It's been a while but we have a new patch ready for Blood: Fresh Supply and it's available now to all customers. It includes the following fixes:
- Sprite links and how they're handled on level load is now accurate,
- Earth zombie accuracy behaviour fix. They immediately go into search state when woken,
- Ghost sight check accuracy behaviour fix (does not use eye-height offset when calling hitscan),
- Napalm damage type accuracy fixed. Now uses hitscan type,
- Tommy Gun Alt-Fire attack now uses the correct vector type. Vector type 3 now identified as BV_BULLET_WIDE,
- Gillbeasts now take flare/fire damage on land,
- Speed optimizations when writing save games,
- Sounds now pre-cached on start-up,
- Correct logic for changing AI targets and kin (incorrect randomization weight),
- Miscellaneous General Engine Improvements,
- Explicitly check for link sprites when Z-Translating the sector,
- Support for tilenums beyond 4095 for SEQ files,
- Changed ActionScan interaction code,
- Support to make the object do a small 'boost' when snapping between different floor heights,
- Fixed Fat Zombie melee vector direction,
- Fixed player damage from being over-aggressive to network clients,
- Updated maphacks to include MLD offsets for Voxels,
- Fixed several floor link collision issues,
- Updated Steamworks to 1.46,
- Misc. sprite link fixes,
- Misc. respawn fixes,
- Misc. fixes.
Thank you for your patience while we were dealing with the remaining issues. For future issues, we will have to recommend contacting Atari about them.
Keep Spillin'
Daniel G,
Night Dive Studios Production Team
Changed files in this update