This gameplay mod allows you to play the original Hexen maps with an engine that can be tuned to provide a play experience ranging from a complex RPG to a fast-paced FPS.

Description

Korax Mod 5.0 is the latest iteration of our classic Hexen gameplay mod.

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Korax Mod 5.0
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Guest
Guest - - 689,229 comments

OMG! YOU MADE A KORAX MOD V5!!!! THANK YOU VERY MATCH!! I AM SO HAPPY!!! 13 MINUTS AGO YOU APLOADED THIS MOD IN MODDB! YOU BEST!

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HEXEEEEEn
HEXEEEEEn - - 3 comments

OMG! YOU MADE A KORAX MOD V5!!!! THANK YOU VERY MATCH!! I AM SO HAPPY!!! 13 MINUTS AGO YOU APLOADED THIS MOD IN MODDB! YOU BEST! MANY THANKS

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Fastclick
Fastclick - - 36 comments

What a pleasant surprise!
Please tell. Does it support Zandronum save future (https://zandronum.com/forum/viewtopic.php?t=5494) or mothing like this: Zandronum.com ? Would like to play it with friends.

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RambOrc Author
RambOrc - - 70 comments

Korax Mod 5 is single player only. We made a mod 10+ years ago that allows you to play cooperative with your friends in some Hexen and Heretic maps, it's called Korax Arena.

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milinm
milinm - - 95 comments

where can i find instructions on setting up this mod??

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milinm
milinm - - 95 comments

Ok so since posting this, I have gone to the website and tried to follow the instructions, but there is too much jargon I don't understand and I'm not computer savvy at all. Is it possible that you guys could upload korax 5.0 and scattered evil 1.9 ALREADY INSTALLED into Hexen?

It would make things so much easier.
Thank you.

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RambOrc Author
RambOrc - - 70 comments

I just uploaded a short video showing how to install Korax Mod 5 if you have Hexen from Steam.

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milinm
milinm - - 95 comments

Thank you for your reply, it worked.
But now when I change the resolution from the setup file because I can't see the status bar or right side of screen (far too big), I get this error message:
Change Resolution: Failed to set default resolution
Stack trace: ChangeResolution <- CheckResolutionChange <- SCR_Update <- Host_Frame

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milinm
milinm - - 95 comments

Also, trying to change the resolution in-game does nothing.

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RambOrc Author
RambOrc - - 70 comments

What is the exact resolution you are trying to set? Can you post a screenshot of the setup tool after you entered the numbers for height, width and aspect ratio and the tool says configuration saved but before you hit Enter to return to the main menu?

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gnear
gnear - - 129 comments

brilliant mod, thanks so much for all the effort team!

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Valherran
Valherran - - 2,443 comments

I finished the 7 portals so far. Unfortunately I couldn't complete it because the stairs won't rise to open the switches.

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RambOrc Author
RambOrc - - 70 comments

1) There are no switches there any more, unless you play on Old school RPG complexity.
2) The stairs rise at the same point as always, when you push buttons in the latter half of the Guardian maps.
3) The seventh portal opens either 30 seconds after you enter the map (complexity Off), or after you throw the first switch on Guardian of Ice (the one that creates the portal back) (complexity Standard), or after you solve 1/3 of the initial puzzle (pressing one of the three third of puzzle switches on either Guardian of Fire or Guardian of Steel) (complexity Old School). At that point, you can grab the Wings of Wrath, fly up to the central structure in the map, and throw any switches you want.

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Valherran
Valherran - - 2,443 comments

Right now I have the RPG settings turned off. When I got to the 7 portals the main door was already unlocked allowing me to leave the hub early. I did grab the wings of wrath so I can fly up to the stair switches (which were there on my current settings.) After that I completed it. I got used to the wings being there as an extra item to have and not a requirement that I didn't think to use them to get to the switches. But from what you just said above the switches aren't supposed to be there.

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RambOrc Author
RambOrc - - 70 comments

The central structure of the Seven Portals map has a total of 5 switches: 2 that look like the puzzle switches and open a door each on the Guardian of Ice, and 3 with a bull's head on them which all needed to be pulled in vanilla Hexen to open the seventh portal.

The puzzle switches are still there on all complexities, as they are needed to enter some areas of the hub. The three switches for the seventh portal are hidden on RPG complexity Off and Standard. They are still there on Old school, but don't need to be pulled.

Also, the Wings are not a requirement, they are just making your life easier exactly like in vanilla Hexen. The only difference is you get access to them much earlier in most hubs.

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RambOrc Author
RambOrc - - 70 comments

Important: scripts have been modified in all maps to allow the player to skip many puzzles. However, every single puzzle and sequence can still be completed in the exact same way as in vanilla Hexen, if you wish to. You can first solve the 3/3 puzzle behind the first Fire and Steel doors, then enter the second Ice door, unlock the second Fire and Steel doors, solve 2/2 of the other puzzle, raise all 3 sets of stairs, and make the "stones grind" on the Seven Portals map, allowing access to the Bright Crucible. What has changed is that due to new built-in shortcuts (and crouching) you can now explore hubs in a completely different order than in vanilla Hexen. After finishing the revamp, I spent weeks trying to break things by choosing unexpected routes and so built in a lot of contingencies. If you think you are really stuck, send me the savegame and I'll check.

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MintyFreshDeath
MintyFreshDeath - - 7 comments

Good to see Korax Mod back again. Thanks for your work and effort put into making this mod. I played through the Seven Portals Hub on hard mode / standard RPG complexity as the Cleric and here are some of my thoughts:

Loved the new prayer actions. Saved my bacon and healing supplies many a time. However, the Spirits Within prayer has the wrong messages appear when it's used: I saw it say "Spirit's Within Failed" when the ghosts successfully appeared and tore all the monsters around me to shreds and "Spirits Within Activated" when it clearly failed.

While it's a nice touch to have your healing items auto used before you die, this can cause issues if you fall off a ledge to your death as you will end up auto-using all of your items when you hit the ground and then survive the fall, with no way to get back up except through cheating.

Having the two other classes fight alongside you for part of the hub is neat, but their AI is terrible. I was killed more times in the central area by these morons trying to shoot monsters I was bludgeoning already. If you can't change their AI to aim better, could you please change their projectiles to not hurt the player character?

The Ettin Commander and Afrit Leader are great ideas, but they should NOT be spawning on Hub 1. Thanks to the Commander's one-shot-kill hammers and the Afrits ability to regenerate health, they upset the balance entirely and forced me to switch on God mode when I ran out of ammo because melee attacks with the starting weapon is ineffective on both of them.
I think Commanders should appear from Hub 3 onwards and Afrit Leaders from Hub 2 / Hub 1 Secret Level.

The chilling and poison mists suck. They spawn in areas you're forced to traverse and there's no way to prevent damage, especially when they appear in tight corridors. Please remove them entirely.

Lava Dwellers suck as well. Please make them a later hub enemy at the least, or make their fireballs a bit slower.

That's all I got so far. Even though I've made a few criticisms, this mod is still great fun to play. Keep up the good work.

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RambOrc Author
RambOrc - - 70 comments

Thanks for the feedback!

I'll investigate the Spirits Within message issue.

The sidekicks are not dumb, they just don't care. ;) Make sure to avoid their line of fire, at which point you'll see you can just let them take care of the area they patrol.

Afrit Leaders don't regenerate health, they just stop taking damage for a short time.

As for mists, in many places you should be able to jump over them or edge out of the way. Monsters take damage from the mists too, which you can use to your advantage (especially toxic mists, which stunlock some enemies).

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MintyFreshDeath
MintyFreshDeath - - 7 comments

We'll have agree to disagree about the mists - some of them spawn right in front of switches or on top of mana pickups.

Anyway, I played some more onto Shadow Wood, faced one of those magma dragons - and died instantly the moment he noticed me, taking a stupidly high amount of damage from one fireball barrage. That's when I stopped my cleric playthrough out of sheer frustration.

But I didn't give up entirely and tried a mage playthrough on medium difficulty. I'm only on Seven Portals thus far but I find the monsters spawned are MUCH more tolerable - no more Ettin Commanders. I think this is where the hard mode difficulty is going wrong - too many high level enemies are spawning when your character is way too low level to fight them. If you can adjust the spawn settings to match those in medium then it'll play a lot better.

Also, is it possible to port this to GZDoom? The Vavoom port is way outdated and doesn't have the graphical upgrades recent Doom engine ports benefit from (for one thing, shooting monsters from ledges is an exercise in pain).

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RambOrc Author
RambOrc - - 70 comments

You made the right decision: just play the difficulty setting that feels comfortable, no matter what it's called.

Some math regarding those Magma Serpents: if all three of the fireballs of a Magma Serpent attack hit you, they cause 240 points of unmitigated Fire damage. This is reduced by 20 percent if you picked an armor in camp that has no fire resistance, and by 80 percent if you picked the fire resistance armor. Fire is the most common damage type for which there is a resistance available, so when in doubt, ALWAYS PICK FIRE! :) In that case, a full hit would be 48 damage, which should be nowhere near lethal by that point.

Porting to GZDoom would mean cutting half the unique features, starting with the monster AI which is at the core of the Korax Mod 5 experience (try playing vanilla Hexen after KMOD5 and you'll surely see what I mean).

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RambOrc Author
RambOrc - - 70 comments

I've found the "issue" with the Spirits Within messages:

1. If you don't have enough Faith, it says so (this is correct).

2. If you have enough Faith, it checks your player level and your charisma and sets a maximum power for the spell based on those.

3. If there are more corpses within range than the maximum power of the spell, it'll say "spirits within failed" but still cast it, activating some of the corpses and not deducting Faith

4. If there are fewer (incl. zero) corpses within range than the maximum power of the spell, it'll say "spirits within activated" and deduct the Faith cost, regardless of whether any corpses have been popped.

I'll improve the gameplay logic and messaging of this for KMOD 5.1.

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hexenstar
hexenstar - - 205 comments

Mage's melee attack is, most likely, incorrectly implemented.
The electric staff animation seems to be around 7-9 tics
per frame, and is just left as such. Weapon standstill animations,
if left like that (without breaking into sub frames), will (and do)
create a random delay when firing (or even an auto cancel).
Meaning, the weapon will not fire until the previous frame has finished it's allocated time, in tics. The way this weapon presently acts, felt rather familiar, cause i used to do things the same way, many years ago...

The way to amend that, (though it requires more work): is to write more frames in your code, so that each frame is either 1 or 2 tics tops. 1 tic is obviously the best. It means that for 1 standard 5-tic animation frame (which is a reasonable number for a weapon standstill), you create
5 sequential 1-tic frames. Or if you want a slow animation for whatever reason(7-10 tics per frame) - then you make 7-10 sequential 1-tic frames per each standard frame. Yes, that's much more work - but this way, animated weapons will fire (or put more precisely - trigger their attack sequence) without any delay or occasional random attack cancellations whatsoever.

Currently, Mage's melee attack does exactly that,
making it unpredictable/ unreliable. Check it out.

P.S. Ettins that throw darts, - it wouldn't hurt if they
had a different attack animation, than just a copy of
their melee attack. Even Raven did something for the
Slaughtar firing animation...

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RambOrc Author
RambOrc - - 70 comments

Thanks for your feedback. With "code", do you mean DECORATE?

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hexenstar
hexenstar - - 205 comments

Well, whatever it has to be. I only work with Doomsday engine, so for me that would be *.ded script. I know
nothing about how this works in zdoom-slade-related stuff like Decorate. (but i can easily do what i described in *.ded) Depending on the engine and editor that you're using - i am sure there would be some equal function, that does the same job. I am talking about weapon standstill animation structure and the general logic of how animated weapons work.

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Isildur123
Isildur123 - - 31 comments

Hi I add all files in my General Folder but only change that I have is HD stuff, I havn't any new weapon or other cool stuff.
How should I install this mod ?

Thanks

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RambOrc Author
RambOrc - - 70 comments

Have you watched the video how to install it?

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