It's been some time since the last update was released, but we really wanted to upgrade the game to a whole new level when it comes to gameplay and progression. Thank you so much for the feedback you gave us, both on forums, Discord, and Steam reviews. We really tried to listen to every voice while also trying to keep what's special about Serious Sam: Tormental.
We also got new entry to our Hall of Fame series, for previous Equilibrium Update. Congrats everyone! And also, Hall of Fame will soon become part of the game world, more on that soon!
So, what did we add you say?
You can check the big list of new stuff right here: https://steamcommunity.com/games/640340/announcements/detail/2218531755269681485
Since, we added more than 70 new Powers, new variations for every boss, we filled up chests with goodies and added stakes when opening them, we made that the bosses drop bonus chests depending on how many Moods you have active, and many, many other things.
We playtested the game a lot and iterated following the feedback. Huge thanks to everyone on our Discord and Steam forums that helped us bring this update alive! :)
And I am happy to say that we still have many things to do before the final release!
Note that the initial game difficulty has been somewhat lowered, but the idea is that it comes back to normal as you unlock Moods. Activating Moods will increase your score multiplier and also give you extra chests from beating bosses, which will eventually make you even stronger and allow you to progress even further.
All returning players will find a special Mental Chest waiting for them at the HUB, containing new weapons and powers: Grenade Launcher, Baseball Bat, Buddy Spiky, Conductor, and Massacre!
Enjoy! :)
See you around and stay safe everyone! We will be waiting for your awesome feedback!
-Kris
Serious Sam: Tormental - Preview of Update #10
Hi everyone,
So we noticed not everyone reads discussions hidden in the depths of various threads, so we decided to compile all the info about what's coming in upcoming Update #10! Warning: this update is not available yet! :) We are polishing the content below, working on it day and night, and we invite you to join our Discord channel and hang out with us as we are finishing it up.
So, here we go. This is a list of SOME of the stuff that's coming in Update #10! (suggestion: open the videos by opening them in a new tab with right-click option)
Mental Chests
First of all, some items, after unlocked, will appear in the starting area in a special chest. We wanted that you can try some of the unlocked items right away. It is possible to bring along 1 item per run this way. https://steamcommunity.com/sharedfiles/filedetails/?id=1968361837
Frontal Lobe
Starting room is now called Frontal Lobe, the only true safe haven in Mentalspace, where figments and fragments meet to take shelter and plan Mental's overthrow. Frontal Lobe was completely rebuilt, and now all NPCs will appear here once their conditions are met. https://steamcommunity.com/sharedfiles/filedetails/?id=1968361829
Autonomous Thoughts
NPCs are now called Autonomous Thoughts. Most of those ATs will give you various info about your game progress. https://steamcommunity.com/sharedfiles/filedetails/?id=1968361823
Hunting Quests
One of them is called Skullfish, and he will give you various hunting quests. Solais and Grimsley helped us wrote detailed descriptions for all enemies! To unlock those descriptions, you will need to kill every enemy a certain number of times. Skullfish will reward you with special unlocks for every X times you do this. https://steamcommunity.com/sharedfiles/filedetails/?id=1968361836
Insight
For every X score, you earn across multiple runs, you will earn a reward. A reward can be a Scroll - knowledge about various objects in Mental's mind, or an unlock - perk/weapon/ skin, etc. We wanted that you achieve some progress at the Game Over screen even if nothing else worked out. Scrolls are added to the Library, which can be accessed through Frontal Lobe as well. https://steamcommunity.com/sharedfiles/filedetails/?id=1968361826
Mood Modifiers
Mood Modifiers can be switched on/off at the start of every run. Outraged - when Mental is outraged, enemies will shoot more bullets, but you will be able to deflect them back with your hammer! https://steamcommunity.com/sharedfiles/filedetails/?id=1968361833 Frigid - when Mental is frigid, big enemies die only from brutal kills. This makes it easier to brutally kill enemies but also forces you to brutally kill them every time. https://steamcommunity.com/sharedfiles/filedetails/?id=1984522658 Sadistic - a hero is smaller and starts with 1 max HP. 2x score for proving to Mental you can still survive against all odds! https://steamcommunity.com/sharedfiles/filedetails/?id=1984522657 Frazzled - no ammo, stronger hammer. This is basically melee-only mode, where melee is even stronger than it used to be. Hammer can pierce through any type of enemy, and it deals 20% more damage. We added few melee-only quests, and realized it was too easy to use other weapons by mistake, Frazzled Mood completely solved that while also making melee-only runs a bit more fun! https://steamcommunity.com/sharedfiles/filedetails/?id=1990786844
Bad Bulb
New character - Bad Bulb! Fry enemies with short-range electricity while collecting their life energy to refill yours. Use your powers wisely, otherwise, you will run out of your health really soon. Bad Bulb doesn’t use a primary gun, instead, you will find special chests that will give you various powers, some of them cannot be found with other characters. https://steamcommunity.com/sharedfiles/filedetails/?id=1984522664
Dyna Mate
New alt skin for Bomb, destroyed enemies leave dynamites instead of bombs. Dynamites are instantly activated (instead of being triggered when you press the ability button) and create bigger explosions. https://steamcommunity.com/sharedfiles/filedetails/?id=1984522660
Baseball Bat
Killed enemy transforms into a ball that damages other enemies. It has a strong knockback, and also deflects enemies' projectiles back at their faces! https://steamcommunity.com/sharedfiles/filedetails/?id=1984522663
Grenade Launcher
Shoot grenades which explode when they fall down. Grenades can be shot over walls or over other enemies if you want to hit the enemies behind them. A grenade will fall and explode on the place targeted with the cursor. https://steamcommunity.com/sharedfiles/filedetails/?id=1990786743
Buddy Bloody Replicator
Spend HP to summon a buddy that will follow you and inflict damage to enemies until his life runs out. It starts appearing in chests and shops from the Sea area and beyond (you cannot find it in the first area eg in first weapon chest). https://steamcommunity.com/sharedfiles/filedetails/?id=1990786745
Weaker Melee
Because the current version of the melee was way too strong and it became the too dominant way to play, we needed to rebalance it. Melee now has a lower range and it can pierce only through smallest enemies (small frogs, Brainstorm’s parts, etc.). (note: there are some big changes related to Brainstorm boss, but more about that next time!) https://steamcommunity.com/sharedfiles/filedetails/?id=1990786739
Hero Stats
New stats added to Hero (Character Stats) screen. In this video, we cheated a bit and added lots of Powers, but for most of the runs, it shouldn't get so long. https://steamcommunity.com/sharedfiles/filedetails/?id=1990786738
New Area - Mount Fury
Why is Mental so angry? What drives his enormous fury against any form of an advanced civilization? No-one knows the answer to this great cosmic mystery, but on Mount Fury, all of Mental's rage and hate manifests into uncontrollable elemental chaos... and dinosaurs.
Pterrordactyl - flies to a random spot on the map or to a spot near the player (more likely if the player is hiding behind the cover). Shoots 4 bullets. https://steamcommunity.com/sharedfiles/filedetails/?id=2102396067
Angrylosaurus - spins towards the prey with a really high velocity. Deflects off walls, allowing him to reach you behind your cover. Brutal kill challenge: be careful to not roll into his dangerous tail cause invincibility frames don't help with this guy. Elite variant: leaves flame trails behind while spinning, making certain spots of arena burn for a prolonged time. https://steamcommunity.com/sharedfiles/filedetails/?id=2102396064
Dodour - throws exploding eggs towards the player. The egg is basically a detonator so it can be ignited with fire, deflected with the melee, activated with Bomb’s ability, etc. When Dodour is low on health and it can be brutally killed, it self-destructs after 3 seconds, so if you want to brutally kill it, the time frame in doing so is limited. Elite variant: refills health while on fire forcing you to get out of your cover and engage in a deadly dance with his bombs! https://steamcommunity.com/sharedfiles/filedetails/?id=2102396058
Lava Heroes and enemies can walk over lava, but their heat raises over time. Once the heat reaches the maximum value, it will ignite them, and deal them damage. Monsters will sometimes force you to use lava for extra space. You can also lure monsters into the lava to deal them the extra damage, but if they are not attacking you, they are smart enough to get out. The lava can also ignite bombs, including bombs released by Dodour so be careful where he targets. https://steamcommunity.com/sharedfiles/filedetails/?id=2064321051 https://steamcommunity.com/sharedfiles/filedetails/?id=2064334632
Shops now appear before boss battles, and their prices increase every X buys instead of increasing during Iterations. With these changes, it is now possible to obtain a good amount of Powers quickly and create some interesting build at the start of the run. Power shops now appear before boss battles instead of appearing at the start of every area. Powers in shops are split into 4 categories - Offense, Defense, Resources, and Serious Upgrades (yes, it's now possible to modify Serious weapons!). We also added a re-roll option. https://steamcommunity.com/sharedfiles/filedetails/?id=2102396050
Loops/Iterations
Loops are now called Iterations. If you manage to survive every area, Mental will create a new, harder iteration of Mentalspace, just to mess with you. If you die and go back to the Frontal Lobe, he'll figure he's beaten you and make things easier again. You'll just have to prove him wrong.
From Iteration V2 every room has multiple waves, and waves spawn after a certain amount of time (instead of waiting that you clear the room like in V1), which will force you to kill enemies as quickly as possible, and avoid being overwhelmed. In the second wave enemies can spawn anywhere so safe spots in the arena are constantly changing. Altogether this creates a completely different gameplay experience with lots of action and surprising events.
After Iteration V3, there is a chance that any enemy spawns in any area, but the chance is low enough so that the current area still feels original. So Forest is Forest, Sea is Sea, but with added randomness of various enemies from other areas. https://steamcommunity.com/sharedfiles/filedetails/?id=2105230899
New Primary Guns
All characters now start with unique guns. Bomb shoots homing bullets that speed up over time, while Netricsa shoots slow-moving discs. https://steamcommunity.com/sharedfiles/filedetails/?id=2102396052 https://steamcommunity.com/sharedfiles/filedetails/?id=2102396044
Conductor
Bullets shock nearby enemies. Longer the bullets stay on the screen, more electric benefits it provides! https://steamcommunity.com/sharedfiles/filedetails/?id=1975863171
And here is how it looks when Netricsa upgrades her gun with Conductor perk. https://steamcommunity.com/sharedfiles/filedetails/?id=2102396041
Boomerang
After reaching the max range, a projectile will transform into a boomerang. Boomerang will follow you until it is destroyed, or it travels 10 tiles. Various synergies possible, eg. piercing works on single enemy, shotguns pellets gain high range while flying back, etc. https://steamcommunity.com/sharedfiles/filedetails/?id=1975863169
Boomerang L2
Increases range of boomerang bullets allowing you to flock the bullets around you. https://steamcommunity.com/sharedfiles/filedetails/?id=1975863168
Sidefire
Shoot 2 additional short-ranged small bullets. Each deals 0.15x damage. Compared to Shotgun, it deals 1.3x damage compared to 1.5x, but it is more versatile since it allows you to shoot enemies from distance. https://steamcommunity.com/sharedfiles/filedetails/?id=1975863165
Minigun
While pressed, fire-rate raises from 0.8x to 1.5x. Pushes the player backward. https://steamcommunity.com/sharedfiles/filedetails/?id=1975863162
We also added various rare perks Super Sniper - bullets have almost infinite range. +2% for critical. Super Wall Ricochet - bullets bounce from walls almost infinitely. Snipeshot - increases the range and accuracy of Shotgun. Requires Shotgun perk. Super Machinegun - high fire rate, high spread.
Anything else?
There are many, many things not revealed here, so watch out for the next announcement, when Update #10 will finally land! To name the few, we added dozens of new Powers and rebuilt the old ones. We designed many powerful combinations, allowing you to choose playstyle you want, and bring your own type of destruction and/or trickery. We filled up the game with lore and new dialogues, and all enemies and hazards have their own detailed descriptions. Most of the gun perks were rebalanced as well following your feedback. Just to name one, when the fire hits the frozen enemy or vice versa, it generates additional explosion, making fire + ice bullets combination viable. We also added new quests, added various settings, expanded inventory, created new game over screen, composed new music tracks, and fixed many bugs that were submitted by you. Thank you so much for that! <3
More details about what's coming in the next update will be revealed once Update #10 is out.
As we are approaching the release, we are getting more and more excited, and we hope you will join us on Discord for the final countdown! https://discord.com/invite/BABujdy
See you around soon and stay awesome everyone!
Happy Holidays from Croteam!
All of us at Croteam wish you have a great Winter break.
Happy Holidays and have a great New Year. 2020 is about to get Serious!
https://www.youtube.com/watch?v=Yvz1-pWeq7I
WarDrobe
Greetings, everyone!
Remember her? Well, she's aiming for a change.
In the latest update, we briefly touched upon the subject of a wardrobe. You may recognize this gif from there:
Now we can show you what we have been working on in the meantime, amongst other things.
Behold... A CLOSET!
No, we were not hiding in it. On the contrary, we bought more clothes, and maybe some new player avatars with it!
Sam went first, and came back with Mate. They both got a facelift, and will continue fighting by each other's side in a more fashionable manner.
disclaimer: They went on to get yet another face lift afterwards!... Well, at least one of them did.
Netricsa, on the other hand, got herself a plethora of colorful skins! We are still balancing on the matter of just how many; which ones will be available at once, and which ones will be unlockable via in-game progress.
One thing's for sure; Everybody's going to pick the best suit to their fabulous liking!
We will continue marching on and ironing through the bugs and gameplay; but here's an idea to entertain you:
You do realize that the rest of the characters are next in line for similar exciting additions. But what do you, dear players, reckon it will be?
Having any wishes or advices you would like to share with us on the topic? Be sure to leave your written trail in the comments section.
Until then, party on and enjoy your weekend!
Tormental - Update #9 - September 3, 2019 [v0.7]
Hi everyone, we bring you the new update!
It's been a while, but we took the time to go through all your feedback submitted, and some of them were a few pages long. Thank you so much for that, it helped us steer the game in a better direction! <3
We added Tourist mode, and also an option to turn off the ammo system. There is also a Wardrobe. Lots of quality improvements. Enemy encyclopedia. And much more. Keep reading for the juicy details and all the changes below!
We also want to announce new Hall of Fame, huge congrats to top 10! ːsteamhappyː
Following this, the leaderboards are now new and fresh, and the battle for the next Hall of Fame is opened.
Let us know what you think about the changes, and we would really appreciate the feedback on balance and usability of serious weapons and perks! What are your favorite perks and weapons? Which ones are useless? Let us know!
We will take 2 weeks of rest now, and after we are back from our "summer" vacation, we will start working on the new content. New characters, costumes, perks, and a new area is coming. This will be our priority now, but we will also follow your feedback and implement suggestions.
Stay tuned! And now... The changes!
How To Kill Sam:
Added How To Kill Sam category - this is a list of all enemies and hazards that can kill Sam
For each enemy and hazard you can read interesting descriptions
Enemies appear in Mindmap once they are encountered
Hazards appear in Mindmap once you encounter them in the world
For enemies, you can track how many you killed, and how many killed you
For hazards, it’s possible to track how many times you got damaged or killed by them
Wardrobe
Sam can now change faster than Superman! More costumes coming soon!
Mind Switches:
Inside of HUB, you can now find little fella which will allow you to turn on and off various modifiers.
Ammo system modifier - turn it on to activate primary ammo system, in return, you will get a 25% higher score than normal!
Tourist mode - easier mode, scores, and quests are still available, but looping is disabled. That means it’s not possible to climb high on the leaderboards, and it’s not possible to finish all quests while playing in Tourist mode. On the other hand, it gives you a chance to test out your skills and environments.
Primary gun:
Enemies drop rate of primary ammo is proportional to their health - this is especially noticeable in later areas and loops where you will receive more ammo than before
Popcorn enemies ammo drop rate increased (eg Exotech Larva’s parts, Baby Hoppers)
Boss battles - Bulls and Scorpion drop 1 primary ammo box for every 60 dmg received, if ammo is low, it will spawn faster
Reduced number of ammo boxes and chance that primary ammo spawns from destroyed props and walls
Added primary ammo multipliers. For example, heads of Snake Shields will no longer spawn tons of ammo
If ammo is low, it will no longer happen that lots of ammo pickups are spawned at once, ammo pickups count available in the room is now calculated in the equation. If there is ammo pickup available, it will cause that the ammo drop frequency is lower.
Mouse cursor will now visually change when your current weapon ammo is low
From L2 and beyond, because enemies max health is affected by loop modifiers, ammo will “test drop chance” every time you damage the enemy by the amount equal to their original, unmodified max health. Eg. let’s say you are playing L5, you have 100 ammo, and the enemy has 500 HP, and it had 50 HP originally. Before, you wouldn’t have enough ammo to kill it. With these new changes, ammo drop chance will trigger for every 50 damage.
Melee:
Click the middle mouse button to activate melee
Melee weapon activates per press / click instead of while the button is held pressed
Primary gun will not switch to melee anymore when out of ammo and melee will not anymore switch back to primary when ammo is collected
Added Melee weapon to HUD next to other weapons
Removed that it’s possible to switch between melee and primary with a specific button (eg F on keyboard)
Increased reload time from 0.7s to 1s, adjusted animations of all melee weapons
Changed keybinding descriptions
Game Over Screen:
Game Over screen now shows perks you collected in the current run
Game Over screen now shows a reminder of the main goal
Game Over screen score now shows coin icon next to the text to make it more clear that the player needs to collect coins to increase score
Animated Game Over screen
Vault:
Vault keys are now called Mental keys!
Changed Mental key model to look more similar to Mental chests instead of looking similar to normal keys
Press interact button to start a conversation with Shopmonster and give him keys (this interaction is more consistent with rest of the game, and it tells you exactly what’s going to happen)
Vault Keys are now given one by one which fixes the UI bug when there were too many rewards that didn’t fit the single screen. Also, it makes more sense visually because before it used to look like you gave only 1 key while you actually gave many
Vault mini-game where you had to chase the key will now also give you Vault key and the first reward -> if you go to Vault right now, you will be able to give that extra key to Shopmonster and receive something special! <3
Enemies:
Queen Hopper spawns frogs only if you are not too far from her, making sure you don't encounter tons of little frogs already spawned
Reduced maximum number of baby frogs in the arena. While the limit is reached, Queen Hopper will not spawn additional baby frogs, this is especially noticeable when fighting against multiple Queen Hoppers.
Reduced Elite Enemy Bull explosion radius from 8 to 6
Exotech Larva will start moving away after you use melee or if you come too close
Weapon evolution perks:
Explosive - it doesn’t check anymore do you have more than 50% of your ammo. Instead, the effect is just this: “+10% CHANCE TO EXPLODE ON ENEMY HIT”. Explosive bullets are now visibly bigger, and it’s possible that if you miss, you will not gain that extra explosion, making them more useful when you can shoot constantly at targets. When explosive bullet explodes it will also die no matter it had piercing or enemy ricochet (balance). Added explosion SFX. Costs 3 ammo when shot.
Piercing Lvl1 - costs 1 additional ammo
Piercing Lvl2 - now pierces through +1 more enemy instead of +2 as before, adjusted description.
Fire Bullets - changed how fire deals damage, added visuals to fire dmg, costs 1 extra ammo when fired. description now says correctly that there is a 50% chance to shoot fire bullet
Sniper - it now has 2% chance to deal critical - 100 dmg making it more useful even when not used for combos with other perks). 2x better accuracy (can counter imprecision of Machinegun or spread of Shotgun). Disabled Sniper L2. Added special SFX when Sniper deals critical.
Homing - bullets will not seek underwater enemies + 20% slower bullets (better homing) (counters shotgun perk speed up nicely to make this combination more viable)
Enemy Ricochet - 50% chance it ricochet towards closest enemy. It will ricochet to all other targets except the one directly behind the enemy you’re shooting at.
Enemy Ricochet + Piercing - 100% chance to ricochet towards closest enemy. First, it will deplete piercing counter till it's empty, and it will ricochet to any closest enemy. After that, it will use standard enemy ricochet deflection. So if player has piercing = 2, and enemy ricochet = 3, the bullet will ricochet 5 times, with first 2 deflections deflecting in any direction towards the nearest enemy.
Minigun renamed to Machinegun.
Burst - L1 now shoots 4 shots at once, but also increases damage per second by 1.35x (since reload time is not proportionally reduced), it multiplies the ammo cost by 4 (so it costs the same as if you would shoot 4 bullets). L2 adds 2 more shots, ammo cost multiplier increases by 2, and damage per second increases by x1.25
Shotgun L3 doesn’t reduce the range anymore by 25%
Merged Knockback L1 and L2 into single perk
Knockback now works properly on frozen enemies, making the combo with Ice Bullets much more viable
Simplified descriptions
Sniper perk and Shotgun perk are not compatible anymore, if you buy one, you will not be able to get the other one (it was too easy to completely cancel Shotgun range reduction)
Wall Ricochet now increases the range by 6 tiles for every deflection instead of increasing the range by percentage, making it more viable when combined with low range Shotgun
Reduced number of primary gun perks you can buy in shops to 2
Modified health system:
Sam now has 300 HP, Bomb has 150 HP, Netricsa has 300 HP
Most of the enemies deal 100 dmg, smallest enemies like Baby Toad deal 50 dmg, spikes and spiky chests deal 50 dmg, normal enemy bullets deal 100 dmg, small enemy bullets deal 50 dmg. Strong explosion deals 100 dmg, weak explosion deals 50 dmg
Stronger explosions released by detonators which are placed around the room make it more rewarding when you managed to use them against enemies
Heart drop will refill you by 25 HP, small heart drops by 1 HP, normal shield by 25, mini shield by 1
When revived you will revive with 50 HP and when revived in co-op by collecting ankh pieces you will still revive with 50% of max HP
Dark Trader items cost 50 and 100 HP
When you take damage while having Bomb Shield, the damage text will be colored grey, and when you take damage while having shields, the damage reduced from shields will be colored in light blue color
Improved reviving animation
Chests:
Locked brown-yellow chests which used to give you 1 random stat perk, now will always give you damage increase perk. We wanted to make chests more reliable.
Locked health chests will now give you +25 max HP increase instead of heart drops. We wanted to make all chests equally useful.
Locked golden chests now give 50 coins if locked, and 25 coins if they are spiky, the amount of coins they give increases by 2x after first loop
Locked weapon chests - increased number of locked weapon chests that appear during run. Which weapons you will find depends on the current loop, L2 Serious weapons can be found only in loop 2, and L3 Serious weapons can be only found in loop 3 and beyond. Even if you received some specific Serious weapon during loop 1, while playing loop 2, it will be outdated, and you will need to find another Serious weapon.
Unlocked weapon chests - now always give you consumables like Serious Bombs and Boomerang.
Shops:
All shops now have visual inventory! This should help a lot when thinking about combos.
When shopkeeper is shot for the second time, the dialogue will not pause the game anymore
When talking to shopkeeper, once a player buys something, the next time the shop will open faster without asking the player does he wants to buy something or not
Reduced number of coins spawned from walls, props, and brutal kills
Armory - instead of upgrading, you will now be buying Serious weapons. If you buy Flamethrower L2, you will still keep Flamethrower L1. As said above, during the first loop you can buy L1 Serious weapons, during the second loop you can buy L2 Serious weapons, and during the third loop and after you can buy L3 Serious weapons. If you already have a weapon of certain type eg Flamethrower, it’s more likely a stronger version of that weapon will appear in the shop! Once the Armory weapon pool is depleted, it will start selling consumable weapons.
Dark Trader: once the items pool is depleted (after you buy everything possible), it will no longer happen that you can buy +25 HP perks. Instead, once it’s depleted, it will start selling exclusively damage perks.
Challenge Rooms no longer reward you with perks. Instead, their reward is a key (80%) or a bomb (20%)
Vending Machine items will now cost you keys instead of coins. This was done because it is easier to compare content in locked chests (which now always give stat perks) to items that are sold in Vending Machine. For 1 key you will be able to get - 100 shields, ankh, bomb shield, 50 coins, 2x ammo magazines, 3x boomerangs, or a serious bomb. Eg. do you want to increase permanently your max HP by 25, or you want to spend it on ankh which could save you from 200+ dmg once, or you want to use serious bomb instead to finish the enemies before they kill you?
Adjusted Wheel of Misfortune rewards - for 50 coins you can get - 50-150 shields, 1-2 keys, 1 consumable weapon, or if you get really lucky (5% chance) - 200 coins, 3 keys, 2 ankhs, 1 upgrade, or 1 weapon chest. There is still a 10% chance that the damn thing will just blow up!
In the shop, if you already have the same type of perk as the one you can buy, the shown perk’s name will have an additional level index in the title to represent the mastery of that perk type.
Serious Weapons:
You will now find L2/L3 serious weapons only during the 2nd/3rd loop and beyond. They can now be found both in Armory and in locked weapon chests! This was done to stop pressuring the player to have enough keys when encountering Armory, to increase the number of Serious weapons you can find during run, and also to make sure that you get stronger version of Serious weapon at the right time (eg. L2 weapons are suitable for loop 2 where L1 becomes too weak compared to primary weapon). As the game will expand we might also add unique Serious weapons per area.
All L2 and L3 Serious weapons got drastic damage improvement, around 2x-3x stronger than before.
The ammo efficiency (ammo gain / damage ratio) of L2 and L3 weapons is now equal to L1 (we will tweak this more later a bit to make some stronger weapons just a bit less efficient or in more cases more efficient).
Ghostgun - changed color of Ghostgun projectiles to red to make it more clear that they can damage the player
Electric Shotgun - increased base damage that’s caused to a single enemy since electric conduction damage is now capped to 2. Changed name of Shotgun Electric to Electric Shotgun
Changed Ammo Box text from “+ammo box” to “+ammo all” to make it more clear that it refills ammo of all weapons you currently own
Bomber - shot bombs now have much higher velocity so you don’t have to run away from them. Bomber L2 and Bomber L3 release multiple bombs almost at once instead of one by one with delay, making them more efficient because bombs will explode in the targeted area instead of being deflected away after the first explosion. In the future, we will add Dynamite which will behave more like the original Bomber, but this new weapon will be easier to use because dynamite doesn’t move when hit by an explosion.
Rocket L2 and L3 now increase the damage of projectile explosion, instead of increasing the explosion radius. The challenge of getting enemies into radius stays the same, while increasing the damage you inflict if successful. L1 deals 5 dmg, L2 10 dmg, and L3 15 dmg to all enemies in explosion radius.
Homing Missiles L2 and L3 - reduced spread making them more precise and less dangerous, L1 shoots 2 missiles, L2 shoots 3 missiles, and L3 shoots 4 missiles
Rapid Circler - L2 and L3 have slightly higher range and ammo gain
Harpoongun - L1 is now also slightly homing making it easier to hit enemies, increased damage and ammo gain. When harpoon impales the enemy, the enemy that’s impaled will deal damage to other enemies. The bigger the enemy is, the bigger the area it will affect. Homing Harpoongun L2 and L3 got drastic damage increase, and have improved homing ability.
Flamethrower - as explained before for fire effect, the burn is now stronger and more visible. L2 deals 2x higher damage, and L3 deals 4x higher damage. Both impact and delayed burn damage are affected.
Cannonballs are bigger, affecting a bigger area. Cannonballs are more precise.
Shotgun - 2x fire rate, 25% higher damage. Shotgun’s projectile emission spread is now fixed instead of being random, making it more accurate. But it also looks nicer! Also removed direction offset for L2 and L3 while using burst.
Crossbow - 33% lower fire rate, 12% lower ammo gain, 10% lower damage per shot.
Freezegun now deals 3x more damage than before, 7.5 dmg per shot.
Disc L1 have now 50% bigger size making it easier to hit enemies. While cutting enemies, disc’s speed falls down to 10%, making it stay much longer in contact, especially if the enemy is not moving. Lowered base damage by 15%.
Machinegun - ammo gain reduced by 20%.
Rocket - reload time reduced by 50%.
Base damage of Flamethrower projectiles increased by 400%
Perks:
Damage Stat now increases damage by 10% instead of by 25 %, it also increases damage by 0.1 instead of multiplying it by 1.1 for every perk collected (note: base damage is 1)
Die Hard - now increases max HP by 100 instead of by 50
Sam’s passive ability is now - “runs faster”. So, those muscles are not only for the show after all!
Float - player is no longer shocked by Electric Bombs in Sea area, disabled flapping sound effect, speed while flying is now 10% higher than normal, enabling faster dodge roll, movement, and also enabling you to jump farther with Sam. Additionally, Sam will stay 35% longer in the air while jumping.
Serious Scalpel - it now checks the % of enemy health, and the enemy type when deciding the possible amount of health you can gain from damaging enemy. Enemies in L2 and beyond will not give you more health, which makes this perk more balanced when comparing with “Treasure hunting” perk. It gives you slightly more hp drops compared to “Treasure hunting” perk because it requires you to approach the enemies often to collect the drops.
Double Medicine - increases all HP recovery by 2x, but only when HP is lower than 150. Every additional upgrade will increase the HP requirement by 50. Renamed to Emergency Kit.
Atomic Skin - reduces damage taken from explosions by 25. Added visual effect that shows how much damage was reduced when hit by explosion.
Magnet - stronger attraction speed and range for L1, weaker attraction increase for later levels
Bombarder - spawns 1 extra bomb per level instead of 2, possible 100 extra dmg, but requires specific weapons and builds to be powerful.
Charged up - damage rebalance, it deals 40 dmg per second.
Lockbombing - reduced chance from 25% to 10%. Lockbombing now works properly on Golden chests. Golden chests will spawn a normal amount of coins when successfully lockbombed.
Deadball - hammer deflects bullets. Deflected bullets deal 25% damage of their base damage.
The Hammer - increases damage of melee by 100%.
Last Stand - ammo will drop 25% more often when a player is under 150 HP instead of under 50 HP.
Brutality - brutally kill enemies sooner. Usually, an enemy can be brutally killed when its health is under 25% of max HP, Brutality increases that pct by 7% for every stack -> 32%, 39%, 46%.
Doomsday - when player brutally kills enemy, chance to spawn Serious ammo is 20% instead of 66%.
Evil Thoughts - more enemies are spawned in every room.
Buddy Turret - damage rebalance, it deals 25 dmg per second. Buddies now spawn next to you when switching areas.
Frozen Heart - it no longer enables you to deal damage to frozen enemies with a roll.
Disabled Buddy Decoy and Buddy Coin Collector. Buddy Decoy doesn’t work properly anymore, and we need to fix many things to make him work again. It will be fixed in future updates. Buddy Coin Collector will be changed to something else because right now it’s not useful enough compared to Magnet.
Disabled various perks because they are not scalable and useful enough in general. We need to figure out how to make them better or find another place where we can give them as rewards.
Adjusted Vault rewards following the mentioned changes above.
Buddy Almighty will now appear when you have 3 buddies of any type (temporary fix). Other buddies now stay alive when Buddy Almighty appears. He doesn’t have any abilities except shooting, and his shooting speed is 2x higher compared to Buddy Turret's.
Various changes:
Added item activation visual effect to make it more clear when items like Ankh, Bomb Shield, Ammo Box, or Key are activated
Bomb Shield item explosion does not longer damage other players and it should always set your invincibility to 2 seconds after activation
Reduced radius of explosions created by Serious Bomb to make it easier to avoid being hit by them
Orange part of the explosion now spreads all the way to the edges, so it should be more clear now when you get damaged by explosion what happened
Both Sam and Mental Mate got a facelift and also a new haircut!
Time freezes when a player is hurt or killed to make it more clear what damaged/killed you
Reduced primary and melee reload time after using serious weapons from 0.5s to 0.2s
Added new explosion type - strong explosion - it deals 100 dmg and it’s released by Serious Bomb, Detonators, and most of the enemies. Bombs activated in levels are more useful now, while the damage player receives from explosions is lower in general
Bombs dropped from enemies by character Bomb ability now deal different damage depending on their size. Smallest ones deal 25 dmg (dropped by small enemies), medium ones 50 dmg (dropped by normal enemies), and big ones 100 dmg (dropped by big enemies)
Adjusted colors of weapon and ability backgrounds
Changed placements of characters in HUB, now they will all be facing towards you, and Sam will not stand in the way when some other character is selected (eh, Sam)
Turned off automatic language setting to system language because the game is not fully translated yet
Primary gun reload bar now updates properly after the reload is delayed by using a Serious weapon
Scorpion boss's weight increased so he cannot be pushed around easily with knockback
Disabled triumph sequence in hallway rooms, while in hallway room, coins will not automatically attract to you, but you need to pick them up
A Secret
Added Critical damage which deals 100 dmg on success
Fire now deals equal damage to all enemies no matter what their max HP is, damage dealt is 1 every 0.5 seconds, or 2 per second
Added new damage text style for damage caused by burning
The enemy that is hit by electric bullet will receive normal damage, while others affected through electric conduction will receive damage equal to 1 / number of enemies affected, eg. if bullet damage is 1 and there is 2 enemies affected total, first enemy will receive 1 dmg, while the other one will receive 1 / 2 = 0.5 dmg, or if there is 10 enemies affected, first enemy will receive 1 dmg, while other 9 will receive 0.1 damage each. Altogether, this means that the total damage will never be bigger than 2x.
Reduced enemy deflection from walls while the enemy is frozen
Disabled teleports till we add external areas
Added explosion SFX for when the bullets release explosions from hitting wall, enemy, or when destroyed
You can now change keybinding for “Next Serious Weapon” and “Previous Serious Weapon” actions. The defaults for keyboard are X and C, and for gamepad are LEFT arrow and RIGHT arrow. Let us know how does it work on gamepad because we had some problems while testing it, it started working after we keybind it manually through settings.
Changed default key for Weapon Wheel on keyboard from R to Q.
Weapon Wheel pauses the game again, after playtesting it more, we noticed it causes some frustrating moments, and we didn’t manage to get advantage by constantly pausing/resuming the game - let us know if you have a way to gain advantage by using it
After switching Serious Weapon, you will now see the name of that Serious Weapon displayed in the HUD
Loops:
During loop 2, enemies now have 2x more HP than normal. From loop 3 and beyond, health multiplier increases 0.5x per loop.
Damage multiplier now increases 0.5x per loop.
Major bugs:
Fixed bug “If you manage to get an odd number of health, then die and resurrect, you come back with a whole number and a half of health (in my case, I died with 75 max, and came back with 37.5). That's not the bug though. The bug is if that happens, you become effectively invulnerable -- no matter how many times you get hit, the game never takes the last 0.5 health away from you.”
Fixed possible Softlock: “Nightmare Caves’ "Defeat all Enemies" challenge room may sometimes spawn The Ghost enemies. Due to the game's recent update, the bombs will no longer infinitely respawn. A player with particularly bad luck (No explosive weapons, Bombs didn't kill/destroy enough of the wall to reveal Vortex monsters) may get trapped in this room.” -> bombs in this room will never stop spawning
Fixed “glitch: running away from a "Trap Room" (hallway with an item at the end, that spawns enemies if you pick it up) without killing all the enemies will result in the enemies in the next room instantly dying, including bosses.” - if you run away now, nothing will happen
Fixed softlock that could happen in the Turret room. If Turret was sucked into the void, it wasn’t possible to progress. Since Turrets are supposed to be fixed on the ground, they are not any more affected by the Vortex/void.
Minor bugs:
Buddies will no longer try to collect coin which triggers Timed challenge so this interaction shouldn’t anymore make the Timed challenge impossible
Fixed “Previous Serious Weapon” action, it no longer skips weapons
All boss rooms are now not destructible anymore till we fix their generation properly to avoid various major bugs
Fixed bug where cursed eyeball NPC would attract coins from another room
Fixed bug which caused that player revives with fraction of health, which was causing some other major bugs
Fixed bug where melee would inflict damage multiple times to single target in the same frame
Fixed bug where turret’s rockets wouldn’t collide with player
Fixed bug where Cannon L3 would burn all enemies in the room as soon as it touched one enemy (even though it wasn’t colliding with other enemies)
Fixed some bugs connected to Vault’s Shopkeeper
Fixed bug in tutorial, shields will properly reset now after you finish the tutorial
Fixed bug that prevented activating ammo box when out of ammo
And, for the end, recommending new keyboard layout! <*> Movement - WASD
<*> Primary Gun - LMB
<*> Serious Weapon - RMB
<*> Melee - MMB and F on keyboard (both work)
<*> Roll - Left Shift
<*> Special Ability - SPACE
<*> Interact - E
<*> Weapon Wheel - Q
<*> Switch current weapon to last Serious Weapon - tap Q
<*> Next Serious Weapon - C
<*> Previous Serious Weapon X
<*> Inventory - TAB
Thank you for reading, and we hope you will have lots of fun with the new version! See you soon with another update! <3
Tormental - #HowToKillSam Winners
First off, except the congratulations to all the winning ideas, is a gigantic THANK YOU from Mental himself, to all of the participants!
We got so many cool techniques for the ongoing #howtokillsam series, that the faith in the successful defeat of Sam is finally restored!
Mental thought long and hard about this, and the choice had to be perfectly effective! It was not easy, but he finally came to the concluding ideas:
Of course, only three were able to win, but there were many more that were definitely worthy of attention! So, aside from the foulest, wickedest, evilest picks, we also have to make room for honorable mentions, which are:
@LazärheaD Get him married! His wife will sap the energy outta him and then it turns out his wife was a gnaar all along!
@a_forest_child Jul 11
create time machine & tell him he have to go back and kill baby to save the world and he goes back and the baby is him and he is tricked into killing himself but maybe thats too much evil lol
@Ventos234 DRM anti-piracy Adult Arachnoids
@Dosbilliam
Drop the moon on the planet from the side Sam ISN'T on.
Jafeth Fernandez Teleport him to a room where he will hear an endless loop of "AHHHHHHHHHHH" as Background Music. Eventually, he will become tired and will "Ahhhh" himself.
@Grimsley Clause Method: Femme Fatale
"Sam seems to fancy the Harpies. Perhaps one could seduce him and have a Kamikaze sneak up on him while he's distracted!"
@Muffinatorz Offer him guacamole and chips. Sam will be surprised but can't decline guacamole and chips. The guac is most definitely poisoned.
@hs05 Sam slips on a banana and breaks his neck
Thank you all, once again, for participating with your sly little brains and thinking up of #HowToKillSam. Mental is very satisfied and is already on his way to test out these ways of Sam-killing endeavours. Wish him luck, and remember; it wouldn't have been as easy without the help of you trusty minions!
'Till next time ;)
Tormental - How To Kill Sam?
WHAT'S THIS ABOUT?
Put your evil-mongering abilities to good use and join us in the ongoing #howtokillsam series. These are compiled of all the ways (some more efficient than others) Mental plans to defeat Sam - lasers, bombs, rocket turrets - but alas, Sam always finds a way to win!
Test out your wicked senses by pouring them into possible Sam-killing techniques, and win some prizes while you're at it!
HOW TO KILL SAM?
Think up of an idea of How To Kill Sam, and describe it either in the comments section of this thread, or comments section on social media posts containing the link to this thread.
The crazier, sillier, more efficient those ideas are, the better! (p.s. the artwork is not required and it will not be evaluated)
WHAT DO I GET FOR KILLING SAM?
Out of all ideas posted we will choose the best three. The winners each get to pick one of the games listed below.
You can post more than once, but you cannot win more than once.
At July 17, we will announce the winners, award them appropriately, and make art out of the winning descriptions for further #howtokillsam pieces!
The games are:
Battle Bolts
I Hate Running Backwards
Serious Sam 3: BFE
Serious Sam HD: The Second Encounter - Serious 8 DLC
Serious Sam HD: The Second Encounter - Legend of the Beast DLC
Serious Sam Fusion 2017 (beta)
Serious Sam 2
Serious Sam Classic: The First Encounter
Serious Sam HD: The Second Encounter
Serious Sam Classic: The Second Encounter
The Talos Principle
Serious Sam HD: The First Encounter
Serious Sam 3: Jewel of the Nile
The Talos Principle - Serious DLC
The Talos Principle: Road To Gehenna
Like what you're seeing? Well, Mental is definitely looking forward to hearing what you got, so get to work and scram already!
Good luck!
P.S. - Here are some examples of #howtokillsam!
Tormental - Update #8 - June 25, 2019 [v0.55]
Hi everyone, Update #8 is now live on Steam!
In this update, we focused mostly on fixing bugs and implementing suggestions we received after we released Update #7.
Not all those tasks are finished, so be sure that we will continue working and implementing your suggestions!
Thank you for the feedback everyone!
Major bugs fixes:
- Fixed bugs related to Netricsa’s ability - unkillable enemies would float above or inside of the ground
- It’s not possible anymore to use melee and serious weapon at the same time, and using serious weapon doesn’t speed up the reload time of melee weapon
- It’s not possible anymore to push bosses out of the stage by using Harpoongun
- Bombheads enemies in loop Rodeo boss fight don’t spawn coins anymore
- Fixed bug with Serious Scalpel perk that would cause snake-like enemies to spawn tons of hearts
Changes:
- Exotech Larva parts are not attracted anymore by Netricsa’s ability, only the heart in the middle can be attracted
- Added text to Serious Weapons mindmap that explains that you need to collect a weapon at least once to unlock additional information about it
- Opening weapon wheel doesn’t pause the game anymore, you will need to use it while hiding behind a cover
- Bombs are now only slightly pushed while in the air
- Character Bomb: mini bombs can now drop from any enemy, smaller enemies have lower chance to drop a mini bomb
- Improved Multi-Crossbow impact physics
- Removed that arrows stick to enemies to avoid visual glitches
- It’s not possible anymore to impale Exotech Larva’s heart
- You can now check Melee weapon stats through Inventory
- Increased electricity conduction if both enemies are standing in water
- While the enemy is in water, the heat is slowly reduced over time. If it’s burning, the fire duration is 20% shorter.
- When Snorkeler enemy dives into the water, his heat is reduced to 0, and he will stop burning
- Yellow bomb spawners in Forest and Caves will stop spawning bombs after they spawned a bomb 3 times
Minor fixes:
- Elite Bombats in Nightmare Caves now explode properly
- Serious Bomb and Fire Bomb will now explode properly even if you activate them near a wall
- Fixed strength of melee knockback - enemies are now pushed every hit instead of only when they die
- When enemies are impaled by a Harpoongun projectile, their health bars will now move together with them
- Enemies don’t glitch anymore when killed by Harpoongun projectile
- Nightmare Caves doors should now look like they are open if they are opened
Tormental - Update #7 - June 18, 2019 [v0.5]
Hi everyone, Update #7 is now live on Steam!
As you can see below there are lots of changes in this update!
We added melee weapons, fixed ammo system, added new serious weapons, redesigned levels, added loop modifiers, and many other things!
After working on this update for so long we are excited to hear what you think. :) Let us know your feedback!
v0.5
Melee:
- Added unique Sledgehammer weapons for every character
- You can switch between primary gun and Sledgehammer through weapon wheel or with button (Y) on gamepad or with button (F) on keyboard
- Enemies killed with melee are now sent flying away from you which is useful against exploding enemies since they will move away before exploding
- Melee weapons can deflect bombs (tip: you can activate them first before sending them into enemies)
Redefined ammo system:
- Two types of ammo: primary ammo for your main gun and serious ammo for serious weapons
- Serious ammo pickup will refill pct of ammo of your currently equipped serious weapon
- Ammo chests will refill pct of ammo of all your weapons (both primary and all serious weapons)
- Each weapon has new “ammo gain” stat that determines how much ammo that weapon gains from collecting ammo pickup
- If your primary ammo is less than 35%, primary ammo pickups will spawn 2x more often
- If your primary ammo is higher than 65%, primary ammo pickups will spawn 2x less often
- More balanced ammo drop count in later areas, ammo drop count raises with enemy count and enemy type (bigger enemies contribute more)
- Chance to find additional ammo chests in rooms
- HUD now shows amount of ammo gained
Weapons:
- Added unique models and icons for all serious weapons!
- Added: Bomber L2, L3, Circlefire L2, L3, Rocket L2, L3, Flamethrower X, Homing Harpoonboomgun, Discs L2, L3, Doublemachinegun, Homing Missiles L3, Crossbow L2, L3, Shotgun Electric L2, L3, altogether bringing count of serious weapons to 51
- Added basic stats info for Serious weapons to Inventory and Mindmap (damage, reload time, burst count, homing power, and various other stats (more will be added in future))
- Improved weapon wheel visuals
- Disabled that projectiles gain velocity of player - now it’s a bit easier to aim. Projectiles scale is also not affected anymore by inherited velocity.
- Weapons will now reload even if they are not currently active weapon
- After activating serious weapon, your primary gun will be disabled for a short time to avoid being able to activate two weapons at the same time. This doesn’t change much how you play, but it makes it all look a bit nicer. This is especially noticeable when using melee weapons because player was able to shoot and use melee at the same time which made it all look a bit messy
- Added a setting for auto-aim when using gamepad (this is disabled by default, but can be enabled in Controls Settings; we would also appreciate your feedback on it)
- Added a setting for disabling auto-shooting for gamepad, if you activate this option, you will need to press LB to shoot instead of just moving right thumbstick
- Added keybinding for selecting melee weapon
- Inventory now shows active serious weapon to make it more clear that it’s possible to switch current weapon through inventory
- Boomerang: has unlimited range now and it will not get destroyed by enemy contact anymore, Boomerang can be destroyed from explosion and enemy bullets
- Boomerang Gun: reduced the ammo gain to +1 per pickup, and drastically limited max capacity
- Boomerang Ultra: cannot be destroyed by bullets, it can only be destroyed by explosions, has infinite range and duration
- Shotgun Electric - new electricity visuals!
- Harpoonguns - they can now impale only 1 enemy at once, but any other enemy they hit will receive additional damage. Even if the projectile kills the impaled enemy, the impaled enemy will continue flying till it hits the wall.
- Homing Harpoongun - much stronger homing.
- Mini Cannon - cannon balls now change direction after hitting enemies making it harder to deal too much damage with cannon
- Bounceballs - every time bounceball projectile hits the wall or enemy, its range will be extended by 50. The bounceball can deal damage multiple times to every enemy, making it most efficient when released between enemy and the wall for maximum bounce count!
- Discs - rotating saws that deal damage over time, they will slow down while hitting the enemy; the longer they stay in touch with the enemy, the bigger the pain! Leveling up Discs increases their size, allowing you to stay in contact even longer.
- Crossbow - changed spread and number of arrows, but now it’s possible to recollect projectiles for refilling your ammo!
- Added info that shows which stats are changed when leveling up serious weapons
- Rapid Circlefire - added new sound effect for shooting
- Machinegun - instead of burst, Machinegun now shoots bullets 1 by 1, and shoots 30 of them per second
- Homing Missiles - fire missiles in random directions, homing missiles can now seek for any target even if the target is behind them, and they will always seek the closest target.
- Reduced the overall power increase of leveled up serious weapons
- Rebalanced damage and ammo gain of all serious weapons
Loops:
- At a start of each new loop you will find special signs, every sign modifies specific stat of all enemies in current run (you can inspect them to see more details about the loop)
- With each new loop, more signs are added, making every loop harder and harder
- All costs are doubled while looping (shop prices, locked chests, locked doors etc.)
- Elite bosses will not instantly kill you anymore, they just deal more damage
Perks:
- You can now buy up to 3 weapon evolution perks from shop no matter how many weapon evolution perks you received from chests
- Tweaked ammo-related perks and items
- Minigun perk fire rate set to 25% each
- Rebalanced Serious Scalpel
Enemies:
- Added new Elite enemies in Nightmare Caves
- Redesigned and rebalanced Elite enemies in Forest and Sea
- When brutally killable enemy receives critical damage, it will survive with 1 HP left - this is added to avoid enemies dying from strong weapons, because by doing this players would lose the opportunity to receive extra resources (which felt like punishment instead of reward for being so strong)
- All Elite enemies now have a red outline around their body - the red outline doesn’t mean anymore that they will instantly kill you
Redesigned enemies in Nightmare Caves to make them harder:
- Spider: higher HP, moves away and rotates towards player while shooting, making it harder to avoid his attack
- Boombat: faster, high resistance to explosive damage, will explode almost instantly if it is near the player
- Snakes: have 2x higher resistance to electricity
Redesigned enemies in Sea to make them easier:
- Heliopora (jumping enemy that shoots lasers) will no longer spin while being attracted by Vortex and it won’t shoot lasers diagonally
- Heliopora will not become super fast while on fire
- Heliopora stays longer waiting on the ground before each jump - attacks less and is easier to hit
- Heliopora will more often stay near the starting location instead of traveling around the whole level
- Heliopora takes longer time to charge the laser, and once shot the laser stays active longer
- It should be now more visually readable when the laser is dangerous
- Queen Hopper now always runs away from the player unless player is nearby, then it has a chance to attack the player
- Queen Hopper now has low chance to continuously attack you
- Added charging animation to Queen Hopper to make it more clear when it is gonna attack the player
- Added sound effects to Queen Hopper charge attack and Heliopora charging and shooting laser
- All exploding enemies show danger zone around them before exploding
Other changes:
- Redesigned arenas in Forest, Sea, Caves
- The entrances of levels should be less dangerous now - there are more obstacles and less enemies spawned around them
- Steam Achievements!
- Hall Of Fame - after every season we will add a new entry to Hall Of Fame of current top 10 players in the world and your own rank. Find it in Community on Main Menu. Currently we will do this after every big change to make the leaderboards competitive
- New music for Vault area by Damjan Mravunac
- Added a setting to change roll behaviour, you can choose between rolling towards cursor or rolling in movement direction (default)
- Optimized sound performance, this fixes sound leak problems that were happening in the late game and probably causing some crashes
Minor changes:
- Turrets room - it’s possible now to destroy rockets with bullets (this was a bug), and also enemies will not spawn from walls anymore in that room (this was also not intentional)
- Vortex (red one eyed enemy that spawns on edges) will not kill you instantly anymore if you have Ankhs, instead you will lose 1 Ankh and respawn far enough from Vortex
- New Mental’s Altar model
- Coins don’t flicker while being attracted
- It’s now possible to see when you can brutally kill the enemies that have red highlights around them
- Push collision is disabled while brutally killing so that the player is not pushed by the enemy
- Player doesn’t flicker anymore while doing Brutal kill
- Increased attraction range of coins by 30% so they are easier to collect
- Brutal kill invincibility is now independent on frame rate
- It’s possible now to jump over electricity released by electric bombs in Sea area
- Tweaked prices and limits of items in Vending Machine shop
- Shops now have a shop sign
- New electricity visuals!
- Sam’s jump now has a slight delay, you cannot jump right away after landing
- In tutorial, if you are out of ammo, you will always find ammo chest nearby
- Added visual cues for minefield so it’s not needed anymore to rely on the sfx
- Damage info popup now shows correct value even when player receives lethal damage
- Damage info popup sums values if they were spawned with not much time passed between them - improves the damage info readability for weapons that deal dmg often or at the same time with multiple projectiles
- Explosions radius now matches their visuals more precisely
- Updated world map
- Netricsa ability will not merge enemies into a single enemy anymore; enemies now collide with each other while being attracted to the center
- Reduced enemy bullets radius by ⅔ when colliding with walls to stop bullets dying right away after being shot by dying Calamari enemy
- Professor Stein now looks like Professor Stein (he’s not disguised as General Rodriguez anymore)
- Spikes are now easier to pass, they will stay inside of the ground for longer time, and will warn you before coming out
- Added new HUD colors for goo and electric weapons
- Changed around some unlockables received from Vault keys
Major bug fixes:
- Fixed a bug with chest interaction, sometimes it was possible to start shopkeeper interaction and open the chest at the same time
- Update highscore on Steam if playing offline or if the game crashed before submission
- Fix a bug that would soft-lock the game when you exit a challenge room without finishing challenge
- Fix issue with UI when switching between gamepad and mouse, sometimes it would prevent from buying items with gamepad
- Fixed a bug that disabled the second challenge of Loop quest
Minor bug fixes:
- Fixed some wrong what-killed-you texts
- Sync laser position with the enemy, even when enemy is pushed or teleported
- Enemy bullets are not counted as living enemies in level goal progress so they shouldn’t stop the Challenge rooms from being completed
- Fix issue with hunting enemies sometimes pushing player instead of dealing damage
- Fixed health bar being visible for enemies hidden in water
- Fixed problems with some automatic weapons that keep shooting after player dies
- Fixed a rare bug when weapons glitch visually after they are picked up
- Fixed a bug that would spawn multiple waves of enemies at once in Nightmare Caves area
- Fixed a bug that caused ghost bullets to stay in the arena
- Fixed a bug with weapon models disappearing while character is using them
- Wall turrets are now destroyed if the wall behind them is destroyed
- Fixed heart pickup glitch at the end of the room if your health is at max
- Fixed a bug that caused dynamite to stay in the air
- Fixed the issue with identical weapons appearing in the weapon shop
- Fixed a bug where overworld map didn’t show correct number of quests available in area
Tormental - Update #6 - April 26, 2019 [v0.17b]
Hi everyone,
In this smaller update we are bringing some important fixes.
We disabled the primary gun ammo for now, we were hoping we gonna manage to fix it today, but since we didn’t, we want that you can play the game normally during the weekend. We are still planning to try it out in the upcoming update, if we manage to make it really, really good!
Thank you for giving us quick feedback!
Till next update, we hope you will have fun playing this version!
Features:
- Primary gun has infinite ammo again
- Game Over screen: it will now show you which loop you reached if your loop counter is higher than 1 (this means you need to go through Vault at least once)
- Added special shadow when enemy is under water
Major bugs fixes:
- The game will not freeze anymore in shop if you bought too many perks and the pool is empty
- Once the pool is empty, you will be able to buy perks from special pool that is infinite in size
Minor improvements:
- Increased amount of coins gained from enemies
- More precise shooting with one handed weapons when using gamepad
- Improve camera aim offset on gamepad to match the feel like when using mouse
- Changed names of some enemies
- Increased Bull boss arena size
Minor fixes:
- Fixed bugs when rolling through teleporter or tight spaces
- Fixed locked doors bug, it is easier to interact with doors positioned close to each other
- Fixed collision with enemies
- In tutorial, heart pickups will bounce away from player if his health is full
- Fixed empty tile in HUB
- Fixed wrong calculation of possible coin count (the one that shows at the end of each room)