Hello everyone, and welcome back to Featured Mod! It's time to take a small break from solving all those puzzles and delve into some SERIOUS business. Today, we're featuring one of the most ambitious Serious Sam campaigns out there: "Serious Sam Reborn" for Serious Sam 4, made by "Nonamewtff"
Embark on a thrilling new adventure as Sam Stone, which will take you through a vast array of environments, from eerie dark swamps and dense forests to searing lava caves, medieval dungeons, and forsaken towns. Your mission? To unearth the long-lost Sirian artifact and take down Mental once and for all. With a total of 10 levels to explore, this journey promises 5 to 6 hours of immersive gameplay.
Hunt for treasures and blast your way through hordes of enemies with some returning classic guns, now updated and loaded with new animations, such as the double uzis and the double-barrel shotgun. Additionally, dive into the excitement of trying out brand-new exclusive weapons like the powerful nitrogen gun, the Spencer rifle, or the Winchester! With an arsenal comprising five new guns, three returning classics, two secret weapons, and yes, even a banana!
Moreover, certain guns feature special alternative modes that utilize fire points collected during your adventures—these will blow your enemies' minds, quite literally speaking.
The mod doesn't incorporate the tree skill and dual-wielding mechanics introduced in Serious Sam 4. Instead, it provides increased movement speed, dash ability, quick weapon switch ability, and the return of serious power-ups!
And if that doesn't quench your thirst for action, venture into Serious Sam Reborn Survival! With three different levels, each playthrough offers a unique experience, thanks to the randomized weapon mechanic. Every time you begin, you're equipped with a different set of weapons, requiring strategic thinking to maximize your chances of survival and outlast the onslaught.
⚪Hey "Nonamewtff", welcome to the basement, and congratulations on the amazing campaign you've made! Could you please introduce yourself to the readers and also share with us when you started modding for Serious Sam and when you began working on this huge campaign?
Hey, glad to be here. My name is Alex (yeah, I actually have a name), and I’ve been a huge Serious Sam fan since my childhood. I started modding just a couple of years ago (in April 2021, I guess?) right after the Editor came out. It all started pretty spontaneously; I just got an idea of a simple HUD redesign, and made a concept, but had absolutely no idea how to actually realize it, as I’d never touched the Editor before. So at that point, I decided to join the Discord server to ask if anyone could do it for me, but since no one was actually interested, I was like, "Fine, I’ll do it myself." That’s how I was forced to open the Editor for the first time. Back in the day, I couldn’t even imagine that it would all end up in two years of work.
⚪Wow! While playing the campaign, I could never have imagined it was made by someone who had only 2-3 years of experience with the editor. How difficult was it to learn the editor on your own, what were the biggest challenges, and what advice would you give to people who are just starting to use the editor?
The Editor may look scary at first, and it really scared the heck out of me as well, but if you really want to create something, if you have an idea - you will find ways to learn. Either by asking someone who is more experienced or by learning it on your own - you will get a result. It may be hard at the beginning, but when you get along with the tools, it will become satisfying when you see your ideas come true.
⚪What is your favorite part of Serious Sam Reborn that you feel proudest of, and is there a fun or interesting story from the development process that you can perhaps share with us?
Good question. I'm sure everyone will agree that the final level, especially the last arena where you have to fight sirens on the tiny platforms surrounded by lava, is the best part of Reborn, hehe. Okay, jokes aside, I think it’s not a secret that Reborn was highly inspired by SS2, NE, and Xbox. These are personally my favorites in the series, and I've always been a huge fan of that goofy art style of those games. I think it adds a ton of personality to the game and Sam as a character himself. It's quite unfortunate that it was abandoned in the recent titles. So, I decided to ‘fix’ this minor inconvenience, and the main goal of Reborn was to reimagine that old cartoony art style and see how it would fit into a modern Sam game. I feel like I pulled it off pretty well, so it’s safe to say that it is the main feature that I feel proudest of.
⚪You definitely managed to pull off the Serious Sam 2 and NE vibes in this campaign. I think this campaign creates a very interesting mix of Serious Sam 2 and Serious Sam 4. But... now that this campaign is behind you, are you working on something else? And if yes, can you please share some secret information about it with us?
Unfortunately, no other Sam-related projects are planned in the near future. It feels like I've realized everything I wanted and should move on to something else. (But maybe you can expect some small maps, like the recent Frost Coast that I made in ~3 days just to chill in the Editor, who knows.)
⚪The community will undoubtedly be eager for more from you in the future. Wishing you all the best in your endeavors, and a big thanks for joining us in the basement! It was a pleasure having you here. Feel free to share anything you'd like with the community for the finale!
Huge thanks to everyone who played, shared feedback, made videos or had any interest in my work, I really appreciate all the attention Reborn got. The worst thing that could’ve happen to the mod - is a lack of interest, but as long as people talk about it - I consider it as a success. Thanks again, and stay serious!
Last Epoch is releasing Wednesday, February 21st, 2024, at 11:00am CT!
Welcome everyone to the patch notes for Last Epoch's Release!
It’s been an amazing road to this point, and it’s unreal to be writing patch notes without using the term “Beta Patch”. With this patch Last Epoch will officially be leaving Early Access. We couldn’t have made it to this point without all of you, our amazing community driving the world of Eterra alongside us. We can not say it enough, Thank you.
We also want to mention again here that to prepare the servers for our release on February 21st, we will be shutting down our servers 24 hours before the patch, starting: Tuesday, February 20st, 2024, at 11:00am CT
While the servers are down, authentication will not be possible. If you are already playing in offline mode before we take down the servers, you should be able to continue your play session, however offline will not be able to authenticate to log in once the servers are down. This is also a good point to note that one of the features being added with 1.0 is a true offline mode, which will prevent this kind of interference with offline mode in the future.
Last Epoch 1.0 will introduce:
Acolyte Mastery: Warlock
Rogue Mastery: Falconer
Item Factions: Circle of Fortune and Merchant's Guild
Fixes ✅ Fixed bug where the Forge would be flying with you when warping from The Den. It's Magical!
Changes ✅ Mining Outposts are unlocked with T10 Basic Research completion. ✅ Research Items with a prerequisite can be queued (if queue is unlocked), if the prerequisite item is currently being researched or is in the research queue.
Additions ✅ Added Visual Indicator on Ship of number of Cargo Upgrades. Starts to show at 50, and in increments of 50 up to 500 (10 visible tiers). ✅ Added Visual Indicator on Laser Mining Turrets of number of LMTs. Starts to show at 10, then starting at 50, in increments of 50 up to 500 (11 visible tiers). ✅ Added Visual Indicator on Mining Drones of number of Drones. Starts to show at 10, then starting at 50, in increments of 50 up to 500 (11 visible tiers). ✅ Added new automation in the Click Factory. Auto Ice Crusher, Auto H2O Splitter, Auto Fueler for Research, Merchant Fleet and Rare Asteroid Detection. Unlocked with T10 unlock (all T10 Basic Research and Factory Operations research completed.)
Hello folks, Here's another little update for you!
2 new PowerUps added for PvP (more info below) [expand type=details]
2 new PowerUps for PvP
End hunt instantly
This PowerUp ends an ongoing hunt. This is very useful if you want to end the hunt as a creature to save yourself. Outside of the hunt, it will reduce the chance of a hunt.
Teleport to random location
This PowerUp also allows you to free yourself from an unpleasant situation. It won't end the hunt, but it will teleport you to a random location on the map. If you were trapped in a pentagram, it will destroy the pentagram.[/expand]
new slider for brightness in graphics options
new slider for NPC voices in sound options
SaveSystem: Changed the way the game saves. Should fix save game problems some players experienced.
MetaClans: Clan Reputation should update to the same numbers in Lobbys
Elevator: Some players were teleported back to the spawn if they fell through the elevator. Most of the times this happened when the elevator was faster than the synchronization of the players positions.
We were not able to reproduce the bug where the clan of a players is deleted. It happened two times until now. If you experience this bug please tell us what you did before so we can fix it. Thank you!
Tac: EW Sniper Damage class = 05 (meaning it does less damage to med hull / utl hull / hvy class and extra hvy class hull and lt/med shield)
Draconium: Disable Gunships Warden Ship takes Gunship's place Add Warden minimap icon Add PE Taser to Starbase useable on Warden as long range anti fighter weapon Add ta_taser.ogg sound clip Modify Sounddef for ta_taser.ogg clip Implement new Fighter model Implement new hitbox on Outpost - Expansion - Supremacy EW StlGalv damage per shot = 2.5 (from 1.75) for 20 dmg/second
Valkyrie: All Stations have lt base shield, meaning the shield can be gunned down for TT or HTT capture, this includes Garrison - Starbase - Exp - Adv Exp - Sup - Adv Sup - Tac - Adv Tac - SY - Drydock All Stations have major base hull, meaning impervious to EW Galv, this includes Outpost - Refinery - Teleport
StationShield Repair = 1 (from 2) StationHull Repair = 1.1 (from 2) ShipSpeed = 1.1 (from 1) ShipSensors = 1.1 (from 1) ShipSignature = 1.1 (from 1) Modify Sounddef for faohtau1/2/3.ogg sound clip to match fire rate of weapon Add weed_burni.ogg for Afterburner sound effect (interior) Add weed_burno.ogg for Afterburner sound effect (exterior) Remove Lt SF (unused ship) Remove Lt Int (unused ship) Add 200 ammo to SB (for PE Tau cannon) PE Tau Cannon: projectile speed 1400 (from 1000) range = 1400m (from 1000) Ammo use: 2 per shot (from 3 per shot) LRM Hunter 3x2: signature loaded = 0.5 (from 1) Hunt3 sig is 0.3
Attack Carriers: Improve pilot handling (turn radius) they turn faster than the Attack Carriers of ac_09 Increase HP = 3000 (from 2000) Rear thrust = 0.5 (from 1) Max thrust = 20000 (from 15000) Increase thrust to mass ratio from 15, to 20
Destroyers: Add 1 turret to Destroyers (not for Rix) loads PW AC or PW Skycap or LT Cost = 2000 (from 3000)
SRM EMP no longer requires Expansion Base to rearm. In the event of HTT docking to rearm even if Expansion is lost, the missiles will replentish now. You must still research them. Once developed, or stolen, you will never lose them. You will lose HTT if you lose the ship. EW A-BS Can for TF mirrors this and no longer requires Expansion Base to rearm.
Remove Observer (unused from DN era to observe matches)
Remove Pre/Def 60 / Def 62 from factions Global pointing to unused string. Remove Def 240 from Rix. Cleaning up core. Remove Station Shield 1&2 development (unused development) Remove EW Phaser 23/Mini Phaser 123 (unused) For some reason EW Phaser1 is being stubborn and I have not found a way to delete it (without crashing the core doing so).
Remove 2 PW Skyripper development / PE Skyripper development (unused as Skyripper part is included with med class development)
Remove VOID dev 399 from Garrison (any disabled tech or development will simply have a pre of 399 to disable it's use. List of unused items in core: Dev Vulcan Cannon 2, Dev Aleph Res 2, Dev Aleph Res 3, Part EW Phaser
Remove unused "Cashbox" probe 1/2/3 (this was a hack to allow allied teams to transer money to other teams by ejecting probes worth cash to them.) Was disabled and not in use.
IC: Remove Light Class development from SY (unused) IC must still buy med class for Attack Carrier/ Destroyer/ Assault/ Frigate
Bios: Remove Frigate (unused ship)
Gigacorp: Remove Lxy Sf (MS version Med Shield- unused ship)
TF: PWRange = 1 (from 0.9) PE Skycap1 available to Gunships/Hvy Bomber without SY and Light Class Remove TowerAC probe (unused tower)
Rix: Remove Lt Int (unused ship)
GT: Remove Kinetic Torpedo (unused missile) Remove Heavy ER Nan (unused technology) Remove Assault Ship N (unused technology) Change Lt Sig Clk to 0.3 cloaking ability (from 0.5)
Phoenix: Remove Nova Bomb, Adv Fig/Adv SF/Hvy Scout/Hvy Int Attack Drones, Recon Drone, Rescue Drone. He3 Yield to 1 (from 0.5)
Destroyers: Reduce ammo to 1200 (from 1800), which may still be too much ammo. Left Rix at 1800 ammo.
PW Longtom: Speed = 2000 (from 2500) Lifespan = 1.25 (from 1) Range = 2500m same as before Damage = 100 (from 80) Area Damage = 50 Increased damage of LT as Skycap was probably better.
Modify Sounddef.mdl for Mars base/booster sounds. Modify Missionbrief.mdl for new Mars faction launch.
Miner drones have 0.25 he3 capacity. 0.5 he3 mining speed. 1.1 he3 yield. Ability to buy 12 miner drones. 2000 each every 90 seconds. Miners HitPoints 1/3 of normal miners. Miner 400HP, Enhanced Miner 533HP, Advanced Miner 666HP. Miners load Med Shield. Miner mass = 70. Typical miner mass = 100. To offset the poor acceleration to assist in lining up on doors. The miners will need to be managed I noted that even though there was plenty of helium on rocks, they will leave a sector with a good amount of helium to go elsewhere. This may have to do with the number of drones quietly calling dibs on a he3 rock to mine it. It should go without saying Refineries are important for the economy. I forsee managing the miners to be a full time job. Lifepods are an advanced variety with upgraded speed to 100mps. Can ripcord in 30 seconds. Cannot be rescued by teleport or refinery.