First to the title... We've known all along the game has serious balance issues. If you think we haven't tried to do something about it, download KMOD 1.x and try to play it with the Fighter on skill 4 or 5. On skill 3, it was about as hard as the original Hexen on skill 5 (OK, that's not really hard). I tried it back then on skill 5 and at the point where I reached the first Wendigos in the Seven Portals, I had to give up. If anyone manages to kick their icy asses in KMOD 1.x with the Fighter, then I'll acknowledge I'm a stupid Hexen newbie with no idea how to play the game. [img]images/smiles/icon_wink.gif[/img]
Also, the Cleric was too strong in KMOD 1.x. In my estimation, playing KMOD 1.x on skill 3 with the Cleric is like Hexen on skill 1, with the Mage like Hexen on skill 3, with the Fighter like Hexen on skill 5. Talk about balance... One of the most important goals for KMOD 2.x was to have the classes as balanced as possible, which is IMO pretty much achieved. Thanks to some new spells of the Mage and the Berserker (and speed boost for weapons) of the Fighter, now there aren't such differences as before.
As for KMOD 2.x, I never had the time to really test it, I played it through with only one class and that with a pre-release version of 2.0 which had a couple of things different (like the HP of Korax).
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An important thing people tend to forget is that KMOD isn't supposed to be just the very same Hexen gameplay with fancy stuff painted on top of it (like Raven did in Hexen II where none of the RPG elements offered any kind of real RPG enhancements, they were pretty much only for the show). KMOD is an RPG mod and that means it plays a bit more like an RPG and a bit less like a pure action game than Hexen did. In an RPG, foes vary greatly, from the puny stuff you don't even have to lift a finger to stomp out to the ones you try to find out for days how to beat at all, even if you use everything at your disposal. While bashing large groups of Ettins or Centaurs might've been something for the Fighter back in Hexen, it's nothing for a Level 8 one in KMOD. OTOH even a Level 10 Fighter has more trouble smashing a Heresiarch than a no-level one had in Hexen.
Not to mention we wanted to have the skill levels to be much different than now. Playing KMOD on skill and skill 5 gives a much greater leap than doing the same in Hexen.
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Now to the Heresiarch Phenomenon in detail...
To give out a spoonful of insider information, this is about how we enhanced the Heresiarch the way it is now:
RambOrc: "I want a smarter Heresiarch that can do tricky things."
Camper: "Too complicated to code. Don't want to do that."
RambOrc: "OK, then to give it at least one new cool effect, give it a random counter that lets it summon a Death Wyvern in every 20th to 50th case or so, instead of a Dark Bishop."
(Camper codes this feature because it's but 5 minutes of work. The trouble is, the damned Wyvern gets stuck in the floor when summoned, even trying some tricks can't get it to move around. Would be indeed a fine effect, sure. Yeah.)
...
I guess you get the picture. In the end, we decided it to summon another Heresiarch as a fun effect. This also helped us to pull the skill levels even more apart. On skill 1, there's maybe a 1% or 2% chance of a summoned Heresiarch (i.e. you'll have to be VERY unlucky or a VERY poor player to see one), 5% or so on skill 3 and maybe 15% on skill 4/5 (I won't swear these are the exact values, we decided on the values about a year ago and since then I had nothing to do with these numbers. Ask Janis if you want exact numbers).
As for strategies on defeating the Heresiarch, here is another bit: Ignore the Bishops ALWAYS if you see the Heresiarch has its defensive spell down. Go after it every time it's defenseless. Once its shield is up, go and kill Bishops until the shield is down again.
As for killing the right Heresiarch when there are several, you just need to watch which one summons Bishops and bash only that one and never the others. Once it's finished and you feel like toying with the rest, you can always kill another dozen as they're going to summon new ones again and again, but IMO it's crucial to get rid of the first one ASAP so that you're free to go any time you feel like to.
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Crouching... consider this a bug or a cheat, it's that Chaos Serpents (BTW Slaughtaurs too and maybe others as well) aim at your head, most probably becuz that part of your body is always open for shots if you're able to shoot at them while the lower part of your body might be hidden behind a step, a boulder, a shrub or anything. So if you move around in a crouch, these monsters will cause you pain first thing when they get close enough to use their melee attack.
As for the Deathkings of the Dark Citadel add-on, if you played Hexen and want to have the same level of challenge in Deathkings, start the game at 2 skill levels lower than you played Hexen. Some people complained it's annoying in Hexen that in certain levels all the time new Ettins teleport in if you wait too long. In Deathkings, Chaos Serpents and Slaughtaurs do the same... [img]images/smiles/icon_wink.gif[/img]
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A last word on game balance. I think it's as good as impossible to take a fully finished and polished game, use its original game flow (OK, with KMOD 2.1 and above you can take some shortcuts becuz you can buy Wings in the shops) and original maps, make it innovative and different, and have a fully balanced gameplay all the time.
In Scattered Evil, we'll build maps and create our own gameflow, so balance should be a lot better. While KMOD grew itself out to a highly popular mod (total downloads since last June are approaching 3000) and is standing on its own as one of the very few Hexen mods ever, in its roots its basically a public beta gameplay test for Korax' Heritage (which itself was split into 2 games, Scattered Evil and The Serpent Power).
I tried to answer pretty much all Qs on this topic, if I not fully succeeded and skipped something, just put the Q again (or new ones if you have more to ask). [img]images/smiles/icon_smile.gif[/img]