Serious Sam Fusion 2017 (beta)

Serious Sam Fusion 2017 (beta)

Serious Sam BFE: Redux
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Update: 2 Nov, 2024 @ 10:10am

Version 2.4 - Bug fixing
  • Netricsa's Technopolyp entry now correctly mentions resistance to small arms fire instead of invulnerability;
  • (2) Removed a weird plant;
  • (4) Added a sniper bullet pick-up in a secret depot, removed a non-transatable graffiti and slightly improved enemies behaviour in the last area;
  • (6) Arachnoids in the ruins and Coop Kamikaze at the Sphinx spawn rate increased;
  • (7) Coop: the first quest item is moved to a place you can backtrack to;
  • (9) Added parkour steps to reach the secret health pick-up in case the walls got destroyed, re-instated the two missing enemies in the coop version of the level, removed an unused lever and added Biomechanoid's name to the Hall of Fame;

Update: 21 Aug, 2024 @ 7:56am

Update: 18 Aug, 2024 @ 10:37am

Version 2.3 - DLC issues
  • No Place to Hide) Covered up a hole Croteam left in the level
  • Gathering of the Gods) Slightly improved miniscorp spawning at Hator's
  • Together Forever) The Kamikaze wave at the end is now front-facing
  • Together Forever) Fixed a Coop Kleer spawning inside a rock formation
  • Together Forever) Fixed the secret cannon balls which became invisible after last update
  • Together Forever) Fixed some crates without supporting model
  • Born Again) Attempted fix at floating sniper bullets
  • Born Again) Slight improvements for a Technopolyps behaviour

Update: 8 Aug, 2024 @ 6:45am

Version 2.2 - Small features and fixes
  • Broken Wings) Fixed a broken visual in the mosque
  • The Power of the Underworld) Fixed a broken visual in an unused area and added slightly more ammo in the first yard
  • Gathering of the Gods) Added more ammo and 3 Serious-only enemies that were accidentally deleted
  • Together Forever) Added more ammunition all throughout, fixed a floating model, reinstated reflections in the lake and fixed a typo in the secret text messages (Thanks to Biomechanoid for support!)

Modder's note: All ammo balance tests for this mod are clean starts on each difficulty aiming for max kills, with no progression carried over from previous levels and no secret weapons or secret ammo collected. My goal was to maintain around 40-60% ammo for each weapon, except in specific moments meant to balance the fights. Typically, I ended levels with around 50+% ammo or even fully stocked in some cases.

I believe the numerous ammo requests stem from not knowing enemy placements well enough and being used to mods with pseudo-infinite ammo pickups. Redux aims for balance and is not one of those "everything-fest" mods. If you find the mod lackluster in terms of ammo, even with my new additions for beginners, try playing on Hard mode first to understand the ammo and enemy economy.

Update: 25 Jul, 2024 @ 9:55am

Version 2.1 - Bug fixes
  • Into the Spider's Nest) Fixed some conflicting secret texts IDs
  • No Place to Hide) Added more C4 and Rockets and fixed some items positioning
  • The Power of the Underworld) Added a sniper bullets pickup.. yeah that's it
  • Gathering of the Gods) Swapped three Werebulls for Harpies in the final Coop fight to make it more manageable
  • Together Forever) Restored the saturation of the underwater fog and changed the spawns of two coop Technopolyp to prevent them from flipping on a mountain
  • Born Again) Fixed the level not ending properly, also fixed a missing Kleer spawner from the boss fight

Update: 20 Jul, 2024 @ 3:47pm

Version 2.0 - Jewel of the Nile and Coop rework

Jewel of the Nile
  • Added a separate campaign for Redux: Jewel of the Nile - (The DLC waters down the experience of the original campaign and halts the pace with an extra weapon reset. You can still play the chronologically using manual saves)
  • DLC #1) Gathering the Gods - As the map is very small, this level should not drag for too long while still having a fun exploring side to it. It's now much faster paced, shacks are open from the start and the Cannon can now be grabbed from the island secret. The level provides a lot more ammo and proper support for the Sniper and a new secret Laser; patrolling enemies are removed and it's much easier to get 100% kills like the rest of Redux. Other fixes involves floating rocks/crates and a semi-broken werebull spawner;
  • DLC #2) Together Forever - The biggest flaw of this level is a huge map that feels empty and devoid of structures, enemies, pickups and secrets; this and of course the puzzle rooms. This level now has a couple of new structures, double the enemy count, a lot of ammo, health and armor pickups and instead of the usual +2 secrets I've added +10 for this level alone to bolster exploration. A new secret allows you to skip as many puzzle rooms as possibile, despite adding searchlights in a couple of them for those who want to do them;
  • DLC #3) Born Again - A solid level from the start, I've simply made some adjustments to the combat to slightly reduce the emphasis on the Sniper/Laser combo (as Redux already had tons of Sniper/Laser action anyway) to have more Minigun/Cannon action. The boss is the only one in Redux where I didn't feel adding resistances or extra health as it's already quite dull as it is.

Coop rework
  • Coop was polished to flow better in each level instead of just having random enemies thrown here and there;
  • Each coop level now has +200 enemies regardless of difficulty (the first level of the campaign and the DLC have +100 for pacing purposes);
  • The "hidden items" gimmick was scrapped entirely (it consisted in extra ammo and weapons being hidden nearby existing secret areas);
  • Introducing 'Supply Drops': extra pickups that spawn regularly on the main path to compensate for the extra enemies;
  • The original secret weapons for any given level are now available on the main path through Supply Drops;
  • Many Cooperative Secrets were revamped and they now contain early access to Weapons to speed up the pace;
  • For a full secrets location, including the new coop ones, please watch my updated guide: https://youtu.be/w0bnO2zyGG8

Bug Fixes for the original Redux campaign
  • Level #2) Repositioned some Rocketeers and searchlights;
  • Level #3) Fixed some items with hitboxes outside walls;
  • Level #4) Added a missing enemy for Tourist/Easy/Normal difficulties, the Easter Egg now works on all difficulties;
  • Level #6) Fixed a rare instance of a Major walker not spawning after collecting the secret armor;
  • Level #7) Fixed a typo and some floating items;
  • Level #9) Smaller tweaks to the Anubis Temple fight and floating items;
  • Level #11) Added more backtracking doors to the temple;

Update: 14 Jan, 2024 @ 4:18am

Version 1.12

Tweaks
  • Level 9) The Anubis temple fight (the one with minigun/sniper ammo) has slightly faster spawning kleers;
  • Level 11) The Werebulls in the slums will spawn twice as fast (Serious);



Bug Fixes
  • Level 3) Reptiloids should no longer fall from the map (Coop);
  • Level 9) The Warship is now the same custom variant of the one in level 5 (it has global 10% damage reduction);
  • Level 9) The Warship should no longer miscalculate it's current health and stop fighting as a result. DISCLAIMER: untested. (I've never been able to replicate this bug on my end)
  • Level 11) "Go fill the car!" text message will not appear anymore after the car is already filled.

Update: 30 Dec, 2023 @ 1:57am

Version 1.11 - EMERGENCY FIX
  • Level 9) Added a missing piece of code that caused a barrier to block the secret Vista backtrack.

Update: 22 Dec, 2023 @ 11:07am

Version 1.10
  • Start level ammo threashold of big guns increased to 25% (up from 20%);
  • Level 4) Tweaks to a hatchling arachnoid spawn;
  • Level 5) Fixed a jump animation, and the release on some enemies tactics;
  • Level 5) Replaced some coop enemies in the arena with Spiders (prevents stuck entities);
  • Level 5) Many tweaks to the Arena to reduce the chances of missing one kill.

Update: 19 Dec, 2023 @ 2:31pm

Version 1.9 - Major bug fixes
  • Warship: Reworked beamed enemies breakpoints to prevent a bug;
  • Coop: Items that lead to a secret reward are now called "Cooperative quest items";
  • Coop: Only the first player can pickup a quest item (levels 1, 5, and 7);
  • Coop: Fixed some broken plasma walls for coop players (levels 6, 9, 11 and 12);
  • Level 1) Moved a specific locker to prevent Sam from getting stuck;
  • Level 3) Made the Mosque scaffolding for the secret indestructible;
  • Level 5) Some arena enemies will chase you for longer instead of giving up;
  • Level 6) The coop trap now uses a disappearing trash can to lock the players inside;
  • Level 9) Fixed a bug where the Warship stopped doing anything in coop.

Thanks to Mike Uchiha, steak_jacobs and Riba4ok13 for the reports!