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Evil skill is a new way to play Arcane Dimensions and offers players a greater challenge with deadly enemies to fight!

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Skill levels in Arcane Dimensions are selected in game by the player, there are no menu options. In the middle of the start hub map are three pillars with easy, normal (default) and hard written down the side to choose from. When one of these pillars is touched by the player the engine will change the current skill level and any map loaded afterwards will be affected.

Pick your Skill

Beyond hard skill is another level called nightmare where monsters have faster reaction times, suffer less from pain and do additional attacks and damage. Nightmare skill level is always hidden because its often regarded as being unfair and not something that the player should be able to select accidentally. To reveal nightmare skill level in Arcane Dimensions the player has to go for a quick swim in lava!

Nightmare Skill

Some players even find nightmare skill tame and not much of a challenge and this is where evil skill level comes into play. The players maximum health is halved, monster reaction times are faster and the players trusty axe is upgraded to the legendary shadow axe instead. Once the player has unlocked nightmare skill level then they can find the new evil skill pillar lurking in the start map.

Evil Skill

Skill level balance in Quake maps is defined by the level designer and once the map is loaded the skill level cannot be changed without losing progress. The player is expected to know what skill level they are beforehand and hope that the level designer is fair with the setups, however each level designer has their own interpretation of what skill levels are and this can lead to misunderstandings.

Custom Skill Level

A key feature of Arcane Dimensions is that all combat is scaled via skill level, the reaction times, pain and attacks are all linked together and this is dynamic. Once a map is loaded and the skill level has been setup, the player can open the console and change the skill to whenever they want. This allows the player to try out different skill setups and adds to the replayability of maps!

Arcane Dimensions 1.80 with patch 1


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Blue199
Blue199 - - 6,973 comments

oh, that sounds neat!

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Turco_
Turco_ - - 231 comments

Interesting

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Guest
Guest - - 689,433 comments

Hey, call me a noob but I don't understand what replaces the easy pillar with the evil pillar. I got the nightmare pillar and then saw evil mode exists but this just says it appear and the image shows it replaces easy but it just isn't for me.

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simonoc Author
simonoc - - 236 comments

I did not want to spoil the surprise of finding out how to unlock the evil skill pillar in the start map. You have to unlock the Nightmare skill pillar first and then check the back of the giant pillars in the middle of the map for shootable buttons.

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WhimsicalWhiskey
WhimsicalWhiskey - - 5 comments

that's totally fair, it just leaves you in a bit of a spot when you fail to find it on your own and there isn't a "I give up, help me" option :P

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Muleke_Trairao
Muleke_Trairao - - 248 comments

Hi, simonoc. I want to first state that Arcane Dimensions is the best Quake mod I've ever played. It added so much variety to the game that I almost can't play vanilla Quake anymore!

Now, I want to ask some things regarding the difficulty settings in the mod, because I can't find more info online.

I've noticed that changes were made to the Nightmare difficulty in AD compared to vanilla Quake. For instance, enemies don't spam ranged attacks anymore, which would render them stationary. You said in the article that, on Nightmare, "monsters have faster reaction times, suffer less from pain and do additional attacks and damage", but I haven't noticed faster reaction times nor additional attacks and damage on Nightmare, at least compared to Hard. Are these specific to certain enemies or something? Could you also provide more info on what the difficulties in AD change in the gameplay compared to vanilla Quake? I'm playing AD 1.81 on Quakespasm-Spiked, btw.

Thank you!

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simonoc Author
simonoc - - 236 comments

Monsters in AD do work differently from vanilla Quake for nightmare/evil skill levels. The monsters no longer get locked in place (turret mode) and react less to pain animation code requests. Several monsters do more attack/damage (grunts/enforcers fire extra rounds, shamblers do more lightning damage frames and shalraths have faster vore balls) but these changes are legacy vanilla code.

The real big difference for AD skill levels is monster projectile speeds because the code scales the speed of projectiles up or down depending on the current skill level. You can change this with the console "skill" command because the progs code is dynamic and will update all monsters without having to restart the map.

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BeanmaN3141
BeanmaN3141 - - 1 comments

How do I get that cool status window when entering Evil mode? I don't seem to have it when using that skill level.

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