Blood Remaster-4

Second major update for Blood: Fresh Supply released, full patch release notes unveiled


Nightdive Studios has released the second major update for the updated version of Blood that is using Nightdive Studio’s KEX Engine, Blood: Fresh Supply. According to the release notes, patch 2 allows reflection effects to appear on player when picking up the reflection powerup, makes the Ecto Skull Projectile to be transparent, and makes Gargoyle Statues and Phantasm to bleed when shot.

Moreover, this update features various fixes involving Hitscan and Vectorscan, fixes an issue with gib objects and other types from spawning two of the same item, allows players to interact with stone statues and adds full rendering support for wall type 501.

This patch also fixes a number of issues. For example, it fixes a bug with pressing use on wall sprites with flip-y flag set, damage sectors not immediately damaging player on land impact, scroll floors/ceilings in wrong direction in E2M6 and mouse not working on main menu after loading lower saves.

As always, Steam will download this patch the next time you launch its client, and you can find its complete changelog below.

Blood: Fresh Supply Patch #2 Release Notes

  • Gargoyle Statues can be moved and bleed when shot,
  • Ecto Skull Projectile is now transparent,
  • Reflection effect appears on player when picking up the reflection powerup,
  • Fixed bug with pressing use on wall sprites very close to the wall (fixes some issues in Death Wish),
  • Crash fix for Bloody Pulp Fiction mod,
  • Phantasm bleeds when shot,
  • Fixed bug with pressing use on wall sprites with flip-y flag set. Fixes issue in DWE3M6,
  • Support for unused dude actor types,
  • INI parsing system now replicates Monolith’s implementation (fixes numerous issues with user INIs),
  • Full rendering support for wall type 501,
  • Bug fix with Fat Zombies not seeing the player at the beginning of DWE3M2,
  • Sounds played by QAV animations now assigns to channel 16 and up – fixes some problems with them cutting off Caleb’s speeches,
  • Reverse search order for linked sprites to sector stacks. Fixes DWE1M3,
  • Reversed CanSee ray direction for CheckProximity – fixes proximity behavior,
  • Fixed incorrect impact fx on vector firing on mid-textures via overpicnum,
  • Jump Boots now protects against pummel type damage,
  • Fixed crash when dropping items not defined in definition system,
  • Fixed issues when interacting with usable walls and sectors marked as ‘pushwall’,
  • RFF system is no longer case-sensitive when looking up data entries,
  • Dude sprite types now activates when receiving the TOUCH or PUSH command,
  • Dude sprite types now applies BLOCKING/HITSCAN/INTERACT flags on spawn,
  • Player can now interact with stone statues,
  • Corrected the bounceDamage factor for Spiders (was 1200 instead of 1600) which result in premature fall damage when they fall near the end of e2m7,
  • New actor flag for not dropping items/keys (Cerberus fix),
  • Various misc. Fixes involving Hitscan and Vectorscan,
  • Start/End parameters for the CanSee function has been reversed – fixes MANY behavior problems,
  • Fixed damage sectors not immediately damaging player on land impact,
  • Fixed scroll floors/ceilings in wrong direction in E2M6,
  • Fixed code to determine if wall should have decals (using proper logic now). Fixes decals not showing up in many areas in E1M1,
  • Fixed up A LOT of the Cultists behaviors. Only use a 2D hitscan vector for determining sightlight checks instead of 3D. Fixes several problems,
  • Cultists now play Gib SEQ based on type,
  • Cultists and Earth/Axe Zombies now ignore damaged based sectors (fixes AI issue in DWE1M1),
  • Proximity range for prox mines is now correct,
  • Fixed issue with gib objects and other types from spawning two of the same item,
  • Fixed a typo with Exp_Dynamite_Wall, resulting in no SEQ from playing when invoked,
  • Minor bug fix with the CanSee function. Fixes an issue in DWE3M2,
  • Art tile animation is now randomized for oscil,
  • Fixed mouse not working on main menu after loading lower saves,
  • Audio velocity option is now saved to config,
  • Player no longer falls while dead in water,
  • Camera no longer toggle chasecam while in menu,
  • Map markers now show with an exclusive cheat (new cheat code: OAKISLAND),
  • Can now switch weapons during any point of the gun’s state that isn’t lowering or holstering,
  • Fixed a bug where explosion objects would persist due to bad underflow of xSprite’s data1 and data4 members,
  • Fixed hitscan wall detection and wall UV mapping,
  • Added scale console variable for the weapon wheel. Set g_weaponWheelScale in the console to change it (defaults to 1.0),
  • Changed player jump boot height to 24.0. Makes it easier to reach the rooms in BB1,
  • Bug fix with wall unlock commands sending a ON command,
  • Support for padlock actor,
  • Allowed loading of all old (day-0 public build or later) saves.