RambOrc Posted June 11, 2019 The next version will be released most probably sometime this month. Below a few screenshots of new and updated areas. 1 Quote Share this post Link to post
RambOrc Posted June 26, 2019 (edited) Scattered Evil 1.7 is now available on SourceForge and ModDB. The latest version includes a revamped travel system, treasure chests, two new dungeon maps and an improved starting experience. Improved starting experience The second weapon isn't handed out for free any more, instead the player will have to fight a few monsters to obtain it The first Legion quest given by Commander Orteg to obtain the third weapon now points to a new dungeon nearby, with the number and difficulty of the monsters tuned for a player just starting out Observant players can gather several hundred crowns in the updated starting map and the new low level dungeon, allowing an early purchase of important items Travel system rework Larger towns now have a stagecoach station, with rides available from any station to any station (on higher RPG difficulties, you need to first explore a location on foot before you can book a ride there), with prices depending on travel distance and RPG complexity Similar to stagecoach rides, boat travel now has a price that depends on the distance and the RPG complexity setting Common to both types of rides: varying scenery while traveling, possibility of being chased by bands of roving monsters, slight reduction to hunger and fatigue Traveling on foot now incurs a hunger and fatigue cost unless RPG Complexity is set to Off The portals between the three mage towers in the wilds of Charybdea have been removed (the portals in Daedalon's tower have been repurposed) New and updated dungeon maps Vermin Hovels is an all-new forest location for the early game, containing several secret caches of gold and goodies The Canyon has been rebuilt from scratch and is accessible once again from The Chasm The outside area of Pyramid of Krylu has been reworked to offer a somewhat different look and massively improved load times Dark Conclave and The Reckoning are now difficulty aware, including the end boss; the end boss fight now uses a number of smart scripts instead of the previous infinite spawns Forest Clearing (starting map) has been extended and now includes a significant amount of gold and an introduction to the new lock and key system Is'hine Oasis has been updated with a new look and massively improved load times A hidden arcade has been opened, allowing access to a hitherto inaccessible part of the town of Kreo New and updated items Torches now illuminate a small area around the player (instead of increasing the light volume of all sectors to full, like the original Hexen torch does) Crystal Vials now restore 10% of the player's maximum health or 10 hit points, whichever is greater Quartz Flasks now restore 25% of the player's maximum health or 25 hit points, whichever is greater Mystic Urns now restore 100% of the player's health Treasure chests and keys: look for treasure chest keys hidden in plain sight to be able to open treasure chests you stumble upon Portable food: you can now buy apples, which reduce hunger somewhat and perk you up slightly, and loaves of bread, which reduce hunger greatly but also make you a bit sleepy Wings of Wrath is now a powerup that activates on pickup and has a short duration New artwork New high resolution NPC sprites for sailors and coach drivers New animated models (horses, treasure chests, spinning coins, levers), including a high resolution horse skin explicitly created for SE New models including stagecoaches and palm trees New sand and rock textures Journal improvements Quests are now organized by status, with finished quests listed on top, followed by active quests, followed by hints (depending on RPG complexity settings) for quests not yet picked up On the Arsenal/Spellbook/class ability pages, weapons/spells the player already possesses are listed first, followed by hints (depending on RPG complexity settings) on how to get the missing ones Improved readability for map annotations Interface improvements Reorganized the main menu and some of its submenus, most notably adding a submenu for key bindings for many inventory items The help screens can now be navigated with the arrow keys both forwards and backwards The starting screen now displays the game version in the lower right corner, making it easier to identify the version installed Miscellaneous changes Multi-platform distribution: starting with 1.7, the download includes Vavoom binaries, setup scripts and startup shortcuts for both Windows and GNU/Linux On Old school RPG complexity, discovering new locations and talking to certain NPCs awards additional experience points Church acolytes and monks now offer their healing services only on Old school RPG complexity and it costs a few crowns, but can be used any number of times; they are not available to clerics, who start the game with a healing prayer Mages now offer their mana fillup services only on Old school RPG complexity and it costs a few crowns, but can be used any number of times; they are not available to mages, who can now learn their Create Mana cantrip the first time they talk to Spellmaster Sallazar in Thystes Academy (prerequisite removed) The Legion's gravy train has been stopped. No more free armor handouts! When playing on RPG Complexity Old school and picking one of the extreme alignments (Lawful Good, Chaotic Evil), you can't pick up certain quests, just like before. However, the dungeons linked to those quests are now accessible After picking up Daedalon's second quest, he now activates one of the downstairs portals so the player can revisit the ruins of the Heresiarch's Seminary an unlimited number of times Edited June 26, 2019 by RambOrc 1 Quote Share this post Link to post
RambOrc Posted June 28, 2019 Warning: the following playthrough contains quite a few spoilers if you haven't played the new maps yet. 0 Quote Share this post Link to post
RambOrc Posted August 6, 2019 The next version of Scattered Evil is currently targeted for a late August/early September release. These screenshots should tide you over until then. 2 Quote Share this post Link to post
RambOrc Posted September 7, 2019 (edited) Scattered Evil 1.8 is now available on SourceForge and ModDB. New features include an upgradeable mansion, a map scroll for quick reference and new dungeons. New feature: The Mansion Purchase a luxurious mansion in a prime urban location that comes with a staff of servants Unless playing with RPG complexity turned Off, you receive a property sorely in need of improvements, allowing you to unleash your inner decorator Travel the breadth of the province to buy, steal or otherwise acquire various pieces of furniture and artwork New feature: Map Scrolls Press a key and up pops the map of the region or city you are currently in (provided you have that region or city map in your possession), automatically showing your current position on the map If you don’t have a map of the current region or city, the newly added province map is displayed instead, showing your current position in the world (there is also a switch in Gameplay Options to always show the province map) Configurable option whether map scrolls should show annotations The collection of maps in the Journal is newly called the Atlas and it now always contains at least one map at game start (the province map) Configurable option whether maps in the Atlas should show the current player location Most Coach Stations now sell maps of the region or city they are located in Added souvenir stalls at city entrances, selling city maps New dungeons and monsters Three new dungeon maps: Gonos Fortress, Isle of Ancient Kings, Tomb of Ancient Kings Updated questlines for class leaders in Thystes Fortress and Thystes Cathedral, now once again requiring the player to travel to a dungeon New monster type: Afrit Dominator (see the Bestiary for details) AI and attribute tweaks for several existing monsters Interface improvements New unified look for the Main, Game and Option menus and their submenus Pressing J while the Journal is open will now close the Journal, no matter what subpage is open Miscellanous additions New and updated 3D models including climbable rope, animated rotisserie chicken and the Crown of Ancient Kings Status Marks are now available (you can turn them on in the Gameplay Options menu). They show up both in the player HUD and over monster’s heads for things like Berserking, Poisoned, Terror, Mana Burn etc. Berserker now has a new non-fighter-specific icon, since both the player and some monsters use the same ability Added a new artifact status icon for torches New system for tracking hidden mini quests, allowing a rapid expansion of small tasks that reward EXP (targeted at Old School RPG complexity) Bugfixes Monsters now use the correct sound when poisoned Artifact status icons are now positioned and animated correctly Fixed the issue of pressing J while the Journal was open spawning a second Journal instance in the background Fixed the issue of some of the sailboat routes transporting the player to the wrong destination Edited September 7, 2019 by RambOrc 1 Quote Share this post Link to post
RambOrc Posted September 20, 2019 Looking for suggestions/requests/wishes for the next release (1.9), just post any ideas as a reply to this thread. Already in development is the ability to open a bank account and accumulate interest on your savings. 0 Quote Share this post Link to post
RambOrc Posted November 23, 2019 Scattered Evil 1.9 is now available on SourceForge and ModDB. This version adds a new armor system, bank accounts, new class abilities and new dungeons. New Armor System Armor now comes in three basic classes. The stronger the armor, the higher percentage of damage it absorbs but there is also more weight to carry. Armor now has resistance slots for Fire, Frost and Poison. Any class of armor can have any combination of these resistances, which absorb up to 99% of the incoming damage without losing any armor durability. Armor can be restored to pristine state by a master blacksmith in a town. You can also purchase or loot an Armorer’s Hammer, which allows you to repair your armor (to what degree depends on the RPG complexity setting). You need to keep an eye on your armor’s degradation as once a piece is completely depleted, not even the best blacksmith can restore it. The old Hexen style armor has been discontinued. You might still find some battered pieces in the wilderness, but besides the metal itself being worth a few coins, there is no use for them any more. There are rumors about an armor worn by ancient kings that is supposed to be better than anything today’s blacksmiths can craft. New Feature: Carried Weight Inventory items (including money) now have a specific weight and depending on your character’s stats, sooner or later you’ll become Overburdened, a state in which you move slower, tire faster and get hungry sooner. Playing on Old School RPG complexity, with even more weight you become Extremely Overburdened, a state in which these negative effects become crippling. On the flip side, if you keep your carried weight beyond a certain threshold, you gain Lightfooted, a state in which you move faster and take longer to get tired or hungry. New Feature: Banking and Finances You can now open a bank account at Ocadia’s Counting House and deposit some of your cash in it, both lightening the load in your backpack and earning interest with time. The Journal now includes a financial overview page that lists not only your cash and your current bank account balance, but also your real estate holdings (if any) and the estimated sale value of your more valuable inventory items. New and modified Class Abilities Cleric: Levitator is a new prayer that allows you to lift all nearby enemies high into the air, then splat! Fighter: Phalanx is a new martial skill that blocks all incoming damage for a short time, but the fighter cannot move during its duration (he can still attack). Mage: once advanced sufficiently in his studies, the mage can now summon monsters to do his bidding (there is a small chance this can backfire). The mage’s Arcane Shield (defensive spell) now only reflects missiles and offers no protection against melee attacks. The cleric’s Healing prayer now costs significantly more and heals somewhat less in the beginning, but scales much better with the player’s Charisma score in later stages. The red haze during the fighter’s Berserker rage now obstructs the view to a lesser degree. A few other class abilities (Phalanx, Arcane Shield) now also have a faint coloring of your view during their effect. New Dungeons Rebuilt from scratch, The Rift is open once again, connecting The Canyon to the Dark Conclave. Hytesthani Ravine is now the target of Senior Wizard Robert’s quest for the ultimate weapon. Miscellaneous You can now punch trees. In Thystes Fortress, soldiers can now be pushed out of the way. The Journal now includes a new chapter on Old School RPG complexity, Tasks (the first entry appears as soon as you talk to your order’s representative in the first town). Cost of ability booster potions reduced to a quarter of their previous value. The text-based setup utility now allows you to set the screen ratio along with the resolution and it writes these parameters in a separate text file, making it easier to add your own command line arguments to ScatteredEvil.bat/ScatteredEvil.sh. Added status marks for more conditions (still disabled by default, you can enable them in the Gameplay Options menu). New visuals for the Mage’s Fireball spell cast. Bugfixes Fixed: gold bars dropped by monsters flying off into the blue wild yonder. Tears of the Gods damage massively increased, bringing it to the level it was meant to have. Fixed Jodisec Mine keys disappearing from inventory. Fixed incorrect player name being shown if multiple characters have been set up. The Fighter’s Journal on Old School RPG complexity now shows the Spellbook chapter as soon as he obtains any of the combat spells. Potential fix for enemies trying to cast a spell on a dead player, crashing the game. Corrected the map scroll coordinates for The Canyon. 1 Quote Share this post Link to post
RonLivingston Posted November 23, 2019 How do i get this RPG To load up correctly? 0 Quote Share this post Link to post
RambOrc Posted November 23, 2019 What error message are you getting? 0 Quote Share this post Link to post
RambOrc Posted November 24, 2019 (edited) 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. You can also use the included setup utility (setup.bat/setup.sh) to specify a location outside of the Scattered Evil installation directory. (Source: https://www.koraxheritage.com/scattered-evil/manual/#Troubleshooting) Edited November 24, 2019 by RambOrc 0 Quote Share this post Link to post
RambOrc Posted December 4, 2019 (edited) This year's trailer is now available on YouTube. Edited December 4, 2019 by RambOrc 2 Quote Share this post Link to post
RambOrc Posted November 15, 2020 Scattered Evil 2.0 is now available on SourceForge and ModDB. Monster Models Fully animated models for the Ettin and Chaos Serpent families, including damage skin variants and special overkill animations. Besides the move from 2D to 3D, many models feature additional visual changes compared to their previous sprite iterations (see the list below). Ettin Slingers use slingshots and chuck stones. Ettin Grenadiers brandish flechettes. Ettin Commanders carry a hammer. Ettin Warlords gave up their helmets and replaced most of their armor with pure gold pieces. As a warlord, you gotta show off your bling or how will your underlings know you da boss? All Chaos Serpents now have a standard death animation (falling down) and an overkill animation (bloody bits flying everywhere). Magma Serpents are now huge and their skin is infused with molten lava that only stops glowing upon death. Frost Serpents are a new blue subspecies that like the cold and have displaced Wendigos in the icy reaches of Charybdea. Flayed Serpents were first conceived in a sadistic wizard's twisted mind, who wondered what would happen if you took some young Chaos Serpents and removed their skin. They live in constant pain that only abates at those moments when they bite into the flesh of some unsuspecting adventurer to drink their blood. NPC Models All animated NPC sprites have been replaced with animated models. All female NPC sprites have been replaced with models. Most non-unique male NPC sprites have been replaced with models. Some of them even learned how to sit on furniture. Chickens, pigs and piglets now have unique animated models. City Updates The city of Ocadia has been rebuilt from scratch, leaving only some of the most iconic buildings more or less intact. Besides a more up-to-date look, it should also greatly improve frame rates. Annoyed by all the construction noise, the market stalls from Ocadia moved to Sichabroner. The joke is on them though, as that cityscape underwent some changes over the summer, too. All good things come in threes, so the city of Thystes got a facelift as well. Gameplay Changes Whether health artifacts (Quartz Flask, Mystic Urn) are used automatically is now controlled through a setting in the Options menu, independent of the difficulty setting. While in the berserk state, now you can open the Journal (ends berserking) and the Map Scroll (suspends berserking, resumes after closing the scroll). Items that can be picked up now always glow, items that can't be picked up don't glow. Most of them also rotate in addition to float bob. Miscellaneous Changes Built on the concurrently released Vavoom 1.34, the GNU/Linux binaries are now 64-bit (Windows 64-bit binaries will follow in a subsequent release). Removed a number of unused textures and compressed all non-transparent textures to optimize memory usage. Adopted the bugfixes present in KMOD 5.0 but not in Scattered Evil 1.9 (Fighter levelup bug, load/save screens display issue). You can now initiate a conversation with domesticated animals. You can now punch most fences and furniture. When looking into a mirror, the player now sees an idealized version of himself. 1 Quote Share this post Link to post
RambOrc Posted November 18, 2020 Seeing is believing! Watch the new animated 3D models in the video below. 0 Quote Share this post Link to post
Foodles Posted November 18, 2020 This looks amazing, really impressive based on the screenshots. I realise that this is still being worked on, how complete is it at this point? 0 Quote Share this post Link to post
RambOrc Posted November 19, 2020 It's been playable for the last 3 years, but before this release all monsters and NPCs were sprites. 1 Quote Share this post Link to post
RambOrc Posted December 30, 2020 This year's trailer is also a birthday celebration for Hexen, Vavoom and Korax' Heritage. 0 Quote Share this post Link to post
Mangudai Posted March 18, 2021 (edited) 1) So, is the work on this finished? 2) I'm planning to play first the 2d version, then the 3d one. Are you moving straight to 3d, with no more support to 2d version? It would be cool if you still kept adding new features to the 2d version too. Edited March 18, 2021 by Mangudai 0 Quote Share this post Link to post
RambOrc Posted March 18, 2021 1) Do you mean what you see in the 2020 trailer? Except for the new afrit models, everything else is part of the 2.0 release. 2) If you want a near-pure 2D version, you'll have to download one of the early betas. By the 1.0 release, the environment included a lot of models. As for the 1.9 branch, fixes and QoL improvements will be backported, new content probably not. 0 Quote Share this post Link to post
RonLivingston Posted March 19, 2021 Look at how Quakeish the hexen monsters are 0 Quote Share this post Link to post
strtj Posted March 19, 2021 This looks really cool but I'm having trouble understanding the paths that the setup program wants. Is this intended to be run under Linux? 0 Quote Share this post Link to post
RambOrc Posted March 19, 2021 19 hours ago, RonLivingston said: Look at how Quakeish the hexen monsters are Those community models have been created 15+ years ago, with a poly count of ca. 15% of what MD2 allows for. Compare to the generic peasant NPC which takes full advantage of the MD2 capabilities. 17 hours ago, strtj said: This looks really cool but I'm having trouble understanding the paths that the setup program wants. Is this intended to be run under Linux? It's actually a unified download that contains both Windows and GNU/Linux binaries. If you mean the second option in setup.bat, to define the hexen.wad location, you can also just copy hexen.wad into the game directory, see 0 Quote Share this post Link to post
Mangudai Posted March 19, 2021 (edited) On 3/18/2021 at 11:28 PM, RambOrc said: 1) Do you mean what you see in the 2020 trailer? Except for the new afrit models, everything else is part of the 2.0 release. 2) If you want a near-pure 2D version, you'll have to download one of the early betas. By the 1.0 release, the environment included a lot of models. As for the 1.9 branch, fixes and QoL improvements will be backported, new content probably not. I'll be trying both 1.9 and 2.0, compare them, then let you know what I think. :P Edited March 20, 2021 by Mangudai 0 Quote Share this post Link to post
Mangudai Posted March 24, 2021 (edited) Currently playing 1.9 1) The fighter class is currently unplayable due to the red screen when getting hit. Remove the red tint when getting hit as a fighter. To melee stuff, you have to see it. 2) Even the tint effect on the berserker rage is annoying, especially when the screen flashes red right when the berserker rage ends. How can you think berserker rage is a good ability? You are forcing the player to use an ability that makes him see in pink all the time to punch harder. Halve the duration of the berserker rage, make its duration improve more by levelling up the attributes/levels but remove the tint (something you've done to improve the healing prayers for cleric, scaling better with attributes). I think this, because no trade-offs are there with any of the abilities for cleric or mage. Just for perspective: > The fighter class, a non-spellcaster class has much of its power imbued in his ability! And the power, according to you, must be balanced with a tradeoff (https://www.doomworld.com/forum/topic/111793-korax-mod-is-back/?tab=comments#comment-2260942). > the cleric has an ability that makes redudant having to heal or having to buy health flasks, making you able to spare the money to get the potions that improves attributes from Acadia Market. All you have to do with cleric is just CLICK CLICK CLICK CLICK and you are full life once again. No trade off. No tint. Nothing at all. Is that fair for the fighter, according to you?? Visual clutter on a class that is supposed to melee all the time is not fine. I would very much prefere a passive ability that makes the fighter tougher according to how much stuff he kills. Like Damage reduction/or attribute improvement. 3) What's the point of making the starting dungeon lever not visibile if rpg complexity is on? It’s not fun being unable to activate the lever because you must first go to the city, talk with the cleric (you don't get any quest either) and go back to the dungeon and go back to the city. Remove the talking requirement - why do I have to talk to the cleric just to make a lever appear and enter the place? 4) Why can't I leave the archeologic area? One of the savegame bundled here has me stuck in the area. https://easyupload.io/zm2z4n 5) Would it be possible to add the name of the places on the map? 6) Is there anywhere a walkthrough with all the quests you can be getting? I would like to know which city I should visit, there are many places but most of them are, well, filler. They wouldn’t be if I could kill everyone and get my xp with gold. But right now, halving the cities and places would just improve the player enjoyment. You don't need to open a door inside a tavern to reach a roamìing party of ettins for a mage. A mage would open a portal for you. Kinda silly that you have to walk to do his quest. 7) When going into the dungeon of the secret weapon, when getting the third weapon piece, I got telefragged by the creature spawning. Kinda anti-climatic, if you tell me. Just make these creatures spawn all at once :P 8) I entered the area that is supposed to bring you to the tablet. Had a load of torches, but they are useless. Not only they have no duration, but you see nothing with them. Basically, you can enter without torches, because you see nothing anyway. Buff the torches. Actually, I would ask to revert them to their old self, or to add an option in the menu to have the old torches. 9) Faced the heresiarch with a mage, and I cannot fathom what kind of nightmare it would be to face with a fighter. Does he have immortality? Player should receive feedback to see if he is damaging him or not, because the heresiarch seems to give no feedback, apart from a few time. Or at least, it felt to me like I heard his pain lamentation for one hit, then he would be immortal for the next minute. I shot him around 100 times with my blue weapon. Is this "intended"? I would also make a portal appear to go back straight to the entrance. 10) Got an error: https://imgur.com/a/lt2i72a inside the arena you are supposed to clean from the monsters, while fighting the last batch. 11) Which are the quests barred for extreme alignments? Where can I find them ? Edited March 29, 2021 by Mangudai 0 Quote Share this post Link to post
RambOrc Posted March 28, 2021 Thanks for the extensive feedback. Regarding some of the visual issues, SE 2.1 will have these changes and they are already in KMOD 5.1 (released today). On 3/24/2021 at 9:33 AM, Mangudai said: I would very much prefere a passive ability that makes the fighter tougher according to how much stuff he kills. Like Damage reduction/or attribute improvement. The fighter already has such a skill: Phalanx. On 3/24/2021 at 9:33 AM, Mangudai said: I have crossed the bridge (the one that has pieces collapsing) and I’ve found a closed door at the end of the road. Why is it closed? The player should be alerted on what’s the reason he can’t enter. If you mean the gate in The Canyon, I've been planning to add feedback to it. On 3/24/2021 at 9:33 AM, Mangudai said: Lack of information is another thing that barred me from entering the temple where I have to scribe the scroll (The one that you enter at 11:32 in the video above). Alert the player with text "You hear a crack coming from the wall" and add a sound. I have a plan on making the difficulty of spotting that entrance dependent on the RPG Complexity setting. On 3/24/2021 at 9:33 AM, Mangudai said: Why can't I leave the archeologic area? One of the savegame bundled here has me stuck in the area. https://easyupload.io/zm2z4n Have you tried crawling into a small space to retrieve an object? On 3/24/2021 at 9:33 AM, Mangudai said: Would it be possible to add the name of the places on the map? If you mean the travel map, the resolution doesn't really allow for it. There is a high-res province map in the documentation folder with all location names printed on it. On 3/24/2021 at 9:33 AM, Mangudai said: Would it be possible to have a list on where you're supposed to find quests and so on? Unless you are playing on Old school RPG complexity, this information is in the journal. On 3/24/2021 at 9:33 AM, Mangudai said: Is there anywhere a walkthrough with all the quests you can be getting? Until someone in the community starts one, probably not. On 3/24/2021 at 9:33 AM, Mangudai said: When going into the dungeon of the secret weapon, when getting the third weapon piece, I got telefragged by the creature spawning. Kinda anti-climatic, if you tell me. Just make these creatures spawn all at once :P You are the first reporting this issue, so haven't thought about it yet. I'll just make them spawn higher up in the air. On 3/24/2021 at 9:33 AM, Mangudai said: Had a load of torches, but they are useless. Not only they have no duration, but you see nothing with them. Is it possible you disabled dynamic lights in the video settings? On 3/24/2021 at 9:33 AM, Mangudai said: Faced the heresiarch with a mage, and I cannot fathom what kind of nightmare it would be to face with a fighter. Does he have immortality? Player should receive feedback to see if he is damaging him or not, because the heresiarch seems to give no feedback, apart from a few time. Or at least, it felt to me like I heard his pain lamentation for one hit, then he would be immortal for the next minute. I shot him around 100 times with my blue weapon. Is this "intended"? The Heresiarch is using the exact same visual cues for his invulnerability spell as in vanilla Hexen. On 3/24/2021 at 9:33 AM, Mangudai said: Got an error: https://imgur.com/a/lt2i72a inside the arena you are supposed to clean from the monsters, while fighting the last batch. That is a memory issue that creeps up if you go through many maps in one session. Make sure you save often, then you can just restart and reload. On 3/24/2021 at 9:33 AM, Mangudai said: Which are the quests barred for extreme alignments? The ones from the other two orders. p.s. I get the daily digest from Doomworld by e-mail and there are no update messages if you edit your posts again (and again), so I'll not know about them. 0 Quote Share this post Link to post
Mangudai Posted March 29, 2021 (edited) Okay, nice answers. I saw what you've done with the new Korax mod and I admit you re-invigorated my interest in this mod. So, when Scattered Evil 2.1 will be back, I will be back at it too. Given that you talked about missing the edited statements, I'm doing this post with all the questions that might be missed. I edited the old post, just for clarity, so if new player comes in, he won’t get confused. So I will be writing once again all the questions in the following post: 1) Torches. I’m not sure if I was using dynamic lightning, but on 2.1 I will check everything once again. I will say that two were the disappointing factors – the duration of the torch and the lack of light. 2) I'm inside an area where you meet many fighters fighting some monsters asking for your help. Summoning the maulotaurs there is a bad idea, because the maulotars fight your allies, rather than the enemies. The area has red serpents and ends with a vyvern fight. Also Maulotaurs are pretty useless. I casted three of them at once in the area and I was very very disappointed. They seem to last nothing and do not give the help I would expect them to. I would, at least, triple their duration, or make them permanent by halving their health pool. They should be scary, but they are not. Also, do they give the xp of the monsters they kill? That would be cool. 3) Archeological area. I think I got the item you are talking about: are you referring to the one that makes all the monster spawn? After killing all the monsters, I entered the gallery (where there is a pond with an item inside) and a right corridor (where there are two columns of fire with a skull). After this, I cannot leave the area. Am I missing a mini-passage? The corridor from which I’ve entered the area disappeared. I published my savegame here if you are curious: https://ufile.io/76imz393 If you are scared the archive above contains malware or w/e, this is a scan on virustotal of the archive: https://www.virustotal.com/gui/file-analysis/ZDUwMjg1ZmMyYjA2OTdlMmQ5OWQzYmU4NTk2ZjUyYTQ6MTYxNzAwNDIzOA==/detection You can even scan the file once again here if you are scared: https://www.virustotal.com/gui/ 4) You can use repulsion to deflect enemy hits (mage has this as ability), yet the reflected hit does very little dmg. I admit that's disappointing. I'm referring in particular to the first boss in the dungeon where you have the Korax face on the wall right before the boss. That "boss" should also give you one level worth. It's the first difficulty spike on medium difficulty, yet he gives almost no xp. 5) Are you planning to expand the roleplaying choices? I choose “chaotic evil”, yet there is no way to roleplay your own alignment. I want to raze cities, kill npcs for my experience and gold, destroy whole settlements. I would also like to kill the mages in their tower, the legion commanders and so on. Why can’t I be evil? The evil experience should be rewarding. I want to get the special items the mage have in their tower, the gold the legion commander has in their chest to pay the various soldiers, the cleric offerings on the church. There is none of this. 6) Please, think about adding an evil ending. Either let me ally with Korax or let me sub him. I would say that an evil ending could be started really simply, by making the player defend an assault of monsters on a city. Make a messenger reach the player and tell him that a city is currently being besieged by monsters and that everyone is going to die. Let the player go there, fight the monsters until he reaches the boss. But rather than fighting straight, the boss tells him he can have the chance to join them. 7) There is a general lack of information leaving the player unknowing of what’s going on. For example, I found an inn and I could ask the innkeeper about a key. The innkeeper tells me he doesn’t know me enough. What does that mean? That I’m not high level enough? That I haven’t slept on his inn enough? That I should go further in the main quest? The player needs to know what you’re looking for from him. 8) When opening the journal, you should have a button on quests that makes it possible to see where you're supposed to go for the quest itself. 9) Would it be possible to add a ! on top of npcs that can give you quest? It gets a little annoying trying to search around and seeing if the npc I’m going to talk to has a different match of dialogues. 10) Is there any particular reason you made it so that you cannot use the teleport unless you go on the road? I mean, I would like to use the teleport as soon as I’m out of the dungeon, why do I have to walk every time on the road? 11) I would make a portal appear to go back straight to the entrance after having defeated the heresiarch. 12) Hytestani inn. Why do you get there always when it's dark? Wanted to go in the backdoor, entered it. With the darkness I admit it's kidna hard to see, if not for the projectiles of the enemies coming unto me. 13) Please add a way to have enemies as 2d sprites for newer Scattered Evil. I like almost everything in 3d, apart from the enemies being turned into 3d. And allied summons too (Maulotars) 14) What's the difficulty you play on? Edited March 29, 2021 by Mangudai 0 Quote Share this post Link to post
RambOrc Posted March 30, 2021 On 3/29/2021 at 9:54 AM, Mangudai said: two columns of fire with a skull You literally just described the crevice I talked about previously. On 3/29/2021 at 9:54 AM, Mangudai said: If you are scared the [...] On 3/29/2021 at 9:54 AM, Mangudai said: [...] here if you are scared Really? On 3/29/2021 at 9:54 AM, Mangudai said: What's the difficulty you play on? All of them. As I said last time, the questions I didn't answer I skipped because they are conscious design choices and not bugs. There is one question though that you deleted in one of your edits that I will answer, where you asked whether I hate the fighter. Not only do I not, it's my favorite class and one of the most unique features of Hexen. Maybe it's because I play the class differently, you can compare your playstyle to https://www.youtube.com/watch?v=Ut4o8SUIBZk 0 Quote Share this post Link to post
Mangudai Posted March 30, 2021 (edited) You would be surprised of the "diffidence" I met on other communities for archives, that's why I published the antivirus analysis. What I told about you hating the fighter wasn't "fair", I was just mad that I had the red screen when getting hit by the hammer of these ettins. Edited March 30, 2021 by Mangudai 0 Quote Share this post Link to post
RambOrc Posted July 14, 2021 Scattered Evil 2.1 is now available on SourceForge and ModDB. High resolution HUD The HUD is now rendered in 1920x1200 instead of the legacy 640x480. 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 0 Quote Share this post Link to post
Pirx Posted July 15, 2021 18 hours ago, RambOrc said: i have the feeling he's about to eat his cabbage. great mod, downloading 0 Quote Share this post Link to post
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