Serious Sam Fusion 2017 (beta)

Serious Sam Fusion 2017 (beta)

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BFE Werebull Adjustments
   
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5 Dec, 2024 @ 3:35pm
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BFE Werebull Adjustments

Description
The goal of this mod is to try and reduce the janky behavior of Werebulls, primarily eliminating the odd Fusion behavior where they randomly stop during a charge to melee the player.

Behavior Changes

- Moving Rotation Speed reduced from 160 to 130 (nerf)
- Standing Rotation Speed reduced from 180 to 160 (nerf)
- Melee Attack Radius reduced from 5 to 3 (nerf)
- Run Over Foe Time decreased from 2 to 1.5 (minor buff)
- Run Through Distance Increased from 6.75 to 9 (nerf)
- Post Attack Wait increased from 0 to 0.3 (minor nerf)
- Outright Deleted Stupid Rotation Animation (major buff)

Since bulls no longer play a spinning animation when they pass the player to set up another charge, these changes were necessary to ensure they remained fair to fight without constantly spamming charge attacks. Another major factor is their reduced speed in comparison to HD bulls gives them more time to effectively track the player while charging, which caused issues with them becoming "homing bulls"

End Result is that they no longer randomly stop and spin in the middle of charging the player, and are more aggressive as a result of not having an animation to play between failed charges

Model Changes

- Updated model destruction so that kill shots from the Devastator now gib Werebulls (cosmetic)
- Removed "sticky bomb" attach points from the model so that Werebulls can no longer return catch and return C4 to the player (gameplay)

These 2 changes were done more for selfish reasons than anything else. The first one is because of a mod I use made by Soulmyr called "Additional BFE Destructions" which is supposed to do this, but for some reason doesn't work for me, so I took matters into my own hands. The second change is to ensure it remains compatible with the "No C4 stick" mod my friend Serious Amaro made for me, which effectively removes C4 attach points from rushing enemies and most fodder to allow charges to be thrown in the middle of big groups more reliably for crowd detonations.

Small Disclaimer: Even though this mod removes the spinning animation, for some dumb reason BFE Werebulls still on occasion stop for no reason and idk why.

A huge shoutout once again to sir_kick_me2 for helping me learn how to adjust enemy behaviors, and another shoutout to both him and Neiser for playtesting and feedback.

MODS IT WORKS WITH
Additional BFE Destructions by Soulmyr - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1310671941
No C4 Stick by Serious Amaro - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2967413248
7 Comments
steak jacobs  [author] 7 Dec, 2024 @ 7:34pm 
Yeah, idk what to do about that. It looks alright in open spaces but in small environments they do look a bit jank
Artemy 7 Dec, 2024 @ 2:21am 
its really cool. The only lack of turning/spinning animation makes their movement a bit janky though
Darkeater Midir 6 Dec, 2024 @ 2:16am 
You, sir. Just fixed the most annoying thing I hated about the game.
If you ever manage to do the same thing with Rockets and especially often with Cannon Balls ricochet gods know where but the enemy in-front of me - you basically fixed whole Fusion.
Thank You for the fixes, much love.
steak jacobs  [author] 6 Dec, 2024 @ 1:25am 
I'm not sure, Neiser has been looking into making the HD Kleers drift less when going around obstacles, but we haven't really looked at BFE Kleers yet to find out what causes that issue to happen where they get stuck and kick up a bunch of dust. My guess is it's a problem with navigation in certain maps rather than the Kleers themselves, but who knows, maybe we'll find something.
Gusλλλλλλ 6 Dec, 2024 @ 12:29am 
Could you fix kleers getting stuck in the floor too?
steak jacobs  [author] 5 Dec, 2024 @ 4:53pm 
Not sure, regardless I just wanted them to gib instead of slowly keeling over from cringe when killed by the Devastator
Fred-104 5 Dec, 2024 @ 4:51pm 
I wonder what exactly is broken about the "Additional BFE Destructions" mod. Does it bring up any errors in the console (e.g. "Cannot load .mdl")?