Korax Mod is back!

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rambo
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Korax Mod is back!

Post by rambo »

Korax Mod 5.3 is available for download from SourceForge and ModDB.
kmod5shot01.jpg
Released in June 2001, Korax Mod 1.0 was the first ever Hexen gameplay mod. Throughout the next few months and years, it introduced a slew of new RPG features: experience and leveling, customizing your character during creation, new weapons and spells, monsters dropping silver and gold bars, buying and selling items at shops, special "damage skin" sprite sets to make it clearly visible a monster is badly hurt...

Today, the same team is raising the bar once more with the release of Korax Mod 5:
  • Introducing an RPG complexity setting that allows the player to mold the game to his personal playstyle, from a complex RPG system to a near-FPS setup that feels a lot more like Heretic's fast-paced gameplay than the classic Hexen shuffle.
  • Shortcuts: breaking up the linear monotony and the frustration of the tedious search for the last hidden puzzle switch - now you need to solve less than half of a hub's puzzles to be able to proceed to the next hub (but you might want to linger for the experience and loot).
  • "Pistol Starts": built-in support for warping to the beginning of any hub and receiving weapons and armor automatically so you have an actual chance of beating the game from that point without using any cheats.
  • Vastly expanded bestiary: not only are there a few completely new enemies and many new types of existing monsters, even the "classic" ones might surprise you by dodging your attacks, running away when low on health, closing large distances with a single leap, and generally finding ways to move around the map and reappear behind your back.
  • Defeating Korax wasn't a solo effort: embark upon this epic adventure with a supporting cast of merchants and craftsmen, as well as two sidekicks that will race you to kill the most monsters in the area they stake out.
  • A large arsenal of new weapons and spells; custom armor with resistance gems.
  • Designed to support custom maps and mods out of the box: create your own mini-RPG using a large number of new items, weapons and spells, as well as NPCs with pre-configured conversation scripts offering all basic services. Korax Mod is distributed with a Developer's Reference Guide containing detailed instructions on how to create and distribute your maps and mods.
Last edited by rambo on Thu Dec 21, 2023 4:56 pm, edited 3 times in total.
AvzinElkein
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Re: Korax Mod is back!

Post by AvzinElkein »

How do I make it work in GZDoom?
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SamVision
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Re: Korax Mod is back!

Post by SamVision »

AvzinElkein wrote:How do I make it work in GZDoom?
Korax Mod is for Vavoom I believe, not GZDoom.
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Dynamo
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Re: Korax Mod is back!

Post by Dynamo »

It's nice to see this historical mod back, however since this isn't stated anywhere I'm wondering, does this include brand new levels? If not, I think, this should probably go in gameplay mods instead.
rambo
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Re: Korax Mod is back!

Post by rambo »

SamVision wrote:
AvzinElkein wrote:How do I make it work in GZDoom?
Korax Mod is for Vavoom I believe, not GZDoom.
Yes, Korax Mod 5 is based on Vavoom. However, the download includes everything except the original Hexen IWAD, so you don't need to download anything else.
rambo
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Re: Korax Mod is back!

Post by rambo »

Below is a recording of a full playthrough of the Hexen Campaign with RPG complexity set to Old school.
Note: if you watch it directly on Youtube, the description includes 40+ timelinks so you can skip to the parts you are interested in.
rambo
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Re: Korax Mod is back!

Post by rambo »

The video below demonstrates the "pistol start" feature of Korax Mod 5: you set up your character, then warp to the start of a later hub, and take it from there. No cheating required, as you are outfitted with an assortment of weapons, quartz flasks and armor when spawning.

rambo
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Re: Korax Mod is back!

Post by rambo »

Korax Mod 5.1 is now available on SourceForge and ModDB.
kmod51.jpg
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
rambo
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Re: Korax Mod is back!

Post by rambo »

New gameplay video: watch the Fighter hack and slash his way from Winnowing Hall to the Necropolis in less than 20 minutes.

rambo
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Re: Korax Mod is back!

Post by rambo »

Sidekicks have been buffed in Korax Mod 5.1 and this uncut recording shows how they kill Korax and all minions in the Dark Crucible in less than 6 minutes, with you just hanging back, watching, and gaining experience worth over a dozen levels.

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Colerx
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Re: Korax Mod is back!

Post by Colerx »

I remember this!! and Korax Arena too. nice!
rambo
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Korax Mod: 20th Anniversary Edition

Post by rambo »

Korax Mod: 20th Anniversary Edition

Korax Mod 5.2 is now available on SourceForge and ModDB.
kmod52shot.jpg
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
rambo
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Re: Korax Mod is back!

Post by rambo »

Korax Mod 5.3 is now available on SourceForge and ModDB.
kmod53s.jpg
New loot bag system
  • Instead of specific monster types dropping predefined items, all monsters now have a chance to drop loot bags of varying sizes
  • Adventurer’s Pouch: can contain mana, a few silver, and low-tier artifacts like a Flechette
  • Adventurer’s Sachel: in addition to the pouch contents, it can also contain some instant health or food, a gold bar or two, and mid-tier artifacts like a Porkelator
  • Adventurer’s Knapsack: in addition to the pouch and satchel contents, it can also contain a large amount of gold, a top-tier artifact like an Icon of the Defender, and even a highly valuable potion that permanently increases your stats
Quality of Life improvements
  • Fixed the root cause of the long-elusive bug that caused the world and interfaces to sometimes recall the wrong player class or RPG complexity upon loading a saved game
  • You can now start the game in any episode: after setting up your character, you pick your starting hub and will be automatically leveled up and outfitted to an appropriate degree
  • Armorer’s hammer can now always be used, regardless of the condition of your armor, and it repairs a percentage depending on difficulty and RPG complexity
  • Upon leveling up, the player now receives some mana. The amount depends on level, difficulty and RPG complexity
  • On higher RPG complexities, leveling up also reduces the player’s Hunger and Fatigue by an amount determined by difficulty and RPG complexity
  • New menu options to automatically assign points on leveling up, to select the detail level of the loot bag pickup message, and to set the threshold where you can start using Armorer’s Hammers
Limited Deathkings support
  • You can now play through the Hexen expansion Deathkings of the Dark Citadel, starting the game in any episode you want
  • You start at a high level, with all your weapons/spells/class abilities, as well as a few useful artifacts in your inventory
  • Instead of shops, you can spend your money to replace your armor with a brand new one any time
  • Not being able to modify the maps means the total number of monster variations is limited to that of the original Hexen; to shake things up, the following changes have been made:
    • Standard Ettins have been replaced with Ettin Commanders (whose damage and health has been lowered by about a third)
    • Centaurs have been replaced with Flame Centaurs
    • Slaughtaurs have been replaced with Spectral Centaurs
    • Afrits have been replaced with Afrit Leaders
    • Dark Bishops have been replaced with Dark Cardinals (whose health has been slightly increased)
    • Death Wyverns had their health massively increased
rambo
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Re: Korax Mod is back!

Post by rambo »

See Deathkings support in action:

Casualfan
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Re: Korax Mod is back!

Post by Casualfan »

The mod description says that the switch puzzles were changed so you don't have to find every single switch. How does this work exactly? Have switches been removed? Are they more clearly marked?

Honestly, I've been eyeing this for a first-time playthrough just cuz the vanilla switch puzzles sound kinda miserable.
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