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KMod 3.0 beta stuff

Tue, 24 Jul 2007 21:22:35

UltimateCarl

I know, I'm not sure if you guys are ever going to get around to update this again, but in case you do, and since some of this engine stuff is used in your other games, you could maybe use the feedback. If some of this stuff has been reported before, sorry. Bugs/Negative 1) It's not really a bug I guess, but the fighter's fists did this wierd thing I've never noticed them do. Sometimes they "remember" the combo. This doesn't seem to work with breakable objects or enemies, but only on objects that are not walls, you can hit, but won't break. A good example would be the trees that form two lines outside of the bell tower in the first stage. If you punch one twice and stop, then move to another one and punch it, it will do the super-punch as if you had hit three times. I didn't think you could do the combo on anything but enemies to begin with. Just something odd I noticed. 2) Could be my settings, but certain parts of the maps have strange lines on them. A good example is the first teleport room to the Guardian of Ice. The wall opposite the teleport has these black vertical lines running up it, as if the textures aren't lining up properly or something. Hard to explain. If it's any help, my resolution is 12x10 and the rest of the graphic options are set to default. 3) You can easily kill Serpents by ducking. They fire as if you were still standing, so they travel over your head. I'd say leave this to the players to not abuse (I don't!), but I dunno. Maybe this has complications? If the serpent AI isn't smart enough to know to aim down... I dunno much coding, but maybe it could lead to other problems of the game not realizing you're crouching? 4) The Fighter's "Default" stats are far superior to anything you can roll with him. In fact, it seems impossible to roll higher than a 3 in Constitution, yet the "Default" has an 8. 5) When you get to the stat rolling screen, the stats that start there are never the "Default" stats. What I mean is, if you hit the "Default Stats" button, you'll get certain set stats. These are not the first numbers that come up when you get to this screen. I'm not sure if this is intentional, but I'm just pointing out that those are not, in fact, default. 6) In a similar line as 5, it seems that the stats that DO start here are different depending on difficulty. I don't think that's a glitch, but something interesting I noted. Rolling seems to work the same, but I was wondering why there was a link here..? 7) Why in God's name can the Mage roll at 12 in Constitution, when the Fighter can't even roll above a 3, or take 8 as default?! I realize 12 is the Mage's max (and I assume the Fighter can do higher), and he needs that much to gain enough HP to not die instantly, but it seems a little strange. <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) --> Strength is useless for a Mage. There should be some kind of incentive to take it. Even Intelligence and Wisdom are useful for the Fighter. 9) Is the un-powered axe supposed to not have increased range? It didn't seem to be able to hit any farther than the fists. Positive 1) I like the new stats. More RPG-ish, now. 2) I'm digging the new way to cast spells. Much more convenient. 3) The exp modifier is neat! Add extra challenge, make things easier, or just powerlevel to see what it's like. Great idea! 4) It was probably in older versions but I missed it. Anyway, I love how killing Serpents with the Fighter's flechettes makes them burst into flames! It's very cool! 5) It's still fun!
Tue, 24 Jul 2007 23:13:07

UltimateCarl

More stuff. 1) The game randomly crashed when I was trying to save. I checked the log but there was nothing relevant. The last thing it said was just the last pickup I'd gotten before I tried to save. I was right outside the first portal to the Guardian of Ice, playing a Mage. 2) Did you increase the amount of damage the Mage's blue wand does? I realize the Mage needs something to help him out early on, but that's a pretty insane amount of damage for the wand. After all, it's ranged, takes no mana, pierces, has unlimited range, is almost instant, and hits directly where you aim. Maybe it's just me, but I think it should be toned down a bit. Either way, I'm able to stunlock serpents. As in, I can cause them to flinch more often and more quickly than they can attack. As a result, unless there is another enemy with a ranged attack present, serpents are no threat, even on difficulty 5 with ettins around, and it costs me no mana. 3) Do the Mage's spells just take a lot of MP, and even more than I actually have? Even when my MP is full at 85, I can't cast anything except Repulsion and Create Mana. 4) Does MP regen scale with max MP or Int or anything? I know I can restore it with quartz flasks and if it were too fast I could just run around nuking everything, but MP regen seems a bit slow, especially when you have so much. 5) Did the first elevator on the Seven Portals always take that long? 7) Rolling for stats is nice and all, but have you considered possibly a point-based creation? <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) --> I understand that it's difficult and practically impossible to reach a high enough level to get enough stat points for them all, but each class has every stat capped at some point, correct? Constitution and Intelligence sort of eliminate the need for it, but could we ever eventually put points into HP and MP? 9) I know I'm nitpicking a lot, but honestly I'm just trying to help. I'm having a lot of fun still!
Fri, 27 Jul 2007 20:12:10

Moose

Wow, thanks for all the feed back, I'll probably be even longer releasing the final now, you've mentioned some pretty important things in my mind and I'll do my best to improve on them. One question though, new spell system. Do you mean being able to fire spells with the spell button? Default to right mouse, and that there is a spellbook? If so, I have a question for someone else, who released an internal beta?
Sat, 28 Jul 2007 04:30:14

UltimateCarl

[quote="Moose":2d99jau4]One question though, new spell system. Do you mean being able to fire spells with the spell button? Default to right mouse, and that there is a spellbook? If so, I have a question for someone else, who released an internal beta? Yes, that's what I'm referring to. I found it much more hectic to have to memorize what keys I'd bound every spell to. Now even if I forget, there's a little image at the bottom reminding me! As for the beta, it's just the 3.0 beta that was available before, I thought. I dunno, check my other post in this forum, I was asking for an alternate download. They uploaded it to the SourceForge page. I dunno if it's still there, but that's where I got it. ...Should I not be playing this? <!-- s:? --><img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /><!-- s:? -->
Sat, 28 Jul 2007 07:11:13

Valherran

Im still waiting on the new releases, so you might as well get in line with everyone else... <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: -->
Thu, 11 Oct 2007 01:36:29

Dio5

hum i have a bug report too when i go to the second level, this message appears n the game crashes: w_getnumforname: clusmsg not found! stack trace: tryruntics <- dd_gamelook <- dd_main 0o
Thu, 11 Oct 2007 08:45:47

Crimson Wizard

[quote="Dio5":28l8hzrb] when i go to the second level, this message appears n the game crashes: w_getnumforname: clusmsg not found! clusmsg 1-4 files are missing in the Hexen WAD. Is it 1.0 or 1.1 WAD? (I think this should be put into FAQ... this seem to happen with everybody)
Thu, 11 Oct 2007 15:46:58

Firebrand

You need hexen IWAD version 1.1 to run the mod <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. Yes, this indeed needs to be added to the FAQ, I'll get to it someday, heh! <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P -->
Thu, 11 Oct 2007 16:53:08

TheCount

[quote="Crimson Wizard":2kkbhppb] (I think this should be put into FAQ... this seem to happen with everybody) It sure does
Thu, 11 Oct 2007 23:03:45

Dio5

problem solved! <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> i did wht you sad, i replaced the wad with another, and it worked, thanks! i see that many bugs were fixed too. but i have more questions @_@ well, what's the difference between wisdom and inteligence? i made some tests, and i see that wis reduces the cost of mana, and int makes the mage stronger with the staff, but do not make any difference with ice shards. is that all? i think that ice shards could be more useful, its pretty weak, nothing forces you to use it. i mean, i rarely use the blue timon axe, it is strong but costs lots of mana. ice shards its weak, costs almost no mana and the gray and red staff are much stronger and costs none. i have no chance to use it for a while, because when i finally get ice shards i'm already able to use the gray staff (experience 100%) so, ice shards are almost useless x_x [edit] i tought that constitution increased your hp, but it doesn't. so, what does constitution do? ah, and, are you going to upgrade the graphics? i mean, i saw a wad in a video before, and the light effects were fu**ng awsome! the ice shards looked like a blue kamehameha *__*

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