Released in June 2001, Korax Mod 1.0 was the first ever Hexen gameplay mod. Throughout the next few months and years, it introduced a slew of new RPG features: experience and leveling, customizing your character during creation, new weapons and spells, monsters dropping silver and gold bars, buying and selling items at shops, special “damage skin” sprite sets to make it clearly visible a monster is badly hurt…
Today, the same team is raising the bar once more with the release of Korax Mod 5:
Introducing an RPG complexity setting that allows the player to mold the game to his personal playstyle, from a complex RPG system to a near-FPS setup that feels a lot more like Heretic’s fast-paced gameplay than the classic Hexen shuffle.
Shortcuts: breaking up the linear monotony and the frustration of the tedious search for the last hidden puzzle switch – now you need to solve less than half of a hub’s puzzles to be able to proceed to the next hub (but you might want to linger for the experience and loot).
“Pistol Starts”: built-in support for warping to the beginning of any hub and receiving weapons and armor automatically so you have an actual chance of beating the game from that point without using any cheats.
Vastly expanded bestiary: not only are there a few completely new enemies and many new types of existing monsters, even the “classic” ones might surprise you by dodging your attacks, running away when low on health, closing large distances with a single leap, and generally finding ways to move around the map and reappear behind your back.
Defeating Korax wasn’t a solo effort: embark upon this epic adventure with a supporting cast of merchants and craftsmen, as well as two sidekicks that will race you to kill the most monsters in the area they stake out.
A large arsenal of new weapons and spells; custom armor with resistance gems.
Designed to support custom maps and mods out of the box: create your own mini-RPG using a large number of new items, weapons and spells, as well as NPCs with pre-configured conversation scripts offering all basic services. Korax Mod is distributed with a Developer’s Reference Guide containing detailed instructions on how to create and distribute your maps and mods.
Armor now comes in three basic classes. The stronger the armor, the higher percentage of damage it absorbs but there is also more weight to carry.
Armor now has resistance slots for Fire, Frost and Poison. Any class of armor can have any combination of these resistances, which absorb up to 99% of the incoming damage without losing any armor durability.
Armor can be restored to pristine state by a master blacksmith in a town. You can also purchase or loot an Armorer’s Hammer, which allows you to repair your armor (to what degree depends on the RPG complexity setting).
You need to keep an eye on your armor’s degradation as once a piece is completely depleted, not even the best blacksmith can restore it.
The old Hexen style armor has been discontinued. You might still find some battered pieces in the wilderness, but besides the metal itself being worth a few coins, there is no use for them any more.
There are rumors about an armor worn by ancient kings that is supposed to be better than anything today’s blacksmiths can craft.
New Feature: Carried Weight
Inventory items (including money) now have a specific weight and depending on your character’s stats, sooner or later you’ll become Overburdened, a state in which you move slower, tire faster and get hungry sooner.
Playing on Old School RPG complexity, with even more weight you become Extremely Overburdened, a state in which these negative effects become crippling. On the flip side, if you keep your carried weight beyond a certain threshold, you gain Lightfooted, a state in which you move faster and take longer to get tired or hungry.
New Feature: Banking and Finances
You can now open a bank account at Ocadia’s Counting House and deposit some of your cash in it, both lightening the load in your backpack and earning interest with time.
The Journal now includes a financial overview page that lists not only your cash and your current bank account balance, but also your real estate holdings (if any) and the estimated sale value of your more valuable inventory items.
New and modified Class Abilities
Cleric: Levitator is a new prayer that allows you to lift all nearby enemies high into the air, then splat!
Fighter: Phalanx is a new martial skill that blocks all incoming damage for a short time, but the fighter cannot move during its duration (he can still attack).
Mage: once advanced sufficiently in his studies, the mage can now summon monsters to do his bidding (there is a small chance this can backfire).
The mage’s Arcane Shield (defensive spell) now only reflects missiles and offers no protection against melee attacks.
The cleric’s Healing prayer now costs significantly more and heals somewhat less in the beginning, but scales much better with the player’s Charisma score in later stages.
The red haze during the fighter’s Berserker rage now obstructs the view to a lesser degree. A few other class abilities (Phalanx, Arcane Shield) now also have a faint coloring of your view during their effect.
Rebuilt from scratch, The Rift is open once again, connecting The Canyon to the Dark Conclave.
Hytesthani Ravine is now the target of Senior Wizard Robert’s quest for the ultimate weapon.
You can now punch trees.
In Thystes Fortress, soldiers can now be pushed out of the way.
The Journal now includes a new chapter on Old School RPG complexity, Tasks (the first entry appears as soon as you talk to your order’s representative in the first town).
Cost of ability booster potions reduced to a quarter of their previous value.
The text-based setup utility now allows you to set the screen ratio along with the resolution and it writes these parameters in a separate text file, making it easier to add your own command line arguments to ScatteredEvil.bat/ScatteredEvil.sh.
Added status marks for more conditions (still disabled by default, you can enable them in the Gameplay Options menu).
New visuals for the Mage’s Fireball spell cast.
Fixed: gold bars dropped by monsters flying off into the blue wild yonder.
Tears of the Gods damage massively increased, bringing it to the level it was meant to have.
Fixed Jodisec Mine keys disappearing from inventory.
Fixed incorrect player name being shown if multiple characters have been set up.
The Fighter’s Journal on Old School RPG complexity now shows the Spellbook chapter as soon as he obtains any of the combat spells.
Potential fix for enemies trying to cast a spell on a dead player, crashing the game.
Corrected the map scroll coordinates for The Canyon.
Purchase a luxurious mansion in a prime urban location that comes with a staff of servants
Unless playing with RPG complexity turned Off, you receive a property sorely in need of improvements, allowing you to unleash your inner decorator
Travel the breadth of the province to buy, steal or otherwise acquire various pieces of furniture and artwork
New feature: Map Scrolls
Press a key and up pops the map of the region or city you are currently in (provided you have that region or city map in your possession), automatically showing your current position on the map
If you don’t have a map of the current region or city, the newly added province map is displayed instead, showing your current position in the world (there is also a switch in Gameplay Options to always show the province map)
Configurable option whether map scrolls should show annotations
The collection of maps in the Journal is newly called the Atlas and it now always contains at least one map at game start (the province map)
Configurable option whether maps in the Atlas should show the current player location
Most Coach Stations now sell maps of the region or city they are located in
Added souvenir stalls at city entrances, selling city maps
New dungeons and monsters
Three new dungeon maps: Gonos Fortress, Isle of Ancient Kings, Tomb of Ancient Kings
Updated questlines for class leaders in Thystes Fortress and Thystes Cathedral, now once again requiring the player to travel to a dungeon
New monster type: Afrit Dominator (see the Bestiary for details)
AI and attribute tweaks for several existing monsters
New unified look for the Main, Game and Option menus and their submenus
Pressing J while the Journal is open will now close the Journal, no matter what subpage is open
New and updated 3D models including climbable rope, animated rotisserie chicken and the Crown of Ancient Kings
Status Marks are now available (you can turn them on in the Gameplay Options menu). They show up both in the player HUD and over monster’s heads for things like Berserking, Poisoned, Terror, Mana Burn etc.
Berserker now has a new non-fighter-specific icon, since both the player and some monsters use the same ability
Added a new artifact status icon for torches
New system for tracking hidden mini quests, allowing a rapid expansion of small tasks that reward EXP (targeted at Old School RPG complexity)
Monsters now use the correct sound when poisoned
Artifact status icons are now positioned and animated correctly
Fixed the issue of pressing J while the Journal was open spawning a second Journal instance in the background
Fixed the issue of some of the sailboat routes transporting the player to the wrong destination