[GZDoom\Zandronum] Wrath of Cronos RPG mod for Doom1\2, Hexen, Heretic and Strife
Wrath of Cronos RPG
Greetings for everybody!
I want to apologize for bad english - it's not native language for me.
Short introduction
Well, if someone is still remember the old-school FPS by Id and Raven Software such as Doom1\2, Hexen, Heretic or Strife and also did nostalgic for these, so you probably already knows about the some programms famed as "ports" - for example "GZDoom", "Zandronum" or "Doomsday". They are small indie freeware which allows to launch and play to old games with improved graphics, sounds, custom maps or mods and so on, at the modern hardware under modern OSes.
Wrath of Cronos RPG mod by Thetis is cross-game mod which adds a lots new features that's wasn't in the original games, and actually transform them into the new action-RPG games.
IWADs: Hexen, Doom, Heretic, Strife (up to WoC v1.8a included)
Game types: single-\multyplayer
Last mod version: v2.0c2
Ports: GZDoom v1.8-v3.0* and Zandrorum v3.0
* - v2.3-v3.0 only with patch by vidumec, look "*" in INSTALLATION section of Guide
NOTE: I strongly recomended to use GZDoom 2.2 for installation and launch, so I made unpack-and-play WoC.zip based on GZDoom 2.2 x86. GZDoom 2.2 x64 and GZDoom 2.2 for Mac is also included, just open README.txt.
Notable mod features:
1. detailed RPG system that include:
2. five specialized classes with a 3 subclasses in the each of them
2.1 Fighter - off-tank (as barbarian)
2.1.1 Destroyer
2.1.2 Vanguard
2.1.3 Commander
2.2 Cleric - def-tank (as paladin)
2.2.1 Purifier
2.2.2 Oracle
2.2.3 Inquisitor
2.3 Hunter - agi-ranger (as archer)
2.3.1 Marksman
2.3.2 Duelist
2.3.3 Survivalist
2.4 Necromancer - dd\summoner (as warlock)
2.4.1 Plaguebringer
2.4.2 Harvester
2.4.3 Conjuror
2.5 Mage - elemental dd
2.5.1 Pyro
2.5.2 Iceborn
2.5.3 Archon
3. Stats and individual for each class skill-tree systems
3.1 Stats has influence on weapons and skills
3.2 Skills synergy
4. six weapons with alt-fire for each class
5. Trade and treasures
6. Loot from mobs (gold, armors, treasure keys, rare accessories, reagents)
7. 13 rare and unique equipable accessories
8. Alchemy craft system, which allows to create potions with a different effects
9. Very expanded bestiary which includes graded mobs and class-bosses.
Also I decide to share another interesting Wrath of Cronos-based mod which is an attemption to convert Hexen game into Diablo 2 FPS\RPG! Unfortunatelly it ins't finished and polished but quite playable. NOTE: DON'T unite both mods folders (WoC 2.0 and WoC 1.6a+Hexen_Diablo2) into one, because this mod probably works only in current pack!
Wrath of Cronos 2.0c2 is here with a lot of massive changes:
Changelog from 2.0 to 2.0c2
Major Changes:
*Class specialization system was added - after reach 15th level you can choose 1 of 3 spec path, each of them have contain a 3 passive skills for now! //(and 1 active spec skill in future versions probably)//
*Class spec option has avalable in ingame menu.
*Scroll of Reversion item was added for total respec.
*A new cool floated healthbars was added. Also it's toggleable at WoC options menu.
Classes:
-Warrior
*Criticals by Fists primary fire doesn't harm ghostly enemies anymore.
*Warrior Specs
**Destroyer: "A battle hardened warrior who uses overbearing strength to cut foes down."
***Passive: Bloodlust (Killing an enemy grants a short duration damage buff)
***Passive: Vigor (Critical Strikes now restore a small amount of Magick)
***Passive: Relentless (Landing melee attacks increases your strength for 4 seconds. This can stack indefinitely)
**Vanguard: "A stalwart protector with powerful defenses, protecting themselves and allies."
***Passive: Temperance (Taking damage reduces subsequent damage received by 6%, and stacks up to 30%)
***Passive: Presence (Nearby enemies are more likely to attack you)
***Passive: Second Wind (Your health regeneration is increased by 2% for every 1% of missing health)
**Commander: "A veteran of battle whose presence motivates nearby allies."
***Passive: Inspire (Landing critical hits also heal allies)
***Passive: Intimidate (War Cry causes enemies to take 25% increased damage)
***Passive: Rally (Battle Shout also reduces the damage allies take by 15%)
-Cleric
*Divine Light (cost) 40+slvl*2 -> 40+slvl*1,5
*Cleric Specs
**Purifier: "A wielder of holy light, smities foes and bolstering allies."
***Passive: Blessed Ground (Consecration now also heals allies for each pulse)
***Passive: Deep Healing (Heals are increased by 0.5% per 1% of the target's missing health.)
***Passive: Sanctuary (Holy Shield can now block monsters)
**Oracle: "Watchers of the afterlife, using the spirits of the dead to wreak havoc on enemies."
***Passive: Martyrdom (Summon Legend no longer has a time limit and is considere a pet. Any extra time given by Curse and Wraiths is converted into bonus health.)
***Passive: Judgement (Visions can now also convert enemies in a small AoE)
***Passive: Punishment (Curse now explodes, dealing damage at the end of its duration)
**Inquisitor: "A righteous crusader who strikes down foes with blunted strikes empowered by the scars of battle."
***Passive: Blood Gift (Attacks with Sacrifice empowered attacks now also heal the cleric for 10% of his missing health)
***Passive: Aura Mastery (Auras now give the cleric a 10% additional boost.)
***Passive: Bathed in Light (Whenever Intervention is triggered, you also gain a 50% damage boost and 50% damage resistance for twice the duration)
-Hunter
*Trip Bomb (cost) 12 -> 12+slvl*0,5
*Nature's Salve (cost) 14+slvl -> 14+slvl*0,5 //yay, medical care is more available now!//
*Nature's Salve is affected by WIS now.
*Hunter Specs
**Marksman: "A sharpshooter who uses ranged weaponry to kill from afar."
***Passive: Focus (Standing still for 5 seconds grants a 2x damage bonus)
***Passive: Mobility (The Enchanted Bow no longer slows you when drawn)
***Passive: Farsight (Unlocks your weapon's ability to zoom, granting a 2x zoom effect and a 25% damage increase. Does not apply to Machete.)
**Duelist: "Aa agile fighter who uses speed and precision to overwhelm enemies."
***Passive: Laceration (The Machete now forces pain and causes enemies to bleed overtime)
***Passive: Posthaste (You gain a speed boost whenever you take damage)
***Passive: Deterrance (Your machete strikes now block projectiles)
**Survivalist: "An expert in self preservation, using their wits and cunning to dispatch foes."
***Passive: Trap Launching (Bear Trap, Spike Trap and Noxious Trap can now be lobbed a short distance away)
***Passive: Potent Salve (Nature's Salve heals health over 5 seconds instead of 10)
***Passove: Entrapment (Whenever a trap is triggered, you restore magick equal to 25% of its cost)
-Necromancer
*Curses isn't hitscan now.
*Life Tap can't be applied on non-living targets anymore.
*Life Tap can't be applied on the revived creatures anymore.
*Necromancer Specs
**Plaguebringer: "A master of poisons and toxins, spreadin disease all around to bring foes an agonyzing death."
***Passive: Epidemic (Poison attacks now fully explosive and have a 50% larger splash radius)
***Passive: Plague (Poisonous projectiles now cause extra poison damage over time)
***Passive: Outbreak (Any monster that is killed by you explodes in Blight)
**Harvester: "A manipulator of souls who uses them to either bolster allies or impair enemies."
***Passive: Defilement (Curse abilities now also afflict nearby enemies) //The curses radius depends on its slvl//
***Passive: Reap (Nearby enemies have a chance to drop a soul upon death, restoring some health and mana)
***Passive: Blood Bound (Whenever you are healed, you also heal nearby allies for 25% of the healing received)
**Conjuror: "Master of death, raising the dead and commanding summons to overwhelm enemies."
***Passive: Servitude (Whenever a summon is killed, restore magick equal to 50% of its cost)
***Passive: Deathly Renewal (Summon health regeneration is doubled)
***Passive: Unholy Infusion (Having a Shadow out makes you ghostlike, having a Ghoul out reduces damage taken by 15%, having a Revenant out increases your speed by 15%, having a Death Knight out increases damage by 15%)
-Mage
*Telekinesis (cost) 6 -> 4
*Fire Trap (cost) 12+slvl -> 10+slvl
*Meteor (cost) 40+slvl*1,5 -> 35+slvl*1,5
*Arcane Barrier (Fade skill replacement) 25% max magic - creates damage resistance shield //very useful replacement, somewhat reminds the sorceress's ES from Diablo 2//
*Blizzard (cost) 35+slvl*1,5 -> 30+slvl*1,5
*Pillar of Flame (modified) - now additionally emits a lot of bouncing fireballs //more fascinating, more destructive//
*Arctic Glacier (modified) - changed trace vector of ice spikes from radial shaped to phalanx //still fuking laggy, but less than first version//
*Mage Specs
**Pyro: "A spellcaster igniting enemies with gouts of fire and flame."
***Passive: Flame Mastery (All fire damage dealt is increased by 10%)
***Passive: Molten Shield (Reduces fire damage taken by 20% and causes attacking monsters to take damage)
***Passive: Blast Wave (Explosive fire damage now inflict full damage in it's splash radius)
**Iceborn: "A wielder of ice and cold who freezes and shatters enemies in their tracks."
***Passive: Ice Mastery (All ice damage is increased by 10%)
***Passive: Ice Armor (Reduces ice damage taken by 20% and reduces all other damage taken by 10%)
***Passive: Frigidity (All ice spells force pain)
**Archon: "Master of mana and energy, creating storms and manipulating the arcane to annihilate foes."
***Passive: Energy Mastery (All lightning and arcane damage is increased by 10%)
***Passive: Energy Ward (Reduces arcane and lightning damage taken by 20% and causes incoming damage to restore magick)
***Passive: Greater Arcane Barrier (Arcane Barrier now also grants barrier for 50% of the original barrier)
Misc:
*Skills in ingame menu are cyclable now.
*Doom D'Sparil has been upped. I mean really UPPED - he has 8 kinds of offensive skills now and one of them is utterly ultimative.
It's time to make builds!
Also I has update ready-made packs (now in SFX format for easier installation) and links in the first post of topic.
Đánh dấu