Serious Sam 4

Serious Sam 4

Quality of L.I.F.E.
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Update: 2 Nov, 2024 @ 8:07am

Version 1.7 - Bug fixes
  • (3) Fixed some misplaced entities;
  • (4) Fixed an issue that prevented the conditional bullets from spawning, fixed the secret torch from wandering off in the air and fixed some misplaced entities;
  • (6) Slightly improved the Rocketeer spawning at the Colosseum, to prevent them from getting stuck;
  • (7) Moved the radio before the bridge (and the Multirocket upgrade) to prevent the static sound to reach beneath the bridge;
  • (9) Potential improvements to a couple of enemy spawners;
  • (10) Some Kamikaze were repositioned to better indicate the new skill point position and to prevent them from interrupting the side-quest reading page, fixed some misplaced entities and holes in the scenary;
  • (11) Very small tweaks to some Octanian Snipers;
  • (12) Fixed a specific sniper bullets pick-up triggering secret ammo depot;
  • (13) Increased the size of yet another enemy detector that could have been easily missed and fixed some misplaced entities;
  • (14) The should now correctly remove weapon upgrades and the radio static sound range has been further reduced;
  • (15) Fixed some misplaced entities.

Update: 17 Oct, 2024 @ 2:26am

Version 1.6 - Russia revision #2
  • (14) Minor ammo balances and small fixes.
  • (15) Shotgun upgrade and Auto Shotgun correctly added at level start.
  • (15) Added C4 crates in the first depot area and side quest depot.
  • (15) FRPCL only deals 1% of his damage to Ugh Zan, fixing an instakill.*
*of course you still don't have access to this weapon unless you use cheats, but in that case "Kill all" is even faster.

Update: 16 Oct, 2024 @ 12:25am

Version 1.5 - France revision #2
  • Ammunition overhaul; the new balance applies for all levels up to (13)
  • C4 has been added in your inventory for all levels up to (13)
  • Added some rare +100 hp/armor pick-ups in Italy on levels (6-7-8)
  • All pick-ups that couldn't be parachuted now have their variant that can (Thanks Neiser!)
  • Parachuted crates have been given a bigger parachute
  • Added extra FPRCL ammo that only spawns if you're below half
  • Sandbox max possible ammo drop for each skirmish reduced to 2 (down from 5)
  • Added some grazing werebulls in the countryside levels (9-10)

  • (1) Enlarged the small pick-ups
  • (1) Some parachute items while we wait for a scripted talk
  • (5) Revisited ammo drops for the Portal fight
  • (9) Made the first audio log even more evident
  • (9) New rewards for sandbox mode: both Shotguns, the Sniper and up to one C4 crate
  • (10) More pick-ups will spawn at the quarry and added delay and fade for the cutscene
  • (10) If you haven't collected the FRPCL, the quarry has less enemies and more ammo
  • (10) Added a scoreboard model to Football Glory
  • (10) Minigun Bullets from Football Glory rewards replaced with FRPCL ammo
  • (10) Removed the last, late spawning technopolp and added fading at the end
  • (10) New rewards for sandbox mode: Sniper, Devastator, FRPCL and up to three C4 crates
  • (11) Added a C4 crate at the warehouse side quest
  • (11) Reduced the delay between the square fights waves and increased on completion
  • (12) The Multirocket upgrade now is in place of the original Sniper location
  • (12) Closed off an easy out of bounds in the balconade (still plenty to use though)
  • (12) The end level is triggered by a detector near the door, not on fight end
  • (13) Replaced the personnel sign with the actual french one
  • (13) Covered up some exposed bits in some houses and walls
  • (13) Enlarged an enemy detector that I just discovered it existed

  • Fix: Reinstablished all animations on gadgets to prevent issues with the weapon wheel
  • Fix: Added the missing Shotgun upgrade from the French level start
  • Fix: Sandbox mode stopped dropping ammo supplies and despawned C4 Crate
  • Fix: Applied last patch fix on double L.I.F.E. gadgets for the rest of the campaign
  • Fix: Conditional ammo don't disappear of death
  • Fix: Conditional visibility applied to the rest of the campaign as well
  • Fix: Restored the fight that occur after picking up the FRPCL
  • Fix: Readjusted a secret gadget to prevent an early snatch
Known Issue: weapon drops during sandbox fall very weirdly.

Update: 25 Sep, 2024 @ 3:08am

Version 1.4 - Italy revision #2
  • Removed the corrections on weapons to allow weapon packs to work properly
  • L.I.F.E. inspect animation triggers only on the first one picked in each Italian level
  • 2/6 non-secret L.I.F.E. gadgets from level (2) moved to level (5) which had none
  • Grenades on Shotgun removed from levels (3 to 5) with redistributed big shells pick-ups
  • Ammo rebalance, mostly adding C4, Sniper Bullets and Grenades in levels (5 to 8)
  • Added some health and armor supply dropping from parachuted in some fights
  • Removed any saturation change due to the Portal effects (12 to do)

  • (3) Tester statues will only spawn enemies already met in the game as well as rockets
  • (5) Some optimization to spawners of Firecrackers, Processed and Kamikazes
  • (5) The 6 Grenades in the final area are not x3 spawners anymore
  • (6) Added the main path Shotgun upgrade and it's own pick-ups starting from here
  • (6) Final arena waves proceed twice as fast in case of soft-locked enemies
  • (7) Added the main path Rocket Launcher upgrade at the bridge
  • (8) Excessive Minigun Bullets replaced with other useful ammo
  • (11) Removed the Kalopsies from the new Sniper fight
  • (13) Replaced the removed Italian sign with a generic no-entry model

  • Fix: Restored conditional ammo on some levels
  • Fix: You'll no longer get two different L.I.F.E. gadgets in the menu
  • Fix: More hitboxes extending over walls and and models

Update: 14 Sep, 2024 @ 3:36am

Version 1.13 - Russian revision, Sandbox mode, Conditional ammo restoration

    - General changes
  • OOB random fights in countryside reworked. (see below)*
  • All gadgets now capped at 10. (previously only L.I.F.E.)
  • Conditional visibility of ammo for side quests weapons fully implemented.
  • Added small amounts of conditional visibility ammo where missing.
  • Only specific gadgets can now play their inspection animation.
  • Fixed floating, sunken or misplaced items on both Russian levels.

    - Italy
  • (2) Repositioned two conditional bullets away from backtracks and hidden corners.
  • (3) The Companion Orb can now be acquired slightly earlier.
  • (8) Removed the "unique" French painting from Nonna's house.

    - France
  • (9) Moved the first audio log and its trap from a hidden area on the main path.
  • (9) Removed the obsolete AR picking quote.
  • (9) A Female Gnaar should stumble less on a fence when grabbing the AR.
  • (9) Closer Shotgun location and added the upgrade next to it.
  • (9) Easier parkour in the side quest and the Reptiloid spawns closer.
  • (10) Removed the despawning console prints.
  • (11) Pushed back level spawn and pushed further enemy detector.
  • (11) The Sniper is placed instead of spawning in your inventory.
  • (11) Added some enemies in the town around the new Sniper location
  • (12) Removed the Sniper pick-up, you start the level with it instead.
  • (13) Added yet another soft lock prevention in an empty corner.

    - Russia
  • (14) You'll lose gadgets, weapon upgrades and laser ammo (?) upon entering this level.
  • (14) Fixed some lights inside the Oil Rig.
  • (14) Moved an audio log earlier so it's not close to the next one.
  • (14) Reduced radio static sound range even more for this level.
  • (14) The last enemies in the upper deck will not spawn when you're down below.
  • (14) Added the Shotgun upgrade and some ammo for it at the start.
  • (15) Closer Grenade Launcher pick-up, added the upgrade nearby.
  • (15) The color/light effect is less jarring to the eye.



Sandbox mode
It refers to the QoL-reworked version of the semi-random enemies and item drops occurring when going out of bound in both countryside levels since update 1.4. - these changes make the fight grown naturally in difficulty rather then dropping large threats rather quickly.

    - General changes
  • All Danger Level values (DLV in short) have been reworked.
  • Belchers and Commanders are added to the enemy pool, C4 crates to the ammo pool.
  • The script has been split to have separate version for level 9 and 10.
  • Abilitate the console messages, so you can keep track of your current DLV.
  • Cooldown before dropped items disappear increased to 2 minutes (up from 1 minute).

    - DLV increase/decrease changes - to determined the fights difficulty
  • (9) DLV starts at 10, increases by 10 and caps at 1000 (original values: 20, 5, 2000).
  • (10) DLV starts at 20, increases by 20 and caps at 1000 (original values: 20, 5, 2000).
  • Each weapon now increases or decreases the DLV based on its current ammo percentage (previously only the two shotguns and rifles counted).
  • Each weapon over 50% ammo will increase the DLV by 5 (down from 10 of all weapons except the Shotgun).
  • Each weapon under 25% ammo will decrease the DLV by 5 (down from the 10% threshold and from 10 of all weapons except the Shotgun).
  • Enemies with danger level <= 5 are removed from the pool between DLV 250 and 500 (previously between 200 and 500).
  • Enemies with danger level <= 30 are removed from the pool over DLV 500 (also removes Belchers and Commanders).

    - Full table of reworked internal danger level for each enemy:
  • Hatchling Spider - kept at 1
  • Rocketeer - increased to 2 (up from 1)
  • Processed - kept at 3
  • Male Gnaar - increased to 4 (up from 3)
  • Firecracker - increased to 5 (up from 3)
  • Bomber - increased to 6 (up from 3)
  • Kamikaze - increased to 7 (up from 4)
  • Adult Spider - increased to 9 (up from 4)
  • Female Gnaar - increased to 10 (up from 6)
  • Kleer - increased to 12 (up from 5)
  • Vampire - increased to 15 (up from 8)
  • Harpy - increased to 18 (up from 8)
  • Belcher - danger level 21 (NEW!)
  • Octanian Commander - danger level 25 (NEW!)
  • Zealot - increased to 30 (up from 12)
  • Werebull - increased to 35 (up from 20)
  • Pyromaniac - increased to 45 (up from 15)
  • Minor Biomech - increased to 60 (up from 12)
  • Reptiloid - increased to 85 (up from 15)
  • Kalopsy - increased to 110 (up from 20)
  • Scrapjack - increased to 150 (up from 15)
  • Major Biomech - increased to 250 (up from 60)
  • Khnum - increased to 400 (up from 100)

Update: 9 Sep, 2024 @ 3:52am

Version 1.12 - French revision
Some of these changes were already present in older builds of the mod, but were accidentally removed when I had to start the mod from scratch in version 1.7
  • Radio's static sound range is reduced by 25% (now applies to the whole campaign)
  • Fixed countless floating, sunken or misplaced items, trees, clipping walls and more

  • (9) You'll lose all gadgets and weapon upgrades entering this level
  • (9) Added a Shotgun upgrade in the river town

  • (10) The Skill Point is now between the side quest entrance and the quarry
  • (10) No more confusion with duplicated FRPCL in the side quest barn

  • (11) Updated the side quest to mention "Auto Shotgun" instead of "Autoshotgun"
  • (11) Repositioned a secret L.I.F.E. so that it can't be snatched from outside the wall
  • (11) Added a Grenade Launcher upgrade right next to the weapon

  • (12) The beheadeds in the small fort spawn later and are more visible
  • (12) Added a Rocket Launcher upgrade shortly after you get the weapon
  • (12) Even more lights added in some towers and in the Cannon secret interior
  • (12) Fixed a Vampire that usually gets stuck in the castle interior,
  • (12) Added a railing to the actual inner castle so it doesn't float anymore
  • (12) Added a quad bike to the portal side quest. Careful not to flip and die!
  • (12) The portal effect is now only noticeable very close to the portal
  • (12) The moat side areas have been closed off to prevent a big waste of time

  • (13) The first parkour secret has been made easier
  • (13) Blocked an accessible area that would soft lock the player
  • (13) Made a useless parkour to a tower top in the Cannon section easier -- for the view.
  • (13) Added lights in the short interior section of the level

Update: 3 Sep, 2024 @ 8:52am

Version 1.11 - Italian revision
  • Radio's static sound range is reduced by 25%*
  • 'FRPCL ammo' renamed to 'Rocket-propelled Chainsaw'
  • 'AutoShotgun' renamed to 'Auto Shotgun'
  • 'Autoshotgun Shells' renamed to 'Auto Shotgun Shells'

  • (1) Moved the first audio log in a more visible spot

  • (2) Fixed two items clipping the center pedestal in the final area

  • (3) Correctly repositioned many entities
  • (3) A grass patch on a visible roof has been covered up

  • (4) Repositioned the first sniper bullets pick-up as it didn't blend in with Soulmyr's model
  • (4) Added lights to some dark areas
  • (4) Fixed some floating items in the final area

  • (5) The starting ash cloud will dissolve 4x faster
  • (5) Rodriguez will now spawn in front of the player at the start of the level
  • (5) The portal effect only applies really close to the portal and doesn't reduce saturation*
  • (5) EST for the level has been lowered to 30 minutes (down from 40)

  • (6) Fixed several floating items in the side quest

  • (7) Moved the side quest completion trigger slightly further
  • (7) The patrolling enemies in the square now also spawn upon side quest completion
  • (7) Fixed several floating entities in the level
  • (7) Flipped some barriers so that the skill point is more visible
  • (7) The detector near the secret depot has been pushed back a little

  • (8) Moved the secret gadget in a lamp before the Castello fight**

Known issue: for some reason, the secret torch in level (4) starts moving as the map loads, floating mid-air


* It will be applied to the rest of the game as well in later updates
** It was useless before since France removes gadget in this mod

Update: 27 Aug, 2024 @ 6:56am

Version 1.10 - Important bug fix
  • Levels (12) and (14) should now load correctly without having ASSPBR installed
  • Swapped all ASSPBR assets with my own*

*Unfortunately, I wasn't able to re-save all of Sacor's assets due to privacy settings, so I had to create my own. The torches were already in the game, so I added a fire effect and a light to them. I also added lights to the lamps inside the castle and removed all ASSPBR lamps and candles. In The Package, I used flashlight models to highlight certain areas and added extra ceiling lights. The level is darker than before, but it's still much better than the original--more importantly, you can actually load it lol

Update: 26 Aug, 2024 @ 3:38am

Version 1.9 - 'the Speed of Light' update
  • Removed all slowdowns. You can go always at max, including the oil rig
  • (12) Made the castle interior brighter with torches and candles
  • (14) By prolonging a tube, the parkour secret is now easier
  • (14) Added lights to lit up lamp models and removed them on unlit lamp models
  • (14) Many more lamps have been added to the oil rig to make a little bit more visible
Thanks to Sacor for granting permission to use some ASSPBR models!

Update: 25 Aug, 2024 @ 5:00am

Version 1.8 - Grenades +5 implementation
  • The mod now requires steak_jacobs/Nesier grenade ammo mod to run
  • All levels now use the new +5 grenades model, repositioned to fit naturally
  • 1/5th of grenades are being removed to keep more or less the same ammo quantity
  • (2) You'll get 80 assault rifle bullets instead of 50 upon completing the side quest
  • (7) Fixed the floating truck; the parkour secret is also easier
  • (8) Moved a truck to make a parkour secret easier
  • (9) Gadgets are now removed entering the French chapter