Back to the Korax Forum Archives


Forum

Request for future Korax mod

Mon, 07 Aug 2006 22:55:33

jgf

It may be that this can't be done or, more likely, I'm the only one with this complaint but here goes. One thing that always annoyed me about Hexen was the critters respawning right in your face; I much prefer the system used by games such as Morrowind - where once you clear an area you're safe unless you leave and return. Could something similar be implemented in Korax? At least something of a "no respawn radius" nature so respawning would only occur a cetain distance from your character?
Tue, 08 Aug 2006 03:27:27

mago

Hmmm... I'm sorry to say, but I don't think it's possible, because the point in KMod series was to alter only the gameplay, not the game in itself. Things like making the character evolve based on his kills and collecting important artifacts, new powers (offensive and defensive alternatives), tweaked weapons and enemies attributes, are meant to give a new, special flavour to the game's campaign, but no changes were made to maps, story and how their content develop (actions, triggers, puzzles, sequence, etc). Kmod is more like a new, more complex gameplay system, a richer way to play the original adventures, it's not in it's scope to change the actual game's development in any intrusive way. I don't really recall a particular situation identical to the one you point, but surely if some monster spawns directly in you face, it's the designers intention to scary you and susprise you (go away a little from the usual Doom style of getting in a room = X monsers, next room= Y monsters, etc). I guess it's just some variation to make the game more sophisticated, I believe... Still, maybe others might be able to ellaborate a little more if needed. <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Wed, 09 Aug 2006 21:00:38

jgf

Knowing little of programming, I didn't know if my request were possible or not; but it never hurts to ask. Your efforts with the Korax mod are most commendable and make this , by computer standards, old game much more enjoyable. Hexen was little more than a fragfest initially (but a great way to let off some steam), Korax has added much more to it (and made playing as the mage quite a challenge). I do have one request which may be simple to accomplish: make the mage's frost shards a bit more powerful. In the original Hexen and in Korax I never use them as it's more efficient to just blast away non-stop with the sapphire wand. For example, the wand will drop an Ettin in four or five seconds whereas it will take three to five frost shards to stop him, and it takes two to three seconds to cast each shard.
Wed, 09 Aug 2006 21:18:19

mago

I can definetly relate to what you feel. By the way, don't be afraid to ask away, we are very interested in everyone's opinions! The Mage's frost magic is to me one of the most well-developed of all weapons in Hexen, it was very original in all aspects, and even made a retrurn in Duke Nukem, although graphically inferior IMO. But it did had one feature that made it more useful on DK: when you got close the character would automaticly kick and brake the frozen enemy. So, not only do I agree with your request, but would take it further and suggest that an addtional attack should break the frozen statue, because the low damage itself isn't worse than having a frozen monster in front of you blocking all your ice attacks from others behind it. Waiting the enemy to brake eventually is nice if you are a vicious person <!-- s:twisted: --><img src="{SMILIES_PATH}/icon_twisted.gif" alt=":twisted:" title="Twisted Evil" /><!-- s:twisted: --> but it never seemed reasonable to me that those razor sharp ice blades couldn't brake the frozen monsters, while ANY other kind of damage will indeed finish him off (even small falls). I'm taking this requests to the developer forum, see hat everyone else thinks. BTW, if someone disagrees with changing it, protest now, or it could be too late. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> With powerful Wands that take no mana, I think it's a good measure to ensure the use of other weapons by giving it more advantages then now...
Wed, 09 Aug 2006 21:25:25

Ichor

You could just use the repulsion spell to send them high enough in the air (well mostly) so that they will shatter when they land. If you did want to make a new attack, maybe you could make it so that the repulsion will just shatter them instead of blasting the frozen corpses back.
Wed, 09 Aug 2006 21:34:13

Anonymous

I have an idea... instead of making caps on stats, you should make some stats cost more for certain characters. Let's say i want to use warrior's axe with no mana cost, i would have to improve either efficiency (in 2.<!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) --> or wisdom (in 3.0b), and i could raise it to whatever number i would want, but it would cost 2 attribute points as opposed to the 1 to raise strength, or the same for the mage, take 2 points for strength, but take 1 point for wisdom. Just wanted to run this idea by you.
Wed, 09 Aug 2006 21:36:33

mago

Ichor - Hehe, actually it's a very cool idea, specially if the particles could be pushed away like the body would, a nice effect I'm sure. But actually what I meant was: When the magic turns someone frozen, the next frost attack would brake it, when the first ice shard hit it, so that the main burst can still keep going. This would make the weapon much more efficient both in close range, and agaisnt large groups, because it spreads well but two or three enemies are frozen, they tend to block most of the shards. Meaning: the ice magic would now both freeze enemies, and also brake them.
Wed, 09 Aug 2006 21:51:42

mago

[quote="Zakhennahr":1ctybfx6]I have an idea... instead of making caps on stats, you should make some stats cost more for certain characters. Let's say i want to use warrior's axe with no mana cost, i would have to improve either efficiency (in 2.<!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) --> or wisdom (in 3.0b), and i could raise it to whatever number i would want, but it would cost 2 attribute points as opposed to the 1 to raise strength, or the same for the mage, take 2 points for strength, but take 1 point for wisdom. Just wanted to run this idea by you. It's a interesting idea seen in many rpgs that goes for a more realisitc aproach, but my guess is that Hexen been an action FPS, a lot of care was put into designing the stats systems so that: - It would, mainly, not ruin the balance original designers achieved so well. - It could be extremely easy to use not requiring mouse, like the original game, so it would feel intuitive and wouldn't brake it's fluidity. - As said before, the whole point was to develope the hints given by original designers and explore them, make the interactive (like the differance in stats between the classes, that was already there, but couldn't be changed), add that new "flavour", new complexity. I think the freedom in what you want to increase and don't (no peanlties/bonuses, no interference), is obviously countered by the fact that you encouraged to work the same points but to bet on your class' specific strong points. Also the limits in how much a certain class can achieve at a certain atribute, makes it plain simple that your fighter will never "out-smart" a mage. It's jsut that, this way, if you are a not so good player, and feel you could use a little more roughness and endurance, even as mage, you can choose to dedicate more points to that in an early stage then magical prowess, which you can always develope later on as long as you are alive! <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Wed, 09 Aug 2006 21:52:01

Ichor

That would shatter it immediately after it's frozen around 95% of the time, because one of those individual shards would freeze it, and the next one from the same attack would then shatter it.
Wed, 09 Aug 2006 22:02:45

Firebrand

@ Mago - I think your idea for the frost shards change is reasonable and can be applied in the future (I have it on my notes already <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->), also the changes about making it stronger as the levels progress <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->, but sadly, I must say, that we don't have planned any more work on KMod series as a whole, all further additions will go directly to SE, but that's not a reason for stop commenting and giving suggestions, since it's always nice to hear some criticism to our work and to hear what everyone thinks about our work <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->. Thanks for the comments and suggestions! Keep them coming <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->.
Wed, 09 Aug 2006 23:08:55

Anonymous

lol, truthfully, i couldn't care less about the mage, but i was trying to get the axe to be able to not use any magic even in magic mode, hehe.
Wed, 09 Aug 2006 23:31:29

Ichor

Well, the non-mana Quietus is a whole lot more powerful than the Timon's Axe, even the mana using mode. Once you get it, you won't want to use anything else from then on.
Thu, 10 Aug 2006 02:56:13

mago

That's pretty much true, also the ability to master magic items fit much better magic based classes like the mage and cleric. The fighter in common RPG has to rely on himself and all things magical usually are a mistery and are outside his world. In this view, having a warrior class that has poor management of mana is quite a obvious choice, that's also a way to counter his very superior speed, endurance and power - at least he won't be able to rely solely on magic bonuses and must charge head first and thus becoming vulnerable.
Thu, 10 Aug 2006 07:02:05

Crimson Wizard

[quote="Ichor":8nacuab2]That would shatter it immediately after it's frozen around 95% of the time, because one of those individual shards would freeze it, and the next one from the same attack would then shatter it. You may make timer for iced actor which will delay shatter for, say, 1 sec.

Back to the Korax Forum Archives