Blood Extra Crispy is another mod created by me that will try and change things up once again for another classic game of my childhood. Expect more weapons, more fire modes, more gore, gameplay enhancements, and pretty much what's expected from yours truly. If you're looking for a fresh new experience with Blood then look no further. Thanks to Nightdive Studio's latest KEX engine release, Blood Fresh Supply has opened up a whole new world for Blood modding. Blood Extra Crispy is my attempt at kicking things off with a bang.
8-3-20 - Changes in version 0.9 *******************************************
Fixed a bug that caused the lighting in maps to flicker while dead bodies sprayed blood.
Fixed a bug where Quick Dodging was allowed during Gory Kills.
Fixed a bug where the player would sometimes be able to move around while performing a Gory Kill.
Fixed a bug where dead bodies left over from a Gory Kill were unable to be destroyed by explosives or bullets.
Fixed a bug when performing a Gory Kill on an Axe Zombie that sometimes caused distortion in the zombie's body art at the lower half of the screen.
Fixed a bug that kept the Life Leech's Fire Mode 3 Wall of Fire from passing through enemies as it should.
Fixed a bug that kept Tchernobog's Wall of Fire from passing through enemies as it should.
Fixed a bug that caused Axe Zombies spawned by Tchernobog to be immune to the Devil's Bore railgun projectiles.
Fixed a bug that caused the Hat Brim and Demon Horns HUD sprites to sit lower than they should when using certain screen resolutions.
Fixed a bug where bullets were able to impact with your body while invincible during the use of the Mourning Codex's Fire Mode 3 Lightning Attack and Gory Kills.
Fixed a bug that kept balloons from being popped by bullet projectiles.
Fixed a bug that kept some TNT Barrels from being blown up by bullet projectiles.
Fixed several bugs involving map decorations not being hit by bullet projectiles.
Fixed a bug that caused the Mourning Codex's Ice Spell to set off hidden explosion triggers within maps.
Fixed a bug where the Devil's Bore would not destroy map objects in a single shot.
Blasphemous Canister's Purge projectile now does explosive damage on impact with a fire based blast radius when out of water.
Added Custom Crosshairs for every weapon based on their ammo type.
The demon horns that appear in the HUD when Demon Mode is activated now have growing and shrinking animations.
Further optimized the removal of Demon Mode to stop looping sounds from continuing to play and some other minor bugs.
Gatling Gun Volley System has been reconfigured to allow better management of ammo.
Gatling Gun Volley System firing sound effects have been set up to accomodate different amounts of bullets being fired.
Blasphemous Canisters' Purify attack can no longer seek out Phantasms when they are invisible.
The TNT Bundle's Fire Mode 3 now 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.
The Remote Bomb's Fire Mode 3 now 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.
The Proximity Mine's Fire Mode 3 now 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.
The TNT Bundle's Fire Mode 4 now allows you to place a time detonated bundle of TNT on a wall.
The Remote Bomb's Fire Mode 4 now allows you to place a remote detonated bomb on a wall.
The Proximity Mine's Fire Mode 4 now allows you to place a proximity mine on a wall.
Voodoo Doll Fire Mode 1 and 2 now have a better targeting system and can now do damage to more enemy types and will not seek out buried Axe Zombies.
You can now hold up to 1 Zombie Axe in your inventory until you are ready to use it by pressing the TURNLEFT button to wield it, once withdrawn you must throw the axe to remove it from your your hands with the ATTACK button.
You can now hold up to 1 Phantasm Orb in your inventory until you are ready to use it by pressing the TURNRIGHT button to wield it, once withdrawn you must fire the orb to remove it from your your hand with the ATTACK button.
If you are wielding either the Zombie Axe or the Phantasm Orb while exiting a map you will lose it.
If the Zombie Axe or the Phantasm Orb is still in your inventory and not being wielded while exiting a map you will take them with you to the next map.
Added a HUD icon for the Zombie Axe to signify that you have one available in your inventory.
Added a HUD icon for the Phantasm Orb to signify that you have one available in your inventory.
Jumping into water while wielding the Phantasm Orb will cause it to explode in your hand.
Phantasm Orbs will explode prematurely before connecting with a Necromancer dealing no damage.
Removed the ability for the Devil's Bore to both target and hit Tchernobog while he was in his darkness defense state.
Removed the ability for the Blasphemous Canisters' Purify Attack to both target and hit Tchernobog while he was in his darkness defense state.
Removed the ability for the Devil's Bore to target Phantasms while in their invisible state.
Blasphemous Canisters now get a double damage boost when the Demon Gauge is full and also some new sound/sprite effects.
Added a delay to the spent casings ejecting after a Gatling Gun Volley Attack to asure that casings would be ejected properly upon firing off a volley of 75+ rounds.
The Rivet Cannon's Thruster System is now engaged using the RUN button instead of the MAPZOOMIN button.
The Rivet Cannon's Fire Mode 3 now 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.
Added a HUD icon that signifies when a Proximity Ice mine is ready to be launched.
Replaced Blasphemous Canister weapon sprites for more authentic looking 1851 Colt Revolvers.
Added a Death Mower single use weapon to E1M1 that can be picked up and used to slaughter nearby enemies and gain back some health per kill up to 100 points.
The Death Mower will be thrown down in front of you either after it's lifetime runs out or by pressing the ATTACK button where it will detonate after a short time.
Incoming Cultist bullets have a chance of being deflected by the Death Mower when it is in use.
Incoming Cultist bullets have a chance of being deflected by the shields on the Maxim Machinegun when it is in use.
Reduced the firing rate for the Rivet Cannon slightly.
Replaced exhaust sprites for Devil's Bore when firing it.
Sped up the Devil's Bore firing animation a little.
Optimized the Rivet Cannon's Fire Mode 2 explosive projectile to reduce frame rate drops when shooting lots of enemies with it at once.
Adjusted Tesla Cannon weapon pickup position to sit on floor properly.
When the Demon Gauge is full all Knife Attacks performed with the Blasphemous Canisters, Dual Flareguns, and Single Flaregun deal double damage.
The Beast's Stomp Attack can now be avoided by jumping before his foot hits the floor.
Running Burning Enemies can now not only be blown up with explosives, but they can also be kicked at close range and killed with bullets.
Tiny Calebs will now explode into chunks of meat when killed by fire or explosive weapons.
Large Black Spiders can now properly target a crouching player with their venom spit attack.
Mother Spiders can now properly target a crouching player with their venom spit attack.
Gill Beasts can now properly target a crouching player with their melee and projectile attacks.
Phantasms can now properly target a crouching player with their melee and projectile attacks.
Axe Zombies have a much higher chance of connecting an attack on a crouching player.
Fat Zombies can now properly target a crouching player with their melee and projectile attacks.
Rebuilt Fat Zombie puke attack that damages the player the more they are drenched.
Fat Zombie puke will cause a delirium effect when contacting the player and covers your vision in puke for 10 seconds.
Added some sound effects to Fat Zombie attacks.
Beasts now do melee damage while throwing fire projectiles if the player is close by.
Reduced Beast fire projectile velocity.
Reduced Cultist Priest flame thrower projectile velocity.
Upon being gibbed the Fat Zombie will spray puke globules out in all directions damaging anything it touches.
Reduced the starting health for lesser Beasts spawned by the lesser Priest Cultists found randomly in maps.
When damaged all Cultists won't always go into their dodge state and instead may continue to attack.
Green Pod blob projectiles will cause a delirium effect when contacting the player and covers your vision in puke for 10 seconds.
Large Spider spit projectiles will cause a delirium effect when contacting the player and covers your vision in puke for 10 seconds.
Mother Spider spit projectiles will cause a delirium effect when contacting the player and covers your vision in puke for 10 seconds.
You can now kick and perform a Gory Kill on the Hell Hounds.
You can now kick and perform a Gory Kill on the Phantasms.
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.
Fire Pod projectiles leave fire on the ground upon impact for a short period of time.
Phantasms will now drop Phantasm Orbs when killed which are a single use weapon that will track and seek out enemies caught in your crosshair killing them instantly or dealing heavy damage to them.
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 Swaps will now spawn the new enemy facing in the same direction as the enemy being swapped out.
Added a new enemy type called the Crimson Innocent which is an undead version of the Innocent.
Crimson Innocents attack at close range with a punch attack but can also puke blood on you at medium to long range which does mild damage and also covers your screen with blood for 15 seconds.
Innocents and Buried Axe Zombies are randomly swapped out with Crimson Innocents and have a higher chance of being swapped at higher difficulties.
Random Enemy Swap System has been rebuilt to remove a bug where enemies were swapped out after their AI had been activated.
Random Enemy Swap System now uses the "Enemy Count" difficulty setting to determine how much of a chance there is for an enemy swap.
Enemy swaps now have a very small chance of occuring on the "Pink On The Inside" EASY difficulty.
Adjusted Fat Zombies', Large Spiders', and Flesh Gargoyles' chances of performing projectile attacks to keep them from becoming standing turrets every time the player is within their projectile attack range.
Large Spiders will now leap to your position if within range and not performing their Spit Attack.
Added a Necromancer Cultist enemy type that can revive all non Boss or non mid Boss enemies within range that were not killed with explosives, headshots, fire, ice, or spirit damage.
The Necromancer 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.
Necromancers 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.
Necromancer's can also spawn either an Axe Zombie or a Crimson Innocent from the earth.
Added a shockwave ring to the Beast's Stomp Attack.
Rescripted how Tchernobog spawns in enemies to remove the chance of a spawned enemy getting stuck in a wall and to polish up the whole process visually.
Tchernobog will now spawn from 6 to 10 enemies, instead of 5, depending on the "Enemy Count" difficulty setting.
Added some sound and particle effects to Tchernobog's spawning of enemies.
Axe Zombies can now pick up dropped Zombie Axes and throw them at you.
Gibbing a Crimson Innocent will release a cluster of tiny worms that will chase after you to try and bite you for minor damage but can be stepped on and easily killed.
Restored Cerberus's multiple view angles when one of his heads is dead.
Reduced the damage resistances for Living Axe Zombie Heads making them weaker to all damage types.
Beasts and lesser Beasts can now receive headshot bonus damage.
TommyGun Cultists now have a chance of being swapped out for either a Tesla Cultist, a Necromancer or a Lesser Priest.
Enemies that don't have swimming animations now die when entering water.
You can now kick Beasts.
You can now kick Lesser Priests.
A Tesla Cultist now has a 10% chance of dropping a Tesla Cannon when killed.
When killed by a Phantasm Orb a Lesser Priest will drop a Flamethrower weapon pickup.
Burning Kamikaze Flesh Gargoyles can now be shot and blown up before reaching the player.
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.
Adjusted how Ceiling Blood is handled to ensure there is always a blood splat present while blood drips from the ceiling.
Rebuilt the dead body blood gushing effects for decapitations and other deaths to look much better.
Dead bodies kicked into TNT Barrels will now get gibbed properly.
Several fire based projectiles have had there chance of leaving behind fire cut in half.
The life time for fire left over from fire based projectiles has been reduced.
Blood splats on the screen when performing a Gory Kill.
Fire left behind from fire based projectiles have been rescripted for more optimization.
Player scripts cleaned up and optimized to further improve FPS.
Reconfigured the gibbing system and how gibs are handled from creation to removal for an even more optimized frame rate.
Reduced some explosion particle effects to optimize frame rate without losing visual fidelity.
Reduced gib counts for all enemy types to further optimize frame rate without losing visual fidelity.
Added more voxels and updated some thanks to fgsfds, Dzierzan, warezeater, and Chillo.
Restored Flamethrower Canister color to silver.
Reduced chance for explosion effects created by map related explosions to further stabilize the frame rate.
Allied Zombies and Gargoyles will attack living Zombie Heads now.
HUD animations and sprites for single use weapons, Gory Kills, Demon Horns, Bloody screen effects, etc. now use the lighting of the current sector that you are in to determine how light or dark they are.
Reduced the area distance blood splats can be made from blood streams.
All BEC HUD animations/sprites (Gory Kills, single use weapons, DemonHorns, Hat Brim) now have invisible versions for when the Invisibilty Powerup is being used.
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.
Added bloody eyeballs to the Innocent's face during their Gory Kill animation.
Reduced blood spray a bit more for explosion deaths.
Added a no burn flag to several non living actors that should not be able to catch on fire.
Added new blood splat sound effects.
Added new gore sound effects.
TNT Barrels ignited with your lighter will continue facing the direction they were facing before being ignited.
Fixed bullet flesh impact effects not showing up on new enemy types properly.
Fixed bullet flesh impact effects sometimes appearing behind enemies instead of in front.
Main Menu music and sound effects volume now adjusts to the current music volume level settings at start up.
Removed a few frames from all HeadShot Death animations to make them flow better.
Removed the "gun" from the Cultists' Explosive and Fire gibbing death animations.
Disabled player bullet impact sound effects to remove the frequent loss of weapon firing sound effects that occured when many bullets were fired at once such as when using the Dual Sawed Offs.
Edited Frozen Enemy scipts to asure that they face the direction they were facing before they were frozen.
Cleaned up black areas around the outside of all custom explosion sprites.
Performing a Gory Kill on a Fat Zombie will now have have you rip his heart out and shove it into his mouth which removes the odd look of the Fat Zombie moving up and then down on screen.
Added voxels for thrown axe sprites.
Most gibbed dead bodies now create gibs specific to the type of dead body they are instead of universal gibs.
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.
Cleaned up enemy OnTick scripts to further optimize the frame rate.
Replaced the Ectoskull sprites that fly up into the sky when Tchernobog is killed with the same sprites used by the souls you collect.
Dead Bodies can no longer pass through the Portals created by the Railgun.
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.
Version 0.7 is now available for all those opting into the Open Beta for BEC. Download and give any feedback you feel is necessary. Thank you to everybody...
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