  -=- HexenHanced -=-
Hexen Gameplay Remix for ZDoom
  by NeuralStunner

(Version 1.2)

What it does:
- It affects the gameplay, of course! There are new strategies and attacks to get used to. If you're obsessive about "old school" Hexen, this mod is obviously not for you. :)
- All the original weapons have been updated with tweaked attacks and animations.
- They each have their own Alternate attack (for the AltFire button).
- They even have powered-up modes for use with Heretic's Tome of power.
- Graphics for the Tome, in the Hexen palette, have been added.
- "New" sounds are here too.
- A few additional items.
- Most of the rest of this file describes the changes in concise detail.
- I hope to modify monsters and items at some point as well.

Known Problems:
- Yes, you MUST use the latest version of ZDoom! SVN Versions work best. Get them here: http://svn.drdteam.org/zdoom/
- Not knowing the original damage ranges for the fist and mace, I can only guess by trial and error. Oh well, being a little different shouldn't matter, right? ;)
- Timon's Axe can one-hit kill centaurs too easily. (The Damage Type is Electric.) I will probably lower the Centaur's electrical weakness later.
- Wraithverge switches to the Mace when you attempt an attack without enough Mana for it, even if you have enough for one of the other weapons. There is currently no way to avoid this.
- Bloodscourge switches to the wand in the same situation.
- The multipart weapons are not affected correctly by Infinite Ammo.
- The Tome of Power currently replaces the Dark Servant's spawn spots. Also, it may not unmorph pigged players correctly.

Credits go to:
- id, Raven Software: Awesome game! (And the base sprites/sounds which I added.)
- Randy, Graf, and all the ZDoom guys: Thumbs up to ZDoom. :)
- NeoWorm: For some excellent weapon sprites.
- Drake Raider: For getting me interested in doing this mod.
- The dudes that have tried it out and given feedback. You know who you are!

Permissions:
- Since I did not manufacture the original weapons/graphics myself, I can't really claim ownership. Still, asking me before you use the graphics/code would be nice of you. ;)
- Drake Raider has permission to use these modifications (or derivations thereof) in his own mod, ZHeXen.
- Anybody else, ask if you like any of the weapons and want to use them in your own mods.
- Feel free to look through my code and check out the various tricks I use. (I can't stop you anyways.)

Note on using stuff:
- Hexen doesn't come with the Tome of Power. If you want a nice long power-up to try out these modes, use "Give PermaPower" or "Give PP" (without the quotes) in the console. This powered-up mode will last you until the level ends, or about 2 years, whichever comes first. ;)
- You can give/summon ArtiTomeOfPower (long, I know...) to get standard Tomes in your inventory. 
- You can also summon Stamina replenishing items with the console. Use "Summon ArtiStamina" for a ring which fully restores SM. Healing items also restore some, from 20-100% of the amount of Health given.
- DON't use "Give Artifacts" in the console. For some reason, you'll get the old versions of the items as well. Instead, use "Give ArtiPack".


And now, for the more detailed info!

Legend:
There are 4 possible ammo types for each weapon.
- BM: Blue Mana used.
- GM: Green Mana used.
- DM: Dual Mana (Equal amounts of each, Green and Blue) used.
- SM: Stamina used. Special rules for this "ammo" type apply. (See the next section.)
Information on how the attack modes:
- SPri: Standard Primary attack.
- SAlt: Standard Alternate attack.
- PPri: Powered Primary attack.
- PAlt: Powered Alternate attack.
- Tips: Cool stuff about how the weapon works.
- Note: Other (maybe subtle) differences from vanilla. (M.A.T. stands for "minor animation tweaks".)

Stamina:
- All the starting weapons are tied to this.
- The fist and mace reduce SM if they land a blow. As it gets lower, they get slightly weaker.
- The wand does not get weaker as SM decreases, it becomes slower to fire instead.
- These weapons can still be used without SM, but are a little less effective.
- Each has a stronger Alternate attack you may use if you have 25 SM or more.
- All melee weapons reduce SM when they hit without mana, but it does not directly affect them.
- Recharge SM when not attacking. Standing still charges fastest, while moving it's a bit slower.
- When damaged, you lose a random amount from 1 to 5.


Fighter Weapons:
All the additional weapons can be used with or without their respective mana types. They are, obviously, stronger if mana-fed. Whether you do or don't have enough mana, the appearance of that weapon will change to signal this.
- Spiked Gauntlets
  SPri: Punch for moderate damage, but with a short range. Slightly weakens as SM drops. (1-5 SM on hit.)
  SAlt: A slightly slower super punch with some kickback. (20 SM needed, 5-10 used + 2-10 on hit.)
  PPri: Extra damage, and your attacks are fiercer and very painful.
  PAlt: More power in your super punch, and it throws your targets even farther.
  Tips: If you don't care about your kill count, you can knock enemies into deep holes. It's fun.
  Note: Damage is about as close as I could get to the original without knowing the native code.
- Timon's Axe
  SPri: A strong, fairly fast attack. Stronger electrical damage with enough mana. (2 BM on hit.)
  SAlt: Casts an electric shockwave if held to charge long enough. (3 BM for shockwave, +2 on hit.)
  PPri: Adds a longer range shock to your swing. In close melee, combines for an even stronger blow.
  PAlt: Charge up for a powerful 5-part shockwave instead of a single one.
  Tips: The Alternate attack makes a quiet electrical "bzzt" sound when fully charged.
  Note: M.A.T.
- Hammer of Retribution
  SPri: A moderate strike. Stronger, explosive fire damage with enough mana. (3 GM on hit.)
  SAlt: Throws an explosive hammer. At close range, deals a normal hit instead. (3 GM to throw.)
  PPri: Extra hit damage, ignites some residual flames around the place where you strike.
  PAlt: Upon detonating, thrown hammers give off a series of additional smaller blasts.
  Tips: The melee attack does have a blast radius, so it's effective against clusters of enemies.
  Note: The thrown hammer is released sooner in the attack animation. (You can see it leave the hand!)
- Quietus
  SPri: The slowest melee attack, but has a devastating edge with enough mana. (4 DM on hit.)
  SAlt: Casts a wave of explosive missiles. At close range, deals a normal hit instead. (14 DM to fire.)
  PPri: Extra hit damage, each blow creates a wave of secondary explosions.
  PAlt: Adds extra, smaller missiles to your attack wave, and the center missile is even stronger.
  Tips: Pretty much guaranteed to one-hit kill a normal monster.
  Note: Can now be used without Mana. Yay!

Cleric Weapons:
All of the additional weapons have an alternate, close-range attack mode. These still require mana to work, though they need less than the primary ones.
- Mace of Contrition
  SPri: Strike for medium damage. Slightly weakens as SM drops. (1-5 SM on hit.)
  SAlt: A quick double strike. (20 SM needed, 5-10 used + 1-5 for each hit.)
  PPri: Gains a chillin touch, dealing additional Ice damage in a small radius.
  PAlt: A double strike with the extra Ice power in each blow.
  Tips: It purposely has a longer reach than the fist, so having room to back away is effective.
  Note: Damage is close I think, like with the gauntlets.
- Serpent Staff
  SPri: Shoots a pair of slithering venom projectiles. (1 BM.)
  SAlt: From up close, you can drain a foe's health, healing yourself in the process. (1 BM on hit.)
  PPri: Shoots 4 additional small spheres, which are slightly faster. They slither vertically.
  PAlt: Creates a small acidic cloud on hitting, which harms nearby foes but not the wielder.
  Tips: The separation of the two attack modes will easily spoil you. ;)
  Note: You can hold the AltFire trigger without hitting anything, but the hiss will alert enemies.
- Firestorm
  SPri: This fiery burst creates a rotating ring of flames, but has a limited range. (4 GM.)
  SAlt: Continuous flame in front of you, burning enemies at close range. (1 GM, used continually.)
  PPri: Improved range and damage with red flame, also has a prolonged burning effect.
  PAlt: Longer reach, with more potential power and some residual heat as well.
  Tips: If you can hit an enemy a little off-center, you may catch them in some of the flames.
  Note: Shots go a little farther I think, and ALL impacts (including walls) cause the flame ring.
- Wraithverge
  SPri: Shoots a missile which releases four very vicious spirits. (16 DM.)
  SAlt: A very powerful and painful attack, but requires a very close range. (3 DM on hit.)
  PPri: After firing the spirit missile, it will summon 4 more spirits from random points in range.
  PAlt: Gains a farther reach, and each hit casts out ghostly shredding blades in random directions.
  Tips: For PPri mode, if you turn/move quickly after firing, you can summon the extra ghosts elsewhere.
  Note: M.A.T.

Mage Weapons:
The Arc and Bloodscourge both have a low-cost Alternate mode, good for finishing off enemies without the Mana waste. And ever get irritated with Frost Shards when you freeze enemies in your own way? If so, the new ice ball spell will make you happy. (Thanks to Drake Raider for this great idea.) :)
- Sapphire Wand
  SPri: Shoot for a low damage but "ripping" missile. (1-5 SM.)
  SAlt: Momentary charge then fires 4 shots in rapid succession. (20 SM needed, 10-20 used.)
  PPri: Quicker firing, more powerful, pierces armor and damages otherwise invulnerable monsters.
  PAlt: Same bonuses, but applies toward the rapid attack.
  Tips: Powered shots can kill Afrits while they are still waking up, and can hurt defending centaurs.
  Note: Responsiveness and refire rate are faster (when fully powered).
- Frost Shards
  SPri: A moderately strong "cone" of ice which freezes, or a stronger direct spell in melee. (3 BM.)
  SAlt: Throws a bouncy, ripping ice ball which does not freeze, it can shatter frozen foes. (3 BM.)
  PPri: Quickly casts a double spell (without expending extra mana).
  PAlt: Throws three ice balls at once, the center one being faster.
  Tips: Cast ripper ice through an enemy and into a wall, so it bounces back and goes through again.
  Note: Overall attack and refire speed has been increased a bit (to balance more with other new modes).
- Arc of Death
  SPri: A pillar of lightning that "sticks" to a foe. (5 GM.)
  SAlt: Shoots a small fast electric orb. Weaker but quick-firing. (1 GM.)
  PPri: Casts a triad of lightning pillars in an arc, the center one being faster.
  PAlt: Throws a stronger orb that explodes into a ring of small ones on impact.
  Tips: Aim carefully witht the triple lightning pillars, and you have one very devastating spell.
  Note: M.A.T.
- Bloodscourge
  SPri: Fires three burning spheres that track enemies and burn through them. (15 DM.)
  SAlt: Flamethrower! Medium range, not bad damage. (1 DM per burst of three.)
  PPri: Unleashes an orb of flaming death which seeks very aggressively. Bursts into two normal spheres.
  PAlt: Fires dual streams of fire which travel farther and faster.
  Tips: To use the flamethrower at longer ranges, aim high. This is easiest with low or no autoaim.
  Note: M.A.T.


The New Status Bar:
In order to add on to the classic Hexen Status bar, I had to redo the entire thing. It isn't exactly the same now, though.
- Below your Mana bars, you'll see a narrow red bar. This is your Stamina. It will light up when using one of the #1 weapons.
- Below the Life (Or Kills in DM) counter, is a aqua bar. This shows your air supply. (Only useful in custom maps with swimmable water zones.)
- Below the Weapon Pieces area you'll find a golden bar. This currently has no meaning, but is reserved for future use.
- Below the AC counter is the Cloak Bar. This shows how much power is left in your Cloak of Resistance. (An "armor" item which absorbs half damage, and helps you resist Fire, Electric, and Ice damage. Give MagicCloak in the console to try it out. Not currently map placable.)
- Mana counters are now colored to match.
- The Life counter is now gold, turning to orange at 60 or below, or red at 30 or below.
- The AC counter is now dark gray at base Armor Class (Fighter = 3, Cleric = 2,Mage = 1), light gray normally, and white at or above full AC (Fighter = 16, Cleric = 14,Mage = 12).

Cheers!
	-NS

