I see there are some misunderstandings here... in my empire, rebellions aren't tolerated and rebels are hung... unless they have some useful talents like this Remmy guy does. [img]images/smiles/icon_rolleyes.gif[/img]
In this special case, there is imperial mercy for you, but you should learn to behave in the future. In any future dealings, you'll call me "Your Majesty" and you'll lick my feet twice a day for 20 minutes each, keeping them at a temperature of 39 degrees Celsius. Failing to do so will result in immediate dismembering. [img]images/smiles/icon_biggrin.gif[/img]
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Which means that if you don't get those 4 free levels you *can't* beat Korax at all? Personally I call that imbalance.
To be honest, this D'Sparil's Heart thingie has been added because this was the only thing Camper was willing (or able) to code at all. It's also meant as a special reward for the die-hard Hexen fans who know the game inside out. Of course I can't say for sure, but I think I might've beaten Korax even if I had 5-6 levels less, not only 4. It'd have taken a lot more time, but it might've been manageable. Difficult to say...
The original idea was that the player gets EXP for puzzles solved, secrets found etc., but ask Camper what happened to these and tons of other ideas I had about Korax Mod... [img]images/smiles/icon_sad.gif[/img]
...that's BTW why I like you this much Remi, whenever I have an idea, you get down trying to code it and most of the time you get it running... it's a lot more motivating than when I have an idea and the programmer's answer is (w/o even trying to code it) "it can't be done/it's too much work".
Anyway, if this discussion about EXP for puzzles & co. would've been brought up between July and October, it could've been implemented in KMOD2 from the beginning, but now for a bugfix patch it's IMO not worth the work. Especially that the system works a lot better if you have clearly defined sidequests, like in Korax Alpha. Another thing for our first TC... [img]images/smiles/icon_wink.gif[/img]
As for bugfixes, I never said they shouldn't be implemented, of course do them. For multiplayer, we could test it with Camper some over weekends, so if you want to try to fix the bugs, we could give it a reasonably good try.
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Grrrrr, if only JHexen supported software rendering I could test it multiplayer.
Another advantage of the Vavoom engine we'll start using once Korax Alpha is out, it's got not only software rendering but also DOS and Linux ports (==> even more players).
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And another thing I'd like to do in the patch is to balance the other difficulty levels. Right now only the normal (3rd) difficulty level seems to be really playable.
I'm not sure what you exactly mean? Between the different skills, all original differences of Hexen exist, plus one thing from KMOD, i.e. that once you get a new level, you get 5 points on skill 1-2, 4 points on skill 3, 3 points on skill 4-5. With 12 levels or so reached by the end of the game, it makes quite a difference. I'm pretty convinced that once the game is playable on skill 3 it's also playable on skill 1-2. As for skill 4-5, good Q, I know that KMOD wasn't playable on skill 5 with the Fighter, I tried it and failed at the first Wendigo (you'll never beat them in fastmonster w/o invulnerability, healing or a fast-shooting range weapon).