Blood: Fresh Supply

Blood: Fresh Supply

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Updated BETA (1.9.9) is now available!
Hello everybody,

We have updated the BETA available now for Blood: Fresh Supply to 1.9.9. To opt-in to the BETA, in the games' properties on Steam, in the Betas tab, choose the Public Beta branch to receive the update.

Here is the list of fixes in 1.9.9.
  • Explicitly check for link sprites when Z-Translating the sector,
  • Misc sprite link fixes,
  • Support for tilenums beyond 4095 for SEQ files,
  • Changed ActionScan interaction code,
  • Support to make the object do a small 'boost' when snapping between different floor heights,
  • Fix fat zombie melee vector direction,
  • Fix player fall damage from being over-aggressive to network clients,
  • Misc. respawn fixes.
Please let us know of any issues you encounter in our Discord chat or here on this thread. We'll be monitoring your feedback.

Thanks,
Daniel G,
Nightdive Studios Production Team
Last edited by Daniel NDS; Aug 2 @ 4:04pm
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Showing 1-15 of 42 comments
That's great, thanks.
Finley Aug 2 @ 3:34pm 
Thanks for fixing the map text glitch!
What the heck, very good news, thanks!
ynopot Aug 2 @ 4:19pm 
no texture :brickwall666: filtering ? ((

but thanks anyway
Last edited by ynopot; Aug 2 @ 4:20pm
  • Butchers should be able to melee chop a crouching player (Fixed in 1.9.9 beta)
  • Gargoyle statues are jumping when pressing "use" instead of being pushed (Fixed in 1.9.9 beta)
  • Bucket kicking (and water dropping) sound can be heard at the very beginning of E1M2 (Fixed in 1.9.9 beta)
  • Props keep emitting sound after they are destroyed. (innocent being hit by the train E1M3) (Fixed in 1.9.9 beta)

I haven't had the chance to test the fall damage bug yet. Not many plays the beta in multi.

Monster respawns seems fine so far.

It is now possible to jump up to the dagger door from the first floor on E1M1.
In the future patch, could you have a look on these?

Easy grabs:
  • Tesla Cultists do health damage only. In the original game the blue armor was used and consumed when you got shot by them.

  • Butchers' flying cleaver attack does health damage only. In the original game the green (spirit) armor was used and consumed when you got hit by them.

  • Can get onto things by walking where you could only get via jumping (example: E1M1 sink, E1M2 jukebox, CP02 piano)

  • No echo sound effect (same as when being underwater) when the reflecting shots power up is equipped.

  • No punch sound when kicking a bucket.

  • Picking up a box of shotgun shells simply says "Box of Shotgun Shells" with no "Picked up" at the front.

Spray Can related things:
  • Gill Beasts are too flame resistant to spray can (on the surface)

  • Spray Cans can easily open cracked walls. In DOS, they were inconsistent, taking 2-4 direct hits to open a wall.

  • The Butchers require much more Spray Can ammo to kill. They were VERY vulnerable to Spray Can in DOS version tho. (4 units of ammo in OUWB on Well Done, 9-10 units in B:FS)

There is many more here by the way, but the above are important/easy to fix:
https://steamcommunity.com/app/1010750/discussions/0/1644292444647662838/
Last edited by Steven Seagull; Aug 2 @ 5:56pm
hi Aug 2 @ 10:20pm 
Awesome. More support is great.
I could try the multi now.

Fall damage is still a problem, we tested between Australia and Europe, ping was high but it was playable, it registered the hits both cases when I joined or hosted. But when I joined I suffered fall damage when I shouldn't, if the other player joined to me then he suffered fall damage.

But fall damage is now not the biggest issue. If you join you cannot go between rooms which have different height. Let me show you some picture. The stairs and ramps are just blocked by a texture, and if you stand on it it will kill you. If I'm the host then it is good, "only" the players who join will have their ways blocked.

https://steamcommunity.com/sharedfiles/filedetails/?id=1823760818

https://steamcommunity.com/sharedfiles/filedetails/?id=1823760151

https://steamcommunity.com/sharedfiles/filedetails/?id=1823759915

https://steamcommunity.com/sharedfiles/filedetails/?id=1823759661
Last edited by Steven Seagull; Aug 3 @ 6:03am
Zaxx Aug 3 @ 6:20am 
Originally posted by Steven Seagull:

Fall damage is still a problem, we tested between Australia and Europe
What an ideal testing environment! :D
GibObject sprites that have their Y-axis flipped can't still be hit with hitscan weapons, ie. E2M1 underwater room with Y-flipped hanging corpse sprites.
OwO Aug 3 @ 6:29am 
^ When we tested the above issue I felt almost like the killing was in real time and not lagged... Is there some sort of unlagging system that is screwing high ping play in regards to fall damage?

I've never heard of fall damage aggression, but then again I never play games over 100ping if I can help it. What on Earth is fall damage aggression?

Days before I tried this game out with a friend who is about 10-20ping away doing co-op with no respawns. We quit playing because he was saying he was stuck in the ground after respawning. I don't know if he was confused or not about the way to respawn in... But change the respawn button to shoot please. I'd rather accidentally respawn spamming shoot than have to press use to respawn.

He hasn't played blood for ages and he had to explain where he was... Surely team mates should show on the map?

Please, this is taking far too long to get the game to be playable, you guys REALLY should have stuck this in Early Access.

The only feature worthwhile playing for me and my friend in Aus is Bloodbath. That's not very good guys.

This is taking tooooooo long. Fix the game please... I even had to wait 10 minutes in a queue on your damn discord, wth.
OwO Aug 3 @ 6:31am 
Originally posted by Zaxx:
Originally posted by Steven Seagull:

Fall damage is still a problem, we tested between Australia and Europe
What an ideal testing environment! :D

Is that sarcasm?

It's a perfect testing environment to see if the remnants of issues are left in the code. One lag spike from 50 ping to 300 could get you killed from fall damage.

That's not acceptable in net code to die to fall damage to a lag spike.
Originally posted by Zaxx:
Originally posted by Steven Seagull:

Fall damage is still a problem, we tested between Australia and Europe
What an ideal testing environment! :D

It is very ideal because you can see quickly if there is still any issues. Fall damage shouldn't be ping dependant, is it?

In the past I had the fall damage bug even when ping was lower (green), so I don't think it is related to ping at all, but I'm happy to try it out with somebody in Europe. I doubt that I will be able to find any online matches to test 1.9.9 since the multiplayer game is now even more broken than it was before at any point. I mean the blocked paths by textures.
OwO Aug 3 @ 7:00am 
Originally posted by Steven Seagull:
Originally posted by Zaxx:
What an ideal testing environment! :D

It is very ideal because you can see quickly if there is still any issues. Fall damage shouldn't be ping dependant, is it?

In the past I had the fall damage bug even when ping was lower (green), so I don't think it is related to ping at all, but I'm happy to try it out with somebody in Europe. I doubt that I will be able to find any online matches to test 1.9.9 since the multiplayer game is now even more broken than it was before at any point. I mean the blocked paths by textures.

First of all: Zaxx you're a bit of a dummy when it comes to game testing.

---------------------------------------------------------------

A friend in Australia played Co op with me for a bit. I didn't notice any of those fall damages, but I did notice that we couldn't find each other for the most part, even on voice "Come down the ramp" ... "Which ramp" ... "The middle of the boat one" .... "I can't find you" ...

*Checks map and team mate no where to be seen* ..... ?

What the hell kind of Co op experience is that. We had respawns off with infinite lives just throwing ourselves endlessly at the game as we made our way through. To about almost nothing through the boat because it was buggy and stupid.

Enemies reacted strangely at times, not even shooting us and just running around, other times completely aggressive. It's like they can't register you're there when you look down on them, you can shoot them and they freak out and try shoot back... but clearly they should be able to see you.

I don't know much about coding, I'm an artist. But damn, where is all this code coming from? This wait for a working game that was sold as a working game is taking too long.

Developers you need to request more funding or time to this project so you can clear it out of the way. My friends are going to refund soon and I'll just be disappointed you even put this up for sale in the first place.
Last edited by OwO; Aug 3 @ 7:16am
Originally posted by Cult:
Enemies reacted strangely at times, not even shooting us and just running around, other times completely aggressive. It's like they can't register you're there when you look down on them, you can shoot them and they freak out and try shoot back... but clearly they should be able to see you.

To be fair this is a bug in the BUILD engine and the original DOS version has this issue too.
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