Re: [Release] Scattered Evil for Hexen (new version July 14)
Posted: Tue Jul 31, 2018 11:30 pm
by Emmanuelexe
Yeah, the books with the quests is really cool, feel like a real rpg stuff!
For the mana cost, i noticed, when i leveled up too much the "charisma" (less cost for mana), i don't use mana at all for the serpent staff. Maybe there should be a rebalance of the level up too, like a limit for every capacity (strenght, constitution, intelligence ect....) to avoid the OP stuff.
When i will finish with the Cleric, i will wait the next versions for the mage and fighter and maybe re play it in hardest mode (or 4/5), im playing actually with difficulty 3/5 with the Cleric (hard with him at the beginning).
Good luck with the next versions, very nice mod!
EDIT: I finished it with the Cleric, it was really cool ^^ In a way, having infinite ammo for the serpent staff was helpful for the last part xD (but yeah, it should be fixed), i'm not sure if there is a bug but sometimes, i got my hp were down to 100 hp (i had around 1400 basically), not sure if i lose hp and didn't see it but it goes down suddendly to 100 i don't know why.... apparently, if we have a lot of armor, we are close to be invincible but not really if the armor if destroyed so it's all good.
The final boss was really long and dangerous, being so strong was not a bad thing in fact but i didn't use the last bonus points of the level up, i thought i could be definitly too strong (like invincible with the constitution but i don't know if it could).
Finished in 3 hours and + i think (map scroll say 3:00:00 something) but i didnt't find all the spells and stuff but cool to have the choice for the optionnal quests!
I think i found all the missions maps with the enemies, really a good mod, good job! I will play with the Mage and Fighter when there will be some fix!
Re: [Release] Scattered Evil for Hexen (new version July 14)
Posted: Wed Aug 08, 2018 6:46 am
by Mere_Duke
I just came here to show the respect and say thx to the authors for such a brilliand game! I liked those few "open-world" RPG games for gzdoom, and here's another one, well-made and well-documented.
Re: [Release] Scattered Evil for Hexen (new version July 14)
Posted: Thu Aug 09, 2018 11:52 am
by John Stalvern
I've been following this project for some time, and it is developing very nicely. I would like to suggest that you restore the torch to its original Hexen duration- it goes out almost instantaneously in Scattered Evil, though there are some areas where a little extra light is really useful. I don't see the point of having such useless torches if they are still going to be included in the game. As it is, they are more like matches.
Re: [Release] Scattered Evil for Hexen (new version July 14)
Posted: Mon Sep 10, 2018 10:41 pm
by Frozenwolf150
I'm kind of stuck at The Chasm. There's an invisible barrier blocking the road to the south. I noticed the addition of that rock pillar on the south side of the chasm but can't interact with it in any way. In past versions I was able to just walk down the road once I'd gotten clear of the collapsing bridge. The invisible barrier appears to be shaped like a curve, but I can't see it on the automap.
I also got stuck in The Excavation. After killing all the enemies and the Heresiarch, I couldn't figure out where to go. I could see Yorick's Skull in a raised alcove, but couldn't find any way to reach it other than an awkward crouch-jump, which left me thinking it wasn't the way I was supposed to get it.
Re: [Release] Scattered Evil for Hexen (new version July 14)
Posted: Wed Sep 12, 2018 4:13 am
by rambo
The Canyon will be replaced with an all-new map (same for The Rift). In the meantime, those maps are disabled. Here is how to reach the locations you might be looking for:
Dark Conclave/The Reckoning: the structure you observed will open up to reveal a portal to the Dark Conclave once you get the quest from Daedalon
Gonos Fortress/Gonos Warehouse: the quest has been replaced with one right in Thystes for the time being
Hedyntin Cave/Hedyntin Citadel: instead of going west from the canyon you now go south from Reron to access it.
As for the "awkward crouch-jump", why would it be possible if not intended?
p.s. Thanks for all the feedback as always, we read it and consider suggestions even if we don't come back with an answer.
Re: [Release] Scattered Evil for Hexen (new version July 14)
Posted: Wed Sep 12, 2018 8:39 pm
by Emmanuelexe
I liked the tchat with the people and atmosphere of Scattered Evil, it will be cool to have nice update (and new maps?
The concept of the mod is really like a rpg mod/story, i hope more stuff for this one!
There is a lot of cities, will some cities get some missions or special stuff to do in? I hope it won't be too long for the balance (like a limit for the stats).....
Good luck for the next stuff on it! "Fifty Push-up!"
Re: [Release] Scattered Evil for Hexen (new version July 14)
Posted: Sat Sep 15, 2018 3:22 pm
by Frozenwolf150
Finished a run as the fighter. The new maps are a vast improvement, and I appreciate the attention to detail. The Quietus still has the same behavior, but I wasn't tempted to exploit it.
Also, whenever I hear "O Fortuna" playing in the final map, I can't help but think of this.
Re: [Release] Scattered Evil for Hexen
Posted: Sun Oct 28, 2018 1:25 pm
by rambo
A few screenshots from the next release, prettying up existing areas:
Re: [Release] Scattered Evil for Hexen (new version July 14)
Posted: Sat Nov 03, 2018 7:08 pm
by Mere_Duke
Whenever I have time to play this epic TC from start to finish there's an update coming, and I start waiting for it again
Re: [Release] Scattered Evil for Hexen (new version July 14)
Posted: Fri Nov 23, 2018 5:08 pm
by rambo
Well here a couple more screenshots to tide you over.
Re: [Release] Scattered Evil for Hexen (new version July 14)
Posted: Sun Dec 02, 2018 1:07 am
by Emmanuelexe
Nice design, thanks for the hard work!
Re: [Release] Scattered Evil for Hexen (new version Dec 8)
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 (check the spoiler for more details)
Spoiler:
rgp complexity off:
- journal:
- bestiary and codex completely filled out, there are no NPCs to talk to about it
- weapons, spells and cantrips have extensive hints to guide the player
- quests have extensive hints to guide the player
- all maps are in the journal from the beginning; most annotations appear once the player visits the corresponding locations or talks to certain people
- dungeons:
- some dungeons offer shortcuts; navigation difficulty extra low
rgp complexity standard:
- journal:
- codex and bestiary have hints on every page where to acquire the information
- weapons, spells and cantrips have general hints to guide the player
- quests have general hints to guide the player
- maps need to be purchased; each page has a hint where to buy the missing map
- dungeons:
- some dungeons offer minor shortcuts
- shops:
- prices vary depending on difficulty
rgp complexity old school:
- journal:
- codex and bestiary don't appear at all until at least one page has been acquired; even then, only acquired pages show up on the overview page
- playing on chaotic evil means some pages cannot be collected
- weapons, spells and cantrips have no hints on where to find them; the pages don't show up until at least one item on hit has been found
- playing on chaotic evil means some weapons or spells cannot be acquired
- quests have no hints, not even the page for a faction shows up until you pick up at least one quest from them
- maps need to be purchased; there are no hints where to get them
- quests:
- for chaotic evil characters:
- no quests from the other two orders are available
- no NPCs from the other two orders offer services or other goodies
- for lawful good characters:
- the merchant guild offers either a reduced version of a quest or no quest at all
- dungeons:
- navigation in some dungeons might be exceedingly difficult (extra keys, puzzles)
-shops:
- prices vary depending on difficulty
- stocks (and storage space) are limited; the higher the difficulty, the more
ethics on any complexity:
- chaotic: you don't knock on people's doors, just try the handle right away
morals on any complexity:
- evil: people hate you and many have no compunction to voice their displeasure
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
Re: [Release] Scattered Evil for Hexen (new version Dec 8)
Posted: Mon Dec 10, 2018 6:48 am
by rambo
To get a quick look at Scattered Evil without downloading it first:
Re: [Release] Scattered Evil for Hexen (new version Dec 8)
Posted: Thu Dec 13, 2018 3:30 am
by Emmanuelexe
What about the balance, was there some change like for the infinite mana of the Mage? edit: found it
Good job anyway! Really happy for this one, Scattered Evil has nice stuff, feel like a real medieval rpg mod!
Thanks!
Re: [Release] Scattered Evil for Hexen (new version Dec 8)