This demo has been archived by the uploader because it is out of date and no longer supported.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.
Well it's finally here. A highly optimized feature packed rendition of the BEC mod at its finest. 0.9 brings so many new features to the table and highly optimizes the mod so that even the lowest PC specs can run it. Download and enjoy.
BLOOD EXTRA CRISPY OPEN BETA 0.9 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_0.9" 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"
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These are the specs currently being used to mod BEC. You do not have to have these specs to run the mod optimally, but if you do have similar system specs you will definitely have zero frame rate drops.
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CPU - Intel i7 8700K 3.70GHz
GPU - Nvidia 1080 GTX Ti 11gb
RAM - 16 Gigs DDR4
*IT IS STRONGLY RECOMMENDED THAT YOU ENABLE ALL ORIGINAL AND CUSTOM VOXELS WHEN USING THIS MOD*
*IT IS STRONGLY RECOMMENDED THAT YOU DISABLE THE AUTO SWITCH NEW WEAPON OPTION*
AMMO AND PICKUPS
Akimbo Powerup has been replaced with a Gatling Gun.
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 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.
Beast Vision Powerup has been replaced by a demonic railgun weapon called the Devil's Bore.
While using the Invisibility Powerup you can no longer kick enemies but you can perform a Gory Kill on them without having to drain their health to a critical level first.
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 1.5X 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.
When your demon gauge is full these weapons will receive a damage boost until the gauge is used.
Fire Mode 1: Fires bullets at a decent rate one pistol at a time with reasonable accuracy.
Fire Mode 2: Activates Purify which auto targets enemies around you for 5 seconds and sends bullets their way in rapid succession. Requires a 10 second cooldown after each use and can be cancelled with the Fire Mode 2 button once started.
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 single napalm projectile that splits up into multiple smaller bouncing projectiles on impact 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: Charges and throws a version of the bundle that splits into 8 single dynamite sticks upon impacting the floor for a cluster bomb like attack.
Fire Mode 4: Places a time detonated bundle of TNT on a wall when near a wall and walking towards it.
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: Charges and throws a version of the bundle that splits into 8 single proximity bomb sticks upon impacting the floor for a cluster bomb like attack.
Fire Mode 4: Places a proximity mine on a wall when near a wall and walking towards it.
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: Charges and throws a version of the bundle that splits into 8 single remote bomb sticks upon impacting the floor for a cluster bomb like attack.
Fire Mode 4: Places a remote detonated bomb on a wall when near a wall and walking towards it.
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 30 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 30 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 at enemies 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, when not in water, 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: Creates a winter storm that circulates around you for 15 seconds that freezes lesser enemies dead and does damage over time to bosses while also creating ice spikes that shoot out of the ground all around you dealing heavy damage. Frozen enemies can be shot or kicked at close range exploding their bodies into chunks of ice and guts.
Fire Mode 3: Creates a giant black whole which sucks surrounding enemies into it doing severe damage until they die and are pulled into the vortex.
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 and keep you safe from harm in the process. 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-
Demon Mode is obtained by collecting 30 human souls from fallen cultists and innocents and filling up your Demon Gauge located at the top right corner of the screen. Once the Demon Gauge is filled pressing USE and RUN at the same time while standing still and not in water will engage Demon Mode.
Demon Mode lasts for 45 seconds and can be cancelled if you switch weapons. 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.
When the Demon Gauge is full all Knife Attacks performed with the Blasphemous Canisters, Dual Flareguns, and Single Flaregun deal double damage.
- On Ground -
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.
Tapping RUN + FORWARD will perform a quick dash attack that crushes lesser enemies caught in your path.
When in Demon Mode getting close to a Cultist or an Innocent and pressing the USE button will sacrifice their soul and replace them with an Allied Gargoyle Demon that will help attack enemies for 15 seconds.
Tapping the JUMP button will make you leap high into the air and holding down the JUMP button will engage Flight Mode where you can move in any direction using the movement keys.
- In Flight -
Fly around the map as a winged death machine while in Demon Mode.
Pressing the JUMP button will move you straight up.
Pressing the CROUCH button will move you straight down.
Pressing the RUN button will make you smash into the ground below causing heavy splash damage.
Underwater Heavy Rivet Cannon -
The Diving Suit now comes equipped with this heavy beast that's excellent for all water based combat situations.
Engage the thruster system with the "RUN" button for increased travel speed in the direction you are aiming.
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: Fires out a Proximity Ice Mine, that takes 10 seconds to reload, that explodes and freezes nearby standard enemies immediately and does heavy damage to larger enemy types.
Fire Mode 4: Engages thruster system for a quick dash forward smashing anything in your way.
Devil's Bore-
Replacing the Beast Vision Powerup this otherwordly demonic railgun is a force to fear. Line them up and take multiple enemies down with a single round shredding them to bits.
Fire Mode 1: Fires a railgun projectile that punches through any object caught in it's path stopping only for walls, ceilings, and floors.
Fire Mode 2: With Beast Vision enabled, this will engage or disengage an auto targeting system that will highlight all enemies in between the range display with a green target wherein they may then be shot with a "fire and forget" railgun projectile using the Primary Fire Button.
Fire Mode 3: Fires up to 2 portals that can be used to warp from one place to another or set traps for enemies by being able to have them or your own explosives pass through the rifts.
Fire Mode 4: Enables/Disables Beast Vision which marks enemies on screen with a red crosshair and pickups with a green arrow.
Zombie Axes-
Dropped by gibbed Axe Zombies or their corpses when gibbed, these axes can be stored in your inventory until you are ready to use them by pressing the "USE" button when near them. Only 1 can be kept at a time and used by tapping the "TURNLEFT" button to ready the weapon for use.
Throw it at enemies with the "ATTACK" button dealing heavy damage. If you have an axe drawn while exiting a map you will lose it.
Phantasm Orbs-
Dropped by slain Phantasm Ghosts, these orbs can be stored in your inventory until you are ready to use them by pressing the "USE" button when near them. Only 1 can be kept at a time and used by tapping the "TURNRIGHT" button to ready the weapon for use.
Shoot it at enemies with the "ATTACK" button where it will seek out and kill most lesser enemy types immediately or explode when near large enemy types dealing heavy damage. If you have an orb drawn while exiting a map you will lose it.
Jumping into water while wielding the Orb will have it explode in your hand.
Death Mower-
Found in some maps this mower cnan be picked up with the "USE" key and then used to grind your enemies to a pulp by simply walking into them.
After 15 seconds or when the "ATTACK" button is pressed the mower will be thrown down and after 6 seconds it will explode dealing heavy damage.
Incoming bullets have a chance of being deflected by the mower.
Maxim Stationary Machinegun-
Found in certain maps this stationary machinegun can be used by pressing the "USE" button when near them and then fired with the "ATTACK" button. Stop using it by pressing the "USE" button once again.
Incoming bullets have a chance of being deflected by the shields on the machine gun.
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
Hellhound
Phantasm
Crimson Innocent
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.
Cultists and Innocents drop Human Soul pickups when killed that will gravitate to your position, when within a certain range and not in Demon Mode, adding to your Demon Gauge.
Human Soul pickups will disappear after 10 seconds if not collected.
Shotgun and Tommygun Cultists now have a delay before attacking which can be increased or decreased with the "Cultist Attack Aggression" difficulty setting.
Random Enemy Swap System now uses the "Enemy Count" difficulty setting to determine how much of a chance there is for an enemy swap.
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.
Hell Hands will now leap into the air and punch you if you are already being choked by another Hell Hand.
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.
Spit projectiles will cause a delirium effect when contacting the player and covers your vision in puke for 10 seconds.
Will now leap to your position if within range and not performing their Spit Attack.
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.
Green Pod blob projectiles will cause a delirium effect when contacting the player and covers your vision in puke for 10 seconds.
Fire Pod projectiles leave fire on the ground upon impact for a short period of time.
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.
Randomly swapped out with Crimson Innocents and have a higher chance of being swapped at higher difficulties.
Hell Hounds -
Now have a leaping attack to close the gap between them and the player that does heavy damage.
Crimson Innocent -
Attacks at close range with a punch attack.
Pukes blood on you at medium to long range which does mild damage and also covers your screen with blood for 15 seconds.
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.
Severed Axe Zombie Heads have a chance of not dying and will hop to your position until they are in range for a leaping head butt attack.
Living Axe Zombie Heads can be kicked but will not die from it.
Axe Zombies have a chance of dropping their axe when blown up that you can pick up and immediately toss inflicitng heavy damage.
Tossable Axes will embed in walls, floors, and ceilings and can be recollected and thrown until they hit an enemy or destructable object.
When buried can be randomly swapped out with Crimson Innocents and have a higher chance of being swapped at higher difficulties.
Can now pick up dropped Zombie Axes and throw them at 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.
Puke will cause a delirium effect when contacting the player and covers your vision in puke for 10 seconds.
Burning Bodies -
Screams more while burning.
Last twice as long and have a chance of leaving behind fire on the ground that does damage over time.
Can be kicked at close range and killed with bullets.
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.
Tommy Gun Cultists now have the ability to throw dynamite while in long range combat.
Now has a chance of being swapped out for either a Tesla Cultist, a Necromancer or a Lesser Priest.
Tesla Cultist -
Will drop a tesla charge ammo when killed and has a 10% chance of dropping 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 or shot through the gut when killed.
Can have his legs blown off with legs shots.
Tesla Cultists have a chance of being swapped out with weaker variants of the Cultist Priests whom when killed spawn weaker variants of the Beasts on medium or higher difficulties.
Tesla Cultists have a chance of being swapped out with a Necromancer.
Tesla Cultists now have a charged Tesla Blast attack that they may use while in long range combat.
When underwater Tesla Cultists will shock themselves and others around them when trying to shoot their weapons until they are dead.
TNT 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.
Now has a chance of throwing flamethrower canister fire bombs at long range that explode on impact.
Will commit suicide by blowing themselves up if you get within very close range for a very short period of time, be quick with those Gory Kills.
Priest/Lesser Priest Cultist -
Now immune to fire damage.
Now uses a flamethrower instead of a shotgun.
Priest Cultists now have a chance of throwing flamethrower canister fire bombs at long range that explode on impact.
Priest Cultists immediately transform into Beasts once they enter water.
Necromancer -
Can revive all non Boss or non mid Boss enemies within range that were not killed with explosives, headshots, fire, ice, or spirit damage.
Is immune to Spirit Damage and cannot resurrect another Necromancer.
At close range the Necromancer will teleport either away from the player or behind them.
At mid to long range the Necromancer will fire up to 5 Necro Skull projectiles, depending on the difficulty settings, in a spread formation that deal Spirit Damage.
Will steal human souls if within range of them gaining back some lost health, and has a higher priority over you when souls are seeking a host if present.
When in Demon Mode if a Necromancer is present the amount of time removed from your Demon Mode Time Bar is doubled.
Can spawn either an Axe Zombie or a Crimson Innocent from the earth.
Gill Beast -
Can have his head exploded when killed.
While on land will launch Bone Eels at you from their mouths if at a distance, and the Bone Eels launched have a chance of staying alive once on the floor becoming obstacles to you.
While underwater will spawn Bone Eels from their mouths if at a distance.
Now has a leaping attack to close the gap between them and the player that does heavy damage.
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.
Burning Flesh Gargoyles will now chase after you and explode dealing fire damage when near you.
Phantasms -
Phantasms now have a chance of releasing Red Ecto Skulls that will chase you down and explode on impact dealing heavy damage.
Phantasms can now be damaged by Voodoo Doll Fire Mode 1 and 2 attacks while invisible.
Phantasm resistance to Spirit Damage has been decreased to match the resistance against Hitscan Damage.
Phantasms will now drop Phantasm Orbs when killed.
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.
Spit projectiles will cause a delirium effect when contacting the player and covers your vision in puke for 10 seconds.
Will now leap to your position if within range and not performing their Spit Attack.
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.
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.
Beasts can now swim under water and attack you properly.
The Beast's Stomp Attack can now be avoided by jumping before his foot hits the floor.
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 most enemies, and not in water, you can kick them by pressing the USE button if you are aiming at them.
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.
MAPS
Added numerous Axe Zombies to the E1M1 Funeral Home entryway to slaughter with the Death Mower.
Added a stationary Maxim Machinegun to E3M1 that can be used or released by interacting with it using the USE button and then fired using the ATTACK button.
Added rain effects to E1M1.
Added snow effects to E2M4.
Added artillery shell attacks to the streets of E3M2.
Added blood rain effects to E4M8.
Added bloody wall, floor,and trim textures to E4M8 in the the areas affected by the blood rain.
EFFECTS AND MISC
Added a higher quality Monolith Productions splash video.
Added a higher quality GT Interactive splash video.
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 explosion specific effects to walls and ceilings.
Added surface specific bullet impact effects for floors, walls, and ceilings.
Added streaming fireball effects to all explosions that deal explosive damage.
When walking over dead bodies you will leave behind bloody footprints for around 20 steps.
When walking over dead bodies in Demon Mode you will smash the corpse beneath your feet and leave behind bloody footprints for around 20 steps.
Fire and some effects that shouldn't spawn underwater do not anymore.
A bloodpool is created when you are killed.
Objects in water that fall to the bottom now do so at a much slower pace.
Added a Gib Cleaning System that will remove gibs every 30 seconds that are not inside a large range from your current position increasing FPS significantly overall.
Added muzzle smoke effects to bullet, shotgun, and flare weapons.
Added 3 CD music tracks to cut down on the repetitive use of CD music tracks in maps.
Swapped out CD music tracks in maps that were overused with other CD music tracks that weren't used as much.
Added new CD music tracks for each Boss fight.
Added demon horns to the HUD when in Demon Mode.
Set a fuse on TNT Barrels by walking up to them and pressing the USE button which will cause them to explode after 3-4 seconds.
Blood splats on the screen when performing a Gory Kill.
Added new blood splat sound effects.
Added new gore sound effects.
Main Menu music and sound effects volume now adjusts to the current music volume level settings at start up.
Large webs blocking doorways can now be burned with fire.
Bullets make wooden impact effects when hitting TNT Barrels.
Bullets make blood impact effects when hitting corpse decorations.
Corpses used as decorations in maps now spawn gibs specific to their type.
Metal Drum decorations with Axe Zombies inside have a chance of spawning a Living Axe Zombie Head when destroyed.
Gibs now produce streams of blood as they fly through the air.
Blood drips from your hat when in the blood rain and you make bloody foot prints too.
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.
SwiftyMagee for pitching in on bug hunts and helping out with optimising the mod on lower end PC's.
BehemothProgrammer for all of his help when coding the advanced features that were added. Could not have done it without him.
EndHack for the blood worm sprites.
Ichor for the Necromancer sprite sheet.
Dzierzan for some of the awesome animations and art used for the Death Mower Sprites, Crimson Innocents, weapons, and death animations from the epic website Altar of Stone as well as some new voxels.
Yukes von Faust for the 1851 Colt Revolver and Maxim Machinegun weapon sprites.
Eriance for the Necromancer skull projectile sprites.
Chillo for more new voxels.
Amuscaria and his Hell Forged mod for some explosion effects.
Alex Snow for the 3d model of the Bioshock Rivet Gun.
warezeater for creating some voxels for some map objects.
fgsfds for creating some of the new voxels I added and also making the voxels for some of the new weapons.
Joblez for some assistance with weapon sprites.
elfor for providing a lot of the new voxels I added.
Adrian Croitor for composing "Melancholia" which was used for the main menu music.
VIVEK ABHISHEK for the Creepy Horror Music tracks.
SoundsForStories for the ambient music tracks.
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 weapon exhaust sprites.
Dude27th for his Hat Brim HUD sprite.
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.
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.
Very nice, will take a crack at this as soon as I can!
i played the first episode with this mod again its great, the weapons it adds are amazing the voodoo doll is 10000x better than the base game. the eye balls the arms legs and organs that fly around after and explosion are glorious. i love seeing the blood drop from the screen after i blow a crowed of people up. the new enemies that were added makes the game more fresh and challenging i hope to see more. ive noticed some sound issues when i shoot guns rapidly the levels i heard it in are e1m1 at the entrance of the church and e1m7 cant remember where. in my opinion the blood decal is way little and too dark for the maps i hardly even see in on the ground and ceiling. i think the blood on the screen from the puking dudes lasts too long and the crosshairs are too big idk if theres a setting to change them cuz i cant find one.
i love the necromancer
Thanks for the input. I’ll take these into consideration. Glad you’re enjoying the mod.
there are also audio bugs when i use the tommy guns alt fire that shoots the clip
I have not had any audio bugs. What exactly do u mean by bugs?
it might just be me but it causes my ingame audio to go out for a second
Just wanted to say I'm playing v.0.9 and I'm NOT getting any audio bugs with Tommy Guns or any other weapons. Maybe uninstall/re-install the mod to see if that fixes the issue, or check to see if your PC's audio setup (speakers, drivers, codecs) is okay. I know I have old, sorta-broken speakers that can make the sound quality lower in one of the speakers.
I'd then check to see if you're getting that audio bug in vanilla Blood: Fresh Supply. I don't know how you'd solve that issue other than changing some settings in the sound part of the game's main menu.
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Is this mod only intended to be played with the original blood episodes? Cryptic passage doesn't seem to really work well with it. But I'm loving the mod so far and the small touches are amazing. One more thing I also get audio issues. It just seems to cut out. But I'll do as SwiftyMagee suggested and see if that works.
It is not made for any addons. Only the original episodes including Post Mortem. However I am planning on making a patch for CP once the mod is fully done. Glad you’re enjoying the mod. I hope u can figure out your sound issues or give me more info on it in case it’s something I can fix on my end.
The mod only has support for the original Blood episodes, but any custom maps/episodes that don't alter tiles.art files should be playable. Whenever you download user-made episodes for Blood or Blood: Fresh Supply, check to see if the content includes any files labeled "tilesXXX.art" (where the XXX stands for numbers).
For example, the Death Wish episodes ( Moddb.com ) are playable with the Extra Crispy mod as it contains no tiles.art files. However, the user-made episode French Meat 2 ( Moddb.com ) is not fully compatible as it features it's own TILES018.ART file. If you play French Meat 2 with the Extra Crispy mod you might get graphical errors. The first French Meat ( Moddb.com ) is compatible with the mod, though, and is a very good map set!
Also, any user-made levels or episodes that feature a lot of heavy custom scripting may have problems with the mod. The incompatibilities may be compounded if the map/episode was made for previous releases of Blood and not specifically for Blood: Fresh Supply.
As for the sound issues, I haven't experienced any problems, but I'll play around in the mod some more to see if I hear anything strange.
Thank u Swifty.
i can confirm death wish works with this mod
I recently played Post Mortem with this mod and I enjoyed it thoroughly, but I tried it with The Dungeon and It's just so frustrating. Not specifically with the enemies, but trying to take on 1 Cheog in one room and 2 others in another room is impossible for me. I generally think the balance for most enemies including the new additions are great! I even like the Axe and Phantasm orbs you can use! Personally, I would suggest maybe editing the Dungeon a little to make these Cheog placements a little less awful as they are, considering you are editing certain maps in this current beta. Regardless, I can't wait for when this mod finally reaches it's 1.0 phase!
I can look into that. Maybe spread them out a bit? Glad you’re enjoying the mod. Way more to come in the first full non beta release of BEC.
I think my only other issue is with the gory kills and I understand that it's signified by leaking blood, but I was kinda thinking maybe if enemies like cultists or zombies could walk slower or even have the sprite look wounded to differentiate them when fighting groups of enemies.
Spotting when a weakened enemy is susceptible to Gory Kills takes some time. You just have to train yourself to realize how much damage can particular enemies take from specific weapons before they start bleeding. Consider it sort of a meta game to play after you get really good at the mod.
Initially I thought enemies should do something like flash red when Gory Kills are do-able, but in retrospect I think something like that would be too distracting. Different sprite work to indicated weakened states could be interesting, however. Maybe certain enemies could start limping, and their rate of attacks would slow a bit.
Good work! Because of the pandemic, I am unable to get Blood Fresh Supply and thus try out your mod myself, so I still cannot provide you with any feedback in regard to the gameplay. :(
That’s ok man. Maybe u can get on board for the full 1.0 release. Hope things get better for u real soon. Would love to see what u think. Take care.
Don't know if this can help you out, but for the next five days on Fanatical, Blood: Fresh Supply is only $1.49 ( Fanatical.com ).
The same site has had it as low as $0.99 before, and they frequently have multi-tier bundles so you may be able to get the game cheap with other games bundled with it if you strike at the right time.
Anyway, hope this info helps, and good luck with everything.
That is sweet of you, but alas, because of the pandemic, I am currently away from my gaming PC. :S
Thanks anyway!
Alrighty, I just just got done with full playthrough of Episode 4 and it was pretty good. I did however see some things:
1. I experienced a game freeze when Cheogh's dead body hit the water in E4M7.
2. The game froze when I set off too many bombs in 1 place again.
3. If you collect the extra weapons or have a full demon gauge and then start s new game, all of it carries over to the next game.
4. You can't put away the Zombie Axe or The Phantasm Orb once they are out, which forces you to waste it in most circumstances.
5. There's a nasty exploit that makes this game almost trivial, PM me to discuss a way to fix it.
I’ll look into the bugs that lock up the game. I’m not sure why it’s locking up because of explosives. How many explosives are u using at once and which explosives are u using?
I can’t remove the demon gauge soul count and the axe and orb in your inventory when starting a new game or loading up a map via cheats without causing them to reset every time u start a map. That means as u progress through the game those things would have to reset at the start of every map. I don’t plan on doing this.
I’ll look into allowing the player to put those extra weapons after pulling them out.
For the explosives, it was a combo of remotes and proxies of around 20 each. I was looking for new ways to kill Cerberus, but that clearly didn't work. lol
Ok I’ll look into for sure. Thanks for the feedback
Ok so using 20 prox mines and 20 remote bombs at once only locks my game up for like a second or 2 but it doesn’t crash the game. That’s a bit overkill to begin with. I’ll see what I can do but that’s quite a lot of bombs that I’m not sure the average player will use like that. But if I can get that optimized the mod would be capable of doing it. We will see.
I don't think it's the explosion that causes the freeze but rather the blood effects that come after an enemy has been hit. And I believe this to be the case because I managed to get a freeze when I shot the large group of Gill Beasts in Crystal Lake with the harpoon gun's alt-fire.
I’ll look into that too then. I already reduced a lot of the effects and shrapnel for both the prox mines and remote bombs which helped when using lots of explosives. It still looks good and they’re still just as dangerous.
Some more things:
1. Beasts are immune to the Voodoo Doll.
2. Bat corpses are constantly spurting blood when you kill them.
3. Landing a killing shot from the powered up pistol onto a flaming bloated butcher causes him to freeze in place, if you hit him with anything else after this then he dies.
4. Devil's Bore seems to have random damage outputs, sometimes it deals damage, other times not. On episode 2 I tried to use it in the basement of the haunted house and it just would not kill all the zombies in a line which made no sense.
Are you able to edit the maps in any way? There is a really goddamn annoying glitch with a secret in E2M1 at the bottom of the ship where the super armor is. NDS screwed up something that makes getting into that hole in the wall from the water almost impossible and was wondering if that can get fixed?
1. Immune as in u can’t attack them with it or as in it just doesn’t damage them at all?
2. I’ll check them out. Somebody else said something about this.
3. I’ll check this out.
4. It’s been fixed as far as I can tell for 1.0. Had something to do with the amount of damage output. FS can be very finicky sometimes.
Yeah I’ll be editing maps and that’s on the to do list already. It’ll be in 1.0 for sure. Just need to open up the hole a bit more to counter the way FS handles the player getting out of water.
For #1, the voodoo doll wasn't damaging him at all. I sat there for a good 2 min stabbing away and he still wouldn't drop. When I gave up and shot em dead, it took the same amount of resources to take down as if he were full HP so the doll did nothing to him.
I’ll check it out for sure
With the E2M1 secret, it is extremely hard to get into that cramped space, but it's possible if you jump out of the water in the right spot.
The Extra Crispy mod can actually make getting the secret a bit easier if you've picked up the Diving Suit and have the Rivet Gun. Try using the rush attack of the Rivet Gun when aiming out of the water, and you can shoot yourself into the crack in the wall.
Also, the Fat Zombie burning glitch also happens with Axe Zombies. Honestly, I think it's kind of a funny bug to see.
I've noticed the Devil's Bore problem as well...I thought it had something to do with the projectile of the weapon not exactly aligning with the crosshair, so you wind up in a situation where you aim at a specific spot but since the aim is off, you don't actually hit your target. I could be wrong though, and the weapon is just kind of bugged.
Devils Bore seems to be fixed now. I’ll look into the burning bodies bug but I don’t see how the powered revolver projectiles could be causing this when other bullets don’t.
I just have a question, how can I reload the gun
READ THE README!! I cannot stress this enough. Fire mode 4 is the reload button for any weapon that has a reload. So that would be the Automap Zoom out button. I will add this to the help screen in version 1.0.
This is an amazing mod, great work!
Are you planning on maybe changing up the revolver animations so that Caleb actually works the actions? Just curious, the mod looks great.
No I’m not. For it to be noticeable I’d have to slow the firing animation down which would slow down the rate of fire. I like it how it is. If I add the thumb animation and keep it at its current fire rate u won’t even notice the thumb moving.
Yeah I understand. I guess it just looks kind of weird to me seeing Colt Navys (dragoons maybe?) in double action.
Yeah I’ve thought this over for a while and I just don’t want the rate of fire any slower than it already is. On top of that these are magic guns. So realism kind of goes out the window anyways. Glad you’re enjoying the mod. More to come.
awesome a new update i really like this mod gonna try this update out.
Im getting an error main[20746219] No matching signatures to bloodPlayerKill Message[const kStr
Can u be a little more descriptive? Like where did this happen and what were u doing?
I go into the game, I wait, after that the screen goes black and gives this error I have deleted and installed the game many times but it doesn't work. Please fix it urgently because I really want to play this mod.
Senin için sorunun ne olduğunu bilmediğim için üzgünüm. Benim oyun mod kullanarak ince başlar ve başka kimse bu sorunu vardı. Lütfen yorumları İngilizce olarak saklamaya çalışın.
I understand if you find it please tell me
I definitely will. I’m sorry it’s not working for u. Where did u get your copy of Blood Fresh Supply and what version is it currently?
my game is pirated version 1.8.4 final version
Dude your game isn’t even up to date. Don’t come around here asking about problems you’re having with a pirated copy of a game. Buy an actual copy of the game. That’s how u fix it. I’ve been running over my work looking for reasons it won’t work for u and all along it’s because u have a pirated copy of the game. Don’t waste my time again.
There is no steam version but it doesn't work on it so neither does it.
I’m using the Steam version and the mod works just fine. And I have users who play on the GOG version too with no issues using my mod. U need to get an updated copy of FS. Your copy is not updated.
understand