Full notes
Full Blood: Refreshed Supply™ update
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What changed
- Gameplay
- Fixes
- Server
- UI and audio
- Maps
- Store
Blood: Refreshed Supply™ changes
Version 3.1 of Blood: Refreshed Supply is now live bringing several adjustments to levels, gameplay, multiplayer, and bug fixes.
General Gameplay Adjustments/Bug Fixes:
Fixed aim drifting during small view movements.
Added a "Speedometer" setting in display options for showing current player speed.
Added a “Hitscan Only” setting for auto aiming in gameplay settings.
(PC) Added cvar "g_showSpeed" for enabling the speedometer and selecting display units.
(PC) Added cvar "g_weaponTransparent" to make weapon view sprites translucent.
(PC) Added cvar "g_weaponLower" to make weapon view sprites appear lower on the screen.
General Multiplayer Adjustments/Bug Fixes:
Added Lag Compensation in multiplayer, with "All", "Hitscan Only", or "Off" options.
Completely reworked netcode to allow for more stable connections and lower latency.
Reworked client prediction to resolve many cases of desync with weapons and other player state.
Fixed announcer voicelines not being synced in multiplayer.
Fixed announcer voicelines not playing when getting a kill in multiplayer.
Fixed velocity when pushing Caleb in the "Fatality" state, as well as other pushable sprites.
Fixed some cases of player animations desyncing in multiplayer.
Fixed ammo counts desyncing when shooting while picking up ammo in multiplayer.
Fixed "Show Statistics" in coop for clients.
Fixed ambient sounds desyncing in multiplayer.
Fixed "Mute Player" functionality.
Fixed Voodoo Doll and Life Leech being unobtainable after use with weapon respawn set to "Permanent" in multiplayer.
Fixed pitchfork not being equipped when respawning in multiplayer.
Fixed Asbestos Armor hud overlay being stuck when respawning in multiplayer.
Fixed Reflective Shots audio effect being stuck when respawning in multiplayer.
Fixed several issues with the Crystal Ball in multiplayer.
Fixed delirium effect misbehaving in multiplayer.
Fixed team chat in multiplayer.
Fixed hud scaling in certain splitscreen configurations
Fixed hud color palette not changing properly for clients in multiplayer.
Fixed various scripted sprite visuals desyncing in multiplayer.
Fixed killfeed messages sometimes not showing when getting a kill soon after respawning.
Fixed explosions sometimes being predicted inappropriately in multiplayer.
Fixed various looping sound desyncs in multiplayer.
Fixed sector palettes not being synchronized in multiplayer.
Fixed some monster sounds only being played on the host in multiplayer.
Fixed mouse mode actions of all players affecting the host in multiplayer.
Added prediction for bullet casings in multiplayer.
Added latency display on "Minimal" hud style.
(PC) Added host cvar "sv_allowExits" to disable exit switches in multiplayer.
(PC) Added host cvar "sv_antilag" to adjust lag compensation in multiplayer.
Level-Specific Adjustments/Bug Fixes:
Multiplayer item respawn status at checkpoints set to “Option” across multiple maps.
Secret pickups unpaired from direct triggers so they can be set to respawn across multiple maps (otherwise the secret counter will continue to rise w/each pickup).
Geometry pinches removed across multiple maps.
Item locations on moving sectors adjusted for multiplayer across multiple maps.
Adjusted sprite placement (to account for voxels) across multiple maps.
Checkpoint, tome, and label message adjustments across multiple maps.
Blocking walls modified to be 1-sided in the event of a wall clip across multiple maps.
PlayerSFX paired to enemies adjusted to use a 1-shot switch across multiple maps.
Secret sector triggers and total-counters adjusted across multiple maps.
Ceiling heights in sectors that are visible at the same time as parallax ceilings adjusted to not ascend above the parallax height across multiple maps.
(Negligible) wind values added to floor-facing slide-marked and z-motion sprite sectors to pair marked-sprite and player movement.
DWE1M5: Dangerous Game
Backup triggers added for disabling the bomb’s ambient sound.
Secret Life Seed acquisition occurs at the teleport location (instead of the initial room) to avoid being locked out of the secret acquisition.
DWE1M6: Thing of the Past
Sector overlap bugs removed at the long hallway inside the outpost.
DWE1M9: Spooky World
Collision and masked wall gib settings adjusted for the ballroom windows.
Second trigger for raising the Haunted House entrance platform removed.
DWE1M11: Shudder Island
Checkpoint teleporter added in spawn room for multiplayer.
DWE2M3: Mothership
Pod sector lighting phases matched up.
Updated teleport on/off sequence for “space” area in Pod docking segment.
Textures adjusted on rotating (decoration) sectors.
DWE2M10: Crownfall
Multiplayer teleporter relocated on the train to remove a ROR visual error.
Removed floating sprites from text setup at lab depot.
DWE2M12: Whisper Peak
Pit sectors adjusted on the sides of the bridge
DWE3M1: Whisper Peak
Key requirement for back-gate switch in repair shop removed.
Passage from dark to light area in school now opens upon taking Dagger Key rather than being sector based (to avoid a lockout).
DWE3M2: The Tenant
Mother Placard (explode object) unlocking sectors expanded to both car entrances.
DWE3M10: Mourning Sickness
ROR clip disabled in arcade area
DWE4M2: The Horrible Tomb
Missing wall mask restored in Crypt area.
-Team Nightdive
Source
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