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The installation instructions are in the Read More section of the file download section.
Quick BEC v0.7 Update
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Beast Vision Powerup has been replaced by a demonic railgun weapon called the Devil's Bore.
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: Fires a slower railgun projectile that releases multiple bouncing railgun projectiles in all directions upon impact with anything.
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 Beast Vision which highlights a single enemy within a certain range of your crosshair which can then be killed by an autotargeting railgun projectile fired by either the Fire Mode 1 or 2 buttons.
Well I’m just about wrapping up the new gun features, and I’ve added a lot of cosmetic features as it is. We have a lot of new gameplay features as well so I don’t see why I can’t start tackling the enemies since I’m getting tight on new ideas for weapons, effects, and gameplay additions. In a way that’s a gameplay enhancement too more than anything.
I like the idea of a Tesla Cultist getting replaced with a Priest Cultist once in a while.
I could add a leaping attack for the Gill Beast once they get closer to the player and some kind of projectile attack.
Good ideas guys.
The Gory Kill bug you found has been fixed for all enemy types. Didn't notice it much for other enemies besides the Axe Zombies. But it's fixed.
Can't revert back to the weapon you were last holding because of the way the Rivet Cannon is removed from your inventory. Sorry.
I'll look into the explosion effects. The fire debris effects have been in the game for a while now. Don't see how those could be an issue. I'm not really having any frame rate drops on my end. My specs are a bit beefier than yours but I'll look into optimizations.
Nothing was done to the Dual Flare Guns or their projectiles.
I'll look into the Gill Beast too. Was thinking about this not too long ago.
Good ideas. I’ll look into both of them.
My favorite comic book antihero.
I’ll look into that. Maybe I should disable the aura when he’s being hurt if that’s the issue.
What difficulty are you playing on? He shouldn't kill you that fast even on Extra Crispy.
Don't worry about the Codex being more accessible. I got plans to make it more abundant once I get to editing maps.
Thanks buddy. Love the avatar.
It'll be a major damage dealer. Not really sure about ADS. Not sure if Zoom will be possible at all. We'll see.
Thanks man. Enjoy.
Expect a Demonic Railgun to replace the Beast Vision in the next release. It will give you the ability to toggle Beast Vision on and off so if you're a fan of the Beast Vision you have nothing to fear. I'll hopefully be able to implement the different color overlays for different actor types like we discussed before. Red for baddies blue or green for pickups etc.
Look in the KPF file and look in the defs folder. There you will find weaponInfo.txt.
Open that up and search for variables similar to sharedWpnSlot. Fiddle around with those until you get what you want.
Thanks my good man. Glad you're enjoying the mod.
The weapon wheel is set up the way it is because the mod was designed with the individual weapon select keys to be used. It's much easier getting to the weapon you want that way rather than cycling through the weapon wheel. So use the 0-9 weapon select keys instead.
No way to add buttons to the game. What I'm using was already in place. Sorry.
I don’t mind the feedback at all. The more in depth you are about bugs the better. Just pay more attention for the blood dripping. When you see it you'll never miss it and you’ll learn overtime how to get to that point with each enemy type. And yes throwing back cleavers or gargoyle bone projectiles is great.
Ok so yeah I think that Doctor's Bag is causing an issue for sure. When you said your weapons went away but you were still alive I immediately knew you had been resurrected by something. And that Doctor's Bag has to be the reason because I don't believe there's a check to see if you are actually alive before it tries to auto heal you. I'll look into it and fix it. You should be dead any way at that point so I wouldn't consider it a game breaking issue since you'd have to reload a save to continue anyways.
I don't really want sub bosses to have health counters. They are there to signify an actual battle with an original boss. So yeah they're only for end of episode boss battles.
Will be looking into the main menu music issue.
Revolvers aren't getting a change anytime soon. I think they're pretty solid as is.
Kamikaze Rats show up more the higher the difficulty setting. If I lower it anymore you'll never see them on Lightly Broiled which is the easiest difficulty they'll spawn on. So if you play Extra Crispy difficulty or Well Done you're asking for trouble.
I think the blood dripping from the enemies when they're ready for a GK is good enough. Because you can stack health up to 200 by performing them I want you to work for it a bit. Slow down a bit and keep an eye out for the sign of low health.
I'll add the blue logo for the oxygen. I like that idea.
No diagonal dashing. Sorry.
Sorry but Rivet Cannon is for the diving suit only. It's too over powered to allow use anytime. This was done strictly for balancing issues and to give the Diving Suit a better purpose.
I'll think about the Beast Vision. Couldn't do much with it due to engine limitations.
Glad you're enjoying the mod. And thank you for the in-depth feedback. Much appreciated man.
Good to hear man. Honestly I have the cutscenes disabled for modding purposes so I did not realize the main menu music plays during the opening intro videos or the beginning of an episode. Will look into this. Have fun.
Tomorrow friends. 0.6 will be released tomorrow. Did some more polishing. Lots of new content coming your way.
Glad to hear that. I’m shooting for today at some point but it may be tomorrow instead. I’m trying hard to make sure we don’t have another 0.55 or 0.56 moment. I want 0.6 to be solid. Even if it’s still a beta I don’t want unnecessary releases.
Looks like tomorrow will be the day. Lots of new features and changes coming your way.
Expect a release this weekend.
Not sure I’ve seen that issue before
You’ve installed something improperly.
Let me know what u think.
I hear u man. Have a Merry Christmas.
Where u been man?
Hit scans are a thing of the past for sure. All bullets are actual projectiles.
I’m not adding anymore weapons to the game. Just added the underwater weapon and that’s it for now. I think u have plenty of weapon variations that can help u in any given situation. Sorry.
It definitely makes it a lot more enjoyable. Also fixed the diving suit pickups not giving u a diving suit with the new max lifetime.
Another Quick BEC v0.6 Update
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.