Serious Sam Fusion 2017 (beta)

Serious Sam Fusion 2017 (beta)

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AWE - The Second Encounter Edition v2.0
   
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File Size
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1.156 MB
2 Jul, 2017 @ 1:18am
29 Dec, 2018 @ 7:08am
5 Change Notes ( view )

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AWE - The Second Encounter Edition v2.0

In 1 collection by Artificial
Artificial's TFE/TSE Rebalancing Pack
2 items
Description
This version of AWE has been a long time coming. Unfortunately, due to many things in my life, this had to wait. But now that Fusion 2017 is fully out and the AWE v3.0 for BFE has been ported to Fusion 2017 as well, it's time to remaster my weapon enhancement pack for TFE and TSE. So hold on to your butts.

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Q: OK. So what is AWE?
A: AWE stands for Artificial's Weapon Enhancements. It's origins can be traced back to Serious Sam 3: BFE when I thought the shotguns needed a serious buff in order to make them viable for the late game. After that, I was so impressed with the results that I began to rebalance other weapons. And more... Until I finally had almost all the weapons rebalanced and powerful and effective in their respective fields but not too overpowered at all. You can find the final results of my work for that game here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=778757942

I have made other mods for SS3 but those are all separate from the AWE pack. But what is the overall goal of this weapon rebalancing you ask? It is simply to make each weapon more viable in more situations. Basically to make each of them satisfying and elegant tools of destruction. What they were meant to be.

Q: Is there anything new in v2.0 as compared to v1.0?
A: Oh yes. Besides the mod now being ported fully to Fusion 2017, the Flamer has now been rebalanced for the first time. The Revolvers, Single Shotgun, Double Shotgun, Tommy Gun, Minigun, Flamer, Rocket Launcher, and Cannon all have cleaner and nastier sounds and don't sound like they're being fired underwater. Also, some of the weapon stats have been reworked for better balance.

Q: Cool. May I have a list of all the stats changes you made from the original weapons?
A: Absolutely! Since the list is so long though, I'll have to redirect you to here: https://pastebin.com/nstLKkNL
Weapon values that have been changed from v1.0 in v2.0 have been marked with a * at the end.

Q: Any more details I should know about the mod?
A: Technical Details:
- This version is has been ported to and remastered in Fusion 2017.
- This version is exclusive to Fusion 2017. It is not compatible with SSHD.
- No DLC needed.
- Works with just TFE or TSE or both.
- Balanced for Normal difficulty and up.
- Backed by our Kicks *** Guarantee.

Q: Were there any other weapons that couldn't be edited?
A: Those would be both the Military Knife and the Chainsaw. Fortunately, the melee weapons aren't in any major need of balancing per se. Also, Croteam has said that they will be implementing a way to change them more thoroughly once they implement their new weapon system, but no hard dates are known for when that will be.

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Well, that's about it. Now, what are you waiting for? Time to get serious and subscribe.
32 Comments
Seiryu Akuma 17 Jul @ 11:04am 
Listen, I'm probably getting "impudent" with questions and requests, but can you make a version of the mod where the flamethrower uses the standard amount of ammunition? I still can't understand why your weapon rework for BFE works with animations from BAZAR, but for HD it's buggy with the flamethrower. This question haunts me.
Seiryu Akuma 18 Jan @ 11:25pm 
Fred, just with the Reanimation Pack that was created for BFE, there are no conflicts at all. I checked it on all types of weapons and there are no problems at all. The animation pack replaces sounds perfectly. The guns work well too. Everything is, so to speak, zer gut and nothing needs to be changed.
Fred-104 8 Oct, 2024 @ 6:24pm 
Technically you can recreate the stat buffs from this mod and have Bazar's HD Reanimation pack active at the same time. Same thing with his BFE Reanimation Pack (except in this case, it tends to conflict with the Weapon Enhancements 3.0 mod)
Artificial  [author] 12 Mar, 2024 @ 4:28pm 
My mod doesn't modify the animations of any weapons, but it DOES modify the weapon .ep files (and yes, it definitely needs to) and some sound files, so if the animations mod conflicts with it, that's probably because it's also modifying the weapon .ep files, so you might be kinda out of luck there.
Seiryu Akuma 9 Mar, 2024 @ 2:59pm 
Hello. First of all, I want to thank you for this modification. Without it, I can’t play classic Sam on Complex (because I want a relaxing meat grinder).
There is such a thing. The other day a mod was released https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3168174658 . A mod that gives excellent animations to all weapons from the classic Sam. And the animations work well except for one thing. Flamethrower. But as soon as you turned off your mod, everything became normal.
Tell me, can you figure out why your mod is not fully compatible with the animation and impact mod for weapons?
Thank you in advance.
Artificial  [author] 16 Oct, 2022 @ 6:16pm 
Thanks! <3

The direction is generally MOAR POWAH.
[FOG] ha1sez 16 Oct, 2022 @ 5:01am 
I don’t understand, it’s like the balance is changing, but it’s not clear in which direction, but it’s damn fun, fellas
Artificial  [author] 4 Feb, 2018 @ 2:43am 
Largeish update to this. Highlights are the shotguns getting buffed a bit and some new firing sounds for two weapons plus the Tommy Gun's sound redone. Check the change notes at the top right for more details.
Artificial  [author] 8 Nov, 2017 @ 2:42am 
@SCP-001 Overseer: No problem! I didn't do very much at all. lol
Lankycide 7 Nov, 2017 @ 9:56pm 
Oh, remember when you showed me how to edit this game? Well, since then, I've been spending a socially unacceptable amount of time making my own mod. And after many months, it's nearly finished.

I just wanted to thank you. :)