This demo has been archived by the uploader because it is out of date and no longer supported.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.
Ok guys finally got the latest version of BEC out for your enjoyment. The fifth release of this beta testing period. Lots of new gameplay enhancements, lots of polish on existing features, lots of bugs squashed. Feel free to leave comments. All feedback is wanted. Good or bad. Be sure to read the Readme before playing. Download and enjoy.
BLOOD EXTRA CRISPY OPEN BETA 0.6 FEATURE LIST
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How To Install
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1. Uninstall any older versions of BEC you may have previously installed and remove the mod folder from your base Blood folder.
2. Put the "BEC_0.6" 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"
1-4-20 - Changes in version 0.6 *******************************************
Fixed Quick Kick bugs.
Added a new Tommy Gun firing sound.
Made gargoyle wing flapping sounds louder.
Stopped Tchernobog from being killed by 1 hit.
All extra Napalm Volley projectiles do the same amount of damage as the single primary fire mode's Napalm projectile.
Added Main Menu Ambient sounds.
Added Main Menu music.
Changed fog rendering to a smooth linear color rather then using color palettes to eliminate the hard fog color transitions that caused noticeable lines of color change to appear.
Stopped Cerberus from spinning in place in lava pools.
Gargoyles aim towards the target while slashing.
During the eye blast attack Cheogh's aim direction ignores look ahead on z axis.
Both single and bundled dynamite throwback weapons have been removed from the weapon wheel.
Rebuilt the dynamite toss back script to use HUD QAV's instead of switching to a special throwback weapon which means you'll return to your current weapon after tossing the picked up dynamite.
You can now catch Fat Zombie Meat Cleaver projectiles out of the air with the USE button and throw them back for heavy damage.
You can now catch Gargoyle Bone projectiles out of the air with the USE button and throw them back for heavy damage.
Fixed a glitch where the brim of Caleb's hat would not appear when starting a new map with the diving suit in the inventory.
Cultists can have their legs blown off with leg shots from bullet based weapons.
Reduced Beast's Health from 120 to 100.
The Dual Tommy Gun's ammo dumping Havok Fire Mode can now be stopped with the Alt Fire Button.
When stopping the Trench Gun's reload process with the Alt Fire button the weapon will use it's alt fire mode.
Restored the Gargoyle Statue transformation animations.
Added an Oxygen Counter that displays when underwater without a Diving Suit.
Added Boss Health Counters during boss battles.
Reduced Tchernobog's Health from 128 to 100 and increased his forward movement speed.
Added a forward, backward, left, and right quick dash ability that you can engage by tapping the RUN button while moving in any direction.
When using the TNT Bundle weapon pressing the ZOOM OUT button will switch to the Promixity Mine and pressing the ZOOM IN button will switch to the Remote Bomb.
When using the Promixity Mine weapon pressing the ZOOM OUT button will switch to the TNT Bundle and pressing the ZOOM IN button will switch to the Remote Bomb.
When using the Remote Bomb weapon pressing the ZOOM OUT button will switch to the TNT Bundle and pressing the ZOOM IN button will switch to the Promixity Mine.
Reloading animations for dual wielded weapons have been slowed down a bit.
Reloading animations for single wielded weapons have been sped up a bit.
Cerberus's movement speed is extremely slow when using his Burning Aura attack.
Dual Weapon Pickup system now displays proper pickup messages when aquiring dual weapon types.
Fixed a bug where dual weapons would not be aquired properly from single weapons dropped by enemies.
Gatling Gun firing rates for all automatic firemodes have been increased a bit and require 13 rounds of ammo per use instead of 9.
Doctor's Bag Powerups will automatically replenish health up to 100 if health drops below 25 and the powerup is in your inventory.
The Beast Vision Powerup now overlays a red tint over the screen.
Rats have a chance of being replaced by Kamikaze Rat Bombs on medium or higher difficulties.
All tiny enemy types can only be kicked or stepped on now when the player is moving in a forward direction.
Added a fire damage based blast radius to all player flamethrower projectile impacts.
Axe Zombies can be blown in half with belly shots sometimes leaving behind a crawling upper torso that will try to attack you.
The Diving Suit doubles your defense against all damage types.
Added a special underwater Heavy Rivet Cannon that can only be used if the Diving Suit is equipped, and cannot be switched for another weapon until the Diving Suit is spent or disabled.
Underwater Heavy Rivet Cannon -
Fire Mode 1: Fires heavy ballistic rounds at a constant high firing rate.
Fire Mode 2: Charges up and fires an explosive projectile that disperses shrapnel upon impact.
Fire Mode 3: Engages thruster system on Diving Suit for increased travel speed in the direction you are aiming.
Fire Mode 4: Engages thruster system for a quick dash forward smashing anything in your way.
Diving Suit Powerups now give you the maximum amount of the Diving Suit's lifetime instead of a partial amount.
Added a bloody screen overlay when killed.
Added Gory Kills for the following enemy types that can be triggered at close range with the USE button when the enemies health is low signified by leaking blood coming from their bodies.
Cultist Shotgun
Cultist Tommy Gun
Cultist Tesla Rifle
Cultist TNT
Axe Zombie
Fat Zombie
Flesh Gargoyle
Gill Beast
Bat - Does not require low health
Innocent/Prisoner - Does not require low health
Gory Kills will give you 10 Health Points up to 200 max.
Fixed a bug where the Dual Sawed Offs would sometimes get in a loop trying to switch back to the previous weapon when less than 4 shotgun shells were available to use them.
Dual Sawed Offs will now switch to the Trench Gun if it's available or the Single Sawed Off if it's not when there is not enough shotgun shells to use the Dual Sawed Offs.
When Dead Bodies are moving in the air and aren't close to the player they can cause damage to nearby enemies and objects including explosive barrels or glass windows.
Added new sound effects for the Beasts.
The Tesla Cannon BFG projectile's explosion effect has been replaced.
The Tesla Cannon BFG projectile now fires Tesla projectiles in all different directions as it floats in the air before it explodes.
Added lots of effects to explosions for different surface types.
Soul Ammo pickups have been completely removed and are no longer replaced by Tommy Gun ammo pickups.
Tesla Cultists now drop Tesla ammo instead of Tesla Cannons when they are killed.
Kamikaze Rat Bombs can be kicked into other objects before exploding while the player is invisible and running in a forward direction.
Kamikaze Rat Bombs can be stepped on exploding under your feet while the player is invisible and walking in a forward direction.
Fixed a lot of sprite animations not using their multiple view angles correctly.
Fixed a bug where tiny enemies could be kicked or stepped on while the player was in the air.
Tiny Caleb's now shoot tiny bullet projectiles and each of their bullets do the same damage as the Shotgun Cultist's bullet projectiles which is half the original setting.
Fixed a bug where you couldn't kick or step on tiny enemies when they were not searching for you while you are invisible.
Fixed a bug where tiny enemies could be kicked when on a completely different floor than the player.
Doubled the Priest Cultist's flamethrower attack distance.
Doubled the Tiny Caleb's attack distance.
11-8-19 - Changes in version 0.5 *******************************************
Removed primary and secondary fire mode usage while cranking up the Gatling Gun for a Volley Blast.
When cranking up the Gatling Gun's Volley Blast, using either the primary or secondary fire modes will stop the cranking and hold at the current volley count.
Removed primary and secondary fire mode usage while charging up the Napalm Cannon for a Volley Blast.
When charging up the Napalm Cannon's Volley Blast, using either the primary or secondary fire modes will stop the charge up and hold at the current volley count.
When charging up the Tesla Cannon's BFG shot using either the primary or secondary fire modes will stop and reset the charge up.
Reduced Tchernobog's health from 160 to 128.
Cerberus burning aura range is now dependent on the player damage difficulty settings.
Cerberus burning aura damage over time is now dependent on the player damage difficulty settings.
Mother Spider poison spit damage has been reduced from 75 to 64.
Stone Gargoyles', including Cheogh's, melee attack animation is twice as fast now.
Gargoyles will now dash at you to get in close when just out of melee range, but not far enough to trigger a projectile attack.
Gargoyles will now attack the player even when they are crouching.
Blood spawned from explosive damage have been optimized and will not spawn for Cerberus or Tchernobog when hit.
Blood spawned from deaths caused by explosive damage have been optimized.
Blood spawned from custom deaths have been optimized.
Blood spawned from exploding corpses have been optimized.
You can now see the brim of Caleb's hat at the top of the screen.
Fixed the misuse of shotgun sound effects for Sawed Offs.
Fixed the misuse of shotgun sound effects for Cultists.
Added new firing sound effect for Trench Gun.
Added new pumping sound effect for Trench Gun.
Corrected channel settings for Trench Gun sound effects.
Added wing flapping sounds to all gargoyles.
When near enemies being gibbed blood will drip from the brim of Caleb's hat for a short time.
When Tchernobog is killed all enemies still alive are killed too.
Cultists no longer drop Dual Weapon Pickups.
Picking up a second Sawed Off will give you Dual Sawed Offs.
Picking up a second Flare Gun will give you Dual Flare Guns.
Picking up a second Tommygun will give you Dual Tommyguns.
Tommygun Max Ammo Count has been increased from 750 to 800.
Tommygun Drum Count has been increased from 50 to 100.
3 digit magazine counts have been centered.
Reloading weapon magazines now takes into account when ammo available is less than the maximum mag size.
Magazine amounts now take into consideration ammo counts between weapons that share ammo.
Receiving dual weapons gives you the same ammo pickup as the single version.
Tommygun pickups now give 100 rounds instead of 50.
If you do not have at least 4 shotgun shells you will not be able to use Dual Sawed Offs.
Trench Gun only requires 3 rounds of ammo instead of 5 to use its Incendiary Rounds when ADS.
Trench Gun spread for all fire modes have been slightly increased.
Voodoo Doll no longer appears to be destroyed when running out of ammo while using the primary fire mode.
Voodoo Doll no longer does super damage with the last bit of ammo while using the primary fire mode.
Bullet projectile clip distances tweaked.
You can now simply walk over or jump on top of Hell Hands, Rats, and Tiny Calebs to crush them under your feet.
Added new weapon sprites for the Sawed Off Shotguns.
Fixed a palette issue with the Dual Tommygun idle animation.
Cleaned up the Tommygun weapon sprites a bit.
Cultists can now have their stomachs blown open and their guts spilled out with belly shots.
When near enemies, and not in water, you can kick them by pressing the USE button (This is merely a place holder for even gorier enemy interactions in future releases).
Sawed Offs have a new loading animation when using the hi-explosives shells attack.
10-18-19 - Changes in version 0.4 *******************************************
Fixed voodoo doll pickups still not giving full ammo.
If a map is finished while in the Grimoire's Demon Mode you will start the next map still in Demon Mode for the remainder of the Demon Time you still had in the previous map.
Priest (Red/Orange) Cultists are now immune to fire damage.
Gave Priests their own flamethrower projectiles that do half the damage that the player's flamethrower does.
Decreased the flamethrower attack distance a bit for the Priest Cultists.
Greatly reduced the chance of fire being created by Life Leech Fire Mode 1 and Turret Mode projectiles.
Increased the distance that the Flamethrower's Fire Mode 2 projectiles can travel.
Gatling Gun only gives you a move speed penalty when firing in Overkill Mode.
Maximum Diving Suit Powerup time (max capacity in inventory) has been increased from 30 to 240 seconds (close to Duke3D's time).
Added a headshot system that will add 25 points of damage to all successful headshots.
Headshot death animations are now only triggered by shooting enemies in the head.
Reduced Blasphemous Canisters' bullet spread by 50% for Fire Mode 1.
Reduced Blasphemous Canisters' bullet spread by 25% for Fire Mode 2.
Reduced Blasphemous Canisters' Purge Cooldown Time from 15 to 10 seconds.
Fixed a firing sound bug when shooting enemies at point blank range with the Dual Sawed-Offs.
Set the Dual Tommygun Fire Mode 2 firing sound to its own channel.
Fixed a firing sound bug when shooting enemies at point blank range with the Gatling Gun's fully loaded Volley Fire Mode.
Fixed a firing sound bug when quickly reloading the Gatling Volley Fire Mode right after shooting off a Volley.
Removed the impact sound effects for shrapnel spawned by Remote Bombs and the Sawed-Off's explosive shells, thus fixing the cancellation of explosion sound effects when the shrapnel is spawned.
Reduced the amount of shrapnel spawned by Sawed-Off explosive shells from 50 to 25.
Fixed a bug where shooting enemies at point blank range with guns would not register a hit.
Screen no longer gets dark as you begin to drown underwater.
Screen flashes when picking up items have been removed.
Mother Spider can now spawn up to 20 spiders instead of 10.
Mother Spider can now spit acid at you when at a distance.
Mother Spider can now bite you when in close range.
Getting too close to Cerberus will burn you.
Cerberus explodes several seconds after being killed damaging anything nearby.
When in Demon Mode you will look like a large, winged demon.
Melee Attacks when in Demon Mode have had their attack distance increased to match the Pitchfork's.
Melee Attacks when in Demon Mode have had their damage rates reduced to balance out boss fights.
Melee Attacks when in Demon Mode have new heavier swinging sound effects.
Quick Knife Melee Attacks for Revolvers and Flareguns have had their attack distance increased to match the Pitchfork's.
Quick Knife Melee Attacks for Revolvers and Flareguns have had their knockback reduced.
Beasts can now throw streams of fire at you, when not under water, when out of melee range.
Added an extra stomp sound to go along with the Beast's original stomp sounds.
All Stone Gargoyles, including Cheogh, have had their minimum projectile attack distance reduced so that there is not a gap in between the melee range and the distance attack range anymore.
Large Spiders can now spit acid at you when at a distance.
Added new explosion effects for Tchernobog's blue flaming projectiles.
Tchernobog's health has been increased from 32 to 160.
Tchernobog's mass has been increased from 1500 to 15000.
Tchernobog now has a chance to fire the same column of fire as the Life Leech's Fire Mode 3.
Tchernobog has the chance of becoming invincible while darkening a room for a short period of time and then spawning in either Axe Zombies, Hellhounds, Flesh Gargoyles, or occasionally a Phantom.
Tchernobog now has a much more epic death sequence that can damage anything nearby.
10-6-19 - Changes in version 0.3 *******************************************
While firing, the Gatling Gun now uses all the ammo in its inventory at once when less than 9 rounds are left freeing it up in the weapon cycle.
Priests now carry flamethrowers.
Fixed Trench Gun firing sound volume issue.
Trench Gun reloading has been slowed down just a little.
Trench Gun reload canceling firing animation is a lot faster.
Optimized shrapnel count from Remote Bombs to reduce lag.
Increased Gatling Gun Damage output by 2 points.
Increased Gatling Gun max ammo count to 450.
Fire made by Small Flare (Primary Fire Mode) impacts are smaller and do zero damage over time.
Increased the height of flames that do damage over time.
Fire left behind from running Burning Bodies is smaller and does zero damage over time.
Reduced chance of fire being spawned by Bouncing Blaster Napalm projectiles.
Optimized hit detection for bullet based projectiles.
Dead bodies sometimes create blood pools.
Optimized foot step sound scripting.
Optimized magazine HUD scripting.
Voodoo Doll pickups now give you a Voodoo Doll with full ammo.
When selecting the Life Leech the laughing raise animation can be cancelled with attack or weapon select buttons.
Reconfigured Health Drops from Cultists to increase in chance every time you don't get a health drop reducing the reliance on luck.
Burning Cultists have the same chance of dropping a Life Essence as non burning Cultists when killed.
Burning Innocents drop a Life Essence when killed just like the non burning Innocents.
Voodoo Doll Fire Mode 2 now damages all spider types.
Grimoire Exploding Heart Attack now damages all spider types.
Added better water impact sprite effects for bullet projectiles.
Increased all knockback for player and enemy shotguns.
Increased Revolver bullet knockback by 1.5 times.
Increased Revolver Bullet damage by 2 points.
Fixed a crash with Axe Zombie Allies when the enemy respawn option is active.
When charging up the Tesla Cannon to use its "BFG" fire mode, you must release the charge button to fire the projectile once fully charged.
The Flamethrower's secondary fire mode now fires a very wide spray of fire that travels half the distance of the primary fire mode's fire stream, but does double damage and requires twice as much ammo to use.
Nuisance enemies (Rats, Tiny Calebs, Small Spiders, Evil Hands) can now be kicked and killed by running into them.
Evil Hands are killed when you pull them off your neck.
Added new player footstep and landing sound effects.
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, Trenchgun, 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 = Voodoo Doll, Grimoire
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 Cannon 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
Most weapon Max Ammo values have been multiplied by 1.5 times.
Tommygun Max Ammo Count has been increased from 750 to 800.
Soul Ammo Pickups for the Life Leech have been completely removed.
Voodoo Doll Pickups give full ammo.
Added a lot of sound effects for different weapon and ammo type pickups.
Maximum Diving Suit Powerup time length has been increased from 30 to 240 seconds.
Picking up a second Sawed Off will give you Dual Sawed Offs.
Picking up a second Flare Gun will give you Dual Flare Guns.
Picking up a second Tommygun will give you Dual Tommyguns.
Tommygun pickups now give 100 rounds instead of 50.
Doctor's Bag Powerups will automatically replenish health up to 100 if health drops below 25 and the powerup is in your inventory.
The Beast Vision Powerup now overlays a red tint over the screen.
The Diving Suit doubles your defense against all damage types.
Added a special underwater Heavy Rivet Cannon that can only be used if the Diving Suit is equipped, and cannot be switched for another weapon until the Diving Suit is spent or disabled.
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 may or may not 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 (other than the Blasphemous Canisters).
All spread settings have been reworked to have a circular pattern rather than a flatter left to right pattern.
Added a headshot system that will add 25 points of damage to all successful headshots.
****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 but also has a 10 second delay between uses.
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 pump-action shotgun that can be manually reloaded and can be aimed down its sights for increased accuracy. The reloading of the magazine can also be stopped to then quickly fire a round by pressing either of the primary or alternate fire buttons. ADS will slow your movement 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: Manually 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 3 rounds of ammo instead of 1.
Fire Mode 3: Disengages the Aim Downs Sights mode.
Fire Mode 4: Manually 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 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 and the gun must be fully loaded to use this fire mode.
Fire Mode 4: Manually reloads the shotgun.
Dual Sawed-Off Shotguns -
If you do not have at least 4 shotgun shells you will not be able to use Dual Sawed Offs.
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 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 and the guns must be fully loaded to use this fire mode.
Fire Mode 4: Manually reloads the shotguns.
Single Tommy Gun -
Now has a magazine capacity of 100 rounds and will have to be reloaded after the drum is empty. Will also leave behind empty drums. ADS will slow your movement speed. Slight damage increase.
- NO ADS -
Fire Mode 1: Fires bullets in full auto.
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 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 auto with a much tighter spread and with a slight damage increase.
Fire Mode 2: Fires the weapon in a triple fire burst 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 200 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 auto.
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 high 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 or alternate fire buttons, 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. 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, up to 5 rounds total required for a full charge. Hold down primary or secondary fire to keep the current charge level without adding to it.
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.
Fire Mode 3: Switch to the Remote Bomb.
Fire Mode 4: Switch to the Promixity Mine
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.
Fire Mode 3: Switch to the Remote Bomb.
Fire Mode 4: Switch to the TNT Bundle
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.
Fire Mode 3: Switch to the Promixity Mine.
Fire Mode 4: Switch to the TNT Bundle
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 a very wide spray of fire that travels a shorter distance than the primary fire mode's fire stream, but does double damage and requires twice as much ammo to use.
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 20 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 20 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 projectile at a slightly faster rate 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: Charge up the Tesla Cannon until the charge bar is full and then release the button to fire a large electrical sphere of blue death that does damage to anything nearby and fires Telsa projectiles in all directions as it slowly floats until it explodes with massive damage and a large blast radius. This will also destroy your Tesla Cannon and any of its remaining ammo in the process so use it with caution. Requires 200 rounds of ammo to initiate the process. Use the primary or secondary fire to cancel the charging process and reset the charge up.
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 dealt over time. Requires 25 rounds of ammo to use.
Life Leech -
With its health restoration abilities restored and an added personality, the staff has been made anew. Its 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: Plant the staff at your feet to enable a living 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 its 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.
Fire Mode 2: Fires bullets at a slow rate of fire with a tighter spread and a little bit of a damage hike.
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 with the cost of a movement speed penalty.
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 all at once with a blunderbuss like shotgun blast with a maximum release of 100 rounds. Very devastating and gruesome results will follow. Hold down primary or secondary fire to keep the current rounds loaded in without adding more.
Mourning Codex -
This grimoire of unrelenting pain and anguish 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 invincibility 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 stream’s lifetime 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 -
When in Demon Mode you will look like a large, winged demon. Take care during your newfound form, as while you are impervious to harm, water will still cleanse the Beast from you.
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.
Underwater Heavy Rivet Cannon -
The Diving Suit now comes equipped with this heavy beast that's excellent for all water based combat situations.
Fire Mode 1: Fires heavy ballistic rounds at a constant high firing rate.
Fire Mode 2: Charges up and fires an explosive projectile that disperses shrapnel upon impact.
Fire Mode 3: Engages thruster system on Diving Suit for increased travel speed in the direction you are aiming.
Fire Mode 4: Engages thruster system for a quick dash forward smashing anything in your way.
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.
Headshot death animations are triggered by shooting certain enemies in the head.
Added Gory Kills for the following enemy types that can be triggered at close range with the USE button when the enemies health is low signified by leaking blood coming from their bodies.
Cultist Shotgun
Cultist Tommy Gun
Cultist Tesla Rifle
Cultist TNT
Axe Zombie
Fat Zombie
Flesh Gargoyle
Gill Beast
Bat - Does not require low health
Innocent/Prisoner - Does not require low health
Gory Kills will give you 10 Health Points up to 200 max.
Rats -
You can now kick a Rat to death by running into it.
You can now walk over or jump on Rats to kill it.
Rats have a chance of being replaced by Kamikaze Rat Bombs on medium or higher difficulties.
Kamikaze Rats -
Rats packed with explosives that will seek you out and explode at close range or if killed.
You can now kick a Kamikaze Rat to death by running into it while invisible.
You can now walk over or jump on Kamikaze Rats to kill it while invisible.
Hell Hands -
Is now killed when forced off your neck.
You can now kick a Hell Hand to death by running into it.
You can now walk over or jump on Hell Hands to kill it.
Small Spiders -
You can now kick Small Spiders to death by running into them.
Large Spiders -
Can now spit acid at you when at a distance dealing considerable damage.
Tiny Calebs -
You can now kick Tiny Calebs to death by running into them.
You can now walk over or jump on Tiny Calebs to kill it.
Now shoot tiny bullet projectiles and each of their bullets do the same damage as the Shotgun Cultist's bullet projectiles which is half the original setting.
Attack range has been doubled.
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.
Axe Zombies can be blown in half with belly shots sometimes leaving behind a crawling upper torso that will try to attack you.
Fat Zombie -
Can have his head exploded when killed.
You can now catch Fat Zombie Meat Cleaver projectiles out of the air with the USE button and throw them back for heavy damage.
Burning Cultists -
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.
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 explosives 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 or shot through the gut when killed.
Can have his legs blown off with legs shots.
Tommygun Cultist -
Will drop a tommy gun when killed.
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 or shot through the gut when killed.
Can have his legs blown off with legs shots.
Teslagun Cultist -
Will drop a tesla charge ammo 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 or shot through the gut when killed.
Can have his legs blown off with legs shots.
Dynamite Cultist -
Will drop dynamite when killed.
Explosives tossed can be picked up by the player and immediately tossed back by moving over the explosives 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 or shot through the gut when killed.
Can have his legs blown off with legs shots.
Priest Cultist -
Now immune to fire damage.
Now uses a flamethrower instead of a shotgun.
Gill Beast -
Can have his head exploded when killed.
Beasts -
Can now throw streams of fire at you, when not under water, when out of melee range.
Reduced Health from 120 to 100.
Added new sound effects for the Beasts.
Flesh Gargoyles -
Will dash at you to get in close when just out of melee range, but not far enough to trigger a projectile attack.
Wing flapping sounds can now be heard.
You can now catch Gargoyle Bone projectiles out of the air with the USE button and throw them back for heavy damage.
Restored the Gargoyle Statue transformation animation.
Stone Gargoyles (Cheogh Included) -
Will dash at you to get in close when just out of melee range, but not far enough to trigger a projectile attack.
Melee attack animation speed doubled.
Wing flapping sounds can now be heard.
Restored the Gargoyle Statue transformation animation.
Mother Spider (Shial) -
Can now spawn up to 20 spiders instead of 10.
Can now spit acid at you when at a distance causing severe if not deadly damage.
Can now bite you when in close range.
Cerberus -
Getting too close to Cerberus will burn you.
Explodes several seconds after being killed damaging anything nearby.
Tchernobog -
Health has been increased from 32 to 100.
Mass has been increased from 1500 to 15000.
Has a chance to fire the same column of fire as the Life Leech's Fire Mode 3.
Has a chance of becoming invincible/invisible while darkening a room for a short period of time and then spawning in either Axe Zombies, Hellhounds, Flesh Gargoyles, or occasionally a Phantom.
Now has a much more epic death sequence that can damage anything nearby.
When Tchernobog is killed all enemies still alive are killed too.
PLAYER
Now makes footstep sound effects when walking over different texture types.
Added new player landing sound effects.
Makes water splash effects when walking and jumping in water.
Makes lava splash effects when walking and jumping in lava.
The brim of Caleb's hat can no be seen at the top of the screen.
When near enemies being gibbed blood will drip from the brim of Caleb's hat for a short time.
When near enemies, and not in water, you can kick them by pressing the USE button if you are aiming at them (This is merely a place holder for even gorier enemy interactions in future releases).
Added an Oxygen Counter that displays when underwater without a Diving Suit.
Added Boss Health Counters during boss battles.
Added a forward, backward, left, and right quick dash ability that you can engage by tapping the RUN button while moving in any direction.
EFFECTS AND MISC
Added a new intro movie.
Blood and Acid splats only disappear when too many have been spawned.
Blood spurts now spawn every time 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 and 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 and acid splats.
Blood can now splatter on walls and 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.
Dead bodies sometimes create blood pools.
Added better water impact sprite effects for bullet projectiles.
Screen no longer gets dark as you begin to drown underwater.
Screen flashes when picking up items have been removed.
Added an extra stomp sound to go along with the Beast's original stomp sounds.
Added new explosion effects for Tchernobog's blue flaming projectiles.
Added Main Menu Ambient sounds.
Added Main Menu music.
Changed fog rendering to a smooth linear color rather then using color palettes to eliminate the hard fog color transitions that caused noticeable lines of color change to appear.
Added a bloody screen overlay when killed.
When Dead Bodies are moving in the air and aren't close to the player they can cause damage to nearby enemies and objects including explosive barrels or glass windows.
Added lots of effects to explosions for different surface types.
THANKS TO
Nightdive Studios for porting this epic game to their epic KEX engine.
Ceekur for lots of feedback and suggestions not to mention all the bug hunting.
BehemothProgrammer for all of his help when coding the advanced features that were added. Could not have done it without him.
Alex Snow for the 3d model of the Bioshock Rivet Gun.
fgsfds for creating some of the new voxels I added and also making the voxels for some of the new weapons.
elfor for providing a lot of the new voxels I added.
Adrian Croitor for composing "Melancholia" which was used for the main menu music.
phredreeke for his Upscaled Sprites used for the Gory Kills.
Heraldo Xavier for help with balancing issues and general advice on how not to ruin this game with my mod.
Fistful of Frags Team, SomeOtherDoomGuy, and jdredalert for the awesome Sawed Off Shotgun weapon sprites.
Mike12 for his classic revolver weapon sprites.
Dude27th for his Hat Brim HUD sprite.
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.
Aeons of Death mod for borrowed sprites.
Tormentor667 for his Lord of Heresy sprites.
Everybody at the NightDive Studios Blood Fresh Supply Discord for suggestions and feedback.
Thanks for the update, buddy.
I got a question. Is there any way to change the weapons' order in your inventory? I'd like the dual wield versions of all of my weapons to come after the single handed ones.
Alternatively, is there any chance you could add a button to toggle between single handed and dual wield versions of weapons? I feel like having both as separate items in your inventory really clutters up how many guns you have to cycle through to get what you want.
Other than that, I really enjoy the mod and all the cool little touches it adds. Like being able to see Caleb's hat and the blood dripping effect whenever an enemy explodes nearby. That stuff is cool as hell.
Thanks my good man. Glad you're enjoying the mod.
The weapon wheel is set up the way it is because the mod was designed with the individual weapon select keys to be used. It's much easier getting to the weapon you want that way rather than cycling through the weapon wheel. So use the 0-9 weapon select keys instead.
No way to add buttons to the game. What I'm using was already in place. Sorry.
Thanks for the reply.
I am using the weapon keys. Problem is, when I hit 3 to cycle through all the weapons in the shotgun category, the dual sawed offs come first, then the trench gun then the single sawed off.
I meant that I wanted the trench gun to come first, then the single sawed off and finally the dual sawed offs.
Same for the Tommy guns. Dual guns come first, then the single one second.
I prefer having the single guns first because it allows me to conserve ammo without having to waste time equipping the dual guns and putting them away again in between.
So yeah, is there any way for me to change that? Would I have to modify some game files?
Look in the KPF file and look in the defs folder. There you will find weaponInfo.txt.
Open that up and search for variables similar to sharedWpnSlot. Fiddle around with those until you get what you want.
Awesome, I'll check it out. Thank you.
Hey! Can you please consider adding hands to the reloading animation for the Sawed Off Shotgun, like in the original blood? and also consider adding a little zoom in for the alternate aim sight animation for the normal shotgun? Those were my only suggestions so far. I have had a great time with this mod, you guys rock