THE SERPENT POWER

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Introducing the Korax' Heritage trilogy


Posted by RambOrc on 30 Apr 2008 10:32

The Korax' Heritage team is officially introducing the Korax' Heritage trilogy. This trilogy builds on the world and lore of the original Hexen. The story spans several decades, each part introducing new characters to play.


The Chaos Sphere
The first part of the trilogy, it portrays the havoc wreaked on Korax' armies, his destruction and the dimension travels with the Chaos Sphere. This story was told in the original Hexen (including the Deathkings of the Dark Citadel expansion pack), and can be replayed with enhanced graphics and a wide range of RPG elements as Korax Mod. This first part has already been finished and can be downloaded and played.


Scattered Evil
This sequel takes place a few months after the events of the first part. This time, you explore a large part of a country, visiting dozens of locations consisting of all-new 3D maps. All fights are pure-bred 3D FPS fights, traveling and interaction with NPCs is classic RPG-like. This part of the trilogy is currently in development and has been recently greatly overhauled for more immersive and enhanced 3D environments and more engaging AI.


The Serpent Power
A pure role playing game with a seamlessly connected enormous 3D world, you lead a team of young adventurers of the three orders of Chronos on their journey across a whole continent, decades after the death of Korax. You search after the mystical "Serpent Power", which you don't even know what form it takes. Is it physical? Is it spiritual? Is it magic? Nobody seems to know. This game brings back epic storytelling and immersion in the style of the classic 1990s RPG series and is currently in the design phase.


For more information, visit the Korax' Heritage website and forums regularly.


Korax' Heritage: cross-breeding a 3D first person shooter with a fantasy role playing game in the world of Hexen

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(UPDATED) Korax Arena 0.9.2.1 BETA Released!


Posted by Firebrand on 12 Mar 2008 10:02

We are proud to announce the release of Korax Arena 0.9.2.1 BETA, this new version has improved stability and gameplay a lot, we have added new gameplay modes, improved maps, fixed many bugs and made lots of improvements.

LAN games improved thanks to the new network code on the Vavoom engine, here are some other changes made to this release:

    - Added CTF and Domination gameplay modes
    - Added XMas Havoc gameplay mode
    - Added server options for games
    - Korax Arena can now be played with original hexen maps
    - Balanced weapon damage rates
    - Improved bot AI routines
    - Added new powerups
    - Bug fixes and improvements of the latest Vavoom SVN revision
    - Bug fixes and improvements for Korax Arena progs

You can download the new release from our SF.net account or from here.

Feel free to comment, report bugs, or make suggestions on the Korax' Heritage forums and most of all, Have Fun!! 8)

UPDATE: The old version was updated to a new build of Vavoom, that seems to work, please report back to see if it actually works :), thanks!

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New Team Member


Posted by Firebrand on 27 Feb 2008 21:26

Our team has a new member, a 2d artist called NeoWorm, he's already working on some new sprites for Heresiarch's weapons for Korax Arena.

I've finally set an improved news system which will totally substitute coranto, which was becoming a pain in the back to manage :-& , it has the advantage that it's plain simple to post news with the forum (only for team members), and that it'll update automatically the comments on each news item, it'll hopefully make things easier for everyone in the team to post news without the need of anymore mess :).

This weekend I'll be posting some new screens of Korax Arena and talking about some of the new features the next version will have, so stay tuned for more updates! :mrgreen:

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Korax Arena Screenshots!


Posted by Korax News on 09 Nov 2007 08:16

After some time in the development stage, we finally are able to show you some screenshots of Korax Arena latest internal build, and what would be better than posting screenshots of some of the new things you'll be able to see?

Now, without any further things, I present you the "House of Asp", one of the new DM maps made by Crimson Wizard, I really like how the shots are presented.

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Korax RPG: The New Beginning


Posted by Korax News on 28 Aug 2007 13:22

August 14 2007 was an historical day for Korax Heritage project. :) Latest Vavoom progs were uploaded to our SVN repository on sourceforge.net, thus updating the age-old KoraxRPG project. From now on KoraxRPG (Vavoom powered) will be coded and designed until final 1.0 release, and, hopefully, futher.
Primary task stated for coders is copying RPG system, featured in last KMod3 version, to Vavoom platform, alterating and enhancing if needed; plus all the extra stuff like damage skins.

Afterwards, as planned, a lot of new ideas and concepts should be implemented.

High on the list stands creature AI. Basically, it should be divided into 3 “levels”; first “level” is pathfinding. Crimson Wizard has already created an experimental algorythm which made monsters use node graph (built with common mapspot objects placed on map) to determine most effective way of moving to player. Compared to original Doom engine “pathfinding”, results were fantastic! However, whole thing worked very slow and caused game to freeze periodically. He had a guess then, that the main reason is general slowness of Vavoom progs execution; now, when Vavoom seem do it faster he may try this again; and still there’s last option – to put pathfinding procedures into engine itself. Last variant will make it much faster, however there will be an obvious disadvantage: if Janis Legzdinsh won’t allow to put such a thing into main Vavoom engine, we’ll have to create separate executable for KoraxRPG.

Second AI “level” should allow to give tasks to creatures using map scripts (ACS); this should include all the possible basic orders like “wander around” “defend the area”, “goto”, “attack creature/player” etc.
Finally, third “level” is personal Behavior. Primarily configured in code and customizable by map script this should make creatures and NPCs more alive. It will be more complicated, but we may be able do give them have scheduled tasks and predefined reactions on game events.

After all, I am expecting creation of a good amount of new monsters, weapons and spells.

As for extra stuff, Crimson Wizard, personally, would like to have some fun and implement new theatrical effects like player view shaking and swaying when player is wounded, toxication simulation and so on.

PS: I keep referring to CW because he originally wrote this, which I proofread so he is credited for his own views. :P

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Korax Arena now at MODDB!


Posted by Korax News on 04 May 2007 14:14

We have just created a new profile for Korax Arena at MODDB, continuing with our marketing campaign, we want to advertise our projects in different places, check out the profile while you wait for the next public beta, which shouldn't take much more time.

To visit the Korax Arena profile at MODDB, click on the red MODDB button on the navigation menu in the Korax Arena section.

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Korax Arena trailers now viewable on YouTube!


Posted by Korax News on 17 Mar 2007 23:23

As part of a new vigourous and aggressive marketing campaign, Korax Heritage is now looking to expand its wings beyond the Hexen community in order to promote its projects and and grasp newcoming Hexen fans from around the world. In phase 2 of this campaign, we are now posting the original 2005 KA trailers on YouTube - a free video sharing website.

As of the second this message is posted, the uploaded videos are still very new and thus may not yet be searchable on the database. In that event, here are the URLs that will take you directly to the videos.

Note that these YouTube uploads are the low-quality (320x230) versions: RambOrc has recorded a higher-quality ones (720x480), but it came to 93 MB over the maximum storage YouTube permits. But nonetheless, the higher-quality trailers are still available for download in *.mov format on this website.

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KH joins MySpace


Posted by Korax News on 12 Mar 2007 18:59

Several of our team members have independently designed their own pages on MySpace, a social networking service that has gained massive momentum since the 2005. Eventually they came across each others profiles, and have thus joined forces to start a MySpace group dedicated to Korax' Heritage. So far there is only a group page (members of the team only!), but in the near future we hope to provide a full-fledged page that accounts for all the projects.

To view the group page thus far, click here.

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Forums Revamped!


Posted by Korax News on 16 Feb 2007 19:42

We have just finished revamping the forums, we updated to the latest forum software and added a couple of new features here and there, it took a while because the old DB wasn't compatible with the newest version of the forum software, but hopefully everything should work fine, a couple of posts from today were lost during the update, but there shouldn't be any more problems.

Also, I would like to inform our users that our server won't host binary distributions anymore, I've updated the download links to point to our SourceForge project page, where you'll be able to find downloads from now on, that's it for now, see ya all again soon!

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KA 0.9.1 Beta Released


Posted by Korax News on 15 Dec 2006 23:40

I just want to announce that we have released Korax Arena Beta 0.9.1, which fixes some problems that were present on the last beta release, you can get it from here.

Here's a small changelog of it:

    - Fixed crash when killing monsters in Castle Sweep
    - Fixed hero's long bow snipper feature
    - Added sprites for Heresiarch's purple ray and claws
    - Fixed problems with scoreboard drawing in team gameplay modes
    - Fixed problems in bots AI while tracking allies changing maps
    - Modified certain weapon's attacks
    - Added new weapons for Heresiarch player
    - Modified full-screen HUD's experience display
    - Added CVar for number of death player and monster corpses, this should fix flickering sprites in most situations
    - General bug fixes here and there

Be sure to post your bug findings and comments in the Korax Arena forums, enjoy!

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