Blood: Fresh Supply

Blood: Fresh Supply

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New mod for Fresh Supply
Blood extra crispy is a developing mod built around Kaiser's Kex engine.

[Img]https://media.moddb.com/cache/images/mods/1/44/43221/thumb_620x2000/shot010.png[/img]

Okay, learning how steam guard works is going to be tricky. Let's see if we can patch up this post.

VGames is the Modder for EC for fresh supply btw. It try to link to his page if the vid post goes well.


Last edited by pseudozardozz; Sep 22, 2019 @ 8:31pm
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Showing 196-210 of 211 comments
Victorious_Games May 7, 2020 @ 4:07pm 
Quick BEC version 0.9 Update
Adjusted how Ceiling Blood is handled to ensure there is always a blood splat present while blood drips from the ceiling.
Rebuilt the dead body blood gushing effects for decapitations and other deaths to look much better.
Fixed a bug that caused the lighting in maps to flicker while dead bodies sprayed blood.
Fixed a bug where Quick Dodging was allowed during Gory Kills.
Fixed a bug where the player would sometimes be able to move around while performing a Gory Kill.
Fixed a bug where dead bodies left over from a Gory Kill were unable to be destroyed by explosives or bullets.
Dead bodies kicked into TNT Barrels will now get gibbed properly.
Several fire based projectiles have had there chance of leaving behind fire cut in half.
The life time for fire left over from fire based projectiles has been cut in half.
Added optional custom crosshairs for every weapon based on their ammo type.
Added a "call togglecrosshair" console command for setting up the new custom crosshairs to either work with the minimum or maximum HUDS, or to be disabled altogether.

On a very awesome note Sergeant_Mark_IV has agreed to help out with some new spirit deaths for enemy types that don't have one. So expect the gill beasts, flesh gargoyles, hellhounds, phantasms, and the large non boss spiders to get a cool spirit death and maybe some others too.
Victorious_Games May 20, 2020 @ 4:12pm 
Quick BEC 0.9 Upcoming Feature Update:
The demon horns that appear in the HUD when Demon Mode is activated now have growing and shrinking animations.
Blood splats on the screen when performing a Gory Kill.
Fire left behind from fire based projectiles have been rescripted for more optimization.
Player scripts cleaned up and optimized to further improve FPS.
Further optimized the removal of Demon Mode to stop looping sounds from continuing to play and some other minor bugs.
Gatling Gun Volley System has been reconfigured to allow better management of ammo.
Gatling Gun Volley System firing sound effects have been set up to accomodate different amounts of bullets being fired.
Blasphemous Canisters' Purify attack can no longer seek out Phantasms when they are invisible.
Large Black Spiders can now properly target a crouching player with their venom spit attack.
Mother Spiders can now properly target a crouching player with their venom spit attack.
Gill Beasts can now properly target a crouching player with their melee and projectile attacks.
Phantasms can now properly target a crouching player with their melee and projectile attacks.
Axe Zombies have a much higher chance of connecting an attack on a crouching player.
Fat Zombies can now properly target a crouching player with their melee and projectile attacks.
Rebuilt Fat Zombie puke attack that damages the player the more they are drenched.
Added some sound effects to Fat Zombie attacks.
Beasts now do melee damage while throwing fire projectiles if the player is close by.
Reduced Beast fire projectile velocity.
Reduced Cultist Priest flame thrower projectile velocity.
The TNT Bundle's Fire Mode 3 now charges and throws a version of the bundle that splits into 8 single dynamite sticks upon impacting the floor for a cluster bomb like attack.
Victorious_Games May 29, 2020 @ 7:33pm 
BEC 0.9 Features Update
The TNT Bundle's Fire Mode 3 now charges and throws a version of the bundle that splits into 8 single dynamite sticks upon impacting the floor for a cluster bomb like attack.
The Remote Bomb's Fire Mode 3 now charges and throws a version of the bundle that splits into 8 single remote bomb sticks upon impacting the floor for a cluster bomb like attack.
The Proximity Mine's Fire Mode 3 now charges and throws a version of the bundle that splits into 8 single proximity bomb sticks upon impacting the floor for a cluster bomb like attack.
Fixed a bug when performing a Gory Kill on an Axe Zombie that sometimes caused distortion in the zombie's body art at the lower half of the screen.
Reconfigured the gibbing system and how gibs are handled from creation to removal for an even more optimized frame rate.
Upon being gibbed the Fat Zombie will spray puke globules out in all directions damaging anything it touches.
Reduced some explosion particle effects to optimize frame rate without losing visual fidelity.
Reduced gib counts for all enemy types to further optimize frame rate without losing visual fidelity.
Reduced the starting health for lesser Beasts spawned by the lesser Priest Cultists found randomly in maps.
The TNT Bundle's Fire Mode 4 now allows you to place a time detonated bundle of TNT on a wall.
The Remote Bomb's Fire Mode 4 now allows you to place a remote detonated bomb on a wall.
The Proximity Mine's Fire Mode 4 now allows you to place a proximity mine on a wall.
Added more voxels and updated some thanks to fgsfds.
Restored Flamethrower Canister color to silver.
When damaged all Cultists won't always go into their dodge state and instead may continue to attack.
Last edited by Victorious_Games; May 29, 2020 @ 7:54pm
Victorious_Games Jun 5, 2020 @ 3:52pm 
BEC 0.9 Update
Green Pod blob projectiles will cause a delirium effect when contacting the player and covers your vision in puke for 10 seconds.
Large Spider spit projectiles will cause a delirium effect when contacting the player and covers your vision in puke for 10 seconds.
Mother Spider spit projectiles will cause a delirium effect when contacting the player and covers your vision in puke for 10 seconds.
You can now kick and perform a Gory Kill on the Hell Hounds.
You can now kick and perform a Gory Kill on the Phantasms.
Reduced chance for explosion effects created by map related explosions to further stabilize the frame rate.
Allied Zombies and Gargoyles will attack living Zombie Heads now.
Voodoo Doll Fire Mode 1 and 2 now have a better targeting system and can now do damage to more enemy types and will not seek out buried Axe Zombies.
Phantasms can now be damaged by Voodoo Doll Fire Mode 1 and 2 attacks while invisible.
Phantasm resistance to Spirit Damage has been decreased to match the resistance against Hitscan damage.
Victorious_Games Jun 15, 2020 @ 6:14pm 
BEC 0.9 Update
HUD animations and sprites for single use weapons, Gory Kills, Demon Horns, Bloody screen effects, etc. now use the lighting of the current sector that you are in to determine how light or dark they are.
Reduced the area distance blood splats can be made from blood streams.
Fire Pod projectiles leave fire on the ground upon impact for a short period of time.
Phantasms will now drop Phantasm Orbs when killed which are a single use weapon that will track and seek out enemies caught in your crosshair killing them instantly or dealing heavy damage to them.
Shotgun and Tommygun Cultists now have a delay before attacking which can be increased or decreased with the "Cultist Attack Aggression" difficulty setting.
All BEC HUD animations/sprites (single use weapons, DemonHorns, Hat Brim) now have invisible versions for when the Invisibilty Powerup is being used.
Victorious_Games Jun 16, 2020 @ 5:56pm 
Another Quick BEC 0.9 Update
All BEC HUD animations/sprites (Gory Kills, single use weapons, DemonHorns, Hat Brim) now have invisible versions for when the Invisibilty Powerup is being used.
While using the Invisibility Powerup you can no longer kick enemies but you can perform a Gory Kill on them without having to drain their health to a critical level first.
You can now hold up to 1 Zombie Axe in your inventory until you are ready to use it by pressing the TURNLEFT button to wield it, once withdrawn you must throw the axe to remove it from your your hands.
You can now hold up to 1 Phantasm Orb in your inventory until you are ready to use it by pressing the TURNRIGHT button to wield it, once withdrawn you must fire the orb to remove it from your your hand.
If you are wielding either the Zombie Axe or the Phantasm Orb while exiting a map you will lose it.
If the Zombie Axe or the Phantasm Orb is still in your inventory and not being wielded while exiting a map you will take them with you to the next map.
Added a HUD icon for the Zombie Axe to signify that you have one available in your inventory.
Added a HUD icon for the Phantasm Orb to signify that you have one available in your inventory.
Victorious_Games Jun 20, 2020 @ 7:52pm 
BEC 0.9 New Enemy Update
Random Enemy Swaps will now spawn the new enemy facing in the same direction as the enemy being swapped out.
Added a new enemy type called the Crimson Innocent which is an undead version of the Innocent.
Crimson Innocents attack at close range with a punch attack but can also puke blood on you at medium to long range which does mild damage and also covers your screen with blood for 20 seconds.
Innocents and Buried Axe Zombies are randomly swapped out with Crimson Innocents and have a higher chance of being swapped at higher difficulties.
RoyaleWare_X51 Jun 20, 2020 @ 9:44pm 
How about the multiplayer support ??
Last edited by RoyaleWare_X51; Jun 20, 2020 @ 9:45pm
Victorious_Games Jun 21, 2020 @ 7:40am 
It should work just fine with MP but it's not being made for it. Let me know if any issues come up.
This is history in the making, thanks for this mod man its fire.
Victorious_Games Jun 30, 2020 @ 6:14pm 
Thank you buddy for the kind words. Stay up to date. 0.9 is gonna be epic.
Victorious_Games Jul 1, 2020 @ 7:09pm 
BEC 0.9 BIG UPDATE
Added bloody eyeballs to the Innocent's face during their Gory Kill animation.
Reduced blood spray a bit more for explosion deaths.
Added a no burn flag to several non living actors that should not be able to catch on fire.
Added new blood splat sound effects.
Added new gore sound effects.
Random Enemy Swap System has been rebuilt to remove a bug where enemies were swapped out after their AI had been activated.
Random Enemy Swap System now uses the "Enemy Count" difficulty setting to determine how much of a chance there is for an enemy swap.
Enemy swaps now have a very small chance of occuring on the "Pink On The Inside" EASY difficulty.
TNT Barrels ignited with your lighter will continue facing the direction they were facing before being ignited.
Adjusted Fat Zombies', Large Spiders', and Flesh Gargoyles' chances of performing projectile attacks to keep them from becoming standing turrets every time the player is within their projectile attack range.
Fixed bullet flesh impact effects not showing up on new enemy types properly.
Fixed bullet flesh impact effects sometimes appearing behind enemies instead of in front.
Large Spiders will now leap to your position if within range and not performing their Spit Attack.
Fixed a bug that kept the Life Leech's Fire Mode 3 Wall of Fire from passing through enemies as it should.
Fixed a bug that kept Tchernobog's Wall of Fire from passing through enemies as it should.
Added a Necromancer Cultist enemy type that can revive all non Boss or non mid Boss enemies within range that were not killed with explosives, headshots, fire, ice, or spirit damage.
The Necromancer is immune to Spirit Damage and cannot resurrect another Necromancer.
At close range the Necromancer will teleport either away from the player or behind them.
At mid to long range the Necromancer will fire up to 5 Necro Skull projectiles, depending on the difficulty settings, in a spread formation that deal Spirit Damage.
Necromancers will steal human souls if within range of them gaining back some lost health, and has a higher priority over you when souls are seeking a host if present.
When in Demon Mode if a Necromancer is present the amount of time removed from your Demon Mode Time Bar is doubled.
Phantasm Orbs will explode prematurely before connecting with a Necromancer dealing no damage.
Added a shockwave ring to the Beast's Stomp Attack.
Fixed a bug that caused Axe Zombies spawned by Tchernobog to be immune to the Devil's Bore railgun projectiles.
Main Menu music and sound effects volume now adjusts to the current music volume level settings at start up.
Fixed a bug that caused the Hat Brim and Demon Horns HUD sprites to sit lower than they should when using certain screen resolutions.
Removed a few frames from all HeadShot Death animations to make them flow better.
Removed the ability for the Devil's Bore to both target and hit Tchernobog while he was in his darkness defense state.
Removed the ability for the Blasphemous Canisters' Purify Attack to both target and hit Tchernobog while he was in his darkness defense state.
Removed the ability for the Devil's Bore to target Phantasms while in their invisible state.
Rescripted how Tchernobog spawns in enemies to remove the chance of a spawned enemy getting stuck in a wall and to polish up the whole process visually.
Tchernobog will now spawn from 6 to 10 enemies, instead of 5, depending on the "Enemy Count" difficulty setting.
Added some sound and particle effects to Tchernobog's spawning of enemies.
Removed the "gun" from the Cultists' Explosive and Fire gibbing death animations.
Blasphemous Canisters now get a double damage boost when the Demon Gauge is full.
Disabled player bullet impact sound effects to remove the frequent loss of weapon firing sound effects that occured when many bullets were fired at once such as when using the Dual Sawed Offs.
Added a delay to the spent casings ejecting after a Gatling Gun Volley Attack to asure that casings would be ejected properly upon firing off a volley of 75+ rounds.
The Rivet Cannon's Thruster System is now engaged using the "RUN" button instead of the "MAPZOOMIN" button.
The Rivet Cannon's Fire Mode 3 now fires out a Proximity Ice Mine, that takes 10 seconds to reload, that explodes and freezes nearby standard enemies immediately and does heavy damage to larger enemy types.
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