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Welcome to the Hidden Evil combat demo. Hidden Evil is a traditional, turn-based, party-based RPG in the tradition of Phantasie II, the Ultima games I-IV, and more recent indie classics like Tom Proudfoot's Pirates of the Western Sea and Helherron. Fans of delicious turn-based fantasy should also check out Keep on the Borderlands, a total conversion mod utilizing the Temple of Elemental Evil game engine, the demo of which was released in January of 2008. I commit to the following: > There will be no elves, orcs or giant rats. Below are the guidelines for the combat demo. Please read up on the rules if you intend to play. The interface is as functional as I could make it, but even experienced gamers will find a few differences. |
Game Play I have created a vector_only demo in hopes of eliminating the hideous slowdown experienced by some players. The vector demo has now been updated to contain everything in the original demo. There will be no more updates of any kind. |
Announcement: Further Development Cancelled!
I've decided to leave this project at the demo stage. Play slowdown after exploring a few rooms, which if much more territory were added would make it unplayable, has convinced me that Flash isn't capable of handling the game as I've scripted it. Play Game - last updated: December 5, 2007 Hidden Evil Combat Demo - NOT RECOMMENDED this version utilizes bitmap backgrounds Hidden Evil - vectors only - this is the final update |
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Dancing Vector Sprites Gallery! - visit some of the truly terrifying creatures that await in Hidden Evil, IF YOU DARE!
Forum: Bug Reporting, Suggestions - ze forum is no more! Visitors to Hidden Evil: |
| Pepe | The first character is the Swordsman Pepe. If Pepe is killed, the game is over. |
Swordsman |
The Swordsman is the typical close combat fighter type, endemic to RPG's since the dawn of 1974. The Swordsman eschews ranged weapons in favour of bladed weapons and, in desperate straits, clubs. This is the only character who may use shields and twohanded weapons. |
Thief |
The thief is a skulker in shadows and a stabber of backs (sometimes). It is important to check in your thief's Inventory to see which skills he has. Abilities like Pick Locks and Backstab are not automatically granted. The thief may use daggers, singlehanded swords, and crossbows. |
Archer |
The least interesting character profession, the Archer, may use bows and daggers only, but also may wear any kind of armour or helmet. |
Mystic |
The Mystic is the beneficiary of arcane magikal abilities, granted to him as an adherent of Ormene. In Hidden Evil, the Mystic is the sole beneficiary of spells of all kinds, from healing and defensive varients to those of fiery destruction. Mystics are the only class with the stat Magika instead of Stamina. A Mystic does not resort to physical violence except in extraordinary circumstances. If such circumstances do arise, he may use daggers and staves. |
Stats Main Statistics |
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STRength |
Strength determines a character's life points, part of his Stamina and Stamina Regeneration, as well as Weapon Skill with all Swordsman weapons. No minimum Strength is required to equip items and there is no Strength-related carrying limit. |
DEXterity |
Dexterity directly impacts a character's Speed (when he gets to move) in combat, as well as all Thief and Archer Weapon Skills and the Dagger Skill. |
WILl |
Will determine's part of a character's Stamina, and all of his Magika and Magika regeneration (Mystics only). Will also slightly affects a few Weapon Skills. |
INTelligence |
Intelligence directly determines a Mystic's base spellcasting ability and Lore, as well as partly affecting skill with Staves. |
LIFE |
Life is like hit points. Zero equals death, and in Hidden Evil death is final. |
STAMina |
Regular movement and actions do not cost Stamina. Stamina is used to fuel Skills used in and out of combat. During combat, Stamina partly regenerates every turn. Your character will not lose consciousness or suffer any ill effects from Stamina being reduced to zero. |
MAGIka |
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LORE |
Lore reflects the ability to decipher ancient runes, foreign languages, and in certain cases to figure out strange magikal items or machines. Only Mystics can have points in this statistic. Thieves can gain a Lore rating, and the ability to cast spells from scrolls, by gaining the Decipher Skill. A Lore check in the game takes into account the party's cumulative rating. |
ARMour |
You know what this is. A higher rating means a lower chance of being hit in combat. Armour, like weapons, shield and some helmets, weighs on your character and reduces Speed. |
SPEED |
Speed reflects the cumulative drag of equipment on your character. Each piece of equipment (usually excluding jewelry) has a Speed rating which is added when worn. Movement points are derived from Speed (see below). The order in which friendly and unfriendly units moves is also determined by Speed, units with the lowest ratings going first. A character with nothing equipped has a speed equivalent to 10 minus his Dexterity. |
MOVEment |
Movement is the number of squares one can move during one round of combat. Taking an action requires only 1available Movement point, but will also end your turn. Your Movement rating is directly related to your Speed. A Speed rating of less than 6 will grant a Movement of 5, the fastest available without magikal enhancement. Movement points are decremented thereafter according to the amount of stuff you have equipped. |
Resistances |
Resistance to normal damage, fire and magik are numerical and reflect the number of damage points subtracted for each of those types. Resistance to bleeding, slowing, stunning and poisoning is absolute. If one of these resistances reads 'Yes', you are immune to that effect. |
Main Interface |
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1. Your Player Character. As you navigate with the arrow keys on the keyboard, this character will always be centered. You do not navigate with the white arrows on the screen. The grey-blue button to the left of the shortcuts displays the most recently cast spell and will identify container buttons when they appear. |
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Important: Opening your Inventory to create shortcuts during combat will use up movement points. Choose your shortcuts on the map screen, or during unit placement, immediately before combat. 6. Clock. The flag shows the number of game days your party has been exploring Hidden Evil. The sky shows what time it is. The Clock is irrelevant to the combat demo. 7. Main Menu Buttons. A white star in the bottom left corner denotes the currently active unit. The topmost profile is the leader. These profiles appear in the order in which members are recruited and cannot be moved. The order is not relevant to placement during combat. |
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Inventory |
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1. The Paper Doll. Here the selected unit's equipment is displayed for your perusal, and can be swapped with items appearing in the Equipment section of your Inventory. Click on the picture of an item to unequip, and on its name in the list to equip. If the item cannot be equipped, the reason will appear in a red text prompt at the bottom of the Inventory Description Box. 2. Main Statistics. All your primary and your main derived statistics appear here and update immediately should they be affected by combat, spells, potions or equipment changes. 3. Resistances. Resistances start at zero, or "no", but can be altered by magik, equipped items or potions. 4. Weapon Skills and Learned Skills. All usable weapons for the selected character's profession are listed here. Base Weapon Skills are derived from character stats, and increase through making successful hits with that weapon in combat and through allocating extra points when leveling up. Certain items will give a bonus to a Weapon Skill, but will do nothing for a character who cannot equip that weapon. Some Learned Skills, like Woodcraft I which prevents the party from getting lost in forested areas, are automatic and required no activation. Others, like Shield Bash, cost Stamina to use and must be clicked, either in the Inventory or from a shortcut on the main screen. The third kind, like Backstab, are automatically used, and also cost Stamina. A Thief with the Backstab skill will always attempt it if the opportunity is there, and will accordingly pay the Stamina cost. |
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Learned Skills can also be acquired by spending points when leveling up, some through the character's guild, some elsewhere. No new Skills will be learned in the combat demo. 5. Inventory Window. This list, which opens at first to the party's Equipment Inventory, can be swapped out with 3 other lists using the buttons at the bottom. 6. Inventory Buttons. These buttons change up the list displaying your party's stuff. The buttons display (from left to right): equippable items, all other items, spells and keys. An example of the spellbook menu can be found at the bottom of this section. 7. Player Stats and Party Stats. The top selection of Player Stats shows temporary bonuses or penalties only, not those derived from equipped items. Regen Life, Stamina and Magika shows how much of each is granted at the beginning of the unit's turn. Regen Life is zero unless increased by magikal means. Party Stats shows the party's renown, how well you are known in the land for your exploits, and your reputation for good or evil deeds. Experience refers to total experience points accumulated since the party last visited town. Experience is not divided among party members, and no one can level up, until the party returns to town. Lore is the party's cumulative ability to decipher strange writings. 8. Inventory Description Box. Hovering over any equipped or listed items or spells in the Inventory will prompt a description here. If an item which cannot be used, or a spell which cannot be cast, is selected, a red text prompt at the bottom will explain why. |
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The Spellbook menu, at right, works as follows: the number at the very bottom represents the level of spells displayed. Flip back and forward between spell levels using the white arrows. The roman numerals represent the multiplier currently applied to the chosen spell (1 by default). Multipliers are explained under spellcasting. Hovering over a spell displays it's cost in Magika on the left of the spell name for the currently chosen multiplier. To the right is the percentage chance to successfully cast against an opponent of the same level as the caster. The base chance to cast a spell against an opponent of equal level is (10 x current INT)%. This can be improved through allocating points when leveling up or through magikal items. Casting spells against inferior opponents grants a bonus of 10% per level of difference, but casting against superior opponents means a penalty of 25% per level of difference. These numbers do not include the possibility of enemy spell resistance. |
This catapult does not appear in Hidden Evil. |
An alternate version of the Spellbook is available as a popup menu, so the player can cast spells without exiting the map or combat screen. That version has no descriptions available, so it's a good idea to be familiar with your spells. |
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| Map Navigation
Hidden Evil is based on a grid of squares. Units may move up, down, left, and right only. All references to 'adjacent' squares, objects or enemies refer to those immediately above, below, left or right of the acting unit. Use the keyboard arrow keys (NOT the white arrow keys on screen) to move around the dungeon map. The white arrows in the bottom right corner allow you to pan the map. Although the player unit's graphic only faces left or right, during combat the unit has a Facing direction at all times, up, down, left or right. If your unit is facing right and you click the 'up' arrow, he will first change his facing to up. This may seem strange at first if the facing arrows are not visible, but does not cost any movement points. To open a door, examine something or access a chest or container, walk into it. Containers, Doors and Traps Important: if the object is locked or trapped, a row of brass buttons will appear in place of your shortcuts below the main screen. You will find you cannot move. If you do not wish to access the door or container, click the button with an 'X' on the far right to exit the container interface, and you will once again be able to navigate away from it. This row of buttons represents every way in your party's power of dealing with the object at hand. If the container is locked, a key button will appear. A bash button for the Swordsman will appear. If you have a Thief with Pick Locks skill, a pick locks button will appear, etcetera. The one exception is the Mystic spell Secret Word, which opens locks. To cast this spell, exit the container interface and cast it while facing the target object from the adjacent square. Regarding traps, it is assumed your party is always on the lookout for traps. If one is spotted, navigation will stop and a red danger marker will appear on the map to identify the trap. Then your options, if someone in your party can disarm traps, will appear. If the trap is not spotted of course, you’re out of luck. |
| Combat
At last, the whole point of the exercise: slaughter! The reason I am releasing a combat demo is that it will be the single most important aspect of Hidden Evil. There will be quests, dialogue, and other RPG related stuff, but in my opinion combat is the single defining part of the game that provides replayability. If the combat isn't engaging and fun I will give up and play first-person shooters exclusively from now on.* *not really | |
The Encounter Prompt Although the [A]ttack option will always be available, the others may not be, depending on the situation. Click the appropriate letter on the keyboard to choose a course of action. This prompt may lead to dialogue instead of combat. The dialogue interface should be self-explanatory. |
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Combat Screen Grid: An overlapping grid will show exact distances in the play area. 5. Surrender and EndTurn Buttons: After some friendly unit actions, such as a melee or ranged attack, the enemy's, or the next unit's, turn will automatically begin. After casting a spell it will not. Use EndTurn if your unit's movement points are zero, but the enemy's turn has not begun. 6. Yellow Circle. This yellow circle is not interactive. |
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| Combat Actions | |
Movement |
Units cannot move through walls, furniture, enemies or friendly units during combat. Sometimes environmental hazards, like water, may be moved through, but usually at a penalty in the form of additional lost movement points, damage or other negative conditions. These hazards will not apply to your enemies who are assumed to be either immune or familiar enough with their environment to move through them without harm. If the terrain looks suspicious, click on it. Hazards which will damage or hinder your units have descriptions. Mere obstacles, like a table or wall, will have no description. Moving directly adjacent to an enemy will reduce your remaining movement points to 1. Movement Points are reduced to zero by taking any action, such as attacking an enemy, accessing the Inventory, casting a spell or using a skill. At the beginning of the unit's turn, Movement Points are reduced to zero when the unit is stunned, and to 1 when the unit is slowed. |
Inventory |
Accessing the Inventory during combat costs all remaining Movement Points. You may need to do this to swap out a weapon, take a potion or use a skill, but spells may not be cast from the Inventory. Use the small but silvery buttons arrayed vertically on the lower lefthand side of the main screen to open the Spellbook popup, from which spells may be cast. Opening this popup will cost you nothing, but add immeasurable peace of mind. You may find its brother buttons useful as well, again at no cost to you! You don't have to thank me. |
Melee |
To engage melee combat, simply attempt to move into an enemy’s square. If you have a melee weapon equipped, you will attack. If you don't have a melee weapon equipped you will be in a very embarrassing position and it would be advisable to go to your Inventory and equip one for the following round. The act of attacking another unit will always end your turn. |
Ranged |
At the beginning of a unit's turn, if she has a ranged weapon equipped a white targeting sight will take the place of the usual cursor. You cannot shoot through any obstacle that blocks movement, or through your own units. There is no stock of arrows or quarrels in the Inventory. It is assumed the archer will fletch his own arrows and always have an adequate supply. Enemy unit shots will likewise be block by obstacles in the play area. Enemy archers will also be blocked by their own units, although some crack shots may shoot through their own ranks without penalty. The act of attacking another unit will always end your turn. |
Spellcasting |
Important: To cast spells in combat, the spellbook popup must be open. Remember that your chance to hit as shown to the right of the selected spell in the spellbook menu or popup is for an enemy of similar level only. If you choose a spell which cannot be cast because you don't have enough magika or a legitimate a target, you will get a prompt, but not lose your turn. Multipliers: Most but not all spells can be cast using multipliers. The current multiplier is represented by the buttons with roman numerals on the spell menu. The effect which is multiplied (or not multiplied) is spelled out in the description. The cost of the spell increases in direct relation to the multiplier, so a spell costing 5 magika at multiper 1would cost 20 magika to cast at multiplier 4. Spells which increase or decrease resistances or conditions do not have a cumulative effect. For example, the spell Ormene's Favour grants another character +10% melee to hit for 5 rounds. Casting it twice will refresh the duration of the spell, but not grant +20% to hit. If the spell's multiplier is 2 the target will get +20% melee to hit, still for 5 rounds. If a character were suffering the effects of the spell Clumsy, which gives him -10% melee to hit, Ormene's Favour with a multiplier of 1would BOTH cancel the negative effect AND give him +10% melee to hit. Casting a spell will always reduce your movement points to zero, but not "officially" end your turn. Click EndTurn to continue. |
| Damage | Unit damage, both to you and your enemies, comes in 4 flavours: normal, fire, magikal and other. The first 3 types correspond to 3 resistances viewable in the Inventory. The 4th type has no corresponding resistance and cannot be avoided. |
| End of Combat | Victory. When all your enemies are dispatched to the netherworld, combat will end and the looting of gore-spattered corpses will begin. On the looting screen, hover over items to inspect their value. Treasure type items with no other purpose will be instantly converted to their gold value instead of appearing in your inventory. Click on items you wish to take, or click the Take All button at the bottom left of the looting menu. Alternately, click Close Loot button on the opposite side. Important: Once you exit the loot screen, any item not claimed is lost to the digital ether forever. Post-looting, you will return to the dungeon map. Defeat. When your first player, in the full game the one whose stats and name you pick yourself, is killed, combat will end in ignominous defeat. Here you will have no option but to refresh your browser and start again. Hang your head in shame! |