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.

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VERSION 0.5 IS LIVE!!!!!!

News

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.

VERSION 0.4 IS LIVE!!!!!!

VERSION 0.4 IS LIVE!!!!!!

News 5 comments

Version 0.4 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...

VERSION 0.3 IS LIVE!!!!!!

VERSION 0.3 IS LIVE!!!!!!

News 1 comment

Version 0.3 is now available for all those opting into the Open Beta for BEC. Download and give any feedback you feel is necessary. Lots of new features...

VERSION 0.2 IS LIVE!!!!!!

VERSION 0.2 IS LIVE!!!!!!

News

Version 0.2 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...

Open Beta Starts Today!!!

Open Beta Starts Today!!!

News 20 comments

Hey everybody VGames here ready to give you a taste of things to come for Blood Fresh Supply. Today starts the open beta period for the Blood Extra Crispy...

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Blood Extra Crispy Open Beta v0.56 PATCH

Blood Extra Crispy Open Beta v0.56 PATCH

Demo 3 comments

Hey dudes this is another little patch to stop Tchernobog from being killed by 1 hit. A very dumb oversight on my end during testing left his health set...

Blood Extra Crispy Open Beta v0.55 PATCH

Blood Extra Crispy Open Beta v0.55 PATCH

Demo 3 comments

Hey dudes this is a little patch to stop the new Quick Kick animation from popping up awkwardly when opening doors or flipping switches or when facing...

Blood Extra Crispy Open Beta v0.5

Blood Extra Crispy Open Beta v0.5

Demo

Ok people this is the fourth update for the Open Beta session of BEC. Expect some new gameplay features and some extra gore as well as many tweaks and...

Blood Extra Crispy Open Beta v0.4

Blood Extra Crispy Open Beta v0.4

Demo 3 comments

Ok people this is the third update for the Open Beta session of BEC. More or less the changes in this version are more enemy based but there are sound...

Blood Extra Crispy Open Beta v0.3

Blood Extra Crispy Open Beta v0.3

Demo 4 comments

Ok people this is the second update for the Open Beta session of BEC. Lots of new features have been added as well as some changes to some of the weapons...

Blood Extra Crispy Open Beta v0.2

Blood Extra Crispy Open Beta v0.2

Demo 20 comments

Alright people here's the first update for the Open Beta of BEC. Many changes were made and some new quality of life additions have been implemented...

Comments  (0 - 10 of 174)
VGames Creator
VGames

NEWLY ADDED BEC FEATURES FOR THE UPCOMING 0.6 RELEASE:
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.
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.

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VGames Creator
VGames

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.

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SwiftyMagee
SwiftyMagee

Those sound like awesome changes. Can't wait to test them out!

On a completely different note, I have a question: did the idea to add a visible hat brim on Caleb (which is very neat, btw) come from any other game/mod? When I first read that you were adding it a changelog or two ago, I immediately thought of the Doom mod "High Noon Drifter", a mystic-cowboy themed gameplay mod for classic Doom that came out a couple of years ago. That mod also has a visible hat brim for the player that's a lot like the one in Extra Crispy.

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VGames Creator
VGames

Actually I got it from another Blood mod that got that hat brim sprite from that very same Doom mod I believe. Color was changed to black and just like that Caleb got a hat.

Moddb.com

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SwiftyMagee
SwiftyMagee

I remember seeing the Bloody Hands mod a while ago, but I never tried it out.

Anyway, I like your version of the hat; I especially like it when you get blood drops to fall from the brim. Nice touch!

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VGames Creator
VGames

Thanks. Anything I borrow I always try to put my own spin on it. I intend to add a blood dripping effect dedicated to just that hat feature instead of reusing the main menu blood dripping effect.

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4398
4398

So I've been enjoying this mod keep up the great work. I do have another idea I think it would be cool for the cultists to have cool colorful patterns and designs of there robes.

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Nannak
Nannak

Hmmm...I was wondering if you could implement more weapons like the Hand Cannon from Bioshock Infinite (as I've seen many weapons from that game in this mod so far) and it's like a powerful version of the revolver that functions like a Magnum or some other powerful revolver weapon?

Also what about melee weapons like axes, chainsaws, Freddy Krueger gloves as weapons as well?

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VGames Creator
VGames

Nah I think I’m done with adding more weapons. I feel u got all u need and some extra to give u more than enough variety to go about playing the game how u want.

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Valherran
Valherran

Just finished E4 with 0.55 and I noticed some oddities:

1. Tchernobog's HP is messed up, pretty much any kind of explosive can 1-shot him.

2. Gargoyles are really annoying this time around with the changes you made. They fly around at long distance throwing bones at you from across the map and don't want to come down as much. They would be better if they prioritize melee over ranged to make them more of a threat. Right now I just skip them if they refuse to come down after like 30 seconds because I am not going to be stupid enough to waste ammo trying to hit them at long range.

3. Cheogh has some weird melee range increase when attacking from above. For example if you stand at a doorway and he's flying above it, he gains 3x the range to hit you with his claws. This gets problematic if he keeps flying over you cus the hit is instant and you can't evade it even while crouched with the speed that he flys at.

That's all for now. I like the new sprite enhancements, hopefully you can get a better firing sound for the tommygun next time around though, it sounds kinda weak. And do you have a to-do list for future patches? I really want to know when the new monsters and map enhancements are coming.

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SwiftyMagee
SwiftyMagee

I agree with the gargoyle comment. At first I thought maybe it was just me, but it does seem like they prefer to fly high up for an annoyingly long amount of time, tossing bones everywhere. It would be nicer if they preferred to fly toward the player and engage in melee.

Also wanted to say that I like the new sawed-off shotgun graphics.

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VGames Creator
VGames

I’ll be looking into the tchernobog issue. Somebody else mentioned a 1 hit kill issue too. And I’ll look into the gargoyle issue. Never really noticed them staying up in the air like that since I patched their AI. But I’ll look into it. I’ll think about the tommygun sound effect. New enemies and map additions won’t be a thing until version 1.0 has been released.

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