About this mod

"Rebirth" is a fan—made remaster with an updated picture, corrected errors of the original game, WHICH do NOT affect the balance, compatible with other mods.

Permissions and credits
"Rebirth" is a fan—made remaster with updated graphics, fixed bugs that do NOT affect the balance of the game, compatible with other modifications.
During installation, you can choose the translation of the game you like.
A few simple modifications from the author ("All Heroes", "IronMode"). The addition "Lost in the Astral" with minor improvements and an English translation.
Simple and intuitive installation with automatic configuration.

This is a completely finished product that does not need any other graphic modifications.
 
Installation:
 
Install the game "Evil Islands", preferably the GoG version. Run the installer and follow its instructions. The game does not need to be patched, it cannot be installed in "Program Files", and the path to the game should not contain Cyrillic.


More information about the project

Textures that have not been changed:

The main textures have been updated, except for some (items in the store and character textures), they look good and, in my opinion, do not require changes, a little "soapy" on closer inspection, but quite good quality.

In total, there are more than 1,700 armor and weapon textures in the game, updating them would require too much time and effort with questionable results. Even opening such a large number of files in the editor is a lot of time, not to mention high—quality work with them. There are also a number of technical limitations.

Throwing everything into the "Make beautiful" program is also not considered, it will not be beautiful without manual edits, which will take a huge amount of effort, and the result will be doubtful.



The main idea:

The main task when working on a project is to update the appearance, while maintaining the style of the original game: a single style and vision of the author is very important when the modification does not look like a collage of different works, but is a whole project.

I tried to update only where changes were needed, without touching other elements where changes were not needed, restoring the original textures, taking the best textures as a basis and raising all the others to their level.

My thought can best be conveyed through the image located just below:



In the image above, we have the main character and the toad, in the image below — the main character and the bridge. The bridge and the toad have a texture of the same resolution of 256x256, and if this detail is more than enough for the toad, then there is no more for the bridge, so one of the tasks is to find such bridges and restore their detail, while maintaining the general style of the game.



It is important to make the game look the same at a distance as before, and have additional detail when approaching. I will accompany many images with a top view, because more than 80% of the time you will see the game that way, so the textures first of all need to be "adjusted" to this view. Many textures have the "wrong" resolution, and this problem needs to be solved too. It is clear that the developers did not quite keep up with the development, although this is quite a standard situation for such work. It is important to understand that too "clear" textures are just as bad as too "soapy" textures, because they stand out and break the overall picture. I highlighted all the changed options in red.

Textures need a different approach, sometimes they look good, you can slightly correct them by adding clarity using automatic tools with minimal manual labor.
 
At first glance, this texture is not much different from the previous one, but it is not. More manual work is already required here, it is necessary to remove artifacts, literally cover up the excess manually, choose the right resolution and slightly restore detail.
 
There are cases when the texture is very low resolution and requires a lot of time to restore, in addition to what we did in the previous case, we will also need to manually finish drawing the missing details.


Let's take a closer look at all the elements of the «Rebirth« project. There are too many changes, so I will show only a part of them, and you can already fully enjoy the project yourself by downloading it from the link indicated at the top.

All textures are designed for modern PCs with a resolution of 2k and higher. I tried to restore the original textures with my small assumptions, it is quite difficult to avoid this with such a large-scale work.


Visual changes:

Various Objects:

In addition to adding details, I decided to change the shade of the bridge's wood, adding to it the color scheme of the other buildings on the Gipate so that it harmoniously fits into the game. The fact is that this bridge has been around since the time of alpha and therefore stood out slightly, so I allowed myself such small assumptions for the sake of a more harmonious overall picture.
 
In some places, the resolution is so small that you can't even see the seams that hold the skin together, they, like some other elements, had to be redrawn.
 
In the case of the ruins, I removed the pixel parts, which obviously should not be here, just look at the pillar in the ruins with drawings, which was a little earlier.
 
It's about the same with the city gates.
 
The Gipatian small teleporter usually uses the same texture with the large teleporter on Hadagan, so I changed it slightly.
 
Here I slightly added snow, especially between the logs, and a more detailed drawing of the tree is also visible when approaching.
 
The same thing, more details, a little more snow.
 
Some "soap" elements have been restored.
 
As I wrote above, I allowed myself to add a little more snow to the wooden buildings of Ingos.
 

The bridge, although it has not changed much, but thanks to the reduction of artifacts, it began to look more detailed.
 
A cleaner and slightly detailed tent, if you zoom in, you can see the barely noticeable texture of the fabric.
 
More detailed gates, as well as cleaner buildings without artifacts, which look better at high resolution.
 
The original texture is too small for such a large object, but now it matches its size. The lava now merges with the one below, the grids are better visible, as are other parts of the object.
 
There are more details, clearer textures, and some elements are better visible.
 
When approaching, it was difficult to understand what kind of element it was, so the detail was increased.
 
 
Vegetation:

The leaves of the original trees were difficult to distinguish, there were pixels instead, I tried to make it so that individual leaves could be seen. The tassels of the spruce were also not visible and represented literally a few pixels, I tried to add details. In the screenshot with the snow-covered Ingos fir trees, you can see how they look in the distance. A fern drawn in more detail. Palm trees from Suslanger have more details, individual elements are more drawn, and I also allowed myself to slightly adjust the color scheme.
 
 
Monsters:
 
The monsters in the game have great textures, so I didn't change them much, mostly I removed artifacts. The white tiger has removed the symmetry on his face. The green troll's face was adjusted so that it was more detailed. The light has become brighter and is now more noticeable, and the new effect of applying a fire spell has made it even more expressive.
 
 
Terrane:

In the case of the textures of the earth (terrain), everything that is under your character, earth, lava, sand, etc., in my opinion, there are several problems.
The first problem is that the original terrain has seams, if you zoom in, you can see how it (the texture of the earth) consists of many squares, I tried to remove these seams.

The second problem is the resolution is too low, when we zoom in, in some cases we see literally pixels, I tried to fix this by adding more details, but without going into excessive sharpness, because the background should not distract you from the characters.

The third problem is that at a great distance you can observe in some cases repeated titles, you literally see how the same pattern repeats on the ground. I tried to fix all these described problems while maintaining the original style.

As I wrote earlier, the main approach to the work was that with a strong distance, the old and new versions of the textures of the earth should not differ, but with a strong approximation, detail should be added. 
Also, there should not be all the problems described above: seams, low detail, repeating elements.

Here we can see the seam I wrote about and the low detail, also, if you move the camera away, the repetition of titles will become more noticeable, although this is not very noticeable here. I tried to correct all these elements.
 
In this case, if you look closely, you can see how the rocks literally consist of squares, I tried to get rid of this effect by preserving the original rock pattern.
 
More detailed tiles and other elements with the above corrections.
 
You can see what the new lava looks like.
 
At a great distance, the changes are not visible, at closer and at higher resolution, more details become visible.
 
Here I allowed myself to add a light blue shade to the snow.
 
The original water, if launched on a modern screen, hits the eyes very hard if you look at it, especially at the standard speed of the game. I tried to make it more detailed, the animation is smoother, more pleasant to look at. Perhaps it's not entirely clear from this gif, but the water now looks more pleasant in the game.
 
 
When updating the texture of the earth, you need to follow the previously set goal, too detailed textures are just as bad as too "soapy", everything must be done in a single style.
Also, let's not forget that the texture of the earth should not take away the attention of the characters.



Spell Effects:

I have updated all the effects of spells, below I will show some of them.

On this gif, you can see how the effect of applying the spell of the "School of Fire Magic" has changed, how the smoke around the hero's hands has changed. Pay attention to how the explosion has changed, it has become more detailed, every part of it. Also, after application, a funnel remains, there are only four varieties of it.
 
The spell of the "School of Lightning Magic" also had a changed effect of application, it became more expressive, in my opinion. The lightning has become more detailed and more drawn, although at this resolution it is not quite noticeable, you need to look at the game. There is also a slight pulsation of the lightning balls, it seemed to me that it looks more interesting this way.
 
The spell "School of Acid Magic" has a changed application effect, just like the previous schools. Small acid clouds have become more expressive, the enemies are now really in a fog.
 
Updated Lightning Protection spell, redrawn lightning with a slight fog effect.
 
A screenshot for the opportunity to consider in more detail.
 
The updated effect of the spell "Protection from fire", the lights are redrawn while maintaining the old proportions.
 
The spells of the "School of Astral Magic" mostly consist of small stars, so I only removed the artifacts. If you look at the effect in the center, it seems that it has changed a lot, but in fact it is not, because there are strong artifacts. Nival released their other game "Etherlords" in 2001, and this effect was in the game's resources in better quality, from where I took it.
 
 
Miscellaneous (particles, weather, traces):

An example of a modified fire, pay attention to the smoke.
 

The weather elements have been changed. The sand tornado has become more detailed, you can see small pebbles inside.
 

The screenshot is for a better look.
 

Updated snowflakes.
 


Other various elements. In the original, many creatures left incorrect footprints, all because of the low resolution, I corrected and created new, more correct footprints for all creatures. Blood effects that are in the game. The arrow, which can be seen when fired, as well as many other inconspicuous elements of the game, have also been updated.
 
 
Models:

Few models were changed, at that time there were no tools really, and most of the changes in the case of models were not visible, so those labor costs did not pay off at all.


New models of mushrooms, you can also see the updated texture.
 
First of all, I tried to update the cyclops model, I always thought that it lacks polygons, it is one of the biggest monsters in the game, but its texture is like that of that toad, and the number of polygons is also not much more.
 


An updated model of the Orc house.
 
 
Video:


Using special tools, I increased the resolution of the game video from "640x272" to "1920x816", eliminated compression artifacts.
 
 
Boot screens:

The original boot screens have a resolution of 4:3, and if you run them on modern monitors, they stretched, so I changed their resolution to 16:9, increased the overall resolution from "800x600" to "1920x1080".
I added elements on the sides, processed them with tools to improve quality, usually a lot of generated layers, which you then process in the editor.
All these loading screens are displayed in the game in a lower resolution than I did (1920x1080), but even so you will notice the difference.


Updated the name, added missing elements, and corrected the logo.
 
The Gipatian loading screen looks pretty nice in the game.
 

Boot screen from Ingos
 
 
Interface:

The "combat interface" is different from the "seller interface". I found screenshots of the interface from the time of alpha, you can follow how it changed. The "combat interface" was always one step behind the "seller's interface", this is clearly visible in the picture below.
The old "seller interface" was very similar in style to the "combat interface" from the previous version, perhaps it simply did not have time to update.
Therefore, I decided to update the "combat interface" and make it in the style of the rest of the game interface.


At the top is the interface from the closed alpha, at the bottom is the interface from the final version.
 
The color scheme has been changed. The interface is designed for high resolutions, so many elements are reduced. The health and mana bars, as well as other elements, have been completely updated. I assume that the shelves to the left of the hero show the height of the character. The mini-map has become more detailed. In the original game, these maps were made at some stage of development and then forgot to update to the current versions, so there were minor inaccuracies. It was decided to add various additional elements to the mini-map, previously only the landscape was displayed there, now trees, walls, buildings, etc. are displayed, this makes it easier to navigate the map.
 
The color scheme has been changed, clearer elements, this applies to the spell frame, they slightly resemble the old version. On the bottom right there is a more detailed part with well-drawn elements of day and night.
 
Everything is in the same style. At first glance, little has changed globally, but the main thing is the overall picture.
 
The health and mana bar has been changed in the menu with the character. This is another strip, made in a slightly different style.
 
The health and mana bars are more detailed.
 
Noise and some obviously repetitive elements that are clearly visible at high resolutions have been removed. The separators and other elements have been changed.
 
This interface element remained unchanged, less noise, fewer elements, a slightly different frame, updated quest mini-maps.
 
Artifacts were removed from the quest mini-maps, some elements were restored, and the same ropes were restored. I decided to keep the icons in the "pixel art" style. In the original game, due to the low resolution, it may have been poorly noticeable, but all these elements were made in this style, so I carefully transferred them pixel by pixel, leaving them unchanged.
 
"Main menu" with removed artifacts and corrected text.
 
The "Exit menu" is made in the style of the original "main menu". It always seemed strange to me that they were slightly different.
 

The settings menu, here you can see the modified slider and other elements.
 
 
Corrections:

In addition to graphical changes, the «Rebirth« project contains bug fixes for the original game that do NOT affect the game balance. Below are some interesting changes.

"Mountain lizards" have the texture of "Lake Lizards", although they should have their own unique texture. They have it, it is registered in the database and is located in the resources of the game. That's what it says — lizards should use such and such textures, but, apparently, because of the rush, the authors did not have time to make the necessary changes.The same applies to foresters, there are 3 clans in total: the green, black and white clans. The green and white clan's forester magicians have a unique texture, but the magicians of the black clan do not have it, but it lies in the resources of the game.

Perhaps this is not a mistake, and the developers for some reason decided not to use ready-made textures for these opponents, but this is not the case.

Bats have the texture of a red bat on all the Allods (Hypatian texture), but if you kill a bat from Ingos and collect prey from it ("Bat Wings"), then it will have a white texture, collecting prey from a bat on a Mustanger, you will see wings with a black texture.

All these textures are in the game's resources and are registered in the database, but they are used exclusively for wings.

The harpies in the database are named "SuccubusRed", "SuccubusBlue", "SuccubusGrey". Harpy heads (drop-down item) they have the names "SuccubusRed", "SuccubusBlue", "SuccubusGreen". The color of the elements they apply is added to the "Succubus", and the name is obtained.

On Hypate, the "Red Harpy" has a red texture, on Ingos, the "Blue Harpy" with a blue texture (in the game they are called rocky), but on Suslanger, the harpies also have a red texture, as on Hypate, which is very strange.

It can be assumed that this is the author's idea, but the harpy has the name "Gray Harpy", which seems to hint that it should have an appropriate texture, these harpies use acid spells, not fire, as the "Red Harpies" from Hypate do.

When killing Suslanger harpies, the "harpy's head" item falls off them, this item is named "succubusgreen" in the database, and the head of the "red harpy" from the Hypate "succubususred", and this proves that these are different harpies.

In the online game mode, the same cards are used as in the single-player game, but with a different arrangement of opponents. On these maps, all the harpies of Suslanger have the correct textures, and there is not a single harpy with a red texture. And this proves to us that the harpies were exposed to the wrong textures.

Why could these errors occur? Perhaps it's the specifics of the game engine. Usually, in games inside the database, each creature is prescribed which texture will be used for a specific type of opponent.

For example, in Warcraft 3 there is an "Ogre Warrior" and an "Ogre Mage", and each of them has a texture in the database that will be used. In the Cursed Lands, everything is a little different, textures are prescribed in the game database not for a specific type of opponents "Ogre-mage", but for the "Racial model" "ogre", they are separated by commas "Ogre00", "Ogre01". Information about which texture a particular opponent will use is written inside the maps (mob files).

I assume that the developer editor used the first texture from the "Racial Model", and then the authors manually selected the desired texture for the contract opponent.

I returned the correct textures to these monsters that were in the game archive.


An example of these new textures that were not used earlier by mistake.
 
 
One of the most controversial changes is the change to the "Steal the key from the cage" task, because it affects the gameplay directly, but I still consider it a mistake, like many people who go through this task.

In the original version of the mission, we were given control of the heroine "Concubine". We used the invisibility spell on ourselves, took thirty steps, crawled near one guard. Then there were only neutral warriors around us, whom we just passed by, opened the gate, approached Kardaur, took the key from him right in front of his nose (you could stand in front of him without any active spells and steal the item) with a complete lack of reaction on his part and returned back to the same path. a cage with a hero. This was the end of the assignment.The task looked strange, creating a task with a new character who has his own spells, placing opponents, putting patrol points, despite the fact that in the next mission the hero does not even go this way, he immediately goes to the gate leading to the canyon. The work has been done in vain.

Also, let's not forget that our heroine is a concubine of Kardaur, and as a concubine she should be in his estate in the right corner of the map, and not calmly walking around the prison among the guards without any reaction.

The problem here is that the developers forgot to arrange the correct "Diplomacy" for the second and third groups, which include some of the guards and the Cardaur, so because of this error they were neutral, which broke the whole point of this task, and the part with the theft did not work at all.

I put down the necessary diplomacy, and also slightly changed the behavior of the Cardaur, in the original version it turns in different directions, and stealing an item after making changes would be very difficult without actively using saves /downloads. After making edits, the Cardaur ceased to be neutral and sometimes began to walk from side to side, rarely turning, thereby making it possible to steal the key. Let me remind you that in the original he did not react at all to the heroine and her theft.


All these are obvious mistakes that have been fixed, otherwise the task does not make any sense, especially with the allocation of a separate hero for this.

The quest "To steal the key to the cage"
 
 
Modification 
In addition to the «Rebirth« project itself, there are additional modifications.

Modification of "All heroes".

In the original game, you can't take allies with you to new Allods. With this modification, you have the opportunity not only to take, but also to leave allies on new Allods. There are also missions of the original game, where they should not be, for example, when Zak is imprisoned on Suslanger, so if you play with allies, they will also be imprisoned with the hero.


The partners from the Gipate are in a cage on the Suslanger together with the main character. 
 
 
Modification of the "Iron Man Mode".

The original game has two elements that make it easier to complete, so I forbade saving at any time of the game, leaving two auto-saves, the game began to resemble a multiplayer mode in some way. In addition, there was a problem with the "Batteries" - the staffs in which the spell "Cure" is placed with the rune of automatic application of "PP", they do not require application time (they work like spells in your armor), like four the magician is treated (if four wands are collected), which makes your character practically unkillable. I removed the ability to insert the "PP" rune into the "Cure" spell, leaving only the "PR" rune, these are two runes responsible for "Casting Spells" of objects. The wand with the spell "Cure" and the rune "PP" was treated automatically if the health is less than 100%, but the wand with the spell "Cure" and the rune "PR" requires manual application, as when casting a normal spell. The wands still remain An effective weapon, but no longer break the balance of the original game. You can't turn off the difficulty level change during the game, so I decided to leave only the "Heavy" level.

During installation, the "Iron Man Mode" modification can include the "All Heroes" modification and go through the complicated mode with partners.



Various improvements:

The starter has been changed (the menu at the very beginning). The original image was taken during alpha's time, when there was still metal on the Gate, I removed it from the image, giving the gate an up-to-date look. The inscriptions were redone.

During Alpha's time, the "Evil Islands" were called "Allods 3: Rebirth", hence the name of my modification.
 
For the original icon, the "E" from the English logo was used, while I took the letter "O" from the Russian logo. The icon now has more details and can scale without problems.
 
The original game was created for 4:3 monitors, but at 16:9 there was a lot of empty space on the sides, so I updated the menu by adding details.
 
In total, the game was released in 6 languages: Russian, English, German, Polish, Chinese and French, while the Chinese version had only a text translation and English voiceover.
Now you have the opportunity to try out a lot of sounds and find out how the characters spoke in other languages.


Updated starter in all languages.
 

Updated menu in all languages.
 
Updated loading screens in all languages.
 
 
Lost in the Astral

The addition "Lost in the Astral", created by fans with the support of the authors of the original game. Now you can play the add-on without installing it as a separate game.
Made minor changes, updated the quest mini-maps, mini-maps and vegetation.
To update the terrain, atlases are required (a kind of database, without which it is impossible to replace the texture of the earth), so the add-on uses the original terrain.
An English version has been created. Half of the translation was created using an online translator, but the result was good.

Playing "Lost in the Astral", when I first opened the map with the task, the quest mini-maps in this add-on immediately caught my eye. If they were made qualitatively in the original game, then it's not so good here. The first map was especially striking, where instead of using the original icons, the authors drew them with their own hands anew. I tried to make all the maps in the style of the original game, the result was quite satisfactory to me.


An example of updated quest mini-maps.
 
The updated menu is also next to its English version.
 
Updated boot screen. I really liked how it turned out. The image had strange filters that were not present in the original loading screens, and leaves were also very strangely drawn. When working on this loading screen, the generation tool proved to be very good, since it works best with full-fledged images. I've updated this loading screen the most. After creating about 20 different images, I mixed them in the editor, expanded them from 4:3 to 16:9 and made minor edits. I really like how the new leaves turned out.
 
 
All this with a convenient installer that allows you to install all the elements necessary for a normal game in just one click. He will set everything up himself, set the optimal settings, including graphics settings, and no action will be required from you.

All of the above is only part of the changes implemented in the project, so the release of this remaster is a good reason to try an excellent game again.

All the best and have a nice game.