Scattered Evil Manual

Introduction

Korax’ Heritage: Scattered Evil is the first game released based on KoraxRPG (or KRPG for short), a cross-breed between a first person shooter and a role playing game, set in the world of Hexen. In addition to the 3D movement, exploration and fighting of the original Hexen, you can travel around the world in different ways and talk to non player characters (NPCs) to learn new spells, acquire new weapons, buy useful items and more. In addition, you get experience for killing monsters and finishing quests. After earning sufficient experience, you level up, gaining more power. Your deeds as well as any useful information you come upon in your travels are automatically recorded in your journal.

The story so far…

It’s been three months since Korax’ defeat in the Dark Crucible. The sole survivor of the ordeals, the mage Daedalon, withdrew into an abandoned tower in the wilds of a faraway southern province called Charybdea.

Born and raised in Charybdea, which was mostly untouched by the evil hordes, you spent this last year completing your training with your order. Now that you have graduated, you are eager to strike out on a grand adventure of your own. You contemplate where to go, when a courier delivers a sealed letter to your cubicle, with an invitation from Daedalon.

You embark on the journey to his tower, but decide to take a shortcut through the Praevian Forest to save time. After a few hours, you realize you are lost and decide to take a short break in the clearing ahead.

As you step out from behind the last tree into the clearing, you realize you are not alone. An ettin is standing in the middle of the clearing – luckily for you, looking in the opposite direction, busy with a cauldron hung over a campfire.

Your first test awaits…

Installation and startup

After downloading the ZIP file, extract its contents into a folder of your choice while preserving the subfolder structure. Then copy a version 1.1 hexen.wad into the main game folder or use the included setup utility to specify the IWAD location.

The game folder contains a text-based setup utility that allows you to set a specific screen resolution before starting up the game, specifying a hexen.wad location outside of the Scattered Evil folder structure, as well as a few additional options depending on the operating system. To start this setup utility on Windows, double-click on the file “setup.bat” in the main game folder. To start this setup utility on GNU/Linux, change to the main game folder in a terminal window and type “sh setup.sh“.

To start the game on Windows, double-click on the file “ScatteredEvil.bat” in the main game folder. To start the game on GNU/Linux, change to the main game folder in a terminal window and type “sh ScatteredEvil.sh“.

If you have any issues with starting up or running the game, check the chapter “Troubleshooting” towards the end of this document for solutions.

Main Menu

You can invoke the main menu any time (except during conversations and while perusing the journal) by pressing the Esc key. You can navigate menu items with either the mouse cursor or using the arrow keys and select an item by either clicking on it or pressing Enter.

The main menu contains six items:

Game

Includes options to start a new game, load a saved game, save a game in progress or end a game in progress.

Options

Includes a number of submenus to reconfigure key bindings and tune some of the visual, audio, input or gameplay settings.

Help

Displays a number of help screens. You can leaf through them by using the arrow keys.

Credits

Displays the credits screen.

Console

Pulls down the console so you can type commands, the majority of which are identical to the Vavoom console commands.

Quit

Exits the game upon confirmation.

Start A New Game

To start a new game, invoke the main menu, select “single player”, then select “new game”. You will be led through a 7-step process to create your new character.

RPG Complexity

This is at the core of the unique KRPG experience: you can tailor the game’s behaviour to your playstyle. The higher the complexity setting, the more you need to explore, the more minute details of your character you need to manage, the more riddles you need to solve and the more you need to care about people’s feelings; the lower the setting, the more you can just concentrate on the business of killing monsters.

Ethical Alignment

This defines your character’s attitude towards law and order (lawful, neutral, chaotic).

Moral Alignment

This defines your character’s view on good versus evil (good, neutral, evil). In combination with the previous alignment, it can have great influence on how the world’s denizens view your character.

Player Class Selection

Here you can pick one of the player classes. They are identical to the ones in Hexen and handle similarly, but with a much stronger emphasis on their core strengths and weaknesses: the fighter becomes extremely strong in melee, the cleric can heal lots of damage fast, and the mage has a vast number of spells at his disposal.

Character Appearance

Here you can name your character and pick the color of his robes/tunic/loincloth.

Starting Ability Scores

This step allows you to define the starting score of your abilities and lets you reroll until you find a combination to your liking (or just take the default build).

  • Strength: Increases the power of melee (physical) attacks. Increases movement speed.
  • Dexterity: Increases the power of ranged (physical) attacks. Increases the speed of physical attacks (melee and ranged). Increases casting speed.
  • Constitution: Increases hit point gains when leveling up. Increases the amount of damage absorbed by armor.
  • Intelligence: Increases the power of spells.
  • Wisdom: Reduces the amount of mana needed to cast a spell or fire a weapon.
  • Charisma: Increases the size and the regeneration rate of the Battle Rage/Faith/Magic pool.

Difficulty Selection

Of the five difficulty settings of the original Hexen, one has been removed (the second easiest) and one has been tweaked:

  • easy (same as easiest in Hexen)
  • medium (same as the original third difficulty)
  • hard (corresponds to the original fourth difficulty level)
  • nightmare (differs from the original highest difficulty level in two aspects: monsters do triple damage and cheats aren’t disabled)

Player movement in the 3D world

Player movement differs in three small ways from that of other DOOM source port games (even vanilla Vavoom).

Crouching

You can crawl on all fours as usual by pressing and holding the crouch key (C or NumPad 1 by default), but there is also the option to fine-tune your character’s height at intermediate levels and move around in a slightly slouchy manner, without having to hold the crouch key. To achieve this, lightly tap the crouch key once or a few times, until you lock in the desired height (pressing the key too many times will make you squat, a stance from which you automatically stand up again when releasing the crouch key).

Climbing ladders

To climb a ladder, keep walking forward by holding down the assigned key (by default the up arrow key or W). If you release the movement key while climbing a ladder, you will let go of the ladder and drop down. There is no downward travel on ladders; if you want to get to the lower floor, just jump down.

Opening doors

To open a door, just push against it. This works no matter what direction you are facing, i.e. you can kick open a door behind you while backing away from and firing at a horde of monsters charging towards you.

The Status Bar

The status bar shows the most relevant character information at a glance.

From left to right:

  • Current player level and the percentage of experience until the next level
  • Amount of money
  • Armor Class
  • Amount of Blue Mana
  • Amount of Green Mana
  • Amount of Red Mana
  • Currently active inventory item
  • Player Hit Points (health)
  • Hunger Status Indicator
  • Fatigue Status Indicator
  • Amount of Battle Rage/Faith/Magic
  • Currently active class ability

In full screen mode, the status bar is replaced by a minimalistic HUD in the lower right corner of the screen.

In the leftmost column, there are two boxes:

  • the upper box displays the currently active class ability and the current amount of Battle Rage/Faith/Magic
  • the lower box displays the currently active inventory item and the number of such items in your possession

On the right side, from top to bottom:

  • Player Hit Points (health)
  • Amount of Blue Mana
  • Amount of Green Mana
  • Amount of Red Mana

In the middle column, to the left of the mana counters the mana color indicator lights up if your currently equipped weapon or spell is using that color of mana.

Hunger

As time passes, your character’s belly starts to rumble. The hunger status indicator will slowly fill up and once it reaches 100%, a bright red exclamation mark appears to indicate that the character is in the hungry state.

While hungry, your character gains a reduced amount of experience (half the usual amount on Standard RPG complexity, a quarter of the usual amount on Old School RPG complexity). The fighter gets hungry the fastest, the mage the slowest. Hunger grows faster on Old School RPG complexity.

To completely still your character’s hunger, look for an establishment that serves food. Some merchants also sell food you can carry in your inventory, allowing you to eat while off in the wilds.

Note that traveling on foot (using the travel map) increases your hunger, while traveling on a boat or stagecoach driven by someone else decreases it.

This feature is inactive when RPG complexity is set to “Off”.

Fatigue

Strenuous physical exercise (jumping, climbing, swimming and the like) will cause your character to tire (on Old School complexity, using class abilities also increases fatigue). The fatigue status indicator will slowly fill up and once it reaches 100%, a bright red exclamation mark appears to indicate that the character is in the tired state.

While tired, your character moves, fights and casts slower (3/4 the normal speed on Standard RPG complexity, half the normal speed on Old School RPG complexity). Additionally, the fighter can’t use his martial skills. The mage tires the fastest, the fighter the slowest.

To completely regain your vigor, visit an inn and rent a room to get a good night’s sleep.

Note that traveling on foot (using the travel map) increases your fatigue, while traveling on a boat or stagecoach driven by someone else decreases it.

This feature is inactive when RPG complexity is set to “Off”.

Traveling around the world

Once you exit a location connected to the travel map (when starting a new game, it’s leaving the first town by walking down the road), the game displays the travel map interface, a hand-drawn depiction of the world. A red dot on the map shows your location in the world and the blue arrows show the direction(s) you can travel in. To pick a direction, press the corresponding arrow key and when the blue arrow starts blinking, press Enter.

As you start traveling, the red dot representing your location starts moving in the indicated direction, trailed by a red line showing your recent progress.

Once you arrive at your next destinaton, you will be asked if you wish to enter the location you’ve just reached. You may accept, or decline and continue traveling.

Fast Travel

Some locations offer faster travel methods than just hoofing it.

  • Coastal towns offer a boat service to other coastal towns. Look for a sailor with a docked sailboat to arrange passage. Depending on the RPG complexity setting, you may need to visit places on foot first before they become available for boat travel.
  • There is a coach service between many towns. Look for a Coach Station in any larger town and talk to a driver to arrange passage. Depending on the RPG complexity setting, you may need to visit places on foot first before they become available for stagecoach travel.
  • Talk to a mage at a mage tower to attune to that place, then use an inventory item called Scroll of Recall any time to teleport back to that tower.

The Journal

You can access the journal during play by pressing the J key and navigate its content the same way as the game menus.

The Journal consists of several sections:

Abilities

This page allows you to increase your ability scores with the points you receive whenever you level up.

Atlas

This section allows you to collect maps of different subregions and cities, purchased from vendors. On these subregion maps, the journal will automatically add annotations when you visit (or hear from) places and accept quests.

Quests

When you talk to an important NPC and accept his/her task, you may receive a trackable quest. To make sure you don’t miss having picked up a quest, a message pops up upon exiting the current conversation.

Upon opening the corresponding organization’s quest page, you will see the new active quest in a faded salmon color:

Once you feel you have fulfilled the quest requirements, return to the quest giver NPC and talk to him/her again. You will receive some kind of quest reward and the quest description in the journal will turn to a faded light brown color.

Quests you haven’t yet accepted are not displayed. Depending on the RPG complexity setting, there is a more or less detailed hint directing you towards the questgiver.

Arsenal

This section lists all weapons you have, along with a short description of them. Depending on the RPG complexity setting, there is a more or less detailed hint on where and how to obtain any weapons you don’t yet have.

Spellbook

This section lists all spells you know, along with a short description of them. Depending on the RPG complexity setting, there is a more or less detailed hint on where and how to obtain any spells you don’t yet know.

Class Abilities

This section lists all class abilities you know, along with a short description of them. Depending on the RPG complexity setting, there is a more or less detailed hint on where and how to learn any abilities you don’t yet know.

Depending on the class, this section has a different name in the journal.

  • Fighter: Martialis (a collection of martial skills)
  • Cleric: Psalter (a collection of prayers)
  • Mage: Grimoire (a collection of cantrips)

Bestiary

This section displays information and depictions of the monsters you will face on your journey. Collecting these information pages also increases the damage your weapons do to monsters.

Codex

This section contains information you collect from specialists around the world. Acquiring a codex page will also enhance your mind, allowing you to cast spells of greater power.

Whenever you obtain a new map, bestiary page or codex page, you will receive a notification on-screen, as depicted in the screenshot below:

Weapons and spells

Weapons

Each class starts with the weapon in the first slot (which doesn’t use mana) and can obtain the weapon for the second slot (which uses blue mana) in the first few minutes of playtime in the vicinity of the first town after starting a new game. After that, the player needs to complete quests to obtain the remaining weapons.

Fighter

  • Slot 1: Spiked Gauntlets
  • Slot 2: Timon’s Axe
  • Slot 3: Axe of the Depths
  • Slot 4: Hammer of Retribution
  • Slot 5: Quietus
  • Slot 6: Inferno Hammer

Cleric

  • Slot 1: Mace of Contrition
  • Slot 2: Morning Star
  • Slot 3: Serpent Staff
  • Slot 4: Evening Star
  • Slot 5: Wraithverge

Mage

  • Slot 1: Thunderstaff
  • Slot 2: Sapphire Wand
  • Slot 3: Ruby Wand
  • Slot 4: Bloodscourge

Spells

You need to complete quests to learn the spells available to your class.

Fighter

  • Slot 7: Chilling Touch
  • Slot 8: Molten Metal
  • Slot 9: Judgment

Cleric

  • Slot 6: Firestorm
  • Slot 7: Poison Cloud
  • Slot 8: Tornado
  • Slot 9: Tears of the Gods

Mage

  • Slot 5: Frost Shards
  • Slot 6: Arc of Death
  • Slot 7: Fireball
  • Slot 8: Armageddon
  • Slot 9: Wyvern’s Breath

Class specific abilities

Each class has a unique type of abilities: the mage sings cantrips, the cleric recites prayers and the fighter hones his martial skills.

To pick a class ability for the active slot, press one of the spellstrip navigator keys (by default [ for left and ] for right) and then move the selection bracket left or right until you highlight the ability you want to have active. You can invoke the ability any time by either clicking the right mouse button or pressing Numpad /.

Each class has a different number of abilities, using their class specific resource (battle rage/faith/magic). The first ability on the list for each class is automatically obtained at game start, the remaining ones are taught by a class trainer in the corresponding order base in Thystes.

Fighter Martial Skills

  • Berserking

Cleric Prayers

  • Healing
  • Banishment
  • Spirits Within

Mage Cantrips

  • Repulsion
  • Create Mana
  • Speed
  • Shrink
  • Defensive Spell

Map Scrolls

While the Atlas section of the Journal contains all maps you collect during your travels, you can quickly view the map of the current region (or city) you are currently in by pressing the M key. If there is no specific map in your possession for a given location, the province map is shown instead.

There are also a few switches available in the Gameplay Options menu to fine tune this interface.

Inventory

The inventory is now two-dimensional. Use the Numpad arrow keys (8 for up, 2 for down, 4 for left and 6 for right) to navigate in all directions. To use the currently selected inventory item, click the middle mouse button or press Numpad 5.

NPC Interaction

To interact with a friendly NPC, walk up to them and press the use key (Enter or Space).

Conversations

Once you enter the conversation screen, you’ll see that it consists of three areas:

  • the NPC’s name
  • what was said last in a conversation (either by you or the NPC)
  • dialogue options

To pick a dialogue option, highlight it using the up and down arrow keys and then press Enter.

By default, the text color signifies who is currently talking: green for NPC lines and white for your lines. A setting in the gameplay options menu allows you to explicitly display the speaker’s name, like in the screenshot below. Another setting allows you to switch conversation sounds on or off.

Sometimes there is a narrator comment, this is signified by a faded salmon color.

You know you are talking to someone important when after initiating a conversation you see a custom portrait of the NPC:

Shopping

Buying items from vendors works similar to talking to people: you find a merchant and choose the conversation option that offers the wares you seek to purchase, provided you have enough money to complete the transaction. You can see the amount of crowns you possess in three locations: the first page of the journal, the moneybag icon in the status bar and by opening your inventory and looking for the stack of coins.

Prices may vary from region to region and merchant to merchant. Coastal warehouses often offer substantive discounts on bulk purchases.

Some merchants might be willing to buy certain items from your excess inventory. Look for a conversation option mentioning it.

The Mansion

If you are looking for a place to rest and unwind, you can buy a luxurious mansion in a prime urban location. Depending on the RPG complexity setting, it comes fully or partially furnished (in the latter case, you will need to scour the province for good deals on functional and decorative items alike).

Troubleshooting

Mouselook stops working after Alt+Tabbing out of the game and back in

Once the game window is in focus again, press the Alt key and mouselook should start working again.

OpenGL doesn’t work on my computer or it’s uselessly slow

The game defaults to the OpenGL renderer; if you’d like to try the deprecated Direct3D renderer, open ScatteredEvil.bat in a text editor and replace “-opengl” with “-d3d”.

Error message “Game mode indeterminate” on startup

If you get an error message on startup saying “Game mode indeterminate”, this means the game couldn’t find a valid Hexen.wad in the directory where Vavoom.exe resides.

Error message “ChangeResolution: failed to set default resolution” on startup

The game is set to run at 1920×1080 by default. To set it to a different resolution before starting up the game, use the included setup utility (setup.bat/setup.sh) or edit the file “config.cfg” in the game subfolder “koraxrpg” and modify the values for “screen_height” and “screen_width”.

Sound/music not playing any more

Ensure both music and sound volume are set to something else than zero, then exit and restart the game. If there is still no audio: quit the game again, start the registry editor (regedit.exe), navigate through to the path HKEY_CURRENT_USER\Software\Microsoft\Internet Explorer\LowRegistry\Audio\PolicyConfig\PropertyStore and click on each key until you find one that contains the name of the Scattered Evil game folder. Delete this key with all its values and start the game again.

The game seems to freeze on entering a new area

Depending on the size and complexity of the geometry and the number of light sources, some maps take up to several times longer to load than usual. Examples of this are the cities of Thystes and Ocadia, as well as the dungeons Donas Monument and Ruins of Nisisil.

Can’t pass NPCs on a busy street

There are a couple of tricks to deal with NPCs blocking your way, first and foremost jumping over them if there is enough vertical space. This can be somewhat tricky on slopes (see the next entry). You can also stand your ground, blocking the NPC from going in a certain direction. After a brief hesitation, they’ll turn around and walk away in a different direction.

Can’t jump on slopes

If you press the jump key while moving up- or downward on a slope, the game ignores your request to jump. What works however is stopping on the slope, then pressing the jump key and then the forward key.

A text message on the screen disappeared too fast to read

If you pull down the console (by pressing the ~ key or choosing the “console” option from the main menu), it’ll show the message(s) previously displayed in the center of the screen.

I am stuck in an NPC conversation loop

There is always a chance an inadequately tested conversation flow gets the player stuck in a loop. To exit such a  conversation, pull down the console by pressing the ~ key, then press ~ again to return to the game. Note that this can break the NPC’s conversation (including quest status), so only use it if irretrievably stuck.

Bugs

This game has many moving parts and isn’t guaranteed to be bug free. To avoid losing a significant amount of game progress, we recommend you keep several savegames and rotate them. A flexible setup is to use a slot for whenever you are in a town, one for when you enter a new dungeon, and a third one to save throughout the dungeon.

Any bugs you find, please report them to our Bug Tracker at www.koraxheritage.com/bug-tracker.

Credits

Due to this mod having been in development for nearly two decades, it’s easily possible that some credits are incomplete. Let us know of any corrections or additions through comments at www.korax-heritage.com.

Concept, Gameplay Design, World Design

RambOrc

Engine Programming

Janis Legzdinsh, Firebrand

Gameplay Programming

Firebrand, Crimson Wizard, Janis Legzdinsh, RambOrc

2D Art

RambOrc, Mago, Firebrand, Crimson Wizard, SallazarSpellcaster, Sylon, Neoworm, Rolls, Ichor, Borsuk, Sahadia, Humus

3D Models

Firebrand, Janis Legzdinsh, RambOrc, Willem Sitters, Yughues, Elias Tsipras, Cain, Chilvence, Jaquboss,  Slyrr, Yoalieh, Midnightcoast, J J, Deus-ex, SkyJake, Dani J666, David Osu, 3dregenerator, 3absiso, Xzay, Ricknabby, Vinrax, Exocet, Etwin, PBR Scans, PotatoOrgyLt, Kaidash, Julius, Medievalworlds, Emmanuel Puybaret, Galun, Trismigist, Banism24, Savino, Ktulhu, 3DRivers, Arturh

Mapping

RambOrc, Crimson Wizard, Mago

Music

The 4th Class, Jimmy, Alfonzo, TheRhalf

Voice Acting

AderuMoro, Pyro13djt, JarAxe, Balloonhead, Tekgnosis, Theuncertainman, Alphahog, Shawshank73, EFlexTheSoundDesigner, TRXone, Intimidated, Scottemoil, Magic-Cap, Stewartcolbourn, Kennysvoice, Aarongbuk, Teqstudios, Artordie, Unfa, Nnus, Iceofdoom

Internal Beta Testers

Col.J.P., Camper

Team Mascot

Sir Billiam

Original Game Assets

Scattered Evil is based on Raven Software’s Hexen, using many of its original assets. It also uses a lot of 2D art, some 3D models and a few sounds from Heretic, Heretic II and Hexen II.

The 2D animations and sounds for some of the weapons and spells are based upon the artwork of Capstone’s Witchaven.

The generic peasant sprites were copied from Rogue Entertainment’s Strife.

Attributions

The majority of noncommercial assets are released under a Creative Commons or a GNU license. See the attribution list for more details.