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I guess things happen and maybe devs have internal/personal stuff to deal with, I agree that a bit of comunication would be nice but, I dont think they will abandone the project yet, so lets wait for official words.
EDIT: In fact took me seconds to find a dev response from 3 Feb that they are still working on ep4... Lets give them time :)
▫️ Updated GZDoom engine from 4.10.0b to 4.14.1 (Custom Build with old Frustrum Culling code for security/performance reasons)
▫️ Episode 3 WIP secret level implemented: E3M6 - accessible from E3M4
▫️ New enemy: “Yeti” (E3M6 exclusive)
▫️ Pilebunker ammo added to the ammo tally in hud
▫️ “Switch to last weapon” hotkey added (default Q)
▫️ Number added to the armor display for more precise information
▫️ Added helmet overlay for oxygen-deprived areas
▫️ Added option to adjust automap marker scale
▫️ Added hud counter of currently loaded Slugger shells
▫️ Added burning death animations to Hiveteeth, Hivepod, Lummox and Ophaneon
▫️ HUD Damage indicator now takes portals into account
▫️ Smoother player automap arrow indicator
▫️ Fixed Arc Divider VM Abort crashes
▫️ Fixed possible softlocks in E3M3 and E1M5
▫️ Fixed snow particles spawning through 3d floors in some cases
▫️ Fixed bugged Pilebunker glowing frame while selecting weapon
▫️ Fixed bug with holding ESC on startup causing controls to be temporarily locked
▫️ Key sprites slightly enlarged for better visibility
▫️ Overflow, Overcharge, Overflow, Overlord, Overload and Overkill power ups are now larger and spawn sparks to better display them as major power-ups
▫️ Overload is now an infinite ammo powerup
▫️ More descriptive item pickup text messages
▫️ General damage output improvements on weapons (RNG randomization reduction, making especially Cyclomortar give out much more consistent damage output)
▫️ Vespur damage nerfed
▫️ Terpsipede scaled down a little for improved mobility
▫️ Plasmatic Charges behavior retooling (much higher use control - can’t be pushed around, can be now picked up and thrown. Fire at it while in your hands to prime it for detonation; if detonated by the player, they cause no self-damage.)
"Savegame is from a different level"
it does the same thing with the autosave..
Updated GZDoom engine from 4.10.0b to 4.14.1 (Custom Build with old Frustrum Culling code for security/performance reasons)
I guess that broke your save¿? Usually when I update gzdoom for my other games and mods... the save goes to waste unless I finish the game on the version I started it.
Many levels had adjustments that will break saves, that is the nature of GZdoom unfortunately. If you have a save that does load but has issues with terminals, you use the console command "changemap e3m4" to reset a level (for example). If you don't have any working saves, you'll need to level select your current map then use console commands to give yourself the upgrades/weapons desired. Here's a list of ammo, upgrades, armor and weapons. For example, Give BulletMagazine 100 gives 100 bullets.
// Ammo
BulletMagazine (can state your amount after item too)
ShellClip
FuelCylinder
VoltCapacitor
// Long-term powerups
ArmorAugmenter
VitalityTonic
SuppAmmoSatchel
// Armor
PlasteelVest
DynamicArmor
// Weapons
AssaultRifle
RotaryShotgun
Minigun
Slugger
Cyclomortar
Cremator
ArcDivider
You can check what you had by opening the .zds file found in C:\Users\%username%\Saved Games\Supplice\Supplice as a zip file. Then open the e2m5.map.json file with a text editor.
For health, search for "BonusHealth"
For armor, search for "class:BasicArmor" and look to the right, BonusCount is the increased armor value.
For ammo, search for "AmmoSatchelExpandedCounter". You'll have to look a decent bit to the right until you found the Amount field which shows how many you've picked up.
If you don't want to mess with this, generally you'll pick up one of each upgrade per level, so you could give yourself 4 of each, then every weapon but the Arc Divider, and a BagOfAmmo
(the 25% bag) to round it off.
The update notes mention that the plasmatic charges no longer deal self-damage if you detonate them. However, the Cyclomortar also no longer deals self-damage. Is it supposed to be that way?