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
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.
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.
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 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:




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.

















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.







Also, let's not forget that the texture of the earth should not take away the attention of the characters.
I have updated all the effects of spells, below I will show some of them.












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.




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.



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.












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.

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.

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.
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.
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.



Now you have the opportunity to try out a lot of sounds and find out how the characters spoke in other languages.



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.



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.