[Release] Scattered Evil for Hexen 2.5 (Aug 28, 2024)

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rambo
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Re: [Release] Scattered Evil for Hexen (new version Sept 7)

Post by rambo »

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.
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Emmanuelexe
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Re: [Release] Scattered Evil for Hexen (new version Sept 7)

Post by Emmanuelexe »

rambo wrote:Do you mean the mage's Mana Creation spell?
Yes, it was a bit too advantageous
rambo
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Re: [Release] Scattered Evil for Hexen (new version Sept 7)

Post by rambo »

That's interesting, since Create Mana hasn't been changed since your playthrough on SE 1.5.1.
rambo
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Re: [Release] Scattered Evil for Hexen (new version Nov 23)

Post by rambo »

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.
se19shot01.jpg
se19shot02.jpg
se19shot03.jpg
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.
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rambo
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Re: [Release] Scattered Evil for Hexen (new version Nov 23)

Post by rambo »

This year's trailer is out now:

rambo
Posts: 104
Joined: Thu Apr 13, 2017 8:32 am

Scattered Evil 2.0 released

Post by rambo »

Scattered Evil 2.0 is now available on SourceForge and ModDB.
se20shot08.jpg
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.
se20shot05.jpg
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.
se20shot01.jpg
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.
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rambo
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Re: [Release] Scattered Evil for Hexen 2.0 (Nov 15, 2020)

Post by rambo »

Seeing is believing! The short video below shows off the new animated 3D models in action.

rambo
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Re: [Release] Scattered Evil for Hexen 2.0 (Nov 15, 2020)

Post by rambo »

This year's trailer is also a birthday celebration for Hexen, Vavoom and Korax' Heritage.

rambo
Posts: 104
Joined: Thu Apr 13, 2017 8:32 am

Re: [Release] Scattered Evil for Hexen 2.1 (July 14, 2021)

Post by rambo »

Scattered Evil 2.1 is now available on SourceForge and ModDB.
se21shot04.jpg
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
se21shot05.jpg
se21shot02.jpg
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rambo
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Re: [Release] Scattered Evil for Hexen 2.2 (Dec 27, 2021)

Post by rambo »

Scattered Evil 2.2 is now available on SourceForge and ModDB.
se22shot02.jpg
Journal Redesign
The Journal has been rebuilt from the ground up - not just visually, but also in functionality.

Sleeve
The left quarter of the Journal view stays the same on all pages, showing general information.
  • Character Information: the player's name, class, and alignments
  • Player Assets: a dynamic list of the monetary value of the cash in the player's bags, items in his inventory, and his bank account
  • Armor: the type of armor worn, current durability as both absolute value and percentage left, any resistance gems embedded
  • Keyring: list of all keys in the player's possession
Chapters
All chapters are now single pages with dynamic overlays that change the displayed content when moving the focus to another list item.
  • Main Page: when opening the Journal, the right three-quarters of the Journal view shows a grid of icons that allow access to the different sections (size and number dependent on RPG Complexity)
  • Quests: a dynamic list of active, completed and undiscovered quests; hovering over a quest's title displays a short description of the current quest stage (where to go, what to do) and a map sketch of the surrounding area to make it easier to find a location
  • Atlas: high resolution maps show the province and some of the regions in great detail; you can now choose to display the hero's custom notes as usual or the official place names instead
  • Arsenal: a dynamic list of weapons, spells, cantrips, prayers, and martial skills; hovering over an item's name shows information about the weapon/spell or who to talk to if you haven't acquired it yet
  • Codex: a compendium of information about the world and its denizens; hovering over a topic will display a detailed entry on the subject
  • Notes: a section appearing only if RPG Complexity is set to Standard or Old School, it displays currently relevant notes for pending tasks and for Mansion collections; notes are removed after the associated task or collection is complete
  • Crafting: see the next bullet point
se22shot01.jpg
New feature: Crafting
  • Herbalism: find and harvest different types of herbs all over Charybdea
    Alchemy: mix the right combination of herbs to brew powerful potions
    This feature is disabled when RPG Complexity is Off
Treasure improvements
  • Treasure chests can now be found in a larger selection of dungeons
    In addition to finding them hidden in dark corners, treasure keys now also drop from certain foes
  • The content of treasure chests is randomized for each new game (saving before opening a chest and then reloading won't change the contents)
  • Treasure chests have received visual updates to make it easier to recognize them and to make it clear when the player is already in the process of unlocking a chest
  • There is now a lot more gold hidden in secret rooms
RPG Complexity differentiation
  • When RPG Complexity is set to Off, dungeons now include a significantly larger number of health and mana pickups, making shopping less mandatory; the number of pickup items also slightly decreases when going from Standard to Old school complexity
  • On Old School complexity, you can now find treasure (mostly gold and herbs) in towns as well
Revamped key management
  • There are now clearly visible standardized locks wherever a key can be used
  • Locks and keys are unique throughout the entire game, so there is no way to use the "wrong" key on a lock or doing it in the "wrong" order
  • Locks and keys now have distinctive animations so it's always clear whether a lock needs a key, is in the process of being opened, or is already open
  • These changes also fix previous issues with some keys disappearing from the player's inventory
Miscellanous fixes and improvements
  • Ability score updates have been moved to a dedicated Character Update Screen
  • Greatly reduced the difficulty of Vermin Hovels on Hard and Nightmare skills
  • All monsters that drop a specific quest item or trigger an action upon their death are now protected from being morphed and thus accidentally blocking player progress
  • Fixed the vertical position of many pickup items that were hovering too close to the floor
  • Reorganized some of the Options submenus, including the addition of "Display Settings"; also added a few new settings and removed some old ones
se22shot04.jpg
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a_mad_dragon
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Re: [Release] Scattered Evil for Hexen 2.2 (Dec 27, 2021)

Post by a_mad_dragon »

I don't know what I'm doing wrong here but my saves are getting corrupted somehow as soon as I exit. When I start up again and load a save, the RPG mode gets set to "off" and half the time the game crashes when I hit the inventory key:


I've tried with fresh downloads from both sites, running on default settings with the hexen wad from GOG.
rambo
Posts: 104
Joined: Thu Apr 13, 2017 8:32 am

Re: [Release] Scattered Evil for Hexen 2.2 (Dec 27, 2021)

Post by rambo »

https://www.koraxheritage.com/se22hotfix1.zip should fix this specific error crashing the game.

There is still the underlying cause of save game and config file mismatch (this is a generic engine issue that I've been working around piece by piece). The quickest fix for that is to start a new game with the same RPG complexity setting and the same class as your save game, then exit the game. After that, you can start the game again and load your save game.
Impulse9
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Operating System Version (Optional): Win10

Re: [Release] Scattered Evil for Hexen 2.2 (Dec 27, 2021)

Post by Impulse9 »

rambo wrote: Fri Aug 18, 2017 9:04 am
Which soundtrack is this and where does it comes from???
rambo
Posts: 104
Joined: Thu Apr 13, 2017 8:32 am

Re: [Release] Scattered Evil for Hexen 2.3 (Dec 11, 2022)

Post by rambo »

Scattered Evil 2.3 is now available on SourceForge and ModDB.

Features:
  • Hundreds of all-new custom textures have been added, giving every single town a major facelift
  • Fully animated 3D models for Dark Bishop, Dark Cardinal, Dark Advisor
  • Humans are now taller (both the player and NPCs)
  • Walking NPCs can now be pushed out of the way
  • Shop signs are now swinging in the wind
  • Minor bugfixes
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rambo
Posts: 104
Joined: Thu Apr 13, 2017 8:32 am

Re: [Release] Scattered Evil for Hexen 2.4 (Oct 9, 2023)

Post by rambo »

Scattered Evil 2.4 is now available on SourceForge and ModDB.
se24shot01s.jpg
New rank and reputation system
  • Completing quests for your own order increases your rank, completing quests for the other orders increases your standing with them
  • Instead of having to complete a specific NPC's quest for a specific spell or weapon, these are now sold by quartermasters, requiring a certain rank or standing
  • Learning new class abilities is now tied to rank instead of specific quests
  • On Old School RPG complexity, an alternative way of advancement is to bribe officials
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 coins, 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
se24shot02s.jpg
Dungeon updates
  • Most dungeons received a facelift, using over a hundred new textures
  • Many dungeons received some tuning and a few dungeons received new shortcuts
  • Ruins of Thryas rebuilt from scratch
  • New soundtrack for the Dark Conclave
Interface changes
  • The Character Sheet, a new chapter in the Journal, shows your rank, standing and ability scores, replacing the Character Update screen
  • The Character Creation screen now uses the same visuals and the same dynamic navigation as the Journal
  • 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
se24shot03s.jpg
Quality of Life improvements
  • 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
  • Locks are now easier to spot, especially in dark areas
  • Added lodging options to some outlying towns in the north and south. Together with the chance of food drops from monster kills, this should greatly reduce the pressure on the player to make extra trips to a city to recharge
Miscellaneous
  • It's now snowing in the northern mountains
  • Torn banners are now waving in the wind and can be punched
  • Additional conversation clues in the first town on where to find further advancement opportunities
  • Banking now unavailable when RPG complexity is set to Off
  • Tornado damage and cost increased
  • Ghost hit points greatly reduced
Bugfixes
  • 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
  • Fixed the damage scaling of some spells
  • Horses' neigh is now audible
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