -I highly recommend playing it with experience multiplier set to 50 and skill 3 or 4 for the best experience Everyone loves images: (updated) https://imgur.com/a/SMFl8tJ Download: https://drive.google.com/file/d/1MADLWU3TGnpa9sSIU8UGSvEv0b0Dkb0g/view?usp=sharing Version 1.4A -New levels: Wasteland Tunnels, Taedmorden Village, Greyrock Prison and Desert Crypt -Revamped completely the Direwood Castle with a bigger quality design! -Added a new subquest in the Goldeanleaf Graveyard -The third Heretic Gate is finished (found in the Wasteland) -Gloomy Prison, Hidden Basement, Abandoned Fort, Sewers, Black Passage and Cultist Fortress have more details and new textures -Undead Warriors show the green axe and the ghost versions show the red one in their sprites (only a visual change) -Removed Gargoyles and normal Golems from Rocky Pathway, now Ettin Commanders and Afrit Leaders appear around that area -Replaced all Gargoyles by Poison Gargoyles in the Swamp Temple -Replaced a few Undead Warrior Ghosts by the normal variant in the Crossbone Graveyard (it was a bit brutal with so many red axes) -Increased the health of some minor enemies slightly (Poison Gargoyles, Roaches and Afrit Leaders) -Replaced the music of the Hidden Basement and Black Passage by Heretic remixes -Lime Slimes explode into jelly chunks upon death (instead of a simple white pixel) -You can kill crows now, wow! -Added a few more ambient sounds and diverse textures -New allied creatures can appear from the Friendly Familiar Egg: Lava Golem, Wendigo and Tarantula -Fixed a minor issue where the Friendly Familiar Egg cost four Golden Tokens but actually it should be three -Fixed a bug where the Hell Smith boss could get stuck in one of those fire pillars during the battle -Added Spirit Tokens, those mysterious items can make to use your weapon twice as fast for 5 seconds after picking up. They cannot be stored in your inventory. -Added an Unmaoi Statue to warn you about buying a few Purple Moss Clumps before entering the Swamp Temple -Increased the light of some areas of the Hidden Basement and Black Passage slightly -Swamp Stalker Leaders uses the correct sprites now (they used the ice variant in WoC for some reason). They also appear in the Abandoned Fort and the Sewers. -Zombie Fodders have new sprites to differentiate them from the necromancer's allied zombies -Monsters during the Hell Smith battle and in the Heretic Gates never fight each other now -A few more villagers walk around the towns now, you can also hit them without consequences to add some realism -The Banishment Device is no longer replaced, now it is a separated item called Fireball Device with its own sprites -New sprites for the guards in towns -Buffed all pet stats from the Friendly Familiar Egg item -Fixed some minor bugs (thanks to Suporma for the reports!) -Holes in the ground emit blue sparks so that the player can see the caves -lowered the damage of the Azazel Brothers' projectiles -lowered the damage of the Dark Patriarchs' projectiles -Improved the english grammar of various texts in the game (thanks to WhamNinjaMolehill for the feedback!) Thanks for reading and I really hope you enjoy it! Any feedback is appreciated! I also recommend playing it with Nash's Gore mod :D Edited May 21, 2022 by Onox 24 Share this post Link to post
Onox Posted September 30, 2019 Hi again, after almost a month I finished what I promised! The first beta of my mod is now public. Have fun and tell me if you found bugs or something I should improve. 0 Share this post Link to post
ENEMY!!! Posted September 30, 2019 (edited) It doesn't work for me (even when trying it in GZDoom 3.4.0 rather than the latest version). I get "Invalid parameter a_sorcspinballs" relating to line 407 in the file "hexnmash.txt" in the pk3. 0 Share this post Link to post
Onox Posted September 30, 2019 (edited) Cult of Despair must be loaded after WoC V2.2 in the autoload. I have checked both versions and it works for me. 0 Share this post Link to post
ENEMY!!! Posted September 30, 2019 Apologies, I was loading wrathofcronosr2c2.pk3, which isn't quite the same. It works with v22. 2 Share this post Link to post
whirledtsar Posted October 3, 2019 I noticed that in the boss arenas, pretty much all of the supplies are stored in pots. So you need to actively break them to get more mana/health. And they're also often placed on ledges you have to jump up to to actually reach. This may sound like a small thing, but it's annoying to have to do that while you're being chased by the relentless bosses. It would be nice if there was simply mana & health sitting around for you to walk into. 0 Share this post Link to post
Onox Posted October 3, 2019 (edited) 12 hours ago, whirledtsar said: I noticed that in the boss arenas, pretty much all of the supplies are stored in pots. So you need to actively break them to get more mana/health. And they're also often placed on ledges you have to jump up to to actually reach. This may sound like a small thing, but it's annoying to have to do that while you're being chased by the relentless bosses. It would be nice if there was simply mana & health sitting around for you to walk into. I take note of that! I'm still doing some changes in the dungeons (specially more decorations and variations in the textures) and this type of feedback is really important for me! I have plans to change the second boss arena too, nerf the Dark Patriarch battle (I noticed that it was a difficulty spike for some people) and making the wyverns appearing from statues instead of just a wall. Also I have started to do an optional mini-dungeon in the swamp, do you remember that empty area in the corner of the huge swamp? Now do you have a motive to visit it if you want a challenge. Spoiler Spoiler Edited October 3, 2019 by Onox 0 Share this post Link to post
Dark Pulse Posted October 3, 2019 Goes without saying, but in one of your promo screenshots, an Umaoi statue is also named the "Umaio Statue." Originally I'd typed that as "Unmaoi/Unmaio." Kind of a pity it's not actually that, as ironically, "Unmei" (運命, うんめい) is the Japanese word for fate/destiny. 0 Share this post Link to post
Onox Posted October 3, 2019 46 minutes ago, Dark Pulse said: Goes without saying, but in one of your promo screenshots, an Umaoi statue is also named the "Umaio Statue." Originally I'd typed that as "Unmaoi/Unmaio." Kind of a pity it's not actually that, as ironically, "Unmei" (運命, うんめい) is the Japanese word for fate/destiny. That grammar mistake was fixed in this currently version, I just chose a random name for those statues (their support roles are based on the Sheikah Stones from the Zelda franchise). Really? That sounds very cool, I could change the name then, thanks for the idea. 0 Share this post Link to post
Onox Posted November 18, 2019 it's been a while but I have been working this month a lot, the next update will bring two optional dungeons to explore, a new village, a lot of new details added into the old levels and some rooms in the dungeons have been slightly changed. I also added the Strife dialogue, it is really useful for the vision about what I want with my mod. I don't know when the next update will be available, but I hope to have it ready in two weeks more or less. And of course, new images: Spoiler Spoiler Spoiler Spoiler 2 Share this post Link to post
Onox Posted February 9, 2020 (edited) Hi again, I know the thread has been silent some months, but I keep working very hard on the campaign, it is a project I'm putting all my heart into it and I'm having so much fun mapping and making subquests like finding a puzzle item for a npc or killing a concrete strong monster hidden in a level. There will be a few new items carefully balanced, a red mark above of diaries and books (so you know what things you can read when approaching them), a yellow mark to know where you must continue in the main quest, new kinds of chests with different rewards and more monsters/mini bosses/bosses adapted to Wrath of Cronos. All of them will appear in places that fit with the environment. I still can't confirm a release of the next version, but it will worth the wait! Also it works with Wrath of Cronos 3.A and the latest gzdoom builds now. Some screenshots: Spoiler Spoiler Spoiler Spoiler Spoiler I'm also working in a new enemy (Cult Rider) using the D'Sparil sprites with some minor changes here and there, I'm very glad of the result: 5 Share this post Link to post
Z0k Posted February 9, 2020 (edited) i only helped with some part of your wad which isnt a lot. but im really liking what i see on the screens. what i like the most its how you made some areas feel more alive, and to be honest i didnt expected you could make this something big, with the videos you have showed me on how areas plays or even that small video where you enter to the town bar i like how lively seems thanks to the sound ambience. not gonna lie i didnt gave a chance to the mod because didnt have that version of gzdoom to run it, but now that there is a new version of the mod finally give a try. keep it up your good work onox. 1 Share this post Link to post
Onox Posted February 9, 2020 13 minutes ago, Z0k said: i only helped with some part of your wad which isnt a lot. but im really liking what i see on the screens. what i like the most its how you made some areas feel more alive, and to be honest i didnt expected you could make this something big, with the videos you have showed me on how areas plays or even that small video where you enter to the town bar i like how lively seems thanks to the sound ambience. not gonna lie i didnt gave a chance to the mod because didnt have that version of gzdoom to run it, but now that there is a new version of the mod finally give a try. keep it up your good work onox. Thank you very much z0k for your comment, right now I have two videos to share, in the first one I show how a small subquest works (where you kill some cultists of a camp and then you return to the guard for the reward), in the second video it is just a gameplay of a new area (some parts of the bridge and other minor details are still unfinished). Enjoy and stay tuned for the next news! https://drive.google.com/file/d/1jvjWmP9B0Qjl1l1ohO6CmI-5OJ8uO1kS/view https://drive.google.com/file/d/1N5OzvqDuSq1C2MZ5Cm7QEYpTskyn5Wx6/view 0 Share this post Link to post
Onox Posted March 29, 2020 (edited) New update! Don't forget to read the first post for more info! Now it works with the latest gzdoom version and Wrath of Cronos 3.A! Enjoy it! Remember to load woc_v3a.pk3 FIRST before CultofDespair.pk3 in the load order. If you don't get experience after loading the mod for the first time: Options -> Wrath of Cronos Options -> Experience Multiplier Edited March 29, 2020 by Onox 0 Share this post Link to post
Archanhell Posted March 29, 2020 (edited) I see that you can read books here, which in order to do and according to the game, is if there's a red mark floating over it. When I walk over the book at the start, press E (Use), hit it, etc., I can't seem to read it. I'm using the lastest WoC which is the one in your thread, loading it first before Cult of Despair but still nothing :p EDIT: nvm I found out you just bump or get close to them and you can read the book :'D Edited March 29, 2020 by Archanhell 0 Share this post Link to post
Onox Posted March 29, 2020 (edited) 14 minutes ago, Archanhell said: I see that you can read books here, which in order to do and according to the game, is if there's a red mark floating over it. When I walk over the book at the start, press E (Use), hit it, etc., I can't seem to read it. I'm using the lastest WoC which is the one in your thread, loading it first before Cult of Despair but still nothing :p Oh, I think that there is a misunderstanding here, books and notes are just read by passing near them (you will hear the sound of a paper and the text in the middle of your screen), it is usually a short tip or clue about something. To interact or talk to npcs (villagers, soldiers, dogs, etc...) you must press the Use/Open key. 0 Share this post Link to post
Archanhell Posted March 29, 2020 1 hour ago, Onox said: Oh, I think that there is a misunderstanding here, books and notes are just read by passing near them (you will hear the sound of a paper and the text in the middle of your screen), it is usually a short tip or clue about something. To interact or talk to npcs (villagers, soldiers, dogs, etc...) you must press the Use/Open key. Yup I discovered the book thingie just now heh, I was a bit silly there cus I was just reading the first book :p About interacting, ya, thanks to playing Strife and only mods with dialogue I could get to understand that at first thankfully haha, except the first dog I see, maybe he's a silent doggo! 1 Share this post Link to post
Onox Posted March 29, 2020 (edited) 6 minutes ago, Archanhell said: Yup I discovered the book thingie just now heh, I was a bit silly there cus I was just reading the first book :p About interacting, ya, thanks to playing Strife and only mods with dialogue I could get to understand that at first thankfully haha, except the first dog I see, maybe he's a silent doggo! Most dogges will only bark when you interact with them, but who knows if some magical animal could talk with you in some special area in future updates :P 1 Share this post Link to post
Archanhell Posted March 29, 2020 1 hour ago, Onox said: Most dogges will only bark when you interact with them, but who knows if some magical animal could talk with you in some special area in future updates :P That would be the best thing I'd see on my life :P 0 Share this post Link to post
Archanhell Posted March 30, 2020 So far this mapset for WoC has been veeeery incredible and I'm amazed by all that you have been doing, the gameplay and scenarios are varied and detailed with lots of enemies and all, and it has been helped me get some doubts off my head for mapping thingies, such as portals, 3D floors, puzzles and whatnot! I have not found bugs or anything, the only thing so far is super minor and no one would notice it, but there's a small texture misalignment that is "notorious" on the Swamp Temple, on the first room with anglers! Note that this can be seen on both 'holes' :p 0 Share this post Link to post
Onox Posted March 31, 2020 10 hours ago, Archanhell said: So far this mapset for WoC has been veeeery incredible and I'm amazed by all that you have been doing, the gameplay and scenarios are varied and detailed with lots of enemies and all, and it has been helped me get some doubts off my head for mapping thingies, such as portals, 3D floors, puzzles and whatnot! I have not found bugs or anything, the only thing so far is super minor and no one would notice it, but there's a small texture misalignment that is "notorious" on the Swamp Temple, on the first room with anglers! Note that this can be seen on both 'holes' :p I have the "quality" of the Swamp Temple a bit abandoned compared to Direwood Castle but I have plans to improve the details in some rooms and the use of more varied textures for that dungeon in the next update, I will check that texture misalignment too. Glad my campaign helped you with some ideas related with mapping stuff, and of course, thanks for playing it! :D 1 Share this post Link to post
Onox Posted May 20, 2020 Hey again! I have been working in the next update with a lot of fixes already done, old areas has been a bit revamped as always and new places to explore together with new cultists and creatures to kill in your quest! I can't say when it will be ready (it could take a few weeks yet) but I brought some screenshots about what I have been working this month: Spoiler Spoiler Spoiler Spoiler The level Black Passage has been 100% finished, now I'm focused on the Cultist Fortress and the Lonely Den dungeon, stay tuned! :D 1 Share this post Link to post
Onox Posted May 28, 2020 I have been working in the Heretic Gates (based on the Slayer Gates from Doom Eternal) where you will fight against a lot of monsters for waves in a deathmatch map-style to get a good reward and money if you survive, my plans are to make 6 Gates around the entire game using the original Heretic keys plus the new ones made by Neoworm, here it is the first gate I did as a preview! https://drive.google.com/file/d/14PI_QcwDP8iRmJWdcscvo908auhbTLL5/view It is a good source of exp if you are looking for a nice and optional challgenge. Also, you will get the keys by doing subquest from npcs, the heretic gates are well located and impossible not to see them during your adventure :P 0 Share this post Link to post
arnaldocsf Posted May 28, 2020 (edited) I like the ideia and screenshots. Gonna give a try asap. EDIT: Ok, played a I little: I really like what a I see. The maps are just so well made, maybe a little to brightful? Just my opinion. Overall, a like it. Oh, just another think. I see some enemies that don't trigger when I come close, I think cause they are facing the wrong direction? But... Spoiler The cultists are using pistols?! Edited May 29, 2020 by arnaldocsf 0 Share this post Link to post
Onox Posted May 29, 2020 (edited) 23 hours ago, arnaldocsf said: EDIT: Ok, played a I little: I really like what a I see. The maps are just so well made, maybe a little to brightful? Just my opinion. Overall, a like it. Glad you enjoyed! There are some later areas and specially caves where you will need a torch to cross them, anyway, you can check the bright of the game on display options -> hardware renderer -> sector light mode. 23 hours ago, arnaldocsf said: Oh, just another think. I see some enemies that don't trigger when I come close, I think cause they are facing the wrong direction? That is how the Ambush flag works in Doom/Hexen/Heretic, they need to hear a weapon sound to start to chase the player, but since the first weapon of every class is silent, it doesn't alert the enemies. 23 hours ago, arnaldocsf said: Hide contents The cultists are using pistols?! They are using early predecessors of the modern guns, in fact, the sixth weapon slot of the Hunter is a gunpowder blunderbuss. But don't worry, those enemies are only common the first hour of the game just in case you think they feel a bit off. 1 Share this post Link to post
Onox Posted October 6, 2020 (edited) Hi again! As always. I have been working severals months in the campaign, polishing many things, adding new dungeons and npcs that will give you subquests (like going in a cave to kill a Stalker nest) with good rewards! I also added a feature similar to Gold Skulltulas from Ocarina of time/Majora's Mask; in some dungeons you will find yellow spiders in secret rooms, after killing them they will drop a golden token that you can exchange for unique items you can't buy in normal merchants (some of those items are from WoC and other ones made by me). Spoiler Spoiler The summary of what I have done so far: · A tutorial dungeon in the first village, now you can't leave town until you do it. · Banishment Device is not longer useless, now the artifact throws a powerful fireball against the enemies instead of teleporting them. The higher your level is, the more powerful the fireball is. · New items like the Friendly Familiar Egg: When you throw this strange yellow egg, a small monster will help you during the fights, the creature is random, it can be a baby dragon, a rat, a bat, a snake and other surprises · New subquests in the merchant cave where some soldiers will tell you what to do. (most of them related to kill a bunch of enemies in some caves) · Added a few harmless bunnies, also some villagers now wander around the towns. · Added two new bosses. · Gold Skulltulas system like in Ocarina of Time/Majora's Mask. At the entrance of the dungeon a statue will tell you how many spiders are left. · More dungeons and a part of the wasteland finished. · Added Heretic Gates where you can test your skills against monster waves. · Some minor enemy spawns changed in old locations for balancing issues. And finally new screenshots: Spoiler Spoiler Spoiler Spoiler Spoiler Spoiler Spoiler 4 Share this post Link to post
Onox Posted November 29, 2020 (edited) A new version has been released! (1.3) I also have checked this works with the latest 4.5 Gzdoom version, any feedback is appreciated :D Remember you need Wrath of Cronos V3A to play my mod! https://drive.google.com/file/d/1--UeDwVohpW4jK9Ulfeit0FhC8arcd6T/view Changelog: - A new intro with the lore of the mod - Added more decorations and revamped some old rooms and areas - Goldenleaf Village has a graveyard now - The dungeon Black Passage is finished - A tutorial dungeon has been added: Bottom of Well (you need to do this level to leave the first village) - Added more dungeons: Lonely Den and Cultist Fortress - New bosses! - Added the Heretic Gates: They are optional arenas where you can fight waves of monsters to test your skills with good rewards - More subquests to do from some characters in the Cave Merchant - Added one extra Vampire in the boss battle of the Hidden Basement, but their HP have been reduced from 3200 to 2000 - Added Golden Chakras: They are spiders hidden in secret rooms that release a golden token after killing them - Added a new character in the Cave Merchant called Arabelle who trades your golden tokens for exclusive items - The Banishment Device throws a powerful fire ball instead of teleporting enemies (I always thought this item was useless in woc) - Added a new item: The Friendly Familiar Egg. You can find it as rare loots from chests or by trading it for golden tokens - Some monster spawns have been changed in some areas - Added the Wasteland as the last part of this version (it is unfinished but you can explore it after finishing the Cultists Fortress) - About six hours of content! Edited November 29, 2020 by Onox 2 Share this post Link to post
Onox Posted December 27, 2020 I just released a hotfix version: https://drive.google.com/file/d/1Kl8uRQtHDnmrqzgB9_taOG6L3d-teMrV/view?usp=sharing Version 1.3A: -Golden Chakras can't be resurrected or morphed anymore -Fixed a strange bug where some villagers and soldiers could disappear after a few minutes -Lowered the Lime Slimes damage -Added a new battle music for minor enemy fights (you can hear it during some subquests) -Some enemies like Crimson Disciples can be resurrected correctly -Fixed some minor grammar mistakes -Removed duplicated Zombie Fodder sprites -Added a new subquest in the Wasteland -New textures added in the Swamp Temple for more variation -Removed the teleport ability of the Pyrodemon boss but increased the health from 8000 to 8500 HP -Liquid surfaces can't spawn Reagents now As always, thanks for playing, any feedback is appreciated! 1 Share this post Link to post
Nimlouth Posted March 26, 2021 (edited) Ok, I just finished the castle dungeon playthrou-ing this with the hunter in medium skill. MAN IS IT GOOD! The Zelda style dungeons are awesome, you've got some great level design going on. Exploration feels rewarding and the levels are not overly-complex like hexen, so I rarely ever feel like "uh, wth do I need to go?". Also the OST is just great. This sort of first-person-action-rpg is a niche of mine and you're nailing it. I feel that Wrath of Cronos is waaaay better in this than in OG hexen. I'll update when I finish the whole thing, maybe do another run with other class. Is there a plan to make a "vaccinated" version of this when you're done? (Like Ashes 2063 does, so you can play the maps with other mods if you want) hexen Walpurgis would ALSO fit this campaign rather well I think, but that's just a dumb suggestion, don't take it as a request or anything UuUr Super good job! pls keep going with this project! \>w</ 1 Share this post Link to post
Onox Posted April 6, 2021 (edited) On 3/26/2021 at 4:28 AM, Nimlouth said: Ok, I just finished the castle dungeon playthrou-ing this with the hunter in medium skill. MAN IS IT GOOD! The Zelda style dungeons are awesome, you've got some great level design going on. Exploration feels rewarding and the levels are not overly-complex like hexen, so I rarely ever feel like "uh, wth do I need to go?". Also the OST is just great. This sort of first-person-action-rpg is a niche of mine and you're nailing it. I feel that Wrath of Cronos is waaaay better in this than in OG hexen. I'll update when I finish the whole thing, maybe do another run with other class. Is there a plan to make a "vaccinated" version of this when you're done? (Like Ashes 2063 does, so you can play the maps with other mods if you want) hexen Walpurgis would ALSO fit this campaign rather well I think, but that's just a dumb suggestion, don't take it as a request or anything UuUr Super good job! pls keep going with this project! \>w</ Yeah, Wrath of Cronos is very good, but I think original hexen levels (or even when played it with doom/heretic wads) don't do it much justice, since the randomizer for items and monsters can be a bit unfair sometimes, this is always controlled in my mod, where enemies already have a defined spawn. It is not a priority right now in my plans, but when the mod is completed I want to make a vanilla version without using WoC! Right now, I'm remaking some old dungeons since they lacked of quality compared to the new ones, I finished the Direwood Castle and I have plans to do the same for the Hidden Basement and the Horror Grotto: https://imgur.com/a/L7rY93c I did a few balances here and there, all Gargoyles from the Swamp Temple were replaced by Poison Gargoyles. Rocky Pathway area has Afrit Leaders and Ettin Commanders now instead of Gargoyles and Golems (other creatures likes Satyrs or Nitrogolems were untouched). I also modified the appearance of Undead knights: Normal ones carry the green axe and the ghost version carries the red one (just a cosmetic change, nothing in the code changed) Spoiler Spoiler Spoiler Spoiler I'm also working in a desert crypt for the wasteland that I'm really enjoying to design! It will have a good variety of monsters, including a Sand Stalker variant (and the leader one) coded from scratch for wrath of cronos. z0k is also helping me with the design of some areas! https://imgur.com/a/qeQkom4 As always, stay tuned for more progress and news! Edited April 6, 2021 by Onox 4 Share this post Link to post