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Korax Mod Questions

Tue, 27 Jan 2004 21:56:29

Stryker

Okay.. Look back to my last KMOD Port topic.. This topic is nothing like that, no I'm not going to start pleading for you guys at Korax Heritage to change the port it requires... Instead I've play Kmod with the -allowsoftware command line option, its quite nice with the new sprites when you give the monsters a certain amount of konks on the head but... But I have to say it goes REALLY slow! I'm on level 4 of the first hub with the Fighter and I'm on Experience level 5. I tried to get past the first level with the mage but the mage goes even slower than the fighter. I haven't tryed the Cleric yet. Now for my questions: Is the amount of experience points you get by killing a monster random? What Is the best class when playing kmod? Does the Cleric get any new weapons? (NOTICE: This question is for the makers of Kmod!) Can I use the graphics of monsters on a TC I'm making... I'll give credit.
Tue, 27 Jan 2004 22:32:47

Ichor

1. It's more or less random, but the range is around the health of the monster. For instance, it's something like EXP = monster health +- 10. I don't know the exact numbers, though. 2. I've always prefered the fighter. His sword can do a great deal of damage and still not require any mana. Throw in Berserk and you have a near-unstoppable class. 3. Not that I know of.
Tue, 27 Jan 2004 23:21:37

Stryker

Is the mage a good class to be? I mean are the new weapons or spells good?
Wed, 28 Jan 2004 04:48:58

Ichor

After a certain level, he won't use mana for the Frost Shards and eventually, even the Arc of Death will only use one or two mana. Plus, he also has the Mana Creation spell and Defensive Spell, so it's not too bad, except for the low health (he starts with 25% or so and gains one health per level).
Wed, 28 Jan 2004 14:09:32

Stryker

Will his health ever be increased in later versions?
Wed, 28 Jan 2004 14:59:58

Ichor

I'm not totally sure. Still, the Defensive Spell more than makes up for it. You start with it and it's an instant reflective shield (mage's Icon of the Defender). It also lasts just as long.
Wed, 28 Jan 2004 21:15:37

Stryker

Since the game runs so slow on here it seems like it lasts longer. Are the Cleric Spells any good? And did I read correctly or did you spell it wrong... The Fighters sword doesn't require mana!?
Wed, 28 Jan 2004 21:32:42

Ichor

Actually, the normal version still does (long range Quietus attack). However, there was a new version added, which is a melee attack that doesn't use mana. The cleric doesn't have as many spells, but they are quite useful, especially the heal spell (works just like it sounds). The Spirits Within spell is a fun one as well. It transforms all of the enemy corpses in the general area into ghosts which attack any enemies still alive. Also, when you reach a certain level, only the Wraithverge will use mana. The only downside is that the cleric doesn't have any kind of mana creation spell like the mage, so you'll have to use that weapon sparingly.
Wed, 28 Jan 2004 21:45:21

Stryker

So Quietus is kinda like the Hammer, when you run out of mana it just is a close-range attack? Or when you are close up it doesn't fire anything?
Wed, 28 Jan 2004 22:35:48

Ichor

You can select either mode by pressing the '4' key. The long range attack still works like before, but when you select the melee attack mode, all it will do is swing a non-glowing sword around.
Sat, 31 Jan 2004 00:57:18

PDA2000

Finally... can use... Quietus in melee... I LOVE this mod. I'm just wondering though, is there a way to change the exp required for a level up? Like right now, I need 120,000 for level 12, that roughly translates to around 800 kills, which on Titan difficulty means i'll reach level 12 by the end of act 2. I'll then need like 200,000 exp for level 13, so I don't even know if i'll reach L13 by the end of act 3. Is there any way to make the exp required for levels cap out at like 120,000 or so? This way I won't gain 10 levels in act 1, and then another 3 for the rest of the game. Though yeah I don't know for sure, I'm still on act 2 and I say what level i'll be by the time I reach Korax. But I know it won't be any higher then 18 <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( -->
Sat, 31 Jan 2004 01:17:18

Ichor

It would help immensely if you found the Heart of D'Sparil in the first hub.
Sat, 31 Jan 2004 01:29:46

Stryker

Why would it help to find the Heart of D'Sparil?
Sat, 31 Jan 2004 02:30:06

Ichor

It's a surprise, heheh. However, I will say that it's on map 6 (Bright Crucible).
Sat, 31 Jan 2004 09:04:45

RambOrc

Though EXP required for next level increases every time, as you proceed in the game monsters get more HP (especially bosses) and so the EXP you get for killing them is higher as well. For a Heresiarch you get something like 50'000 EXP if I remember right, and for killing Korax it's even more (the very highest max you could ever get was I think in 2.0 and 2.1 where it was 220'000 EXP). <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Sun, 01 Feb 2004 13:00:06

PDA2000

alright, well as long I at least gain a few more levels before finishing Hexen <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Sat, 07 Feb 2004 23:12:44

Stryker

What use would all the EXP Be after killing Korax?
Tue, 10 Feb 2004 12:21:36

PDA2000

... Good point... But hey, maybe someone will allow charecter importing and exporting... Baulder's Gate 2: Hexen
Tue, 10 Feb 2004 13:51:41

RambOrc

Actually, for a time it was planned to allow the export of your character from the end of Hexen to start Deathkings with him, but in the end playtesting showed that Deathkings is playable even with starting a level 1 character.
Wed, 11 Feb 2004 04:09:06

PDA2000

aww that's a shame, i would of loved to have done both games with one character... Ah well, looks like I'll have to do some file editing <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Fri, 13 Feb 2004 01:36:45

Evil Mage

[quote="Stryker":3s5fxy6o]What use would all the EXP Be after killing Korax? [color=red:3s5fxy6o]Warp to the first map and play all over again with more abilities.[/color:3s5fxy6o] <!-- s:?: --><img src="{SMILIES_PATH}/icon_question.gif" alt=":?:" title="Question" /><!-- s:?: -->
Wed, 07 Apr 2004 22:45:15

Silencer

This is my first post here and I have a KMOD question of my own. I've been using the latest version of the Doomsday engine and have been downloading all of the updated model, texture, and interface packs. I most recently downloaded one of the Hexen Texture Packs from Doomsday HQ, and since I'm relatively unfamiliar with older versions of jHexen, I was wondering how to use the new textures with the KMOD?
Wed, 07 Apr 2004 23:11:26

RambOrc

This Q has been asked several times here, and the answer is always NO WAY. You can't use any of the new files because older and newer Doomsday versions aren't compatible.
Sun, 02 May 2004 16:53:45

Stryker

When do you think Kmod3 will be released?
Mon, 03 May 2004 09:27:18

RambOrc

It's targeted for June 14, the 3rd birthday of Korax Mod. OTOH it's still using the same old Doomsday engine version as base, we just added a lot of enhancements of our own. No high-res textures though...
Mon, 03 May 2004 12:32:25

leilei

What about putting a HQ2X filter on the textures and sprites? Cheat hi-res stuff that way <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> It would eat up plenty of video ram yes, but then again who still uses a 12mb voodoo2 for doomsday engine anyhow? MY p100 ROFL! Only if my p2 233 and k7 1ghz comps die.
Mon, 03 May 2004 13:23:11

RambOrc

Doomsday is dead as far as we care, KMOD 3's new technology has been coded in 2002 when we thought it'll be the engine behind SE. Since then, only gameplay enhancements have been added. Any new technology features, we'll add to Vavoom which drives all our projects except for Korax Mod.
Mon, 03 May 2004 14:51:18

leilei

Well have hq2x in Vavoom then <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P --> it'd be interesting to see how it would everything filter out. A bit longer load time however. Dunno how it'd deal with the alpha channel though, unless everything was a 32bit texture...
Mon, 03 May 2004 19:09:16

RambOrc

Well with Scattered Evil it's still an open thing, depending on whether any departement(s) finish the game way faster than others, there might be extra things or not - i.e. if the programmer team finishes half a year before the designers and artists, there might be some engine enhancements or so, if the artist team finishes much faster than the rest they might go on and make highres textures, etc. Though to tell my personal opinion, I'm not really impressed by the highres textures, they just highlight the limitations of the DOOM engine and make everything look even more weird (I still keep my opinion that Heretic looks its best in the original DOS version).
Tue, 04 May 2004 20:28:25

Firebrand

I don't like hi-res textures neither, I think some of the feeling into the game is lost with them and they are too big for the little they offer <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P --> .
Tue, 04 May 2004 20:58:36

leilei

ESPECIALLY if they're nothing more than just a photoshop texture filter, I see that happening so often. They're inconsistent too, such as the Heretic texture pack replacing gargoyles with angels that have an excessive emboss filter, and heavily synthesized stainglass. Leaves me at a O_o

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