Serious Sam: Tormental is a 3D rogue-lite top-down shooter where you blast your way through the tormented mind of demigod of destruction Mental, as he imagines worlds and monsters that stand on your path towards his inner ego. Let the showdown begin!
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
[img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31398110/4a904f4dcc80578a85b1d2f74d35e40120f6dd96.gif[/img]
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
[img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31398110/a879a746f776fff982a119af2a00d48cb63204c6.gif[/img]
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
[img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31398110/1fa82c43d2b2c8cc7cad3b7e1a559b260d4f16fb.gif[/img]
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
[img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31398110/0ab6ffadf3e903842a3871aca352a277987d52be.gif[/img]
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
[img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31398110/0195717a82fb960a29770c9cdae91e867a269853.gif[/img]
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
[img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31398110/e16dd38f2a1b78de66d240a6c797cc9c6e1df9f7.gif[/img]