This demo has been archived by the uploader because it is out of date and no longer supported. We recommend you browse the file list for the latest demo.
Alright people here's the first update for the Open Beta of BEC. Many changes were made and some new quality of life additions have been implemented. Thank you for all the input and support. Be sure to read the Readme before playing. All feedback is welcomed. Download and enjoy.
BLOOD EXTRA CRISPY OPEN BETA 0.2 FEATURE LIST
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How To Install
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1. Uninstall BEC 0.1 and remove the mod folder from your base Blood folder.
2. Put the "BEC_0.2" folder in the "Blood" folder.
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How To Play
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1. Run "Install_BEC.bat"
2. Play the game.
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How To Uninstall
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1. Run "Uninstall_BEC.bat"
9-28-19 - Changes in version 0.2 *******************************************
Fixed the weapon positions on weapon select keys for easier access:
1 = Blasphemous Canisters
2 = Duel Flare Guns, Single Flare Gun.
3 = Dual Sawed Off, Trench Gun, Single Sawed Off
4 = Dual Tommy Guns, Single Tommy Gun
5 = Napalm Cannon, Flamethrower
6 = TNT, Proxy, Remote
7 = Gatling Gun
8 = Tesla Cannon
9= Life Leech
0 = Grimoire, Voodoo Doll
Added a better installation process that also allows BEC to work with custom addons and map packs.
Added better tracer sprites.
Removed the ability to auto reload weapons by switching weapons.
Reduced the recoil for the Gatling Gun fire modes.
Reduced the spread for the Gatling Gun fire modes.
Gatling Gun loads up rounds faster for the volley shotgun-like fire mode.
Gatling Gun bullets have had a 2 point increase to their damage output.
Increased the pickup radius for tossing back dynamite thrown by Cultists.
Ammo for the Voodoo Doll or the Life Leech will not regenerate unless you own the weapons.
Allied Zombies will now lose the Voodoo Doll symbol above their heads when killed by the Voodoo Doll.
Made damage resistance even higher when in Demon Mode to compensate for higher difficulties.
You can now use the Purge and Knife melee attacks with the Blasphemous Canisters (Dual Revolvers) when underwater.
Life Leech does not give the player health when hitting non living objects.
Life Leech melee animation speed has been increased.
Dead Bodies take a little less damage to gib.
Fixed severed Zombie Heads not spurting blood as they should out of water and in water.
Reduced the chance for blood to make splatting sound effects.
Trench Gun reloading speed has been increased.
Canceling the Trench Gun's reloading process will now raise the gun back up to immediately shoot it.
Tommy Gun bullets for both ADS and non-ADS modes, not the sweeping left to right fire mode bullets, have had a 2 point increase to their damage output.
Napalm Launcher charging speed has been increased.
Flamethrower fire stream impact damage has been doubled.
Demons spawned by the Grimoire throw fireballs at much longer distances.
Demons spawned by the Grimoire have much better aim when throwing fireballs.
Demons spawned by the Grimoire no longer try to attack pest like enemies (tiny Calebs, rats, hands, little spiders, bats, etc.)
AMMO AND PICKUPS
All weapon Max Ammo values have been multiplied by 1.5 times.
Soul Ammo Pickups for the Life Leech have been replaced with Tommygun drum ammo.
Voodoo Ammo Pickups only give 1 round of ammo.
Added a lot of sound effects for different weapon and ammo type pickups.
WEAPONS
Added sound effects for all weapons when they are raising up to be used.
All projectiles that should leave fire behind now have a chance of leaving fire behind that will do burn damage over time until it goes out.
Added a lot of new sprites for most of the weapon animations.
Added screen shaking for most weapon attacks.
All shotgun pellet counts have been reduced from 16 pellets to 8 with the damage rates increased accordingly to equal out to the same amount.
ADS modes provide a slight increase in damage.
Weapons with magazine that can be reloaded now have magazine counters added to the HUD.
Only bullet based weapons can be used underwater and their fiery or explosive alternate fire modes are not allowed underwater either.
All spread settings have been reworked to have a circular pattern rather than a flatter left to right pattern.
****FIRE MODE 1 = PRIMARY FIRE BUTTON
****FIRE MODE 2 = ALTERNATE FIRE BUTTON
****FIRE MODE 3 = AUTOMAP ZOOM IN BUTTON
****FIRE MODE 4 = AUTOMAP ZOOM OUT BUTTON
**** BE SURE TO HOLSTER YOUR WEAPON BEFORE USING THE AUTOMAP ****
Blasphemous Canisters -
The Pitchfork has now been replaced with 2 dark magic infused six shooters that never have to be reloaded and will never run out of ammo.
Given to Caleb by Tchernobog himself these pistols will be at your side until The One That Binds is killed.
Fire Mode 1: Fires bullets at a decent rate one pistol at a time with reasonable accuracy.
Fire Mode 2: Fires bullets at double the fire rate one pistol at a time with worse accuracy.
Fire Mode 3: Charges up and fires 2 heavy fiery based projectiles that deal great damage and have a decent blast radius .
Fire Mode 4: Quickly lowers your weapon and swipes at the enemy with a deadly knife attack for close range combat situations.
Single Flaregun -
After each shot the weapon must now be quickly reloaded.
Fire Mode 1: Fires a single small flare shot that will stick to enemies and do burn damage over time.
Fire Mode 2: Fires a single large flare shot that will explode upon impact with anything or will split into multiple smaller projectiles after a short
time that will also explode upon impact dealing good fire damage in a small blast radius.
Fire Mode 3: Fires off multiple small flare projectiles in a shotgun like spread formation that will explode upon impact dealing good fire
damage in a small blast radius.
Fire Mode 4: Quickly lowers your weapon and swipes at the enemy with a deadly knife attack for close range combat situations.
Dual Flareguns -
After each shot the weapons must now be quickly reloaded.
Fire Mode 1: Fires 2 small flare shots that will stick to enemies and do burn damage over time.
Fire Mode 2: Fires 2 large flare shots that will explode upon impact with anything or will split into multiple smaller projectiles after a short
time that will also explode upon impact dealing good fire damage in a small blast radius.
Fire Mode 3: Fires off multiple small flare projectiles in a shotgun like spread formation that will explode upon impact dealing good fire
damage in a small blast radius.
Fire Mode 4: Quickly lowers your weapons and swipes at the enemy with a deadly knife attack for close range combat situations.
Trench Gun -
A 6 round pumpshotgun that can be manually reloaded and can be aimed down it's sights for increased accuracy. The reloading of the magazine
can also be stopped by pressing either of the primary or alternate fire buttons. ADS will slow your walk and run speed.
- NO ADS -
Fire Mode 1: Fires a single shotgun shell with a tighter spread than the Single Sawed-Off shotgun and a slight damage increase.
Fire Mode 2: Slam Fires shotgun shells off in rapid succession with greatly increased spread but with a slight damage increase.
Fire Mode 3: Engages the Aim Downs Sights mode.
Fire Mode 4: Manully reloads the magazine.
- ADS -
Fire Mode 1: Fires a single shotgun shell with a very tight spread and a slight damage increase.
Fire Mode 2: Slam Fires incendiary shotgun shells off in rapid succession with an increased spread and a chance to burn your enemies at the cost
of 5 rounds of ammo instead of 1.
Fire Mode 3: Disengages the Aim Downs Sights mode.
Fire Mode 4: Manully reloads the magazine.
Single Sawed-Off Shotgun -
Fire Mode 1: Fires a single shotgun shell until all rounds have been used and then it's followed by a reload of both rounds.
Fire Mode 2: Fires both shotgun shells at once immediately followed by a reload of both rounds, or if only 1 round round is left it'll fire that shell off
and then reload.
Fire Mode 3: Ejects both shells out of the barrels, whether or not they've been fired, and loads up 2 high explosive rounds that deal heavy damage with
a good blast radius. This will cost the user 6 rounds of ammo.
Fire Mode 4: Manually reloads the shotgun.
Dual Sawed-Off Shotguns -
Fire Mode 1: Fires a single shotgun shell from each gun until all rounds have been used and then it's followed by a reload of all rounds.
Fire Mode 2: Fires both shotgun shells at once from both guns immediately followed by a reload of all rounds, or if only 1 round round is left in each gun it'll fire
the remaining shells off and then reload both guns.
Fire Mode 3: Ejects both shells out of the barrels of both guns, whether or not they've been fired, and loads up 4 high explosive rounds that deal heavy damage with
a good blast radius. This will cost the user 12 rounds of ammo.
Fire Mode 4: Manually reloads the shotguns.
Single Tommy Gun -
Now has a magazine capacity of 50 rounds and will have to be reloaded after the drum is empty. Will also leave behind empty drums. ADS will slow your walk and
run speed. Slight damage increase.
- NO ADS -
Fire Mode 1: Fires bullets in full out.
Fire Mode 2: Fires bullets in a left to right spread formation blanketing the area in front of you at a higher damage rate but at the cost of having to use 14 rounds. If
you do not have at least 14 rounds then Fire Mode 1 will be used instead.
Fire Mode 3: Engages the Aim Downs Sights mode.
Fire Mode 4: Manually reloads the weapon.
- ADS -
Fire Mode 1: Fires bullets in full out with a much tighter spread and with a slight damage increase.
Fire Mode 2: Fires the weapon in a triple fire mode that further tightens the spread for maximum accuracy.
Fire Mode 3: Disengages the Aim Downs Sights mode.
Fire Mode 4: Manually reloads the weapon.
Dual Tommy Gun -
Now has a total magazine capacity of 100 rounds and will have to be reloaded after the drums are empty. Will also leave behind empty drums.
Fire Mode 1: Fires bullets in full out.
Fire Mode 2: Fires bullets in a left to right spread formation blanketing the area in front of you at a higher damage rate but at the cost of having to use 28 rounds. If
you do not have at least 28 rounds then Fire Mode 1 will be used instead.
Fire Mode 3: Fires off every round left in the magazines at an extremely hight rate of fire. Make sure you know exactly where you want the bullets to go or you
will waste a lot of ammo. This however can be abruptly stopped with the primary fire button, but you won't have a lot of time to do so.
Fire Mode 4: Manually reloads the weapons.
Napalm Cannon -
Fire Mode 1: Fires a single napalm projectile.
Fire Mode 2: Fires a bouncing napalm projectile that quickly splits up into multiple smaller bouncing projectiles that will also split and cover a large area with fire
and excessive damage. Will require 12 rounds of ammo to use.
Fire Mode 3: Fires a grenade like bouncing ball of napalm that can be used to get around corners and cause burning damage before it explodes with the same damage
rate as the primary fire mode's napalm projectile.
Fire Mode 4: Charges up the Napalm Cannon to fire off up to 4 extra napalm projectiles along with the primary projectile in a spread formation nearly doubling the
amount of damage done by the primary projectile. Do not overcharge the weapon or it can have devastating effects on your face. Each extra projectile fired will
cost 1 extra round of ammo. 5 rounds will be required for a full charge.
TNT Bundle -
Can be picked up and quickly thrown if bundle is tossed or dropped and has not detonated yet by moving over the bomb and then pressing the "USE" button.
Proximity Mine -
Increased the proximity radius a bit.
Is no longer triggered for detonation by the player.
Can be recollected by the player if not yet detonated by moving over the mine and then pressing the "USE" button.
The explosion fires off multiple electrical projectiles in all directions and also leaves behind an electrical trap that will do damage over time before burning out.
Remote Bomb -
Can be recollected by the player if not yet detonated by moving over the bomb and then pressing the "USE" button.
The explosion fires off multiple shrapnel projectiles in all directions.
Flamethrower -
The Spray Can has been replaced by a heavy flamethrower that spews fire at twice the distance and leaves behind fire that does burning damage over time.
Slight damage increase.
Fire Mode 1: Fires a standard stream of fire.
Fire Mode 2: Fires an excessive stream of fire that uses up twice as much fuel but also deals twice as much damage.
Fire Mode 3: Charges up a throw and tosses a canister of fuel that will bounce off of objects and explode with fiery damage after a few seconds. Requires 200 rounds
of fuel to use.
Fire Mode 4: Charges up a throw and tosses a canister of fuel that will explode on impact with fiery damage. Requires 200 rounds of fuel to use.
Tesla Cannon -
The Tesla Cannon is a stronger more beefed up variant of the Tesla Gun that can now do damage to Tesla Gun wielding blue robed cultists.
Fire Mode 1: Fires single electrical projectiles a bit faster than the original Tesla Rifle that can also sometimes cause enemies to explode upon death.
Fire Mode 2: Charges up quickly and fires off the same explosive projectile that the Tesla Gun did, but with the added chance of causing enemies to explode
upon death.
Fire Mode 3: Charges up the Tesla Cannon until a large electrical sphere of blue death is fired off doing dmage to anything nearby as it slowly floats until it explodes
with massive damage and a large blast radius. This will also destroy your Tesla Cannon in the process so use it with caution. Requires 200 rounds of ammo to use.
Fire Mode 4: Fires off a single Linking Tesla projectile that will pass from one nearby enemy to another as long as they are close to each other. It can be fired at walls
or enemies to start the linking process. The more enemies that it links to the more damage is dealth over time. Requires 25 rounds of ammo to use.
Life Leech -
With it's health restoration abilities restored and an added personality, the staff has been made anew. It's ammo is also restored over time.
Fire Mode 1: Can now fire deadly projectiles at a constant rate, as long as the primary fire button is held down, that will sap life from your enemies and give it back
to you.
Fire Mode 2: Tosses the staff at your feet to become a livng turret that can now target up to 3 enemies at once and fires the same projectiles as the primary fire mode.
Using this turret will not replenish your health when damage is dealt to your enemies. Requires either 25 rounds of ammo or your health if the ammo is limited.
Fire Mode 3: Unleashes a wall of exploding fire directly out in front of you that will not stop moving forward until it hits a solid wall. Very devastating at the cost of
50 rounds of ammo.
Fire Mode 4: Swings the staff for a high damaging melee attack that requires no ammo to use.
Voodoo Doll -
Ammo is restored over time at a slower pace than the Life Leech.
Fire Mode 1: Stabs the Voodoo Doll dealing damage to enemies in front of you. Can no longer cause damage to the player.
Fire Mode 2: Casts a devastating spell on all enemies in view. The cast radius and number of enemies that can be affected by this has been doubled. The more ammo
you have the more damage will be dealt. This attack will destroy your Voodoo Doll. You have been warned.
Fire Mode 3: At the cost of 50 rounds of ammo this spell will resurrect the undead from down below to fight at your side or at best cause a diversion. They can be killed
by friendly fire so watch your aim... or don't.
Fire Mode 4: This curse will sap life from the player at put it back into the Voodoo Doll's ammo bank. Give what you want but be warned. The Doll will take everything
that you want to give it. Even the last bit of your life.
Gatling Gun -
Replacing the Akimbo Weapons Powerup this beast is downright brutal. Both versatile and powerful the only thing that ties this weapon down is it's lack of ammo
pickups. Use when necessary or splurge to your heart's content.
Fire Mode 1: Fires bullets at a high rate of fire with a somewhat large spread that can cause enemies to sometimes explode when killed. Requires at least 9 rounds of
ammo to use.
Fire Mode 2: Fires bullets at a slow rate of fire with a tighter spread and a little bit of a damage hike. Requires at least 9 rounds of ammo to use.
Fire Mode 3: Engages Overkill Mode which puts the Gatling Gun in a constantly cranked state that allows the gun to be fired at an extremely high rate of fire with an
even bigger spread when compared to Fire Mode 1. Requires at least 9 rounds of ammo to fire.
Fire Mode 4: Cranks up the weapon up to 4 times loading up 25 rounds per crank. When released the bullets loaded up will be fired at one time with a blunderbuss
like shotgun blast with a maximum release of 100 rounds. Very devastating and gruesome results will follow.
Mourning Codex -
This grimoire of unrelenting pain and anquish would satisfy any user bent on delivering unparalleled heeps of suffering upon their enemies. Replacing the Reflective
Shots Powerup this spell tome can only be used once before another must be found. Each fire mode is nothing less than a game changer and provides the player
multiple ways to do so. Enjoy but don't lose yourself.
Fire Mode 1: Spawns 13 demonic spectres from Hell itself that will move and fly around the area you're in slashing and throwing fireballs at anything that's breathing
except you. Give them their space but do join in if you want. They will last for 15 seconds before being banished back where they came from.
Fire Mode 2: Imbues the user with the very essense of a fiery demon that will add the powers of invincibilty and the ability to leap very high with the help of demon
wings. On top of that 4 new fire modes will be available during your 30 second rampage as a beast from the abyss. Kill them all.
Fire Mode 3: Casts a spell that conjures up the very heart of the Mourning Codex that is then held, and crushed in the hand of the user exploding all lower enemies
in view sapping their health back to the user. Will deal decent damage on larger enemies this attack can be used to both clear a room and restore the player's health
with brutal results.
Fire Mode 4: Calling upon the very energy that powers this book of death this spell will release the stored electrical energy within in a stream of concentrated
lightning for 10 seconds that will lay waste to most enemies in your path. At the end of the electrical streams life time the last bit of pent up energy in the book will be
unleashed sending out a wall of lightning bolts dealing the final blow to anything still living.
- Demon Mode -
Fire Mode 1: Delivers heavy slashes that will take out most enemies with a single blow.
Fire Mode 2: Fires a ball of fire with explosive fiery damage at a decent rate.
Fire Mode 3: Engulfs an area with burning projectiles from beneath delivering round after round of fire damage. Hold the button down to use the pentagram targeting
reticle before releasing the inferno upon your enemies.
Fire Mode 4: Spew fire like a flamethrower empowered by the devil himself.
ENEMIES
All hitscan bullet projectiles have been replaced with actual bullet projectiles that can be dodged easier the further you are from the shooter.
Only living enemies, such as cultists or innocent prisoners, have a chance of dropping Life Essense health pickups.
Sound effects for all Cultist firearms make the same firing sounds as the player's similar weapons.
Rats -
You can stomp on Rats with a well timed jump.
Pods -
Pods and their tentacles now spurt green blood when hit.
Innocent Prisoners -
Screams more while running.
Can have his head exploded when killed.
Added a new death animation when killed by explosive damage.
Health reduced.
Axe Zombie -
Can have his head exploded when killed.
Fat Zombie -
Can have his head exploded when killed.
Burning Cultists -
Has a slight chance of dropping dual flareguns when killed.
Screams more while burning.
Last twice as long and have a chance of leaving behind fire on the ground that does damage over time.
Shotgun Cultist -
Will normally drop either a sawed-off or trench shotgun when killed, but will sometimes drop dual sawed-offs instead which is a rare event.
Damage rate for pellet projectiles have been halved but at close range the damage rate is doubled restoring their original amount of damage dealt.
Explosives tossed can be picked up by the player and immediately tossed back by moving over the explosves and pressing the "USE" button.
Added a new death animation when killed by spirit damage.
Corpses no longer disappear after dying.
Can have his head exploded when killed.
Tommygun Cultist -
Will normally drop a tommygun when killed, but will sometimes drop dual tommyguns instead which is a rare event.
Damage rate for bullet projectiles have been halved but at close range the damage rate is doubled restoring their original amount of damage dealt.
Added a new death animation when killed by spirit damage.
Corpses no longer disappear after dying.
Can have his head exploded when killed.
Teslagun Cultist -
Will drop a tesla cannon when killed.
Damage rate for tesla projectiles have been halved but at close range the damage rate is doubled restoring their original amount of damage dealt.
Added a new death animation when killed by spirit damage.
Corpses no longer disappear after dying.
Can have his head exploded when killed.
Dynamite Cultist -
Will drop dynamite when killed.
Explosives tossed can be picked up by the player and immediately tossed back by moving over the explosves and pressing the "USE" button.
Added a new death animation when killed by spirit damage.
Corpses no longer disappear after dying.
Can have his head exploded when killed.
Gill Beast -
Can have his head exploded when killed.
PLAYER
Now makes footstep sound effects when walking over different texture types.
Makes water splash effects when walking and jumping in water.
Makes lava splash effects when walking and jumping in lava.
EFFECTS AND MISC
Added a new intro movie.
Blood splats only disappear when too many have been spawned.
Acid splats only disappear when too many have been spawned.
Blood spurts now spawn everytime an attack/bullet/explosion hits a target.
Flares stuck in enemies now look the same as when they are in flight.
Reduced size of spent shotgun shell voxels.
Reduced size of spent bullet casing voxels.
Added new main menu logo.
Added more gibs and gore to monsters when they are gibbed.
Added more particle effects to all explosions.
Added more types of blood splats.
Added more types of acid splats.
Blood can now splatter on walls.
Blood can now splatter on ceilings.
Blood on ceilings have a chance to drip down.
Blood on walls have a chance to leak down the wall.
All dead bodies can be blown up by explosives or shot by bullets or projectiles until they explode.
Sometimes a fresh dead body will spurt blood for a little while.
Underwater blood is smoky and not liquidy anymore.
Added enemy specific gibs for many of the enemies when blown up.
Added a lot of new voxels.
Added new bullethole decals for different texture types.
THANKS TO
Nightdive Studios for porting this epic game to their epic KEX engine.
BehemothProgrammer for all of his help when coding the allies AI and several other advanced features that were added. Could not have done it without him.
fgsfds for creating some of the new voxels I added and also making the voxels for some of the new weapons. Can't wait to see the rest when they're done.
elfor for providing a lot of the new voxels I added.
Heraldo Xavier for help with balancing issues and general advice on how not to ruin this game with my mod.
Dzierzan for some of the awesome animations and art used for weapons and death animations from the epic website Altar of Stone.
Sargeant Mark and his epic Brutal Doom Mod for borrowed sound effects and sprites.
Guncaster Mod for borrowed sound effects.
Everybody at the NightDive Studios Blood Fresh Supply Discord for suggestions and feedback.
Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.
I forgot to mention for version 0.1,
When using the sawnoff(s), using the 'explosive' firemode doesn't work when there's only one shell loaded. Is this still the case in this update?
I keep ending levels with 1/5 enemies missing. Could this have anything to do with the custom deathstates added by this mod?
Could you smoothe the animation where the enemy's head blows up a little? Mayhaps make the head blow up while the rest of the body's animation continues as normal, or maybe spawn a seperate item at head level that proceeds with this animation?
The gatling gun won't fire unless you have a specific amount of ammo, can you:
- Have the gatling gun spincycle continue, but not fire, while the rounds are empty
-Have the gatling gun spincycle continue, but not fire, when the firebutton isn't pressed?
When you light dynamite and jump into water, you will drop your lit dynamite, which will explode, can you either cancel the animation entirely, drop an unlit dynamite, or let the dynamite bounce on the bottom of the floor instead if this case is called?
In version 0.1, I noticed it is really hard to shoot downed zombies with any weapons firing projectiles. Could you make the collission box slightly taller for bulletprojectiles only?
Bullets don't seem to harm balloons for some reason.
That is all I can think of for now.
Edit:
The trenchgun's fire sound is exceptionally quiet, too.
Kind of late to suggest changes. LOL
You have to have 2 shells loaded to do that fire mode with Sawed Offs.
Oh yeah ending the level with some monsters still alive shouldn't be affected by the custom death states since they're all called on during the death or killed phase of the enemies.
I don't really see the issue with the headshot animations. Is this just a preference suggestion?
You have to have 9 bullets to shoot the Gatling Gun. That's how it was intended. Not really sure what your asking for with the spin cycle stuff.
The dynamite thing is how it's always been. I'll look into canceling out the animation if you jump in water for the next release.
-This is not what the readme says.
-Well, I just finished a level once with 182 out of 184, then a second time with 185 out of 184 killed. Something's definitely off.
-The issue is that the sprite just stays floating in the same spot for about a second before it actually continues, it definitely looks a little strange.
-Spincycle would be the handcrank of gatling gun. It just feels strange that I can't use those last 1/4 bullets, I'd rather just have the option to drop it if I can't use it anyway instead of it showing up in the weaponwheel or when autoswitched when a weapon is empty.
-I'm aware of that, but, when you're changing so much, why not add to the pile of QOL fixes?
As I added to the original post, the trenchgun is exceptionally quiet on my end. Footsteps overshadow it.
Also, for some reason, when I'm shooting around edges, ledges or corners, the projectiles seem to just dissapear
sometimes. I'm guessing that's an engine issue.
Side note: I play without auto aim, maybe that's why I'm having issues hitting the zombies?
I don't have any issues shooting downed zombies. If more come forward with this I'll see what I can do.
And I'll check that balloon issue.
Aside from what I mentioned, no problems so far aside from whatever the new engine introduces, exceptional work!
How does it feel to be the first expansive weapon mod out there?
It feels pretty cool. I've always wanted to do something for Blood but never really had the freedom that I have to do what I wanted. KEX has made it possible and I think it turned out well. Glad you're on board.
I'll update the readme to specify the Sawed Off issue you're having.
I'll look into the kill count issue too if more come forward with the same issue. I haven't had that problem but if it's there it'll show up for others. It should be covered though.
I'll look into figuring out something for the Gatling Gun and those last few rounds.
I'm still in disagreement with the Trench fire sound. It sounds loud for me.
The projectiles thing is an engine issue.
yeah awesome the first update arrives thanks im playing this mod and i am totally loving it keep the great work cheers
Thanks dude. Have fun.
The changes are great, especially on the Gatling gun & flamethrower. The faster reload on the Trench gun makes it a lot lore usable too.
I have noticed an 'issue' with the life leech that I didn't mention earlier. Since it runs on health and spirit armor once the ammo runs out, it basically becomes infinite ammo since it heals you as fast as it drains your health. Perhaps you could remove this function or just change the health drain rate when out of ammo. Another minor thing is that the Trench gun firing sound is a bit too quiet compared to the other guns (the one in the demo video sounds louder).
That’s a good point. I’ll look into that.
Trench gun firing sound has been fixed for the next release.
Okay, so far, I've noticed a few things-
Sometimes, somehow, enemies won't die but go into some weird off-state invincible loop, where they can't really attack, and can't really die, but do take damage. I'm beginning to think this originates from the original source code, as other build games show this too (Duke3D for example)
The voodoo doll can't attack spiders, but it seems to attack everything else.
There's an about 4 pixels long stripe on the leftmost side of the dual revolver idle sprite.
Also, there's some major performance issues when there's a lot of fire or explosions going on at once, but I wouldn't be surprised if this is due to the Kex engine.
The first is I believe a source code engine issue.
The voodoo can't target those enemy types because it's using a hardcoded set of TargetID's that are leaving the spiders out. I'll look into adding a new list.
I'll fix that.
What are your specs because I rarely get lag from too many effects. I also reduced the number of shrapnel thrown out by remote bombs so that made it even smoother for me.
Oh yeah, remote bombs don't make any sounds when they blow up on my end... aside from the millions of shrapnell flying by.
They don't seem to tank performance that much, but set a lich staff in a room full of zombies and give it a minute or so and I'm sure even your PC will be grinding to a halt.
It doesn't seem to matter what settings I run it on, it always starts bugging out at a specific number of particles. I can't really get a bead on how many that is, but I'm fairly certain it's not related to my setup.
Ok I'll try this out.
Got the Voodoo Doll to attack spiders with its secondary attack. That's as far as I can go on that. To get the primary attack to work on them would be so much work I'm not even sure if it would work. Neither does my partner and he's even more skilled than I am.
I tried removing the little sprite strip issue you mentioned with the revolvers but it only got worse. Can you see this all the time even when standing still? Because I could only make it appear in very specific situations while moving around like an idiot.
I see it all the time, yeah, except when firing. Not entirely sure why it wouldn't pop up. Might be related to AO or AA.
You're the only person who has brought this up. What resolution do you play on? I really don't know why you would be seeing this all the time. I know what's causing it but there's only so much you can do to cover it up. It's an engine related issue. I've adjusted these sprites as much as I can for dual wielded weapons to remove this bug already.
Ok I had to spawn around 60 zombies to get any lag with the life leech turret. I'd say that's pretty good.
I have an i7 8700K + a GTX 1080ti
TBF all the weapons feel pretty overpowered, but I litterally couldn't care less, I haven't had this much fun playing blood since I uh... played blood.
Dude I've heard the same and I've heard the complete opposite so many times I don't know what to think. With the number of people claiming the weapons are underpowered and the number claiming the opposite, I think I've hit right in the middle. So I'm happy where they are.
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