Serious Sam Fusion 2017 (beta)

Serious Sam Fusion 2017 (beta)

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Solais Jun 23, 2017 @ 8:15am
Serious Sam Fusion 2017 Update 310488 - Serious Sam 3: BFE -Flat Version- Released!
Serious Sam Fusion 2017 Update 310488 released!

IMPORTANT: With this update, Serious Sam 3: BFE is added to Fusion. Note that there is no VR version of it, as there are still some VR features specific to SS3 that are not implemented yet. The VR version of SS3 will be released at a later date.

Also please note that the SS3 Fusion download will become available gradually during the day as we are adding it to various packages that people have bought the game through. Possible hiccups are expected and please let us know if something is broken (there probably will be).

However, unlike with Serious Sam HD for Fusion, multiple smaller and bigger changes were made to the game, according to the feedback that we have received since the release of the original Serious Sam 3: BFE.

The largest changes include:

- Changes made to the levels and enemies to fix a so called "churn" with the overall gameplay; where the game seemed to annoying or monotone. Due to these changes, mainly on Normal difficulty, some battles were changed, some enemies no longer spawn, and some enemy stats have been changed. In general, the game should be less annoying and difficult to play on Normal.
- Enemies that had a perfect immunity to non-explosive weapons, like the Khnum and the Technopolip now have a 50% immunity to non-explosives instead.
- On the other hand, Hard and Serious difficulties have been made more difficult. Some enemy spawns that no longer appear on Normal will appear again. Several enemies also have additional attacks on Hard and Serious! (You'll "love" the kleer.)
- Many many smaller changes. Try to find them all!

As SS3 is a highly complex game, here can be a plethora of additional bugs that are not yet fixed. So consider this release as a beta. Thank you for understanding and for any potential help you can provide finding all these bugs!

Regular changes:

Gameplay:

- Fixed spawning enemies being invisible for a period of time when network ping is high.
- Added "Allow Power-Up Items" in Deathmatch gamemodes.
- Added abilty to override default behavior of the real time factor cheat. User is now able to define fixed, linear step for the cheat.
- Added a check for items that are not allowed by game options but should still be visible on sim start. This should only happen for SS games when items are not allowed but there is a trigger or a script referencing them in which case we think they are needed for level progression.
- Secret generic items are now allowed and visible even if custom difficulty that doesnt allow those items is used.
- Updated TSE invisibility powerup duration to 30 seconds, that's the value from the Classic.
- Added hud element icon for invisibility powerup.

Rendering:

- Fixed some smaller rendering problems in Vulkan.
- Fixed problem with Spot light's shadows being vertically flipped under Vulkan and OpenGL (and ES) gfx APIs.
- Fixed problem with wrong calculation of static lighting when object is in sector not influenced by distant light.

Serious Editor:

- Added Drop Down tool, which replaces separate Drop Down tools for World editor and Mesh editor.
- Improved view information in fly mode (hit Tab to show altitude above ground, ray hit distance etc).
- Fixing a crash inside Legged puppet save data when mechanism does not exist.
- Added different colors for selected and unselected entity names.
- Tool Help dialog: Added scrollbar.
- Script Source Edit control: Changed the color scheme to match the one from Visual Studio.
- Text Control: Fixed Ctrl+Up/Ctrl+Down not working.
- World Editor: Added an option to display names of entities in the world.
- Projectile launch velocity is now clamped to 300, as it is the maximum velocity supported by the physics.

Misc.:

- Added cvar prj_fCameraDistanceFactor that scales the desired distance for third person camera.
- Fixed incorrect player models in the menu list in SSHD.
- Fixed ragdolls playing an animation after loading a saved game.
- Dynamic music volume is now saved, so it will be properly restored after loading a save
- Some of the TSE Intro's scripts had wrong translation strings, that prevented them to be added to the localization files. Fixed.
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Showing 1-15 of 173 comments
MASTAN Jun 23, 2017 @ 8:16am 
Yay!
HERE WE GO
Serious Sam Jun 23, 2017 @ 8:19am 
OH BOY
BuIlDaLiBlE Jun 23, 2017 @ 8:25am 
Cool changes! I love that items that weren't allowed are now visible.
boocey Jun 23, 2017 @ 8:26am 
C:
Gecko Jun 23, 2017 @ 8:34am 
Does this support the SS3 DLC?
Last edited by Gecko; Jun 23, 2017 @ 8:36am
OMG THANKS !
hardr1an Jun 23, 2017 @ 8:37am 
Very nice!
Seriously Stupid Jun 23, 2017 @ 8:38am 
@Gecko: JotN DLC is supported as long as you own it.
BuIlDaLiBlE Jun 23, 2017 @ 8:42am 
I don't see SS3 in the Fusion. Is it not shipped on Steam side yet?
Gecko Jun 23, 2017 @ 8:43am 
Originally posted by Seriously Stupid:
@Gecko: JotN DLC is supported as long as you own it.

Thanks. Gives me a good excuse to buy it.
NSKuber Jun 23, 2017 @ 8:44am 
Originally posted by Solais:
Also please note that the SS3 Fusion download will become available gradually during the day as we are adding it to various packages that people have bought the game through. Possible hiccups are expected and please let us know if something is broken (there probably will be).
BuIlDaLiBlE Jun 23, 2017 @ 8:45am 
Oooh lol, I didn't read that part correctly enough.
Freezy Jun 23, 2017 @ 8:45am 
Best devs ever!
-WeReWoLf- Jun 23, 2017 @ 8:48am 
Noice!
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Date Posted: Jun 23, 2017 @ 8:15am
Posts: 173