
Strike, you instead charge up to let out a burst Ventus Gladii Tertiary> Rather than charging up for a close range tornado Good range, but excellent at sweeping mobs of Ventus Gladii Secondry> Rather than firing wind-blades, the gladius nowįire a pair of cyclones which viciously pursue With consistency (4 normal => 4 fast =>). Mana to aid the next four swings with a burst of Ventus Gladii Primary> After four swings, the Primary fire will take 1 On impact rather than having boomerang behaviour.

However, the projectiles are aīit weaker, do not drain health for you, and explode Instead, it producesĪ spectral copy in the same manner as the hammer.Īs a result, you are no longer disarmed whilst Vorpal Axe Tertiary> The Axe is no longer thrown. However, it remainsĪt a similar power, and is now half-price in mana. Vorpal Axe Secondary> The Vorpal Slash becomes a vertical slash, which (more than standard upgrade, but this has a cost). Vorpal Axe Primary> The Primary Fire now costs 1 mana a swing, butĭischarges with an electric shock for extra damage

#LATEST HEXEN MODS UPGRADE#
The Alternate upgrade is frequentlyĪ change to the basic function of the fire-mode, but is always stronger. To select an alternate upgrade path for all 2+3 slot weapons (Basic and
#LATEST HEXEN MODS PATCH#
+New!: Alternate Mutated Upgrades! The big feature of this patch is the ability I'm a mad perfectionist when I get going so repeatedly testing something over and over whilst I tweak values is not unusual. Extra care has been put into making everything have punch and impact and be fun to use but not the level of overkill. I'm not exactly the best Doom player in the box, so my design philosophy is strong and fun, but balanced. It now shares very little with HexArcana as its been gradually shaped by my vision of what I wanted in a Hexen mod, like upgraded weapons, lots of fire modes, and universal game compatibility.

#LATEST HEXEN MODS MOD#
Since then it spiralled massively out of control, and it turned gradually from a spinoff into full-fledged mod of its own. Walpurgis was originally based on a now discontinued mod called 'HexArcana' by 4page, of which I did a fork for my own personal usage. After all, I'm not much of a natural coder my skills lie in spriting and writing by default. When I was a kid, and still now, I've always been a fantasy nerd, so Hexen was always one of my favourite Doom spinoffs: I've long wanted to create something for it, something similar to what Heretical did for Heretic, but the initial step forwards was always something I was lethargic about. Watch more videos of it on this YOUTUBE PLAYLIST!! So as a festival of new content for Hexen related shenanigans its doubly relevant.Ĭlick the Spoiler to see details of the four characters! Walpurgisnacht is a grand festival for witches in general. well, "Hexen" are witches from germanic folklore. Rigorously playtested with custom doom, heretic, and hexen wads to get a feel for how it plays with them and to see if I can find reason to switch between my arsenal all the time (which is the sign of a good arsenal, in my opinion).Flechettes and Discs of Repulsion are really useful now so use them! Based around play where you get used to using both your arsenal and your inventory items in tandem.Magic is meant to semi-common in the world, whether through artifacts, or mystical items. Gothically medieval, with a taste of moderate-high fantasy.Upgrades for each of those afformentioned fire-modes (think Trailblazer).Focused on giving everything three fire-modes without needing any extra resources, just balancing them around standard blue and green mana/ammo consumption.A gameplay mod that works with Doom, Hexen and Heretic, straight out of the Box!.
