Release Notes for Blood: Refreshed Supply
Blood: Refreshed Supply - Patch 2.2
- Fixed “Chosen-in-Regress” achievement not triggering.
- Fixed exploit by rapid firing akimbo napalm and tesla weapons.
- Fixed “Fatality”/Dying state not being triggered in BloodBath.
- Fixed first-person burning animation becoming de-synced in multiplayer.
- Fixed walls and sectors not being interpolated in multiplayer.
- Fixed various causes of rubber banding in multiplayer.
- Fixed elevators causing significant visual jitter in multiplayer.
- Fixed laggy clients causing general latency in multiplayer.
- Fixed visual glitches caused by opening a menu when the weapon wheel is visible.
- Fixed dynamite “charge meter” on HUD remaining visible after dying in multiplayer.
- Refactored game state updates to resolve some disconnects in "Online" mode.
- Adjustments to the main menu navigation functionality for gamepads and controllers.
- Fixed locked door interaction playing improperly in multiplayer.
- Fixed level messages not displaying for clients in multiplayer.
- Fixed moving sloped geometry desyncing in multiplayer.
- Fixed combination locks desyncing in multiplayer.
- Fixed player pitch angle not being networked.
- Various sound fixes for multiplayer, including stopping explosions from "popping" and going silent.
- Replaced automap with scoreboard in BloodBath and Team multiplayer gamemodes.
- Only check if the palette value is non-zero during SEQ playback. Fixes Tchernobog’s projectile not being blue when exploding.
- Properly drop TNT bundle if charging the throw and make it detonate correctly after some time when dropping it after entering water.
- Replicate classic collision behavior for missiles. Fixes the trap at the bank in E3M2.
- Replicate box-collision for sprites. This allows enemy AI to fit in tightly packed corridors.
- Force audio to sample at 44100 and adjust pitch to match desired output for a played SFX.
- Disable QOL fix for collision for sector slopes. Too many user maps relied on this bug.
- Fixed inaccuracies with per-pixel hitscan detection on masked walls and sprites.
- Fixed behavior with quake effects
- Restored bugged behavior with explosions where damage radius will fail to travel into the neighboring sector depending on how the sector was constructed.
- Do not flag the state of a gib object on level load if the sprite’s sternum is not a thing.
- Fixed behavior bug with path sector sounds.
- Fixed bug where sprites may get ejected into another sector while swimming to the surface, causing them to still be in the swimming state on land.
- Reworked the hud system to be aware of any kind of resolution setting.
- Fixed skies to be affected during the delirium state.
- Better support for user mods (custom RFFs are now loaded automatically in the mods folder and will remain high priority over RFFs in add-ons).
- Restored all of the logic for doppler effects for audio.
- Fixed looping sounds continuing to play endlessly when opening a menu.
- Fixed “monsters” setting in multiplayer menus affecting an in-progress single player game.
- Default push-to-talk to “enabled” for PC platforms.
- Various fixes & polish for Blood, Cryptic Passage, and Marrow campaign maps.
- Fix for flares being able to hit things behind walls
- Be sure to load add-on dependency RFFs before invoking OnGameRestart delegate. Also clear QAV/SEQ cache as well
- Corrected sector fx / phase behavior
- Fixed behavior for sprites with 8 rotations. Fixes Cerberus boss rotation
- Exposed "fatality" logic to scripts.
- Restored self-reviving during "fatality" state in multiplayer.
- Fixed incorrect camera angles when using the Crystal Ball as a client in multiplayer.
- Fixed cases where multiplayer games would suffer increased latency with more clients, causing rubberbanding.
- Various weapon wheel tweaks for a more intuitive experience.
- (PlayStation 4) Fixed an issue where the game crashes when trying to select add-ons.
Blood: Refreshed Supply - Patch 2.1
- Re-added classic cinematics as a toggleable option
- Added option for emulating classic 2D audio panning
- Added skydome shader for full 3D look mode (for better viewing of the sky)
- Fixed SC-55 music track not playing on Switch
- Fixed FOV on wide displays
- Fixed FOV in splitscreen
- Fixed skies to render correctly in splitscreen
- Fixed ambient sounds, now 20% quieter
- Fixed player view not looking at the fragger/killer when killed
- Fixed issue where projectiles would target the player in error
- Fixed dynamite clipping through sprites
- Fixed “Saving” screen, will no longer flash when quicksaving on PC
- Fixed clipping issues when running at 1600x1000 resolution
- Fixed non-AI sprites not properly updating gravity/fall state (i.e. floating TNT, zombie heads in Marrow)
- Fixes and level adjustments for E1M1
- Fixed NPCs not playing sound effects at the beginning of E1M3
- Fixed missiles getting stuck in walls in E4M6
- Fixed fullscreen HUD alignment going off screen for non-common aspect ratios
- Fixed player explosion quips being interrupted in error
- Fixed bug where the player is still holding the Life Leech staff after dropping it
- Fixed flee damage to no longer be converted to a fixed point, making flare damage more accurate
- Fixed sprite projection for pickups, will now render straight up instead of rotating when looking up and down
- Fixed Beast stomp attack not hurting the player
- Fixed certain ceiling/floors not rendering when viewing between stacked sectors
- Fixed impact effects for Bloated Butcher’s meat cleaver
- Fixed bugs affecting flame lick effects
- Fixed sound effects from sounding grainy or muffled by disabling low-pass filtering by default
- Fixed damage for Cerberus and Tchernobog projectiles; Cerberus projectile attack now inflicts the correct damage type, Tchernobog's missile attack now inflicts the correct damage type, and inflicts the correct amount of damage
- Brought back the original code for checking if a point is inside a sector, fixing several small regressions throughout the game
- Updated to clear audio when loading save games, fixing random noise
- Reworked input system to allow more responsive mouse polling, added an option for mouse smoothing