1-14-22 - Changes in version 1.0 *******************************************
Fixed a bug where your hat didn't drip blood after blowing up Crimson Innocents or Necromancers when they were near you.
Fixed a bug where Rat Bomb corpses would be left behind and would continue to create smoke particle effects and TNT lit fuse sound effects.
Fixed a bug that caused the Life Leech Turret to attack enemies who had not yet had their AI activated which caused them to get stuck in place trying to attack the floor.
Fixed a bug that caused the Devil's Bore to sometimes not deal damage properly to some enemy types.
Fixed a bug that caused an incorrect Caleb voice over being used sometimes when lighting explosive barrels with his lighter.
Fixed a bug that caused the Voodoo Doll to not use the proper amount of ammo when using the primary fire mode.
Fixed a bug that caused the Voodoo Doll to not deal damage properly to the Beast when using the primary fire mode.
Fixed a bug that caused Burning Axe and Fat Zombies to glitch out when shot by the Blasphemous Canisters while the Demon Gauge was full.
Fixed a bug that caused the Tesla Cannon's Tesla Link projectiles to sometimes spawn the wrong sprite.
Fixed a bug where the Frost Spell would lose track of the player and not follow properly which would keep it from freezing enemies properly.
Fixed a bug that kept the Life Leech from reappearing immediately after a character, item, or map object interaction animation was complete.
Fixed a bug that caused the Diving Suit's Thruster sound effect to continue looping when thrusting out of water.
Fixed a bug that caused the Cerberus Boss battle map to break when using the Mourning Codex's Dark Vortex spell.
Fixed a bug that made enemies spawned by Tchernobog invincible.
Fixed a bug that would crash the game on E6M1 when the 3 Innocents at the start of the map would get swapped out with a Crimson Innocent.
Fixed a bug that would cause the game to crash due to Cerberus's Fire Aura scripts.
Fixed a bug on E2M2 that allowed the Fanatic carrying the Moon Key to be swapped out with another enemy type.
Fixed a bug where killing enemies carrying keys with the Mourning Codex's Frost Spell would drop 2 keys instead of 1.
Fixed a bug that kept the Life Leech's Wall of Fire attack from traveling across bridges made of flat sprites.
Fixed a bug that would cause instant death when killing a Necromancer that would appear in the last area of E1M5.
Fixed a bug on E1M5 that would start you off with less health than you should.
Fixed a bug on E1M8 that would start you off with less health than you should.
Fixed a bug on E3M5 that would start you off with less health than you should.
Fixed a bug on E4M5 that would start you off with less health than you should.
Fixed a bug on E1M5 that caused excessive damage to the player when trying to reach the secret ledge at the end of the map.
Fixed a bug on E2M4 that caused 3 windows to break upon map start.
Fixed a bug that sometimes-caused Burning Axe Zombies to glitch out into a non-burning idle state when killed.
Fixed a bug that would cause map E1M7 to end when one Cheogh Boss was killed even if the other Cheogh was still alive.
Fixed a bug that wouldn't allow you to transform into the Wrath Demon Form when standing on top of bridges or similarly designed floors.
Fixed a bug that caused the Devil's Bore to one hit kill Bosses.
Fixed a bug that caused the player to get stuck in place after performing a Gory Kill if the player's weapons had been holstered prior to performing the Gory Kill.
Fixed a bug that caused the burning flesh gargoyle to sometimes spawn too many gibs upon exploding.
Fixed a bug that would sometimes crash the game when Tchernobog would spawn enemies.
Fixed a bug that would cause the Spider Mother's health gauge to not disappear when she's killed.
Fixed a bug that bogged the game down by rescripting how the Tesla BFG kills enemies.
Fixed a bug that kept the Death Mower from being able to kill the Phantasm when he was visible.
Fixed a bug that allowed the player to kick tiny enemies while they were in the air.
You can now put the Zombie Axe and Phantasm Orb single use weapons away using the same buttons you used to wield them.
Zombie Axe and Phantasm Orb single use weapons will now stay in your inventory when going to another map whether they are being wielded.
The Diving Suit's Ice Mines can now be launched out of the water and will engage their proximity mode once on ground.
Ice Mines can now be shot and exploded or exploded by other explosives.
Reduced the damage done over time to non-boss enemy types when using the Mourning Codex's Frost Spell to keep trap doors from not reopening properly once the enemies are cleared out with it.
Reconfigured how the Mourning Codex's Death Portal is created to keep trap doors from not reopening properly once the enemies are cleared out with it.
The Mourning Codex's Frost Spell and Death Portal no longer affect enemies on the other side of a wall.
The Trench Pump Shotgun no longer can aim down sights and its magazine size has been increased from 6 to 8.
The Trench Pump Shotgun's Fire Mode 1 now shoots rounds more accurately when tapping the fire button and Slam Fires rapidly when holding down the fire button with increased spread.
The Trench Pump Shotgun's Fire Mode 2 now shoots the currently selected elemental ammo type at a fixed fire rate.
The Trench Pump Shotgun's Fire Mode 3 now toggles between Fire and Ice rounds with a visible symbol on the HUD indicating which ammo type is currently being used.
The Fire ammo type fires 4 projectiles instead of 8 now.
The Ice ammo type freezes most enemies in place instantly dealing very little damage allowing you to deal damage to them until they shatter, but if enough time goes by the frozen enemy will unfreeze.
Fire rounds require 3 rounds of your stored ammo to use and 1 one round from your magazine.
Ice rounds require 3 rounds of your stored ammo to use and 1 one round from your magazine.
Increased damage done by the Death Mower to ensure enemies get gibbed by it no matter what difficulty setting is being used.
The Invulnerability Powerup has been replaced with the Gluttony Demon Powerup which turns you into an invulnerable, yet slower moving demon known as the Merciless Gorge armed with 2 elemental arm cannons and the ability to teleport.
Merciless Gorge's Fire Mode 1 fires multiple small explosive damage-based missiles in rapid succession in a spread formation.
Merciless Gorge's Fire Mode 2 charges up briefly and then releases a highly dangerous Spirit Bomb with a large blast radius dealing spirit damage.
Merciless Gorge's Fire Mode 3 shoots out constant streams of fire from both cannons simultaneously that cover a good amount of distance.
Merciless Gorge's Fire Mode 4 fires a cluster of electrical projectiles from both cannons like an auto shotgun that also rains down lightning bolts at random dealing lots of electrical damage.
Merciless Gorge can teleport to any position under the crosshair by tapping the RUN button telefragging lesser enemy types instantly.
Merciless Gorge can conjure a quick Ice Spell by pressing the "JUMP" button which may freeze surrounding enemies and create Ice Spikes from the ground in random positions.
The Blasphemous Canisters no longer flash rapidly with a red aura when the Wrath Demon Gauge is full, instead red transparent flames are emitted from the weapons when idle.
You can now cancel the Trench Gun's reload process without firing a round off by pressing the "MAPZOOMOUT" reload button while reloading.
The damage output for the Maxim Machinegun has been doubled and its firing rate has been increased.
Trench Gun primary fire has had a slight damage boost.
Death Mower now explodes after 3 seconds instead of 6 seconds when thrown down.
Death Mower time doubled to 40 seconds total.
On E4M4 the secret Jason Voorhees Mask and Machete decoration can now be equipped by pressing the "USE" button when near it and aiming at it.
The Voorhees Slasher Powerup will last for 1 minute and will render you invulnerable to all attacks and can be refilled by killing enemies.
The Voorhees Slasher Powerup's Fire Mode 1 throws Zombie Axes that deal heavy damage.
The Voorhees Slasher Powerup's Fire Mode 2 swings the machete consistently if the "ALTATTACK" button is being held down.
The Voorhees Slasher Powerup's Fire Mode 3 charges up and throws a firebomb at variable distances.
The Voorhees Slasher Powerup's Fire Mode 4 causes you to dash forward causing heavy damage to anything in your path killing lesser enemies instantly.
Added a hand to the Axe throwing animation's first frame.
Throwable Axes do much more damage and can 1 hit kill most non boss enemy types.
Increased push back for Diving Suit charge attack.
The Gatling Gun and the Maxim Machinegun now eject bullet belt links alongside spent bullet shell casings.
Bladed melee attacks now have a chance of causing headshot, belly, or leg death animations and will also deal extra damage to the head of enemies.
On E4M3 the secret Freddy Krueger Sweater and Hat decoration can now be equipped by pressing the "USE" button when near it and aiming at it.
The Krueger Slasher Powerup will last for 1 minute and will render you invulnerable to all attacks and can be refilled by killing enemies.
The Krueger Slasher Powerup's Fire Mode 1 rapidly fires small bloody skulls from your chest in a spread formation dealing random damage types on impact.
The Krueger Slasher Powerup's Fire Mode 2 slashes with the multi-bladed claw consistently if the "ALTATTACK" button is being held down.
The Krueger Slasher Powerup's Fire Mode 3 charges up, rips out, and throws your own heart at variable distances that deals heavy spirit damage.
The Krueger Slasher Powerup's Fire Mode 4 fires a large slow moving bloody skull from your chest that passes through enemies and shreds them when nearby.
On E2M5 an Ash Williams Hero Powerup was added in the form of a Necronomicon Tome that you can use by pressing the "USE" button when near it and aiming at it.
The Ash Hero Powerup will last for 1 minute and will render you invulnerable to all attacks and can be refilled by killing enemies.
The Ash Hero Powerup's Fire Mode 1 fires his Boomstick.
The Ash Hero Powerup's Fire Mode 2 engages his chainsaw for heavy melee damage.
The Ash Hero Powerup's Fire Mode 3 charges up and throws a bundle of TNT at variable distances that deals heavy explosive damage.
The Ash Hero Powerup's Fire Mode 4 puts away the Boomstick and chainsaw and whips out a lever action rifle that fires rapidly if the "AUTOMAPZOOMOUT" button is being held down.
Added a secret weapon in E1M4 (HINT: Look for Duke).
When picking up weapons the Slot Number for their location in your weapon inventory is now displayed along with their name.
On E1M1 the secret "The Crow" area now contains an Eric Draven Hero Powerup that you can use by pressing the "USE" button when near it and aiming at it.
The Draven Hero Powerup will last for 1 minute and will render you invulnerable to all attacks and can be refilled by killing enemies.
The Draven Hero Powerup's Fire Mode 1 fires his Mac-10.
The Draven Hero Powerup's Fire Mode 2 slashes rapidly with a Katana Blade consistently if the "ALTATTACK" button is being held down.
The Draven Hero Powerup's Fire Mode 3 charges up and throws a hand grenade at variable distances that deals explosive/shrapnel damage.
The Draven Hero Powerup's Fire Mode 4 releases a murder of crows that will hunt down and kill nearby enemies for 10 seconds before disappearing.
The Draven Hero Powerup gives you the ability to double jump, and after double jumping firing the Mac-10 will reduce gravity for you and allow you to float back down while shooting.
Added HUD messages when picking up Zombie Axes and Phantasm Orbs.
Added an Industrial Buzzsaw to the Diving Suit weapon arsenal.
When using the Diving Suit pressing the "AUTOMAPZOOMOUT" button will engage the new Buzzsaw.
When using the Diving Suit tapping the "RUN" button will engage the thruster system for a quick dash forward smashing anything in your way.
Added a couple of powerful Blunderbuss single use weapons to E2M4 found over 2 fireplaces located in the map that you can use by walking up to it and pressing the "USE" button and then pressing the "ATTACK" button to fire it or toss it aside with the "TURNLEFT" or "TURNRIGHT" buttons.
Reconfigured how the Tesla Cannon's BFG projectile does damage as it travels and when it explodes thus removing frame rate issues, removing the player damage, and increasing the boss damage.
When using a Death Mower your screen can no longer be covered in red/green puke.
Blasphemous Canisters now do 2.0X headshot damage instead of 1.5X like the other headshot capable weapons.
Devil's Bore damage on Cheogh has been further optimized.
Rivet Cannon's explosive projectile no longer creates shrapnel but deals more damage now.
Added some fully functional Cannons to E2M1 that can be used by pressing the "USE" button when near them and then pressing the ATTACK button to fire it.
Reload the Cannons by pressing the "USE" button when near a Cannon Ball to pick it up and then walk over to the Cannon to reload it.
Press "USE" again to stop using the Cannon or to drop the Cannon Ball you are holding.
Reduced travel distance for the Diving Suit's Dash Attack.
Reduced the Dual Tommy Gun bullet spread.
Thrown Flamethrower Fuel Canisters deal more damage.
Reduced the number of Shrapnel created by Remote Bombs both in bundle form and in single form to reduce frame rate drops when using a lot at once.
Reduced the amount of particle effects and Tesla Shrapnel created by Proximity Mines both in bundle form and in single form to reduce frame rate drops when using a lot at once.
Added a reloading animation for the Trench Gun.
Improved the single wielded weapons' reloading animations.
A broken Tesla Cannon is now dropped on the floor after using the "BFG" attack mode.
Added new sound effects for the Sawed Off's firing sounds.
The amount of electrical damage the Tesla Blast projectile can create has been restored to its original value.
The blast radius and damage for explosive damage the Tesla Blast projectile can create has been halved for both the player and the Zealots.
The lighter now plays its lighting animation properly when switching to the TNT Bundle from the Flamethrower.
Optimized Tesla Cannon Link System to remove all lag caused by large numbers of enemies being damaged.
You can now swing the Zombie Axe with the primary attack button and throw it with the alt attack button.
You can now guide the Phantasm Orb to a target with the ALTATTACK button and press the RUN, ATTACK, or ALTATTACK buttons to increase flight velocity, or you can cancel the guide mode by pressing either the TURNRIGHT, TURNLEFT, or USE buttons.
The Flare gun’s Fire Mode 3 now fires out a heavier bouncing flare that burns nearby enemies for around 5 seconds before exploding and firing 10 small Flare projectiles in all directions that can lodge themselves in nearby enemies.
Cleaned up the Napalm Cannon weapon sprites.
You can now put away the Zombie Axe and Phantasm Orb by pressing either the TURNRIGHT or TURNLEFT buttons.
Added the Lament Box from Hellraiser, that can be picked up by pressing the USE button when near it, which will cause hooked chains to kill nearby enemies for 30 seconds.
Added the Lament Box pickup to E1M3, E2M1, E3M8, E4M2, E6M4.
On E3M2 a Candyman Slasher Powerup was added in the form of a floating Bloody Hook that you can use by pressing the "USE" button when near it and aiming at it.
The Candyman Slasher Powerup will last for 1 minute and will render you invulnerable to all attacks and can be refilled by killing enemies.
The Candyman Slasher Powerup's Fire Mode 1 fires a small swarm of bees in a spread formation that cling to enemies on impact and deal extra damage until the target is dead.
The Candyman Slasher Powerup's Fire Mode 2 slashes with Candyman's Bloody Hook consistently if the "ALTATTACK" button is being held down dealing heavy damage.
The Candyman Slasher Powerup's Fire Mode 3 charges up and throws a firebomb at variable distances.
The Candyman Slasher Powerup's Fire Mode 4 releases a swarm of bees that will hunt down and kill nearby enemies for 10 seconds before dying.
If your health is greater than or equal to 100 and you have a Doctor's Bag in your inventory that is not full, you can now walk up to Life Essence pickups to pick them up and add 10 points to your Doctor's Bag.
Increased Invulnerability (Gluttony Demon) Powerup time to 45 seconds.
Jump Boots are no longer toggled on and off, to use them simply double jump to use 1 point from their inventory.
When in a demonic form your Jump Boots will be destroyed.
When using the Eric Draven Hero Powerup your Jump Boots will not be used while Double Jumping.
Small Bullet ammo pickups will now be swapped out with either a Proximity Mine, a Remote Detonated Bomb, a bundle of TNT, a Box of Shotgun Shells, a Drum of Bullets, or a Box of Flares.
Trapped Soul ammo pickups will now be swapped out with either a Tesla Charge or a Napalm Gas Can.
Added a new voxel for the Tesla Cannon Weapon Pickup.
You no longer must press the "USE" button to pick up Zombie Axes and Phantasm Orbs when they are not in your inventory.
You can now pickup up a Mourning Codex while using a Mourning Codex without losing the new Codex at the end of the attack animation.
Diving Suit no longer automatically engages when entering water and must be enabled manually.
Added the ability for Crimson Innocents to recoil when damaged or get electrocuted by electric damage.
Added the ability for Necromancers to recoil when damaged.
Added a new enemy type to maps E3M5 and E4M5 called the Inferno Guardian, the higher the difficulty the more Inferno Guardians will be encountered.
Inferno Guardians will deliver a heavy punch attack at close range and shoot Napalm Cannon primary fire projectiles at long range.
Inferno Guardians when standing in lava will gain 1 point of health every tick and is much harder to kill.
Inferno Guardians will release a barrage of fire projectiles into the air from the floor for a short period of time when killed while standing in lava.
Inferno Guardians will leave fire behind on the ground as they slowly lumber around and deal fire damage over time of you get too close.
Rat Bombs now move 25% slower.
Rat Bombs now only create smoke particle effects and TNT lit fuse sound effects when their AI is active.
Enemies now make watersplash sound and particle effects when walking through water.
Crimson Worms now make sound effects when moving or killed.
The Necromancer's AI now activates when he sees you and not before he's seen you just like the other enemy types.
Large Spiders now create web traps on the ground every time they leap that has a chance of immobilizing you if you walk over them.
Web Traps can be destroyed with fire or explosives, and you can get out of them easily by jumping.
Cheogh Bosses on E1M7 are not damaged by the Mourning Codex's Frost Spell damage over time effect but still get damaged by the Ice Spikes.
Hell Hands will no longer attempt to choke you when you are in a demon form.
Eel projectiles spit out by Gillbeasts on land will not survive on land anymore.
Eel projectiles spit out by Gillbeasts on land deal more damage on impact now.
The Living Zombie Head attacks now do half the damage they originally did.
The Living Zombie Heads' clip distance value has been increased.
When broken Metal Drums filled with Zombie parts will now sometimes leave behind Slime Zombies which are slow moving enemies that throw blood from their hands to block your vision.
Added new Flesh Tentacle stationary enemy turrets to E1M8 and E4M7 that fire Life Leech projectiles.
When Innocents are killed by Red Blood projectiles either spit or thrown by Crimson Innocents or Slime Zombies, they will transform into Slime Zombies.
Added new Gore Tremor enemy types to E1M5, E4M4, and E6M6.
Gore Tremors burrow and travel underground popping up randomly at medium to long range to spit tiny worm enemies and green puke, or they close in for a heavy damage bite attack.
Gore Tremors cannot travel under nonorganic surfaces such as stone or metal.
When gibbed Gore Tremors will release worms in all directions that will hunt you down.
When underwater Gillbeasts will not spawn Bone Eels unless the player is underwater too.
Rebuilt how Bone Eels recoil from being damaged which fixed the bug where their AI would become inactive after being hurt.
Added freeze states for crawling Cultists and Fanatics.
Added freeze states for Axe Zombies that are lying down.
Mimes now drop Life Essence Health pickups when killed.
Mimes now leave behind a Human Soul pickup when killed.
Necromancers have had their enemy spawning abilities altered so now they have a 60% chance of spawning an Axe Zombie, a 30% chance of spawning a Crimson Innocent, and a 10% chance of spawning a Phantasm.
Number of worms spawned by gibbing Crimson Innocents has been reduced.
Reduced velocity for Black Spider and Mother Spider Acid Spit projectiles.
Tchernobog no longer spawn Phantasms for help.
Cerberus's Fiery Aura defense shield now has a fixed range of attack that does not depend on difficulty settings anymore.
Added new voice sound effects for the Necromancer.
Rebuilt how Cerberus's Fire Aura does damage which cleaned up several lag issues and sometimes crashes for some.
Crimson Innocents will have a 50% chance of releasing worms when they are gibbed instead of 100%.
Tesla Cultists now have a 65/35 chance of being swapped out with a Necromancer or a Lesser Priest when they are swapped out upon map start instead of a 75/25 chance.
Rescripted how Lesser Priests transform into Lesser Beasts which has restored the morphing animation.
Lesser Beast stomp attacks deal less damage than the original Beast stomp attacks.
Cultists with shotguns now have a chance to have an Attack Dog at their side depending on the difficulty settings.
Attack Dogs are quick but can be killed easily by any type of damage.
Attack Dogs bite when in close range and when within medium to short range they will perform a leap attack.
Acolyte Cultists with TNT now have a chance to have an Attack Dog at their side depending on the difficulty settings.
Necromancers have a greater chance of being stunned when damaged and will stop in place too.
Crimson Innocents have a greater chance of being stunned when damaged and will stop in place too.
Your vision and aim have a chance of becoming wobbly when hit by Gargoyle Bone projectiles.
Added a Spirit Death for the Flesh Gargoyles.
Resized the Crimson Innocent's electrocution damage animation.
Added a Gory Kill for Living Axe Zombie Heads.
Added a Gory Kill for Living Axe Zombie Torsos.
You can now perform a Gory Kill on Mimes.
Performing a Gory Kill on a Bat while your revolvers are powered up will now be represented with the proper muzzle flash and firing sound.
Living Zombie Heads now have a normal death animation.
Living Zombie Heads now have a burning death animation.
Living Zombie Heads now have a spirit death animation.
Severed Torso Zombies now have a spirit death animation.
Gillbeasts now have a spirit death animation.
Necromancers cannot be attacked by the Voodoo Doll.
Added a headshot death animation for Flesh Gargoyles.
Stone Gargoyles can now be damaged with extra headshot damage.
Added a headshot death animation for Beasts and Lesser Beasts.
Added a spirit death animation for Beasts and Lesser Beasts.
Added a spirit death animation for Hellhounds.
Added a spirit death animation for Phantasms.
Added a spirit death for Tiny Calebs.
Axe Zombies no longer pick up dropped Zombie Axes to throw them at you.
Added some blood to the sprites for the Living Zombie Heads.
Added a new belly death animation for Cultists that leaves them on their knees suffering for a few seconds leaving them open for a final attack.
Fixed a misaligned Grim Reaper Statue voxel on E4M5.
Fixed the secret area on E2M1 where the Life Seed and Super Armor are located so you can jump into the opening easier from the water.
Added thunderstorm weather effects to E1M7.
Added more weather effects to E4M8.
Tweaked weather and artillery effects a bit more.
Added an extra Flesh Gargoyle to the Happy Go Pukey Ride room on E1M4.
Added some new decorations and expanded the street area of E3M1.
Added some new decorations and expanded the graveyard area of E1M1.
Replaced the Beast Vision secret on E1M1 with Jump Boots.
Added more decorations and changes to E4M8.
Added some new decorations and expanded the street and bombing area of E3M2.
The Gargoyle Statue that doesn't disappear properly on E6M2 when playing on the Well Done or Extra Crispy difficulties now disappears as it should once it morphs into a Gargoyle.
On E2M1 the barred cabin window on the top deck can now be properly shot through with bullet-based weapons.
Added more enemies to E2M1 on each side of the ship to make better use of the Cannons.
Incorporated and expanded a previously unused graveyard area on E1M1 to further extend the length of the map and increase enemy count.
Added some spooky props to E2M5 to enhance the haunted house theme.
Crushers work properly now.
Added a Maxim Machinegun to E3M2.
Added a surprise on E3M1 in the secret Sloth Room.
Added thunderstorm weather effects to E4M1.
Added rain weather effects and decorations to E1M2.
Added thunderstorm weather effects to E1M3.
Added an extra switch in E1M2 to keep from locking the player in the room with the Fire Key in case the door failed to open once the enemies were killed.
Added an extra switch in E1M5 to keep from locking the player in the room with the Moon Key in case the door failed to open once the enemies were killed.
Generic smoke sprite effects found in maps will be swapped for new smoke sprites that have more frames in the animation and they will always be translucent.
Added a Death Mower to E1M5.
Added a Cannon to E6M4.
Fixed a window with bars on E6M4 that wouldn’t let bullet projectiles pass through.
Fixed the train ticket booth window on E1M2 to allow bullet projectiles to pass through.
Fixed some Gatling Gun placements on E6M4.
Rotated a Diving Suit pickup to make sure the voxel for it faces the right way on E6M4.
You now must kill both Mother Spiders on E2M8 to win the fight if you are playing on Well Done or Extra Crispy difficulties.
Fixed a texture glitch on E1M2.
Fixed a texture glitch on E2M1.
Raised fire armor pickup on E4M3.
Fixed the ticket booth window on E1M4 to allow bullet projectiles to pass through.
Fixed a voxel issue for one of the pictures on display on E3M1 in the art museum.
Removed the ability to destroy the wall ventilation decorations on e2m1.
Added a prize to the pitcher and wine glass shooting game on E1M4 that did not have one.
Added a secret in the Fortune Teller booth on E1M4 that can be accessed by interacting with the Crystal Ball.
Added a prize to the Punch-O-Meter game on E1M4.
You now must destroy all 9 bottles in the shooting gallery game on E1M4 instead of just 3 to win the Invisibility Powerup.
Raindrops will fall from your hat when standing in heavy rain.
Optimized blood created from enemies when killed by explosive damage which will reduce lag when blowing up lots of enemies at once.
Blood no longer creates blood splats on liquid surface types.
Added a new voice over line for Caleb when cranking up the Death Mower thanks to Tekedon.
You can no longer perform Gory Kills or interact with objects using the "USE" button if your screen is covered in either Red or Green Puke from enemies.
When your screen has Red or Green Puke on it pressing the "USE" button will clear away some of the puke off the screen to help you see until it's completely gone.
Added a new explosion for the Phantasm Orb.
The frozen Jack Nicholson on E2M4 will now spawn a Zombie Axe weapon pickup when destroyed.
Created a nicer looking Custom Crosshair for the shotguns.
Rescaled the Y Axis size for the Pentagram and the Custom Crosshair HUD Icons to properly accommodate the current screen aspect ratio.
Added new blood spurt impact effects for HITSCAN damage on flesh material types.
Added some transparency to the red exhaust smoke that is ejected from the front of the Devil's Bore when firing it.
Reduced spark particle effects created by the Trench Gun's Fire Projectiles.
When in the Wrath Demon Form scratching walls will leave behind scratch marks.
Added the mod's version number to the main title screen.
Replaced the original HELP screens with screens that display a Quick Reference guide for some BEC features.
Allied Axe Zombies no longer try to attack small enemy types.
Added a squishing sound when stepping on Crimson Innocent worms.
Made the Crimson Worm crawling sound effect dynamic so it would fade out as you moved further away from it.
Made the Zombie Head bounce sound effect dynamic so it would fade out as you moved further away from it and stopped it from rapidly sounding off when the head was sitting on a slope.
Edited Jason Voorhees Mask and Machete decoration sprite/voxel.
Added some blood to the Axe weapon view sprites.
Edited Freddy Krueger Sweater and Hat decoration sprite/voxel.
Added an intro animation for Caleb when he arises out of his grave on E1M1.
Allied Demon Gargoyles and Allied Axe Zombies no longer attack each other.
Completely rescripted how kicking and stepping on small enemies is handled.
Added a new "call loaded" console command that will give you all weapons including the Diving Suit/Rivet Cannon minus the Demon/Hero/Slasher Modes.
Added a new debris system that will create material specific debris when explosions impact surfaces that last for a maximum of 1 minute before being removed.
Reconfigured how the underwater blood effects are produced removing lag caused when killing lots of enemies underwater with the Rivet Cannon's explosive projectile.
Recolored the Maxim Machinegun.
Created a new explosion effects script for cluster single sticks of dynamite to reduce frame rate issues when using them.
Trees produce more gibs when blown up.
Fire left behind on the ceiling after being hit by the Flamethrower's fire projectiles will drip fire down to the floor below.
Recolored the blood on Caleb's Gory Kill hand sprites.
Added lots of new map object voxels and updated many others.
Zombie Axes thrown into the floor no longer make constant impact sound effects or particle effects when on a sloped surface.
Rescripted how new enemies are added to the maps freeing up some player scripts.
Rescripted how certain enemies are swapped out with other or new enemy types freeing up some player scripts.
Cleaned up the scripts for new enemy damage states to make them work properly.
TNT Barrels produce more wood gibs upon explosion.
TNT Barrels now keep the same shade settings when primed with your Zippo Lighter.
Replaced the Voodoo Doll symbol above Allied Axe Zombies with the Blood Hand Logo.
All HUD related animations for Gory Kills, Single Use Weapons, etc. will now get darker when Tchernobog performs his Darkness Enemy Spawning attack.
All Gory Kills now cause the player not to be able to move during the kill animation.
Added new sprites for various particle effects for blood, explosions, fire, souls, etc.
You can now kick grates or fans blocking air duct passages by pressing the "USE" button when near them.
Metal drums with toxic waste spray green slime in all directions when blown up.
Added a new blood splat system for blood on floors and ceilings that will keep visible blood around longer.
Further optimized blood spilled from all attacks.
Further optimized the chance of gibs being spawned from blown up bodies.
Further optimized how snow effects are created in maps.
Replaced the red meat chunk gib sprites with better sprites.
Darkened all vanilla blood sprites.
Tweaked how wall blood leaks down walls.
Increased mass for all gibs to reduce their flight velocity a bit.
Cleaned up headshot death animations to make the head exploding more visible.
Added new smoke effects to burning and burnt corpses.
Custom HUD icons not related to Demon Modes are only visible if the Show Hud option is enabled.
Cleaned up scripts pertaining to dead body code.
Added bone gibs for destructible skeleton corpses found in maps.
Added a voxel for the Maxim Machine Guns.
You can now kick frozen Jack Nicholson's corpse by pressing the USE button when near him.
Added faux lighting effects to lots of the projectiles.
Added faux lighting effects when firing weapons.
Added faux lighting effects to all robed cultists when they fire their weapons.
Added faux lighting to fire leftover from flamethrower projectiles.
Added faux lighting to electric traps leftover from proximity bombs.
Updated explode objects scripts to include dead body props so they would produce the same gibs and extra gore as their gib objects counterparts.
Fixed a scripting flaw for a THING Iterator used by dead bodies to free up fps significantly.
Removed blood streaming from gibs while in air due to significant fps drops caused by this.
Added a message to the installation batch that tells the user to allow the game some time to compile the mod's script files.
Between 0 and 3 minutes gibs and debris will either have their status changed from THING to DECORATION, which will allow them to last forever, but they will become indestructible, or they will be removed.
Adjusted how shrapnel type projectiles, that are emitted by various bomb types sitting on the ground, are fired out so that they fly more upward and don't hit the ground as much near the explosion.
Hanging beef slabs or whole chickens create more gibs when destroyed.
Added dynamic custom debris for lots of destructible map objects.
The Enemy Swap script now skips an enemy swap if that current enemy is holding a key eliminating any chance of a key not dropping properly.
The Trench Gun freezing script now checks an enemy fixing to be frozen for a key drop flag instead of their Index Number and will drop that specific key when they are frozen.
Added custom gibs for Beast corpses.
Added spinning animations for lots of gibs and debris while they're in the air.
Increased blood dripping from the ceiling chances.
Added twitching animations for some gibs.
Added intestine gibs for gibbed enemies and corpses.
Sweet, been waiting for this to play with Death Wish
Congratulations on finally releasing this! 😸
Fantastic trailer BTW! It's awesome that you got the original voice actor for Caleb (Stephan Weyte) in this! 😺
Oh no it wasn’t Stephan. I got another guy who can pull off a good Caleb impression. I’m afraid Stephan would be too expensive or too old sounding these days. But thank you for the kind words. I hope u enjoy the mod.
My mistake, I must've misread the credits. 😿
But yeah this Mod is great! 😸
That was epic! Congratulations VGAMES!!!!!
Thank u old friend. Enjoy.
Bisento here, pretty much exceeded all expectation. While the first version did take Blood FS to a whole new level, this one is up to 11.
Great comment. That was the plan.
I still have not gotten Blood: Fresh Supply, but I have not forgotten about this mod! Congratulations on going gold!
Thank u man. Get FS and play the mod. Let me know when u do.
I have 2 fps, when playing FS by this.
What are your PC specs? Telling me u get 2 fps isn't gonna help me help you.
Can you please turn this into an addon to enable in the menu? Because i like to be able to keep playing the original too and the exspansions.
What do u mean? You can play the original and expansions with BEC just like it is now? Also running this like an addon won’t work. I’ve tried. It has to be installed the way it is now.
After copying the game to a diffent folder and modded, it still loads my steam game.
Thanks for the amazing update 1.0.
I installed it and encounterd the following problem:
Whenever there is shooting involved (and you know there is hell of a lot shooting involved) there is are big round kind of "muzzle flash halos" around me around every ememy. This also appears under every flame?
What is this? I am sure it´s not intended.
I sent you an e-mail adding a video with the footage
Hope you can help me / us out:)
Thanks a lot.
It is intended. It’s fake lighting.
Thanks for the response:) Okay I see, but sorry it´s not my cup of tea. Is there any chance to disable the fake lighting?
Sure u can mod it out.
Haha yeah sure, as if I could do so^^
No actually you get used to the fake lightning pretty quickly! I must admit, I do like it now!
VGames always knows what´s best for Blood!:)
Thanks again for this amazing mod!
Lol thanks for the nice comments. Have fun.
Would like to try this out but I can not get it to work. Steam and GOG versions both just stop responding when compiling scripts. I move the folder over, run the install, install runs successfully, play the game. Am I missing a step?