Scattered Evil 2.1 released

Scattered Evil 2.1 is now available on SourceForge and ModDB.

High resolution HUD

  • 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: 20th Anniversary Edition

Korax Mod 5.2 is now available on SourceForge and ModDB.

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

Korax Mod 5.1 released

Korax Mod 5.1 is now available on SourceForge and ModDB.

Character creation improvements

  • 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