The Journal has been rebuilt from the ground up – not just visually, but also in functionality.
Sleeve
The left quarter of the Journal view stays the same on all pages, showing general information.
Character Information: the player’s name, class, and alignments
Player Assets: a dynamic list of the monetary value of the cash in the player’s bags, items in his inventory, and his bank account
Armor: the type of armor worn, current durability as both absolute value and percentage left, any resistance gems embedded
Keyring: list of all keys in the player’s possession
Chapters
All chapters are now single pages with dynamic overlays that change the displayed content when moving the focus to another list items.
Main Page: when opening the Journal, the right three-quarters of the Journal view shows a grid of icons that allow access to the different sections (size and number dependent on RPG Complexity)
Quests: a dynamic list of active, completed and undiscovered quests; hovering over a quest’s title displays a short description of the current quest stage (where to go, what to do) and a map sketch of the surrounding area to make it easier to find a location
Atlas: high resolution maps show the province and some of the regions in great detail; you can now choose to display the hero’s custom notes as usual or the official place names instead
Arsenal: a dynamic list of weapons, spells, cantrips, prayers, and martial skills; hovering over an item’s name shows information about the weapon/spell or who to talk to if you haven’t acquired it yet
Codex: a compendium of information about the world and its denizens; hovering over a topic will display a detailed entry on the subject
Notes: a section appearing only if RPG Complexity is set to Standard or Old School, it displays currently relevant notes for pending tasks and for Mansion collections; notes are removed after the associated task or collection is complete
Crafting: see the next bullet point
New feature: Crafting
Herbalism: find and harvest different types of herbs all over Charybdea
Alchemy: mix the right combination of herbs to brew powerful potions
This feature is disabled when RPG Complexity is Off
Treasure improvements
Treasure chests can now be found in a larger selection of dungeons
In addition to finding them hidden in dark corners, treasure keys now also drop from certain foes
The content of treasure chests is randomized for each new game (saving before opening a chest and then reloading won’t change the contents)
Treasure chests have received visual updates to make it easier to recognize them and to make it clear when the player is already in the process of unlocking a chest
There is now a lot more gold hidden in secret rooms
RPG Complexity differentiation
When RPG Complexity is set to Off, dungeons now include a significantly larger number of health and mana pickups, making shopping less mandatory; the number of pickup items also slightly decreases when going from Standard to Old school complexity
On Old School complexity, you can now find treasure (mostly gold and herbs) in towns as well
Revamped key management
There are now clearly visible standardized locks wherever a key can be used
Locks and keys are unique throughout the entire game, so there is no way to use the “wrong” key on a lock or doing it in the “wrong” order
Locks and keys now have distinctive animations so it’s always clear whether a lock needs a key, is in the process of being opened, or is already open
These changes also fix previous issues with some keys disappearing from the player’s inventory
Miscellanous fixes and improvements
Ability score updates have been moved to a dedicated Character Update Screen
Greatly reduced the difficulty of Vermin Hovels on Hard and Nightmare skills
All monsters that drop a specific quest item or trigger an action upon their death are now protected from being morphed and thus accidentally blocking player progress
Fixed the vertical position of many pickup items that were hovering too close to the floor
Reorganized some of the Options submenus, including the addition of “Display Settings”; also added a few new settings and removed some old ones
The HUD is now rendered in 1920×1200 instead of the legacy 640×480. Besides the improved visuals, the higher resolution also allows for more information to be displayed in the same space
A new HUD options menu has been added, allowing customization of over a dozen different display aspects
The HUD now has three different modes: classic (Hexen style status bar), compact (a minimalistic set of icons in the lower right corner), and none. These modes are independent of the screen size setting and you can toggle between them using the HUD options menu
The class abilities (martial skills/prayers/cantrips) are now stored in a scroll that can be unrolled to pick the active ability
When RPG Complexity is Off, the status bar mode replaces the nonfunctional weight, hunger and fatigue counters with a panel showing the current values of all six ability scores
The conversation screen now uses more screen estate if the HUD mode is set to compact or none
For the more technically minded: the numeric counter function has been completely rewritten, allowing the rendering of numbers in four different sizes, up to nine different colors, optionally as percentages, with custom vertical alignment (left/right/centered) and a built-in protection against overflow (large numbers are truncated, e.g. 105000 becomes 105k)
Afrit family models
All afrits now have a fully animated 3D model with a unique skin, making it easier to distinguish them from each other
It is now always clear when an afrit is invulnerable: it visibly turns to stone
Afrit Martyrs now have a distinct spinning animation when they are homing in on you, making it easier to recognize and sidestep
Afrit Dominators now invoke their invulnerability a lot less often and have gained a powerful melee attack
Morphing changes
In addition to the Porkelator, the player now has access to Morph Ovum as well
Morphing a monster is now permanent, making morphing a tradeoff between an easy kill and loot/experience
The player is now immune to morphing effects
Morphed pigs and chickens now have animated 3D models
Inventory and item changes
Beyond getting a new look, the inventory navigation now has a more natural feel to it
The inventory has been modified to only include artifacts that can be used directly
Gold and treasure keys are now shown on the status bar
New food type: roast chicken. Restores a large amount of health without adding fatigue
Armor repair kit restoration limit upped by 25%
Dark Servant has been removed from the game
Banishment Device has been removed from the game
Deprecated and legacy artifacts have been removed from the game
Character and player changes
The character creation process has been overhauled: rerolls are now standardized across classes, with the sum total of all attributes always the same
When RPG Complexity is set to off, the number of character creation steps is reduced from seven to four, speeding up the process of getting into the game. You are also automatically granted a high starting value for each ability score, removing the need to worry about gaining levels early on
On Old school RPG complexity, the player now starts without his first class ability and needs to find a representative of his order to learn it
The player now has a 3D model as well, viewable in mirrors (e.g. in Thystes Academy). Currently standing/walking animations only
Class ability changes
Create Mana cantrip won’t cast if the player has full mana stores
Spirits Within fixes and optimizations
Healing prayer won’t cast if the player is at full health
Phalanx cost increased, but the player can now slowly walk while it is active; berserk and phalanx can’t be used simultaneously any more
Class ability sounds can now be turned off
Miscellaneous fixes and improvements
New visual settings menu added to toggle screen tint and flash effects
There is now a cooldown option available for auto health usage
Ettin Commander’s damage greatly reduced
Lava Dweller’s damage greatly reduced
Dark Advisors don’t resurrect on death any more
Heresiarch damage skin added
Gimme cheats for artifacts and class abilities have been improved so they only provide the intended items
Korax Mod 1.0, the first ever gameplay mod for Hexen, was released exactly twenty years ago on June 14, 2001. To celebrate this occasion, a special 20th Anniversary Edition has been released today that includes a unique in-game menu called “Anniversary Extras”, containing a short history of Korax Mod, a long-lost interview, and player feedback from the early years.
Improvements and fixes:
The inventory and spellstrip movement bug has been finally fixed
When RPG Complexity is set to Off, instead of the useless weight/hunger/fatigue indicators a new overlay is shown, displaying the current values of all six D&D abilities
Healing prayer now doesn’t deduct Faith if the player is at full health
Create Mana cantrip now doesn’t deduct Magic if the player has full mana stores
The default roll is now more suitable for the early game
Feedback messages for class abilities are now always displayed in the top left corner
All class abilities now respect the sound setting
Improved the behaviour of the gimme cheats for gaining levels and acquiring all class abilities
The character creation process has been overhauled: rerolls are now standardized across classes, with the sum total of all attributes always the same
When RPG Complexity is set to off, the roll screen is disabled and the starting attribute values are significantly higher, avoiding the gimped attributes in the early game
Sidekick improvements
Sidekick NPCs attacks and spells don’t damage the player any more
The experience from monsters killed by a sidekick NPC now goes to the player
On Old school RPG Complexity, this experience gain is dependent on difficulty setting: on hard, you only get half the experience than if you’d have killed the monster yourself; on easy, you get double the amount
Player tuning
The Phalanx martial skill now allows the player to move slowly; in turn, its cost has been increased and its duration decreased
Spirits Within behaviour optimized and the feedback message now makes clear what exactly happened
Armor kits now restore 25% more durability
Animated weapons now react more quickly to player input, most notable the Mage’s Thunderstaff
Player’s Fireball spell damage slightly increased
Monster tuning
Dark Advisors don’t resurrect on death any more
Ettin Commander’s hammer throw now lights up the monster, giving a visual cue he’s about to throw a hammer
Ettin Commander’s hammer damage greatly reduced
Lava Dweller’s damage damage greatly reduced
Ranged animation timings have been modified for some ettin and class boss types.
New options
Options submenus have been reshuffled and a new section introduced (visual options)
You can now separately enable and disable screen flashes on damage, screen flashes on item pickup and screen tint effects from other sources (like berserking, being poisoned or under the effects of mana burn)
The sound effects of class abilites can now be switched on and off
In addition to the on/off switch for the automatic use of health potions, there is now a second setting (autohealth cooldown) to determine whether to use only one potion per damage trigger
Miscellaneous improvements
Like Scattered Evil 2.0, KMOD 5.1 is shipping with the latest Vavoom 1.34 release (GNU/Linux binaries are already 64-bit, Windows 64-bit binaries will be added in a future release)
Ported improvements from Scattered Evil 2.0 (mostly autohealth and berserking related)
Heresiarch damage skin visuals added
Lowered the upper limit on the sum of red and green screen tint effects and the strength of damage flashes
The distribution now includes the full Vavoom documentation as PDF files