Serious Sam 4

Serious Sam 4

Quality of L.I.F.E.
 This topic has been pinned, so it's probably important
SeriousAmaro  [developer] 25 Aug, 2024 @ 6:17am
Full Changelog - update 1.15 (France revision #2)
Next up: 1.16 - Russia revision #2

General - Gameplay
  • All ammo has been rebalanced (up to level 13).
  • Side quest weapons ammo only spawn if you have that weapon in your inventory.
  • Extra FRPCL ammo that only spawns if you have <20 ammo on specific checkpoints.
  • Added more +100 pick-ups and some parachute drops here and there.
  • Gadgets and upgrades removed on each chapter start.
  • Each available upgrade now appears on the main path of each chapter.
  • All gadgets are now capped at 10 and the inspect animation is much rarer.
  • Added C4 to each level start that needed it.
  • Some weapons will be found on the main path instead of spawning in your inventory.
  • Required resource mod: grenades are the Neiser model with +5 ammo.

General - Miscellaneous
  • Sandbox: The randomised out-of-bounds enemies in the countryside are now a lot more balanced and provide rewards as well.
  • All slowdowns have been removed, granting unrestricted movement.
  • Updated scores for Kalopsy (100 --> 2000) and Processed (500 --> 300) aligned with SM.
  • Fixed some typos and standardized capitalization for secrets and side quests.
  • Many entities (pick-ups, trees, walls) where repositioned when floating/sunken.
  • Covered up many holes of light errors scattered around the maps and models.
  • Radio static sound range has been reduced a bit to prevent early triggers.

(1) Death From Above
  • The audio log is in a more visible spot.
  • Restored correct sizes for some ammo pick-ups.

(2) Death From Below
  • Removed two non-secret L.I.F.E. gadgets out of six.
  • Made the depot parkour easier to access.
  • Made the armor plates secret easier to reach.
  • In Serious difficulty, the Assault Rifle now comes with 80 bullets instead of 50.
  • Lowered a wall to prevent vampires from getting stuck.

(3) The Four Horsemen of the Apocalypse
  • Added gravity to enemies that previously spawned in the air.
  • Fixed a typo on the first key item picked up.
  • Moved a truck in the parking lot to prevent an easy out-of-bounds.
  • Covered up an exposed grass patch on top of a roof
  • Added a sandpile to prevent going out-of-bounds near the Rocket Launcher.
  • Lowered some ruins that allowed players to skip the returning fight in the last side quest.
  • Added an opening to the Companion Orb wall, so you can grab it earlier
  • The tester statues event now gives you rockets and only spawn known enemies

(4) Gates of Hell
  • The unnamed side quest is referenced as "Flambéed Gnaars"
  • Repositioned the first sniper bullets pick-up as it didn't blend with Soulmyr's model.
  • Added light sources in dark areas.

(5) The Die is Cast
  • The ash cloud now dissolves 4x faster.
  • Rodriguez now faces the player starting the level.
  • The portal effect is dimmer and only near the portal itself.
  • EST time for completion lowered to 30m (down from 40m).
  • Grenades on Shotgun pick-ups removed and provided through shells packs.
  • Some optimization to enemies spawning and behaviour.

(6) Morituri te Salutant
  • Added the Shotgun upgrade as well as it's own pick-up.
  • Restored correct sizes for some ammo pick-ups.
  • Some optimization to enemies and ammo spawning.

(7) When in Rome
  • Moved a detector so that patrol units don't exit the square while the players picks up the Companion Orb.
  • Fixed a floating truck that made a parkour secret harder to reach.
  • Moved the end of the first side quest a little bit further.
  • The square patrol now also spawns coming from the side quest.
  • Added gravity to the armor pickup in the center of the square.
  • The skill point is now visible from the player.
  • Closed a wall to prevent an easy out-of-bounds.
  • Added the Rocket Launcher upgrade at the bridge.
  • Vermetti won't talk during his side quest anymore, preventing the music from lowering at random intervals.
  • Moved a detector near the secret depot for easier jump attempts.

(8) Deus ex Machina
  • The secret Time Warp in a lamp post has been moved before the Castello fight, as the next chapter will reset all gadgets regardless in this mod.
  • Removed the unique French painting from Nonna's house.

(9) Breakfast in France
  • You'll lose all gadgets and weapon upgrades entering this level.
  • Moved the first audio log, one of the two AR bullets pick-up and the spider trap from a secluded area on the main path.
  • Removed the "Probably won't mind it" quote when picking up the AR, as the corpse was removed in the final version.
  • The Female Gnaar spawning after grabbing the AR should stumble less on the fences.
  • The Shotgun has been moved even closer to the road (so voicelines don't interfere with the radio) and the houses now have the upgrade for it with ammo.
  • Made a parkour in the first side quest easier and the Reptiloid is in a more visible spot.
  • Sandbox mode: Reworked the entire danger system that regulates which random enemies to spawn out of bounds.
  • Sandbox mode: Added rewards for high danger levels - Shotgun, Double Shotgun, Sniper and a C4 crate.

(10) One for the Road
  • Moved the skill point between the quarry and the side quest entry, so you'll naturally pick it up before accessing Rodeo Time.
  • The acquisition of the FRPCL is a bit less confusing as it starts in your hand and there won't be a duplicate on the floor.
  • Removed the despawning console spam logs.
  • Added more supplies to the Quarry fight and removed some enemies for those who didn't pick-up the FRPCL.
  • A new scoreboard and FRPCL ammo rewards for the Football Glory secret.
  • Sandbox mode: Slight differences from level 9 with faster danger growing.
  • Sandbox mode: New rewards - Sniper, Devastator, FRPCL and up to three C4 crate.

(11) Vivé la Resistance
  • Instead of spawning in your inventory at level start, the Sniper is found in the first area of the level. Added a small group of snipers that will spawn on weapon pick-up.
  • Pushed back the level start and pushed forward the first enemy detector.
  • Repositioned a secret item that could have been grabbed from behind a wall.
  • C4 crate added at the warehouse side quest.
  • Optimised square fight delays between enemy waves.
  • Instead of spawning in your inventory after the cutscene, the Grenade Launcher is found in the sewers with the upgrade next to it.
  • Charlie spawns in a different location, so she won't start dancing.
  • Auto Shotgun Shells outside from the side quest are now only visible for those who have the weapon.

(12) In Carcassonne
  • The level now gives you the Sniper at start as it was already given to you the previous level and the pick-up it's replaced with the Multirocket upgrade.
  • Many fixes to gates, walls, holes and shrub being misplaced around the castle.
  • Removed all "Uscita" signs from the castle interior (it's an Italian asset meaning "exit").
  • Added tons of torches and lamps to light up the Castle interior and other dark areas.
  • Replaced the painting inside the castle with a map, as it was meant to be a unique painting from a previous level's side quest.
  • The moat side areas has been closed off to prevent a waste of time.
  • Added a quad bike in the Portal Too side quest (careful! flips easily)
  • The portal effect is dimmer and only near the portal itself.
  • Fixed a consistently stuck vampire inside the inner castle.
  • Made three parkour secrets easier and closed off some out-of-bounds.
  • Auto Shotgun Shells are now only visible for those who have the weapon.
  • The level ends upon approaching the door, allowing to the player to gather ammo.

(13) Anathema Unto God
  • The first parkour is now easier to perform and a hole has been covered up.
  • Replaced a "Accesso vietato a personale non autorizzato" sign (an Italian asset meaning "No access to unauthorized personnel") with the French version.
  • Closed an out-of-bounds window in the first side quest.
  • Made a detector easier to trigger, spawning cannon yard patrol enemies.
  • Added soft-lock prevention assets to escape some out-of-bounds areas.
  • Added lamps in the castle room interior.
  • Moved the Lasergun attachment one room earlier to allow its use during the side quest as well.
  • Added some extra chainsaws visible for those who have the weapon.
  • Added Auto Shotgun Shells (previously missing from this level) that are only visible for those who have the weapon.

(14) The Package
  • You'll lose all gadgets and weapon upgrades entering this level. This also prevents a bug where the player keeps electricity from the previous level, as it's considered a "weapon upgrade" for some reason.
  • The entire oil rig interior now have a lot more lamps to light up the area.
  • Used the proper models for lit/unlit lamps in the oil rig.
  • Made the parkour secret easier by extending the tube.
  • The secondo-to-last audio log has been moved earlier to prevent two of them from being too close to each other.
  • Further reduce radio static and enemies spawning range of the upper deck.
  • Added the Shotgun upgrade at the start of the level and more Grenades on Shotgun pick-ups.

(15) From Earth With Love
  • Added the Grenade Launcher upgrade where the weapon originally was, while the weapon itself was moved closer to the player with an ammo pick-up.
  • Adjustments to the gamma levels so that the map looks a little bit better with less visual noise and distorted colors.



Wishlist / To do
  • Making the Black Hole effect less jarring
  • Gadgets will play the inspection animation only on first pick
  • Understand why electricity is considered an upgrade
  • Fix a parachute issue which prevents the Sandbox mode from adding extra content
  • (4) The secret torch will not randomly float anymore
  • (10) Delay the voiceover between Kenny and Sam after meeting at the bridge
  • (13) Prevent the deafening gate sound upon clearing the last area
  • (14) Side quest made faster with skip button
Probably impossible to apply due to the editor's limitations
  • Changing the audio log glow color
  • Applying the SM Healing Punch changes
  • Allow gadgets to be changed while riding a vehicle
  • (14) Add a skip button to the text adventure
Last edited by SeriousAmaro; 15 Oct, 2024 @ 8:05am