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 Post subject: Scattered Evil Limited Alpha game info thread
PostPosted: Sun Dec 27, 2009 11:05 am 
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This thread explains different aspects of gameplay in the SE Limited Alpha. For feedback including questions on how to use a feature or whether a feature is present, use the feedback thread.


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 Post subject: Feature overview
PostPosted: Sun Dec 27, 2009 11:06 am 
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Feature overview

Gaining experience and leveling up
D&D Attributes
Journal
Special spells in addition to magical weapons
Travel map to allow you traveling around the world
New town and dungeon maps
NPC interaction


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 Post subject: Basic RPG features
PostPosted: Sun Dec 27, 2009 11:07 am 
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Basic RPG features

Whenever you gain enough experience, you level up and in addition to gaining more hit points, you receive 6 attribute points you can put into any of the 6 attributes.

Attribute system

The attribute system consists of six attributes straight out of the classic D&D system: strength, dexterity, constitution, intelligence, wisdom and charisma.

Strength (STR)
Increases the power of melee attacks.
Increases movement speed.

Dexterity (DEX)
Increases the power of ranged (physical) attacks.
Increases the speed of physical attacks (melee and ranged).

Constitution (CON)
Increases the hit point gain when leveling up.
Increases resistance to poisons and diseases.

Intelligence (INT)
Increases the power of offensive spells.
Increases the size of the magic/faith/rage pool.

Wisdom (WIS)
Increases the power of non-offensive spells.
Increases the regeneration rate of the magic/faith/rage pool.

Charisma (CHA)
Increases price at which shops buy items from the player and decreases the price they charge the player for items they sell.
Reduces the amount of mana or magic/faith/rage needed to cast a spell or fire a weapon.


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 Post subject: Traveling around the world
PostPosted: Sun Dec 27, 2009 11:07 am 
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Traveling around the world

Player travels between distant locations on the Travel Map. When travel map is shown your current location is displayed by a blue spot. You will also see up to 8 direction arrows that allow you to choose your futher path. To do so, press cursor key(s) corresponding to the direction you want to go; when selected arrow starts to blink, press Enter or Space to start marching, or other cursor key to change direction. Alternatively, before selecting direction, you can press Enter or Space to enter the location you are standing at.
When you travel along the road and arrive at your next destinaton, you will be asked if you wish to enter the location you've just reached. You may accept, or decline and continue travel.


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 Post subject: Weapons and spells
PostPosted: Sun Dec 27, 2009 11:08 am 
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Weapons and spells

Weapons
The player has 10 slots available for weapons, each slot will have a specific weapon type (for example the fighter's 2nd slot will only contain axes of all types, the 3rd slot will only have hammers, etc.), each slot has two types of weapons active weapons which are the ones that are being used for attacking enemies and inactive or backpack weapons which are available to set as active weapons.

The weapons can be switched using the arsenal screen, at this point only the fighter's arsenal screen is implemented. In the arsenal screen, you will see the screen divided in two sections the top section (with the fighter's belt) contains the active weapons for each slot and the lower version (the backpack) contains inactive weapons for each slot that can be set as active weapons by selecting them and pressing the enter key, you can navigate to slots by pressing the right and left arrow keys.

You can get 'debugging' weapons with the 'gimme weapons' cheat code ;).

Spells
Spells can be navigated as the inventory in original Hexen, by binding keys to the spell right and spell left options in the controls menu 2 screen, once you bind them you can navigate on the actual spells you have, you also need to bind a key to the use spell option, once you bind a key you can use a spell. There are several types of spells in the game offensive and defensive.

Also, you might notice that some spells are weaker versions from those in the original Korax Mod, this is because they now work depending on the caster level and the spell level of action, actually the spells will only vary once the caster increases his/her level.

As an added bonus only for this alpha, you can test all spells implemented with the 'give spells' cheat code ;).


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 Post subject: NPC interaction
PostPosted: Sun Dec 27, 2009 11:08 am 
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NPC interaction

Currently, the only type of NPC interaction available is a simple conversation. Use the arrow keys to move between choices (if any provided), and the Enter key to confirm your choice and trigger a reaction from the NPC.


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 Post subject: The Journal
PostPosted: Sun Dec 27, 2009 11:10 am 
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The Journal

The journal is a centralized menu where all the player stats and activities will be seen, you can access to it by binding a key to the 'journal' option in the controls menu 2 screen, in future versions we will set a default binding for it most likely the 'j' key.

The journal has several options:

    - Stats: This option shows the actual stats for the player, like his/her level, how much gold points (g.p.) he/she has, and the attributes (str, con, etc.) actual values. This screen also works for updating stats when leveling up, so once you reach a new level you must enter the journal's stats screen to update your character skills. Unless you select the auto update option when creating your character, in this scenario, your stats will be assigned automatically, like in KA.
    - Arsenal: This option will give you access to the arsenal screen where you can select your active and inactive weapons in each weapons slot (see previous post for more information on weapons and spells).
    - Log: When implemented, this option will show you the descriptions of those important places you have visited, item descriptions of items you have picked up and used, weapons, spells, etc.
    - Map: When implemented, this will show the automap.
    - Bestiary: When implemented this will show descriptions of foes you have faced and killed successfully.

NOTE: These and other new options might or might not made it to the journal in the final version of the mod.


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 Post subject: Miscellaneous
PostPosted: Sun Dec 27, 2009 11:35 am 
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Miscellaneous

Create your character wisely.

The character creation consists of two steps, the first step is to give your character a name, select his class and colors, the second step which is the most important will determine the way in which the game will be played. It's the stats screen and once you enter to it you will see a list of the attributes for your character as well as the values the game randomly assigns to them, if you don't like that roll you can reroll your stats by selecting the 'reroll' option.

There's two more important choices to do when creating your character, the first one is the experience modifier, which can increase or decrease the amount of experience you will get from enemies. The final one is the autoupdate option, when this option is on the game will automatically assign the new stats for your character once you level up, if this option is off you can use the journal's stats screen for updating your character's attributes as you see fit, thus, customizing even more the character to suit specific situations towards the game.


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 Post subject: Re: Scattered Evil Limited Alpha game info thread
PostPosted: Fri Mar 02, 2012 3:40 am 
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SE Alpha is closed and over, thank you for all your feedback.


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