Update 1.08 (23 March 2021)
What's new:
- We have added the option to enable profanity filtering. Find the "tick" in the Game Options menu.
- Nonna is back in business and now operates as a playable character. Joining her is the entire AAA team including Hellfire, Jones, Kenny, Mikhail, Quinn, and Rodriguez. And to round it all up, we're actually making all of the NPCs - Anabelle, Aubrey, Brand, Carter, Dmitry, Filbert, Garibaldi, Guard, Michelle, Vermetti, Professor Kiesel, Princess - available as playable characters. If I'm counting correctly (I'm actually just copying a number) that's 19 brand new characters for you to choose from.
Performance and stability:
- You guessed it – various performance improvements and optimizations across GFX APIs.
- Fixed a crash that would happen when trying to change current loading screen hint, but there aren't any hints to be displayed. I wonder if we did it by adding more hints? Seems like the easiest way to do it.
- Damjan added a couple of new tracks to the game. Have a listen. They’re as amazing as ever.
Gameplay fixes:
- All enemy spawners in the final boss battle now ignore the enemy multiplier. Because you hated real fun.
- Netricsa can no longer be invoked while the weapon wheel is active.
- Fixed a bug where rocket launcher upgrade on Colosseum wasn't properly saved in inventory progress.
- Fixed a bug where vehicle camera auto centering wasn't working in multiplayer.
- The “Toggle last weapon” mechanics will now remember the last brought up weapon (instead of the last selected weapon). How was this even a thing? I don’t know.
- Fixed a rare issue of the Assault Rifle/Pistol reloading after firing only one bullet. We thought this was the way to do it in modern shooters, but as it turns out – it’s not.
- Fixed an issue with private sessions not actually being private in Survival. Go, get naughty in your locked servers.
Visual fixes:
- Fixed issues with the water ripple effect in certain cases.
- Fixed a bug where subtitles rendered through menu simulation (instead of HUD element) wouldn't be rendered.
- Fixed a bug where subtitles were rendered without blending enabled.
- Fixed a bug where white overlay from extra life gadget wouldn't disappear when cutscene starts.
- Crosshair is now visible in third person when using the "Hold to aim" option.
Update 1.07 (22 December)
Serious Sam 4 1.07 (585652) Changelog
What's new:
2020 is coming to an end. Finally. For most of us, it felt like survival, so we thought - let's celebrate it accordingly. Serious Sam 4 now has a brand new Survival mode spanning three maps, playable in singleplayer and co-op. Go, survive, my little ones.
It wouldn't be Christmas without a symbolic in-game event. Find a lonely tree in Death from Above, decorate it, and enjoy a trip to an alien-infested Winter Wonderland. Get your presents, but beware... some of them may contain something worse than a lump of coal.
Santa Sam is coming to town. And he's bringing guns.
Damjan has been a busy boy. Not only has he partnered up with the powerful Ivan Spelljack Jitz to create a new iconic Jingle Bells remix (download it here), he has remixed some of the war songs for your enjoyment.
Performance and stability:
- Improved stability and performance across graphics APIs.
- Improved support, performance, and stability for Nvidia's 3000-series GPUs.
- Fixed an issue that caused significant frame drops during the Drone side-quest on Breakfast in France.
Gameplay fixes:
- Fixed an issue where the player could be unfairly booted from the map in the Vatican.
- Small enemies can once more be gibbed with non-piercing weapons. Because we all absolutely love gibs.
Visual fixes:
- We've done work on most of the cutscenes, making them shinier and weirder. That's how we roll.
- Improved visibility on those pesky reptiloids. You should see them a bit better now and it should be easier to shoot one right between their eyes.
- We have added a pine branch tip to simple mesh. I have no idea what that means, but I still included it because it sounds kinda fancy.
- Improved formatting for subtitles across languages.
- Improved the appearance of weapon and gadget ammo lists on the HUD based on community feedback. See? We listen.
- Fixed an issue where the quick gadget prompt wouldn't go away. We scared it, so it will only pop up once now.
- Netricsa and skill point notifications will no longer overlap each other.
Update 1.06 (28 October 2020)
What's new:
The resistance welcomes another quartet of heroes to help win the fight against Mental's hordes. By popular demand, we're turning Serious Sam 4 into a spaghetti western, with Wild Wyat bringing the thunder. Joining him are the metal bros Elohim's Son and Silicone Sam, along with Devolver's money-loving CFO Fork Parker.
You have forced our hand, so go to your Game Options and enable the weapon ammo list to decorate the bottom-right of your screen.
We have added a shiny new grenade launcher to the final level. Create some chaos. You're welcome.
This update introduces a quick use option for gadgets. By default, this option is not enabled, so please use the Options menu to set it up to your liking.
Performance and stability:
- The odd and sporadic crash which happened on Vive la Resistance when you shoot a Khnum with the Devastator will now be non-existent or so rare that you'll never experience it again. I hope.
- Fixed an issue where the game would not detect your shiny new 3000-series GPUs properly.
- Various fixes and performance improvements for all CPU configurations. Added more CPU Speed customizations.
- Various performance tweaks across gfx APIs.
Gameplay fixes:
- The enemies will no longer act up when you kill them using a melee attack on a slanted surface.
- The metal snake will now make some proper noise when you kill it as all things should.
- Ugh-Zan will no longer break his gaze when you use the heart gadget. He's become immune to your flirting.
- We caught them red-handed! Those pesky Pyros will no longer steal your health drops when you melee them with the Healing punch perk activated.
- Fixed an issue where the screen would turn black if the host opens Netricsa when the client activates a multiplayer cutscene.
- Controller auto-aiming now works with projectiles. WHAT? IT TOOK US ONLY SEVERAL YEARS; YOU DON'T HAVE TO BE RUDE ABOUT IT.
- The Reptiloid will no longer ignore the slowdown when you are killing one of his friends with your bare hands.
- The fight music will no longer play indefinitely after the Cocked Locked side-objective.
- First-person hands now work in moddable executables. We aren't supporting modding just yet, but at the same time, we are because we're complicated like that.
- The Kamikaze will no longer T-Pose when the player is in the water.
- The third-person knife animations will no longer bug out if you hold the left mouse button while switching from dual-wield to single mode. It will also not bug out when you hold F1, O, left arrow, and middle mouse button when you're flipping someone off in real life. It never did, but that's beyond the point.
- Dual-wielded Tommy Guns now have the proper screen shake effect.
- Increasing the enemy multiplier in co-op will now multiply ammo as well.
- Netricsa entries will now save in your co-op sessions.
- MP clients will now see the end credits roll, mainly to see my name.
- Improved how the weapon wheel handles changing two weapons at the same time.
Visual fixes:
- Various animation fixes and tweaks across cutscenes.
- Various visual fixes across all levels.
- The "Prebaked" mode now offers better visuals on low-end computers.
- Pistols now have proper shell casings. About time if you ask me.
- The Kamikaze now has a new idle animation, as if he's ever NOT running at you screaming.
Bonus part:
- All localizations have been improved and expanded upon, fixing issues reported by the community.
- We have hopefully fixed all instances of missing subtitles in all languages.
Update 1.05 (28 October 2020)
What's new?
You can now use 5 new multiplayer characters (Dancing Denzel, Groovy Gregory, Pirate Pete, Boxer Barry, and Meatless Mike) in your co-op adventures. AND THEY ALL HAVE THEIR OWN HANDS IN FIRST PERSON VIEW. Unexpected, right?
It's Halloween, after all, so go dress up as your favorite Multiplayer character IN SINGLEPLAYER!
You can now customize your games even further thanks to a new custom difficulty setting which balances the multiplier for higher health enemies.
The Enemy Multiplayer option can now be set "per-player" for those of you who find joy in being absolutely destroyed in-game.
We have updated the SS4 Soundtrack. Owners now get MP3, AAC, and FLAC versions.
Performance and stability:
- Further optimizations on SSAO quality and performance.
- Fixed a rare crash caused by an empty gadget slot in the weapon wheel.
- Fixed a crash occurring when the player has the weapon bar active during level change.
Gameplay fixes:
- Per request, ammo amounts are now multiplied for all game modes, not just Single Player.
- Witch brides are no longer multiplied. Ever.
- Lava elementals now have a name in damage dealt recap when they hurt the player.
- Netricsa entries should now get removed when skipping Man vs Beast in co-op, as intended.
- The "death screen" will now show the amount of damage Lord Achriman dealt to your now deceased body.
- You will no longer be able to use weapons while parachuting during the Ugh-Zan battle by using your filthy quick save / quick load glitch. Naughty, naughty.
- Enemy multiplier now works even after you complete the level. Go nuts!
- The weapon wheel now shows the number of available uses for every available gadget.
- Fixed a bug where players would keep weapons that were taken away on chapter if the client joined after the chapter that took away weapons was started. You got to earn your stuff, nothing is free.
- You can no longer mount combat drones. You've had your fun. It's time we put a stop to it. We hate fun.
- Fixed a bug where the client wouldn't open Netricsa if picking up a gadget that host already had, or opening Netricsa multiple times when picking the same gadget if the host didn't pick it before.
- Fixed an issue where real-time clock would not show up when enabled (via cvar).
- Fixed issue in TP where players projectiles would go in strange directions when enemies and NPCs are just in front of the player.
- Fixed an issue with the unlockable door in Vive La Resistance. The door will now unlock even if you finish all side missions and find all secrets. On the positive side, we know what to put on our vault now. That door is impenetrable.
Visual fixes:
- Clients should now see the Time Warp effect when playing co-op.
- Muzzle flashes will now be visible when Deagles are dual-wielded.
- Gadget targeting trajectory and the highlighted area is no longer visible during cutscenes.
- The notorious T-Pose Knight is a goner. All hail the new and sexy not t-posing Knight.
- The issues with the terrain disappearing on the Citadel level. It was a trap, but you didn't fall for it so we had to fix it.
- Various visual improvements on prebaked lighting. No levels will be pink from now on.
- The Mummy will now act die a more dramatic death when you kill it. Almost as if it went to acting school.
- Fixed a bunch of visibility and visual issues reported by my man Harry Poster. Thanks, brother! You're a superstar.
- Various improvements of animations across several cutscenes.
Update 1.04 (9 October 2020)
What's new?
- By popular demand, and totally not because we messed up, the game will now save your inventory in your profile upon finishing a level. This means you can now continue your playthrough without losing all your stuff. Keep in mind that using cheats will prevent the inventory from saving.
- The "show weapon wheel" and "select last weapon" functions can now be bound to the same button, with the weapon wheel being shown upon holding the button.
- The vast emptiness of the France level has been filled up. Find the filling, and kill it. Let us know how you did.
- You can now press the weapon wheel button shortly to switch to your last weapon. -Holding it will still show the weapon wheel.
- You can now customize your game difficulty by adjusting the enemy multiplier.
Stability and performance:
- Fixed an issue where the game would sometimes crash during longer Netricsa browsing sessions.
- Fixed a rare issue where some supported GPUs would be marked as unsupported by mistake.
- Various smaller performance and stability tweaks and fixes across GPU APIs.
Gameplay fixes and changes:
- Fixed an issue where specific Netricsa messages would not show up when intended.
- Pyro now has fire coming out of his flamethrower. He sent his original one for replacing. It was obviously broken.
- Piercing weapons will now actually pierce enemies when you shoot them from close range, and not fly out randomly.
- We have bought a new Grenade launcher for Sam. This new model can shoot continuously if you keep the LMB pressed.
- Enemies will no longer start to moonwalk after you shoot them from close range. They will die as all things should.
- Do you remember how big enemies outside of the black hole don't explode when killed? Well, they do now.
- You can now use your finishing moves on Harpies as well.
Visual fixes and changes:
- The default color settings have been tweaked to liven things up. If you wish to adjust them further, please use the Color Options menu.
- Sam's sprinting animation will no longer be activated randomly with the Born to Run skill unlocked.
- The Volcano on Gates of Hell finally erupted. It has particles and all.
- The ol' Tractor now has a moving wheel. It's crazy, I know.
- Various tweaks of the third person melee attacks.
- The laser now has a slightly improved secondary fire animation.
- Fixed issues with some Processed, Gnaar, and Beheaded melee finishing animations.
- Pyro will no longer do the Vogue T-Pose in the air when damaged. We don't like dancers.
Other changes:
- Asian languages now have proper word wrapping.
- Various localization fixes for all languages. This is still work in progress, so you are more than welcome to report remaining issues with subtitles and/or menu strings.
Update 1.03 (1 October 2020)
Stability and performance
- Various stability and performance improvements across GFX APIs.
- Fixed an issue where the game would hang on a black screen and cause the system to reboot in rare cases.
- Killing the Metal Snake boss should no longer cause the framerate to drop unexpectedly.
What's new?
- The benchmark will no longer create auto-saves, so your progress is safe once again.
- The benchmark will no longer leave the cheats turned on at the end of the run.
- You can now disable all hints, as well as the headshot indicators in the game options menu.
- Netricsa indicators can now be controlled through the game options menu.
- Weapon slots are now bindable! Thanks for your feedback on this.
- Toggle last weapon will now ignore gadgets.
- Objective markers visibility can now be controlled through game options (auto, always, never).
Gameplay fixes and changes
- Fixed an issue which would prevent the player from finishing the side mission on "Gates of Hell" in certain situations.
- The Cluster Grenade attachment will now be awarded when the player starts the "Vive la Resistance" level from the menu.
- The Zealot will no longer be catapulted into oblivion when killed by a double barreled shotgun or a rocket launcher. It was fun while it lasted.
- The Chainsaw Launcher alt-fire will now gib enemies as intended.
- The player will now spawn in the Popemobile after loading an autosave during the Megalopolyp boss fight.
- Fixed an issue where the players would sometimes get stuck near the first gated area in Viva La Resistance.
- Fixed an issue where the players would be unable to remove a weapon from their hands while riding a Khnum.
- Fixed an issue where some secrets would not be marked as such when the player discovered them.
- Vehicles will no longer be able to kill enemies without any momentum
- L.I.F.E gadget will no longer reset armor to 100 to players who have more than 100 armor at the time of activation.
- Fixed an issue with the cutscene starting abruptly upon finishing the Viva la Resistance square fight
- The mech "low battery" warning will no longer show for all players on the server, even if they are not in a mech.
- Players will now select last used weapon after using gadget, instead of always autoselecting rifle.
Visual fixes and changes
- Fixed an issue where Blue Biomech wouldn't gib on any blood setting but the default one.
- Fixed an issue where the Time Warp effect would be visible during cutscenes.
- Vehicle steering wheels and speedometers will now behave correctly in all situations.
- Additional tweaks on the Processed melee kill.