Korax Mod is back!

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Korax Mod is back!

Postby rambo » Sun Feb 02, 2020 1:25 pm

Korax Mod 5.0 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.
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Last edited by rambo on Sun Mar 28, 2021 1:46 pm, edited 1 time in total.
rambo
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Re: Korax Mod is back!

Postby AvzinElkein » Sun Feb 02, 2020 6:50 pm

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

Postby SamVision » Sun Feb 02, 2020 9:10 pm

AvzinElkein wrote:How do I make it work in GZDoom?

Korax Mod is for Vavoom I believe, not GZDoom.
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Re: Korax Mod is back!

Postby Dynamo » Mon Feb 03, 2020 6:02 am

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.
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Re: Korax Mod is back!

Postby rambo » Mon Feb 03, 2020 2:49 pm

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.
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Re: Korax Mod is back!

Postby rambo » Wed Feb 12, 2020 11:34 am

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.
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Re: Korax Mod is back!

Postby rambo » Sat Feb 22, 2020 10:13 am

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.

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Re: Korax Mod is back!

Postby rambo » Sun Mar 28, 2021 1:31 pm

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
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Re: Korax Mod is back!

Postby rambo » Tue Mar 30, 2021 1:19 pm

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

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Re: Korax Mod is back!

Postby rambo » Sat Apr 03, 2021 1:43 am

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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Re: Korax Mod is back!

Postby Colerx » Sat Apr 03, 2021 6:57 am

I remember this!! and Korax Arena too. nice!
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