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RambOrc

Korax Mod is back!

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On 3/30/2021 at 10:09 PM, Mangudai said:

So, how do you think I should fix the issue? I mean, I download the archive from the websites (tried both one from moddb and the one from Sourceforge) and put my hexen.wad on the folder, but it doesn't load correctly.

Edit: fixed by doing the following:

1) Downloaded korax mod 5 and extracted it into a folder.
2) Downloaded Korax mod 5.1 and extracted it into the folder of the korax mod 5.

Seems to work. 

 

While packaging KMOD 5.2, I found the root cause in 5.1: the file "base.txt" was missing in the kmod subfolder. The reason I wasn't able to reproduce this issue is because I use the setup utility to define the wad file location (why waste space on extra copies?), and the utility (over)writes base.txt.

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Korax Mod 5.3 is now available on SourceForge and ModDB.

 

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

 

kmod53.jpg

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