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.
This demo has been archived by the uploader because it is out of date and no longer supported.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.
Version 0.8 of BEC is ready for your enjoyment. More polish on existing features and lots of bugs squashed as usual. Please leave comments. All feedback is wanted. Good or bad. Be sure to read the Readme before playing for update news. Download and enjoy.
BLOOD EXTRA CRISPY OPEN BETA 0.8 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_0.8" 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"
4-13-20 - Changes in version 0.8 *******************************************
-Bugs-
Fixed a game crashing bug that would occur when using the Mourning Codex's Fire Mode 3 while the dead bodies of Bone Eels spit out by Gillbeasts that died on impact were present.
Fixed a bug where the corpses of Cultists who had their bellies blown open would not get sucked into the Mourning Codex's Fire Mode 3 Death Portal.
Fixed a bug where certain corpses of enemies killed by Spirit Damage with custom Spirit Death animations would not get sucked into the Mourning Codex's Fire Mode 3 Death Portal.
Fixed a bug where burning Flesh Gargoyles would not get sucked into the Mourning Codex's Fire Mode 3 Death Portal.
Fixed a bug that kept dead bodies in flight from doing damage to map objects sometimes.
Fixed a bug where dying enemies would damage you if you were standing right up against them.
Fixed a bug where suicidal TNT Cultists would not blow themselves up when near you during Demon Mode.
Fixed a bug where suicidal Burning Flesh Gargoyles would not blow themselves up when near you during Demon Mode.
Fixed a bug where the Zippo Lighter's sound effects would play multiple times when throwing back TNT from enemies or performing Gory Kills.
Fixed a bug where the Blashpemous Canisters' Purify attack would sometimes hurt you in the right situations.
Fixed a bug where the Mourning Codex would get completely removed from your inventory when trying to use it underwater by making the book immediately switch to the next weapon when underwater.
Fixed a bug where the Blasphemous Canister's would reload after 10 rounds instead of 12 as they should.
Fixed a bug that caused dead bodies that had used certain custom death animations to spray blood when a Portal from the Railgun was near them.
Fixed a bug that kept dead bodies from being sucked into the Codex's Death Portal after they had been teleported using the Railgun's Portal System.
Bug fixed and now Tchernobog no longer tries to kill your allied gargoyles and axe zombies upon dying.
Bug fixed and now Railgun Portals can no longer be set on fire.
Bug fixed and now Death Portals can no longer be set on fire or destroyed.
-Weapons-
Death Portal can no longer suck in Gargoyle Statues.
Death Portal can no longer suck in dead bodies.
Devil's Bore no longer highlights or auto targets Gargoyle Statues, Gargoyle Allies, Zombie Axe Allies, or Burning Bodies.
The Blasphemous Canister's Purify Fire Mode no longer targets Gargoyle Statues, Gargoyle Allies, or Zombie Axe Allies.
The Rivet Cannon's sprite resolution has been reduced to match the quality of other weapon sprites.
The Tesla Cannon's BFG projectile no longer targets Gargoyle Statues, Gargoyle Allies, or Zombie Axe Allies.
Added a forward quick dash attack when in Demon Mode that crushes lesser enemies caught in your path.
Increased animation speed of the Blasphemous Canisters' Purify attack.
Demon Mode is now 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 now lasts for 45 seconds instead of 30 seconds and can be cancelled like previous versions if you jump in water or switch weapons.
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.
Added a small delay in between Quick Kicks to remove the overlapping of weapon animations and the Quick Kick animation.
The Mourning Codex's 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.
You can no longer spawn zombie allies with the Voodoo Doll when underwater.
-Enemies-
Tesla Cultists now have a chance of being swapped out with weaker variants of the Cultist Priests whom when killed spawn weaker variants of the Beasts.
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.
Doubled Tchernobog's resistance to all damage types.
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.
The Phantasm's Red Heat Seeking Ecto Skull now has it's own distinct flight sound effect.
TNT Cultists now have a custom Fuel Canister that they throw that does half the damage that the player's does.
-Other-
Added demon horns to the HUD when in Demon Mode.
Human Soul pickups will disappear after 10 seconds if not collected.
Frozen enemies can be shot or kicked at close range exploding their bodies into chunks of ice and guts.
Tossable Axes will embed in walls, floors, and ceilings and can be recollected and thrown until they hit an enemy or destructable object.
You can now 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.
Zombie Heads can now get kicked through Railgun Portals.
3-15-20 - Changes in version 0.7 *******************************************
Fixed a bug where when aiming down and crouched during a Gory Kill the kicked enemy would not function properly.
Fixed a bug where the Doctor Bag would try to auto heal you after you were dead.
Made the lettering for the underwater Oxygen Counter blue.
When throwing or dropping a bundle of TNT you cannot interact with enemies, thrown dynamite, or enemy projectiles.
When throwing or dropping a Proximity Mine you cannot interact with enemies, thrown dynamite, or enemy projectiles.
When throwing or dropping a Remote Bomb you cannot interact with enemies, thrown dynamite, or enemy projectiles.
When throwing or dropping an explosive flame canister with the Flamethrower you cannot interact with enemies, thrown dynamite, or enemy projectiles.
Cleaned up the end of the Single and Dual Sawed Off reloading animations which sped them up a tiny bit more.
Tossing explosive flame canisters with the Flamethrower now costs 30 rounds of ammo instead of 20.
A bloodpool is created when you are killed.
Recolored Blasphemus Canisters' weapon sprites.
Fire Mode 1 for the Blasphemous Canisters has had a fire rate increase.
Fire Mode 2 for the Blasphemous Canisters 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.
Beast Vision Powerup has been replaced by a demonic railgun weapon called the Devil's Bore.
Devil's Bore-
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.
The Mourning Codex's Fire Mode 3 heart crushing attack now creates a giant black whole which sucks surrounding enemies into it doing severe damage until they die and are pulled into the vortex.
The Mourning Codex's Fire Mode 4 lightning storm attack no longer slows you down while using it and you are invincible during the entire attack.
Fixed many sound effects not looping properly which in turn fixed many sound glitches when custom looping sounds were present.
Fixed a bug for the Beast not making fire sound effects when throwing fire projectiles.
Running burning bodies now die when falling off of ledges or becoming airborne.
Added a burning flare sizzle sound effect to flare projectiles that can be heard while they're in flight or stuck in an enemy.
Added a translucent effect to the Dead Screen blood.
Removed the red screen overlay when using Beast Vision and replaced it with a translucent screen border.
Voodoo Axe Zombie Allies will teleport to your location if you get too far away from them.
Added explosion specific effects to walls and ceilings.
Added surface specific bullet impact effects for floors, walls, and ceilings.
Optimized code for dead bodies dealing damage to nearby objects while moving.
Added a higher quality Monolith Productions splash video.
Added a higher quality GT Interactive splash video.
Optimized gore system for increased stability and compatibilty with latest interaction scripts.
Restored voxel rotation for key pickups, armor pickups, magical weapon pickups, and magical powerups.
Increased the launch speed of the Napalm Cannon's bouncing Fire Mode 3 projectile.
Fire Mode 2 for the Napalm Cannon now launches a projectile similar to Fire Mode 1's projectile but on impact will release many bouncing napalm bomblets.
Tesla Cultists have a chance of being replaced by Priest Cultists on medium or higher difficulties.
All headshots now do 1.5X bonus damage, and vary depending on what bullet type is being used, instead of doing an additional blanket damage bonus.
Burning Flesh Gargoyles will now chase after you and explode dealing fire damage when near you.
Cerberus's Burning Aura attack now uses the current difficulty setting to increase or decrease the damage radius, but does the same damage across all difficulties.
Optimized the Gatling Gun scripts a bit more to accomodate stopping Fire Mode 4 from cranking up with Fire Mode 1 or 2.
The Tesla Cannon's BFG projectile no longer fires out projectiles in random directions or has a damage radius, it now seeks out any enemy it can see and deliberatley does electrical damage to them over time and fires out projectiles at them in flight before exploding.
Enhanced the particle effects produced by the BFG Tesla Cannon projectile while in flight and added sound effects.
Added streaming fireball effects to all explosions that deal explosive damage.
Reconfigured Flamethrower impact splash damage to stop blood from spawning when hitting enemies.
Toned down damage done by Cultist Priest Flamethrower projectiles.
Toned down damage done by Beast fire projectiles.
Added 4 more voxels for map object sprites.
While in Demon Mode 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.
While in Flight Mode pressing the JUMP button will move you straight up.
While in Flight Mode pressing the CROUCH button will move you straight down.
While in Flight Mode pressing the RUN button will make you smash into the ground below causing heavy splash damage.
Gill Beasts 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.
Gill Beasts underwater will spawn Bone Eels from their mouths if at a distance.
Gill Beasts now have a leaping attack to close the gap between them and the player that does heavy damage.
Decreased time in between foot step sounds to better match Caleb's walking sprite animation.
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.
Fixed some Cultist animation bugs when underwater.
Objects in water that fall to the bottom now do so at a much slower pace.
Edited weapon view sprites for the Napalm Cannon, Tesla Cannon, Flamethrower, and Rivet Cannon to look less like 3D model rips.
Allied Voodoo Axe Zombies can no longer be knocked down.
TNT Cultists now have a chance of throwing flamethrower canister fire bombs at long range that explode on impact.
TNT Cultists 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.
Tesla Cultists now have a charged Tesla Blast attack that they may use while in long range combat.
Tommy Gun Cultists now have the ability to throw dynamite while in long range combat.
Phantasms now have a chance of releasing Red Ecto Skulls that will chase you down and explode on impact dealing heavy damage.
Fixed bugs on map E1M6 where Proximity Mine Traps would improperly go off and Bone Eels would die at the very start of the map.
Fixed a bug on map E1M7, Cheogh Boss Battle, where the map would end without killing Cheogh when a Flesh Gargoyle's corpse was gibbed.
Gatling Gun now ejects spent casings from a different position and in a different direction.
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.
Fixed a bug where you could Quick Kick enemies that were directly on the other side of a door.
Fixed a bug where particle effects emitted from weapons were not positioned properly when the player was crouching.
Priest Cultists now have a chance of throwing flamethrower canister fire bombs at long range that explode on impact.
Added muzzle smoke effects to bullet, shotgun, and flare weapons.
Increased melee attack speed when in Demon Mode.
Priest Cultists immediately transform into Beasts once they enter water.
Beasts can now swim under water and attack you properly.
When underwater Tesla Cultists will shock themselves and others around them when trying to shoot their weapons until they are dead.
Hell Hounds now have a leaping attack to close the gap between them and the player that does heavy damage.
Fixed bugs in the death animations triggered by body part specific hit detection that caused them to occur when they weren't supposed to.
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.
Hell Hands will now leap into the air and punch you if you are already being choked by another Hell Hand.
Adjusted how fire particle effects are created from damage over time hot spots created by fire based projectiles to make them look better.
Fixed a bug in E2M4 where 3 Cultists were set to flat mode.
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
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.
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.
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: 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 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 (with a pentagram). 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.
- 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.
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.
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.
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.
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.
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.
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.
Hell Hounds -
Now have a leaping attack to close the gap between them and the player that does heavy damage.
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.
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.
Tommy Gun Cultists now have the ability to throw dynamite while in long range combat.
Tesla 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.
Tesla Cultists now 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 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 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.
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.
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.
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.
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 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.
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.
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 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.
Keep up the good work :)
I like the new format of listed changes. Caleb keeps getting more insane power and fun toys to play with!
Okay, since the v0.8 is out I will test it out (of course I will!) and I will let you know what I have found and what I think of this version of the mod. I hope flying corpses are not going to damage me like they were used to in v0.7 because I don't want to be insta-gibbed by some nonsense-like stuff XD.
No that's all been fixed.
Okay man, like you said earlier, this stuff has been fixed. I really had fun playing the mod with it's new features and they are amazing! Although I think that there would me more use in axe when you are not just throwing it, but using it as a melee weapon and still have an opportunity to throw it. When I saw the soul pickup feature, the first thing which came on my mind is the Painkiller (2004's video game, really amazing) and I thought that you took some inspiration from it. Ice casting spell is just COOL (you can count it as a stupid joke, but this is the most fitting word). Another features caught my eye too, but the ones that I mentioned earlier I liked the most. For now the only issue I had is FPS issues, but it doesn't happen often so I can forget about that for now. If you want to make something LMAO-like, then in console write "god", in chat (say message key, something like that) write "lara croft", and maybe you will discover something interesting about your own mod :D. Later I think I will arrive with bug report so bye for now.
Dude great job all the new weapons are sick! You've really added alot of cool new features I wish you the best of luck
Hey thank you buddy. Stay with us. Plenty more to come.
I haven't commented on a mod in years, but this brought me here! I love BLOOD even more now thanks to this.
Wow thanks man. That's very kind of you to say. I love Blood as well and I definitely find it very enjoyable with my mod too. Watch this mod and get ready for more features coming your way.
Definitely will. Would this work fine in co-op if I had someone else to play with? (IE if we both have the same version)
I'm not designing it for coop. Only SP. But it will work its just that you may see higher frame rate drops. I believe everything so far is compatible with Coop. If you see anything buggy let me know. I'll try and fix it for those who want to use the mod for Coop.
it compatible for blood fresh supply 1.9.10
Yes
Just a question, do the red cultists that turn into werewolves show up in the first level of Post mortem? Don't know how a bug like that got into here.
No that's a mod feature. Tesla Cultists on any episode are sometimes replaced by a lesser Cultist Priest (Red Cultists) which when killed transform into a lesser Beast Monster (Werewolf). The harder the difficulty the better the chance you'll see this happen.
While I do like it as a feature, I honestly just run away from them half the time because they're just difficult to kill, though I'd rather fight them than the mother spiders. Their acid attack just takes so much health away. Don't take this the wrong way, I love these ideas, but I guess it just doesn't balance very well in something like Post Mortem, is what I'm trying to say.
By the way, what are the altfires binded, I discovered two binded to keys "z" and "x", is there one other I should know about?
U need to read the readme. It’s a must for this mod. The automap zoom in and zoom out buttons are the third and fourth fire modes for all of the weapons. More balancing will be provided for all vanilla maps once we get to version 1.0. Hope you’re enjoying the mod regardless.
Hi! Am I doing something wrong? When the Demon Gauge is fully charged, I press USE and RUN at the same time while standing still and not in water but what happens is that the pentragram just falls on the floor and stays there??? Not very demonic if you ask me;) So what seems to be the problem here?
Hope you can help. Greetings
What? That makes zero sense.
I know, but it´s the truth. I even tried to rebind the buttons, still the same result. Can I send you a video as evidence, maybe you can figure this thing out? Greetings
Yes please do. This will be a first.
Please provide me with you email address, and I´ll send you the video. There is no function here on moddb for attachments. Hope to hear from you soon. Greets
THERE IS A LOT OF LAG
You’re gonna need more than what’s required for FS to play this mod.
My spec:
I78700k CPU
GTX 1080Ti 11 gig GPU
16 gig RAM
U need at least this to play the mod with next to zero lag
oh :(
CoolsKELETON96 Now this doesn’t mean u have to have my specs. U can have a lesser set of specs and still run the mod ok. But if you’re running a low end PC you’re gonna have issues. Sorry man.
Amazing work. Just bored from doom eternal **** then found this. Thank you sir!
You’re welcome friend. Have fun.
VGames in other update you can fix the lag
I’ve made some extensive optimizations to player scripts to hopefully smooth out the FPS for everybody. It’s hard to fix issues I do not have. But I think 0.9 will bring some very good enhancements for all to benefit from.
oh ok :)
I can't run the mod well, when I run Install_BEC.dat it says "you placed" bec_0.8 "in the wrong folder
pur this folder in Blood folder. "and I have it in the folder in Blood's main directory, only some animations like the explosions or the flare gun, budu doll and tnt change. I'm something new in this, Could you give me the right way to run it well, I'm excited to try this mod
Revenant64 U are using Fresh Supply correct?
I am using NBlood
Revenant64This is not for NBlood. This is for Blood Fresh Supply. None of the other ports support what this mod has added scripting wise.
This may help someone or maybe im the only dum dum this happened to BUT when you go to launch the installer from the BEC folder, dont run it as administraitor... It caused the installer to throw a "BEC is in the wrong folder" error message.
what version of blood Fresh Supply i need?
The latest version on Steam or GOG. They're up to date no matter where you buy it from.
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You created really nice mod, which making blood more pleasant game, but it has great performance issues. I noticed that mod does not use all capabilities of hardware, so I guess it does not use all cores which limiting the performance(in my case its using GPU for 30% and CPU 40%). I'm playing it on middle tier gaming laptop with ryzen 5 3550h + 1650 4 gb and as levels goes I have less and less fps. I hope future updates will eliminate the performance problems, wish you good luck
Thanks dude. 0.9 is 100% more optimized and is just about ready for a release.
Awesome, that's great! Waiting with huge excitement. I wish you luck and hoping to see your future mods!
it would be really nice to use the old blood decals with this mod. the blood decals from the mod look boring and less like the blood game style other than that this mod is amazing. you can play through the game a bunch of times and still learn from things that come with this mod
Sorry man but I absolutely hate the original blood splats. They look completely flat and bland and seem to stack on each other. I prefer my new splats. They mesh together a lot better and really fill out areas naturally. They look a lot more like the blood splatters u see in the maps that are used as decoration. I’m glad you’re enjoying the mod. If this is your only gripe I’d say I’ve won u over. 0.9 is coming this weekend.
im about to get high and play through blood after that release
Have fun
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