Friends Family Patch 0.1.3
Major UI Overhaul
-- Based on feedback from y’all, we’re driving home more heavily our streaming/broadcasting arena theme in our visuals. This is most obvious now in the UI overhaul we’re doing, but soon you’ll see more in-game props and objects as well!
-- This overhaul is about 50% complete, so please excuse our dust with different widget funkiness in this pass.
-- The announcer can now pop up to, well, announce things! He’s announcing your boss battles, and will soon appear in other areas.
-- The audience members you earn are now called Fans as opposed to Viewers - these are the folks that like the cool moves you pull off (and carnage you generate) and send you gifts, etc..
-- The new UI elements should read as more clean and streamlined in various areas.
-- We’ve added a Fan Challenge widget (prototype implementation) to make it more obvious when your fans are getting ready to send you a gift.
-- Character Sheet visuals are improving.
New Features
-- Implemented Hard Mode basics. Not recommended for non-masochists with the current balance (everything but you goes faster). This will have content added going further.
-- Implemented New Run/Character Select prototype screen, during which you can select your difficulty mode. No other characters available (yet!)
-- Added Achievements Completed percentage bar to main menu.
NPCs:
-- Many animation tweaks - please keep an eye out for animation related issues - thanks!
-- First pass on adding various types of hazard pathing information so that enemies can avoid walking into traps like morons (unless they are flagged to be morons).
-- Poppers live fast, die young, and don't leave a corpse.
-- Drones break up better on death.
-- Spike Traps should be easier to see and telegraph their attack more clearly.
-- Animation revamps on the PC and various creatures.
-- Animations are properly marked with retarget sources. This should help some of the "floating" animations we see from time to time.
-- Juggernaut Boss attacks have been improved.
-- Juggernaut Boss bolas now spawn little lightning vortexes instead of fire as per his bigger attack.
-- Juggernaut Boss bullet-hell projectiles no longer allow "nice dodge" stylish moves.
-- Some cleanup of Juggernaut Boss locking rotation and location during various attacks.
-- Juggernaut Boss cleans up his AOE spell spam on death in a rough fashion.
-- Added martial arts animations for the claw attacks for Claw Gladiator and a future player claw weapon.
-- Some tweaks to root motion on some attacks.
-- Fixed issue with root animation and Powered Attack on Decimus.
-- Bombadier no longer has Rain of Rockets attack affected by Bounce viewer event. (rockets no longer wobble like Weebles on the ground, bouncing on their nose cones)
-- General rework of how psychic shields (and other sphere-based attachments) are handled for buffs. Keep an eye out for buff attachments acting unusually!
-- Updated the Drone Factory to always spawn its minions in the direction of the player.
Bugfixes:
-- Stopped the shopkeeper from cloning himself when the game saves.
-- Health machine still has some collision after it explodes.
-- Fixed two different bugs caused by using both the mouse and a controller at the same time in the main menu.
-- Bullet Time glow particle now cleans up after the projectiles expend.
-- Fixed long-standing potential bug with innate armor and saving -- please keep an eye out for issues with innate armor.
-- Shrapnelproof said it would give an innate armor but it did not.
-- Mutant Shotgunner heads no longer poke through their psychic shield.
-- Zooming during the tutorial monologue can no longer mess up the camera placement.
-- Arena camera zoom had oddness with zooming to the wrong spot.
-- Fixed hidden issue where if you could trigger a machine while it was mid-spawn it could end up in an odd state.
-- Killing yourself while playing with a Genetic Surgery will no longer put you in an odd paralyzed lifeless limbo, even though personally that seemed a fitting punishment for being so greedy. Admittedly it was a bug.
-- Arena edge tile skirts now hide themselves if over a pit.
-- Fixed a very subtle bug with healing from buffs that occasionally made levels 2+ have creatures explode like blood pinatas on spawn.
-- Shovers were dealing movement damage with their shield attacks, which is one of the kinds explicitly not blocked by post-hit immunity on the PC. In normal speech, this meant they could hit you many times on one shove. Fixed. Thanks @Justice and @Seebo.
-- Sand piles properly load when you come back from a save.
-- Fixed issue on the Oompa Digger that was allowing it to occasionally take damage while burrowing underground.
-- Fixed an issue where Oompa Diggers would never decide to dig under the ground until they had manually walked close to you at least once.
-- Fixed an issue with the Shover where it was setting its charge move mode after it had already chosen its path instead of before.
-- Fixed an issue where Highlight Cambots would target your little following camera drone.
-- Changed the AI package the Mini Spike Spider uses to a new one that has a delay between movements. Also slightly increased their Zip to help offset this additional slowdown.
Polish:
-- Bombs no longer spin away if you are too close to rocks when placing them.
-- Removed the "free crate" from the first room and replaced it with an audience gift delivered at 10 fans.
-- Crates sent by the audience now have a “Fan Goal” meter making it more obvious when they are coming.
-- Tweaked where we aim the character in relation to where the mouse is pointing - helping melee swing accuracy.
-- Added new turret room to level 1 and 2 that is less tedious than the old one.
-- Increased the spawn rate of the cheering prisoners and adjusted the ratio of large to tiny prisoners.
-- Significant repair and clean-up to how tiles identify how far from the walls they are.
-- Cleaned up how the arena edge tiles place their skirt decor so it no longer interferes with the ability to place normal floor decor.
-- Added an additional variable to all tile decor placement so different tiles can use different exponential drop-off values.
-- Adjusted the various random decor values for arena tiles so that their floor decor looks good.
-- Added a new piece of arena decor... the spotlight!
-- Scaled up all elevators by 25% as they looked a little small and +50% looked too big.
-- Arena spotlights and prison security cameras now track movement better.
-- Added occluder sand piles to the arena.
-- Updated player character mesh and skin weights.
-- Added gold door material to vault doors.
-- Switched the fire jets to a more efficient particle setup.
-- Removed the AO from the spinning door lights to stop them drawing weird shadows on top of their doors.
-- Updated both current arena rooms to no longer spawn cages near you when you hit the start button to prevent you getting trapped by them.
-- Turned health bars back on for trivial (one-hit) enemies as not having them was confusing.
-- Disabled various VR plugins that were turned on in our project by default. (Thanks @loginerror!)
-- Slightly adjusted the pathing cost of hazardous tiles after playing around with several test cases.
-- Fixed issues with multiple bomb rock, fuse, or explosion sounds stacking on top of each other so much that it becomes painful to listen to.
-- Fixed an issue with two different occluder hit and death sounds that was causing them to stack too many copies of the same sound at the same time, resulting in a very bad sound.
-- End of room audio should step on each other much less frequently.
-- Added new cheering and ambient sounds.
-- Resetting account data resets your run settings and re-enables the tutorial mode.
-- Fresh installations should default to "Tutorial Enabled" for the first run.
-- Arena ambient cheering sounds can now play before the room is revealed.
-- Fixed some scaling and alignment issues with the TutorialMC's floating platform.
-- The elevator particle should no longer flicker. (the elevator was occluding the particle system)
Dev:
-- Added machines to the debug spawn menu.
-- Manipulating life while not returning from a save will check to see if it kills you in more cases.
-- Fixed an issue where dev god mode was being half forgotten when you went down floors, putting it into a broken state.
-- Cheating more keys/coins also gives you more bombs.
-- Added ability for doors to choose whether or not they can unlock mid-combat. (we’ll be tweaking this somewhat going forward)
-- Added logging to track down a bug where Win Streaks can increment by 2. (please send repros if you find one!)
-- Based on feedback from y’all, we’re driving home more heavily our streaming/broadcasting arena theme in our visuals. This is most obvious now in the UI overhaul we’re doing, but soon you’ll see more in-game props and objects as well!
-- This overhaul is about 50% complete, so please excuse our dust with different widget funkiness in this pass.
-- The announcer can now pop up to, well, announce things! He’s announcing your boss battles, and will soon appear in other areas.
-- The audience members you earn are now called Fans as opposed to Viewers - these are the folks that like the cool moves you pull off (and carnage you generate) and send you gifts, etc..
-- The new UI elements should read as more clean and streamlined in various areas.
-- We’ve added a Fan Challenge widget (prototype implementation) to make it more obvious when your fans are getting ready to send you a gift.
-- Character Sheet visuals are improving.
New Features
-- Implemented Hard Mode basics. Not recommended for non-masochists with the current balance (everything but you goes faster). This will have content added going further.
-- Implemented New Run/Character Select prototype screen, during which you can select your difficulty mode. No other characters available (yet!)
-- Added Achievements Completed percentage bar to main menu.
NPCs:
-- Many animation tweaks - please keep an eye out for animation related issues - thanks!
-- First pass on adding various types of hazard pathing information so that enemies can avoid walking into traps like morons (unless they are flagged to be morons).
-- Poppers live fast, die young, and don't leave a corpse.
-- Drones break up better on death.
-- Spike Traps should be easier to see and telegraph their attack more clearly.
-- Animation revamps on the PC and various creatures.
-- Animations are properly marked with retarget sources. This should help some of the "floating" animations we see from time to time.
-- Juggernaut Boss attacks have been improved.
-- Juggernaut Boss bolas now spawn little lightning vortexes instead of fire as per his bigger attack.
-- Juggernaut Boss bullet-hell projectiles no longer allow "nice dodge" stylish moves.
-- Some cleanup of Juggernaut Boss locking rotation and location during various attacks.
-- Juggernaut Boss cleans up his AOE spell spam on death in a rough fashion.
-- Added martial arts animations for the claw attacks for Claw Gladiator and a future player claw weapon.
-- Some tweaks to root motion on some attacks.
-- Fixed issue with root animation and Powered Attack on Decimus.
-- Bombadier no longer has Rain of Rockets attack affected by Bounce viewer event. (rockets no longer wobble like Weebles on the ground, bouncing on their nose cones)
-- General rework of how psychic shields (and other sphere-based attachments) are handled for buffs. Keep an eye out for buff attachments acting unusually!
-- Updated the Drone Factory to always spawn its minions in the direction of the player.
Bugfixes:
-- Stopped the shopkeeper from cloning himself when the game saves.
-- Health machine still has some collision after it explodes.
-- Fixed two different bugs caused by using both the mouse and a controller at the same time in the main menu.
-- Bullet Time glow particle now cleans up after the projectiles expend.
-- Fixed long-standing potential bug with innate armor and saving -- please keep an eye out for issues with innate armor.
-- Shrapnelproof said it would give an innate armor but it did not.
-- Mutant Shotgunner heads no longer poke through their psychic shield.
-- Zooming during the tutorial monologue can no longer mess up the camera placement.
-- Arena camera zoom had oddness with zooming to the wrong spot.
-- Fixed hidden issue where if you could trigger a machine while it was mid-spawn it could end up in an odd state.
-- Killing yourself while playing with a Genetic Surgery will no longer put you in an odd paralyzed lifeless limbo, even though personally that seemed a fitting punishment for being so greedy. Admittedly it was a bug.
-- Arena edge tile skirts now hide themselves if over a pit.
-- Fixed a very subtle bug with healing from buffs that occasionally made levels 2+ have creatures explode like blood pinatas on spawn.
-- Shovers were dealing movement damage with their shield attacks, which is one of the kinds explicitly not blocked by post-hit immunity on the PC. In normal speech, this meant they could hit you many times on one shove. Fixed. Thanks @Justice and @Seebo.
-- Sand piles properly load when you come back from a save.
-- Fixed issue on the Oompa Digger that was allowing it to occasionally take damage while burrowing underground.
-- Fixed an issue where Oompa Diggers would never decide to dig under the ground until they had manually walked close to you at least once.
-- Fixed an issue with the Shover where it was setting its charge move mode after it had already chosen its path instead of before.
-- Fixed an issue where Highlight Cambots would target your little following camera drone.
-- Changed the AI package the Mini Spike Spider uses to a new one that has a delay between movements. Also slightly increased their Zip to help offset this additional slowdown.
Polish:
-- Bombs no longer spin away if you are too close to rocks when placing them.
-- Removed the "free crate" from the first room and replaced it with an audience gift delivered at 10 fans.
-- Crates sent by the audience now have a “Fan Goal” meter making it more obvious when they are coming.
-- Tweaked where we aim the character in relation to where the mouse is pointing - helping melee swing accuracy.
-- Added new turret room to level 1 and 2 that is less tedious than the old one.
-- Increased the spawn rate of the cheering prisoners and adjusted the ratio of large to tiny prisoners.
-- Significant repair and clean-up to how tiles identify how far from the walls they are.
-- Cleaned up how the arena edge tiles place their skirt decor so it no longer interferes with the ability to place normal floor decor.
-- Added an additional variable to all tile decor placement so different tiles can use different exponential drop-off values.
-- Adjusted the various random decor values for arena tiles so that their floor decor looks good.
-- Added a new piece of arena decor... the spotlight!
-- Scaled up all elevators by 25% as they looked a little small and +50% looked too big.
-- Arena spotlights and prison security cameras now track movement better.
-- Added occluder sand piles to the arena.
-- Updated player character mesh and skin weights.
-- Added gold door material to vault doors.
-- Switched the fire jets to a more efficient particle setup.
-- Removed the AO from the spinning door lights to stop them drawing weird shadows on top of their doors.
-- Updated both current arena rooms to no longer spawn cages near you when you hit the start button to prevent you getting trapped by them.
-- Turned health bars back on for trivial (one-hit) enemies as not having them was confusing.
-- Disabled various VR plugins that were turned on in our project by default. (Thanks @loginerror!)
-- Slightly adjusted the pathing cost of hazardous tiles after playing around with several test cases.
-- Fixed issues with multiple bomb rock, fuse, or explosion sounds stacking on top of each other so much that it becomes painful to listen to.
-- Fixed an issue with two different occluder hit and death sounds that was causing them to stack too many copies of the same sound at the same time, resulting in a very bad sound.
-- End of room audio should step on each other much less frequently.
-- Added new cheering and ambient sounds.
-- Resetting account data resets your run settings and re-enables the tutorial mode.
-- Fresh installations should default to "Tutorial Enabled" for the first run.
-- Arena ambient cheering sounds can now play before the room is revealed.
-- Fixed some scaling and alignment issues with the TutorialMC's floating platform.
-- The elevator particle should no longer flicker. (the elevator was occluding the particle system)
Dev:
-- Added machines to the debug spawn menu.
-- Manipulating life while not returning from a save will check to see if it kills you in more cases.
-- Fixed an issue where dev god mode was being half forgotten when you went down floors, putting it into a broken state.
-- Cheating more keys/coins also gives you more bombs.
-- Added ability for doors to choose whether or not they can unlock mid-combat. (we’ll be tweaking this somewhat going forward)
-- Added logging to track down a bug where Win Streaks can increment by 2. (please send repros if you find one!)