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Scattered Evil 2.2 released

Scattered Evil 2.2 is now available on SourceForge and ModDB. What is it about? Korax' Heritage: Scattered Evil cross-breeds a 3D first person shooter with a fantasy role playing game in the world of Hexen. New features for the updated release are:

Journal Redesign
The Journal has been rebuilt from the ground up - not just visually, but also in functionality.

Sleeve
The left quarter of the Journal view stays the same on all pages, showing general information.

Character Information: the player's name, class, and alignments

  • Player Assets: a dynamic list of the monetary value of the cash in the player's bags, items in his inventory, and his bank account
  • Armor: the type of armor worn, current durability as both absolute value and percentage left, any resistance gems embedded
  • Keyring: list of all keys in the player's possession

Chapters
All chapters are now single pages with dynamic overlays that change the displayed content when moving the focus to another list item.

  • Main Page: when opening the Journal, the right three-quarters of the Journal view shows a grid of icons that allow access to the different sections (size and number dependent on RPG Complexity)
  • Quests: a dynamic list of active, completed and undiscovered quests; hovering over a quest's title displays a short description of the current quest stage (where to go, what to do) and a map sketch of the surrounding area to make it easier to find a location
  • Atlas: high resolution maps show the province and some of the regions in great detail; you can now choose to display the hero's custom notes as usual or the official place names instead
  • Arsenal: a dynamic list of weapons, spells, cantrips, prayers, and martial skills; hovering over an item's name shows information about the weapon/spell or who to talk to if you haven't acquired it yet
  • Codex: a compendium of information about the world and its denizens; hovering over a topic will display a detailed entry on the subject
  • Notes: a section appearing only if RPG Complexity is set to Standard or Old School, it displays currently relevant notes for pending tasks and for Mansion collections; notes are removed after the associated task or collection is complete
  • Crafting: see the next bullet point

New feature: Crafting

  • Herbalism: find and harvest different types of herbs all over Charybdea
  • Alchemy: mix the right combination of herbs to brew powerful potions
  • This feature is disabled when RPG Complexity is Off

Treasure improvements

  • Treasure chests can now be found in a larger selection of dungeons
  • In addition to finding them hidden in dark corners, treasure keys now also drop from certain foes
  • The content of treasure chests is randomized for each new game (saving before opening a chest and then reloading won't change the contents)
  • Treasure chests have received visual updates to make it easier to recognize them and to make it clear when the player is already in the process of unlocking a chest
  • There is now a lot more gold hidden in secret rooms

RPG Complexity differentiation

  • When RPG Complexity is set to Off, dungeons now include a significantly larger number of health and mana pickups, making shopping less mandatory; the number of pickup items also slightly decreases when going from Standard to Old school complexity
  • On Old School complexity, you can now find treasure (mostly gold and herbs) in towns as well

Revamped key management

  • There are now clearly visible standardized locks wherever a key can be used
  • Locks and keys are unique throughout the entire game, so there is no way to use the "wrong" key on a lock or doing it in the "wrong" order
  • Locks and keys now have distinctive animations so it's always clear whether a lock needs a key, is in the process of being opened, or is already open
  • These changes also fix previous issues with some keys disappearing from the player's inventory

Miscellanous fixes and improvements

  • Ability score updates have been moved to a dedicated Character Update Screen
  • Greatly reduced the difficulty of Vermin Hovels on Hard and Nightmare skills
  • All monsters that drop a specific quest item or trigger an action upon their death are now protected from being morphed and thus accidentally blocking player progress
  • Fixed the vertical position of many pickup items that were hovering too close to the floor
  • Reorganized some of the Options submenus, including the addition of "Display Settings"; also added a few new settings and removed some old ones

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