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Sat, 23 Mar 2002 12:14:00

ToXiCFLUFF

Hey, First of all, congratulations on Kmod1/2. I always hated HeXeN, but after downloading Korax Mod I couldn't stop playing it. I still haven't got to finish it because of the nasty corrupted save bug which has stolen 2 level 13 mages from me, but oh well. Some of my favourite newer stuff is the possession spell, spirits within, beserker and the summon monsters. The money idea is very good as well. One thing I would recommend for the patch (I'm sure I heard one is coming out?) is putting the mage's health up a little, and then raising the amount of mana you need for the defense spell. The reason for this is that you have to use the defense spell quite a lot to stay alive, and it kinda ruins the challenge when you do. The main problem I have with Kmod, and this is not such a big one, is the heresiarchs. In the manual it says they call for reinforcements if left alive too long, but I had been fighting for about 5-7 minutes with the fighter class and there was two of them, then shortly after this, there was three. I had saved by accident when the second one arrived and so I was basically fucked. I think you need to remove the heresiarch multiplying feature really, or at least increase the time required before it will happen. Anyway keep up the good work and I can't wait to see what you put out next. P.S. Did you say something about wait for a patch if you can't kill Korax in a post? Is he unbeatable at the moment or something?
Sat, 23 Mar 2002 15:34:00

Ichor

Korax wasn't unbeatable. He just had a tremendous amount of health. It took far too long to kill him, so his health was cut in half (maybe more). And as for the Heresiarch, for every one you kill, you get around fifty thousand experience. This means that if you kill the one before he creates any more, then you get fifty thousand, or you could wait until he creates one or two, and kill them all to get tons of experience and maybe gain a level or two. Just remember that a Heresiarch will only spawn other enemies when his health drops below halfway, so if he spawns a second one, just concentrate on the original one, since the new one will not create any more while he's at full health. Not only that, when the original one dies (not any of the new Heresiarches), it activates the game scripts, usually meaning that if things get too bad, you could just exit the map.
Sun, 24 Mar 2002 22:50:00

RambOrc

<blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
One thing I would recommend for the patch (I'm sure I heard one is coming out?) is putting the mage's health up a little, and then raising the amount of mana you need for the defense spell. The reason for this is that you have to use the defense spell quite a lot to stay alive, and it kinda ruins the challenge when you do.
I hear you... [img]images/smiles/icon_smile.gif[/img] The thing is, it'd be IMO too risky to tip the gameplay balance any in the 2.2 patch (which is planned to be the very last, then KMOD development will stop forever, most probably). And as for our next project, Scattered Evil, you won't get the defensive spell until rather late in the game.

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