Scattered Evil 1.5 released

Scattered Evil 1.5 is now available on SourceForge and ModDB.


RPG Complexity and D&D Alignments

  • New settings for RPG Complexity, Ethical Alignment and Moral Alignment. Be evil or good, lawful or chaotic, and people will react differently to you.
  • Three different levels of RPG complexity that influence everything from the amount of information in the journal, the available sources of experience, item prices in shops and possible shortcuts in dungeons up to the possibility of being barred from talking to certain NPCs and missing out on some quests

Visual improvements

  • Over a hundred new plant models: trees, bushes, ferns, maize, grapevines etc.
  • All green areas completely revamped with new extra large floor textures and new plant models; starting map rebuilt from scratch
  • Over a hundred new models including everything from beer steins and shiny new gold bars through beds and water wells to wagon wheels and sailboats

Interface improvements

  • Revamped the character creation system, now it’s a lot like rolling a classic D&D character.
  • Battle Rage/Faith/Magic now displayed on the status bar in the same way as mana
  • Status bar cleanup: health and armor counters now always vertically aligned, no matter how large a number
  • There is now no status bar when the automap is displayed
  • New full HD title, credit and help screens; there is now detailed help in-game spawning 5 screens
  • Separate main menu option for credits; the title screen is now static, and the title music only plays once, then waits 30 seconds before playing again

Roll the dice

Below a screenshot of step 6 of 7 from the new character creation process.

The new process asks you first to choose your RPG complexity, then your ethical and then your moral alignment. Each of these steps has three different choices. After that, the player picks a class and a difficulty setting.

A couple of examples how this plays out in-game:

  • A chaotic evil character playing at the highest RPG complexity will be unable to enter any buildings of the other two orders, missing out on a number of quests, including some that would let him acquire a new weapon or spell (basically an ultra-hardcore mode).
  • Unless playing at the simplest RPG complexity setting, prices in shops (both buying and selling) scale with difficulty (as in you pay more for the same item on a harder skill than on an easier one). The higher the complexity setting, the more often a merchant runs out of stock (so you can’t buy more of that item) or storage space (you can’t sell more of that item).