Closed Beta Patch 0.2.6
CLOSED BETA PATCH NOTES 0.2.6
I don’t have a theme for this one - it’s basically the “Holy Crap That’s A Lot Of Patch Notes For A Single Week” patch! Lots of stuff, let’s dig in:
UI - LOTS of cleaning up existing UI - including streamlining Carnage Items, improving the end of run summary, improving the Character Sheet, and more. We also added new elements - showing mutations onscreen, buttons to get to discord/steam, and lots of work on the Fame system UI (which we’ll enable soon, we promise!)
Content - New rooms, new mutations, new gadgets!
Polish - Much of this is directed by the feedback we get from y’all, whether it’s through discord, email, or cruising through the analytics from our lurkers. We put a bunch of focus on this as well this week, wanting to make sure we’re keeping up with any found bugs and low-hanging-fruit quality of life improvements. Do let us know when you stream! It’s super useful (and fun) for us to hang out and watch/chat live - and maybe to let off some stress by sending some extra gifts, events, and craziness via our dev cheats (muahaha!)
All in all, reading through the pages of patch notes I’m all like “damn how much can go into a weekly patch anyways?!” Did we sleep at all? I forget. Off to bed.
Enjoy!
Features:
Fame backend implementation:
Fame is the system we use to give persistent rewards for playing a character - as you gain fans with a given character, they’ll unlock goodies for the character at the end of each run. These include things like new/better starting items, a Fan Club which gives fans early in the run to kickstart your Fan Events/Gifts, and more. The system is getting pretty complete, but we still want more time to test it (because it’s persistent, any bugs you see will likely require us resetting account save files, which we like to avoid - so we’re doing some extra passes on it in Chez Skullbot before turning the switch to let Fame actually be gained by y’all.)
-- Added Fame Bar
-- Added initial data for Decimus' fame growth -
- at 250 fame, gains a fan club - 10 permanent Fans
- 500 Fame - gains Fan Favorite as starting Carnage Item
- 1500 Fame - Fan club grows to 20 permanent Fans
- 2000 Fame - Cambuddy is upgraded to give add'l IT!
- 5000 Fame - Unlocks Fan Favorite, Shock Sword for all classes
-- Fame rewards displayed on bar
-- Fame rewards celebrated when achieved
-- Fame system animates properly
-- Fame gains and unlocks stored in finalized run data
-- Decimus now has Fan Favorite as his starting Carnage Item after completing Fame Tier 1
-- Deciumus unlocks Fan Favorite as a potential spawned item for all classes after completing Fame Tier 3
-- Added backend achievement data for unlocking permanent fans for Decimus
-- Bar properly celebrates unlocks
-- Fame assigned at the end of run
-- Fame bar now animates at end of run
-- Added Fame achievements for Abacus (including his Fan Club, the Abacuties)
-- Fame gains disabled for patch (to get some more testing in first)
Content:
-- Multiple new rooms
-- Added new secret/vault rooms
-- Added four new mutations
-- Added our first gadget that will break the game on the regular - Replicator - creates copies of nearby items. What could go wrong?
-- Fan Favorite Carnage Item now starts locked
-- Added "Acid Kill" stylish move
[bUI
-- Achievement descriptions now appear in Achievement widget
-- Cleaned up fonts/font colors in several widgets
-- Fame bar properly animated from fame tier to fame tier
-- Fame bar handles scaling properly
-- Fame bar makes space for reward icons properly
-- Cleaned up You Win screen
-- Moved achievement widgets to left side lower corner
-- Fixed issue with Achievement widgets appearing while game paused
-- HUD rearranged to properly handle aspect ratios for PlayerManager UI
-- Carnage Item new widget properly updates name
-- BugZapper now has correct icons set for full/empty states
-- Character sheet now handles scaling to arbitrary aspect ratios properly
-- Character stats now handle 4 digit decimal numbers well
-- Cleaned up how we draw the minimap player
-- Added new Carnage Item UI to game
-- Rearranged upper left HUD corner to compensate
-- Cleaned up BombTracker, AmmoWidget
-- GadgetTracker sized better for square gadget icons
-- Started adding minimap icons for the teleporters
-- Fixed an issue where the new room icons were blocking the mouse over names on the minimap
-- Added a much more prominent Discord button to our main menu and now allow you to navigate to it with gamepads
-- UI/Char Sheet/End of Run polish
-- Character Sheet stat display polished/anchored with aspect ratio changes
-- Switched the winning screen links over to more obvious buttons that are not right in the center
-- Fixed an issue where dash time was not respecting the time changes from other things like mega combo (Thanks @Kahvikone)
-- Added a Skullbot Games splash screen (that can be skipped) before the main menu
-- Added the Unreal logo to our game intro
-- The intro logos now only appear during the game intro, not every time you return to the main menu
-- Achievement Completed UI tuned
-- Achievement unlock celebrations can be delayed for proper timings
-- Polished AchievementComplete widget animations
-- Moved Achievement Complete widgets to center of the screen to better fit on level/run end screens and unlock screens (they do compete with the announcer at the moment for real estate)
-- NPC health bars now show small armor icons instead of just turning grey if armor exists
-- Productized Run End Summary screen
- Handle scaling on all aspect ratios
- Handles localization size changes properly
- Added character name
-- Added mutation bar to bottom of main UI
-- Added mutations to Run Summary screen
-- Fixed issue where PC name could be in the wrong case on Run Summary
-- Camera zoom is saved between floors and even to the main menu if you continue your run without restarting the game
Polish:
-- Fixed a sawblade-traps-granting-inconsistent-stylish-moves bug from @Kahvikone's stream that required a bit of a cleanup of projectiles and how they handle stylish moves. Keep an eye out for (probably unintended if they seem odd) changes elsewhere, thanks!
-- Fixed an issue where mini claw spiders could still be alive after room combat had already ended (Thanks @Kahvikone)
-- Gadget/Carnage Item/Wearable internal overhaul -
-- Activatable items are now activated on key/button up instead of key/button down
-- This will allow us to show FX/ranges/etc. on key down for lockpicks/replicators/etc. down the road
-- Active items can now apply multiple buffs if desired (was single buff only)
-- Fixed sound class for Abacus' death scream (thanks @Outlaw)
-- Harpoons no longer pass on the "Ignore Armor" damage type during pullbacks (makes ThroughPut feel better)
-- Spawn Factories can no longer spawn minions through walls in rare cases (thanks @Kahvikone)
-- Checking if a position (like for minion spawning) is safely on a tile no longer changes its position if it is
-- Mini claw spider minions now spawn on the floor and slightly more spaced out
-- Added new companion, Mortar Buddy (initial implementation)
-- Fixed issue with caching initial mesh scales for NPCs that could cause infinite regression in some cases
-- Cleanup of mortar trajectory code
-- Ossification will no longer kill you at certain health values (thanks @Kahvikone)
-- Fixed issue where resetting your save files still left you briefly with access to Abacus
-- Adjusted Droppers to spawn stacks more quickly/more tightly together
-- Added ability to mark a damage source to never provoke Backstab effects
-- Blood locks no longer provoke backstabs (felt weird since walloped mobs would always be backstabbed)
-- Fan rewards during The Big Show now spawn ASAP rather than waiting until combat is complete (good suggestion @Kahvikone and @Gramstaal)
-- Fixed an issue with the claw leap attack tricking Da Champ into thinking he was already attacking, when he actually was just standing there like a dummy (Thanks @Kahvikone)
-- Da Champ no longer needs line of sight to the player before he will leap to safety or to the next room
-- Added ability to increment permanently the starting fans at the beginning of each run for a class
-- Armor forges will no longer randomly hide their button and stop working (Thanks @Kahvikone)
-- Fixed issue where blank unlock names could be displayed
-- Fixed issue where warnings could be thrown by new account save file
-- Made some small improvements to the collision and pathing around pods to try and reduce ranged enemies shooting into them
-- Destroyed spinner tiles no longer leave floating normal tiles behind when you load into a half destroyed the Big Show level
-- The tall column in the far left corner of the Big Show is no longer destroyed by the spike roller
-- The spike roller now properly destroys the tall columns on the lower right low wall in the Big Show when the tall walls they are attached to are destroyed
-- Fixed an issue where pits would not connect between the adjacent rooms of the Big Show
-- Missile Bombs now grants you 3 bombs on acquisition
-- Fixed: All bomb gadgets on the ground were reloading with however many bombs the player had
-- Added data for per-character win/loss streak records
-- Baddies who are flagged as not dropping loot or not granting carnage no longer have a chance of granting coins from Cash Dash either (thanks @Kahvikone)
-- Steam achievements now try to complete, even if you have already accomplished them before in game (Thanks @Kahvikone)
-- Fixed public info for Fan Favorite
-- The new secret room now correctly uses all low walls
-- Shop cages not placed in shops now properly show their own bookcase back wall
-- Projectiles can now be set to exist for much shorter times then before
-- Fixed a bug where projectiles would be set to exist for a negative period of time, causing them to exist forever
-- The "IT!" stat now properly increases the amount of carnage dropped for stylish moves
-- Added more productized per-class reward and tier information
-- Fixed potential race condition in DungeonSpawner that could rarely cause an issue if PC hadn't yet spawned
-- Added Upgraded Cambuddy NPC - raises IT! of PC by 1.
-- Fixed an issue with mini claw spiders not spawning their friends in the cooked build
-- Mutant VR headsets now properly hide and show when they die or are resurrected
-- Persistent Fans now applied at the beginning of run
-- Fixed long term hidden issue where unlocked buffs weren't being re-unlocked properly on subsequent runs (why you'd see Spin Doctor Fan Events only on runs where you actually had killed Dr. Death)
-- Your upgraded cambuddy has a new luxurious royal purple paint job
-- Nuke projectiles now have their falling trail properly centered
-- Fixed issue where Shover was sending barrels at warp factor wacky occasionally when hitting them with shield
-- Normalized Shover wallop vectors with other NPCs
-- Cleaned up stats math around Wallop vectors for Far and ShotZip stats (shouldn't be visible change)
-- Cleaned up names/descriptions of achievements for completing levels for the first time
-- Fixed an issue where you could hurt shielded spiders through their shields if you bounced them off of something first
-- Fixed an issue where shielded spiders were sometimes splattering blood even though they weren't taking damage
-- Fire Buffing splatter does more damage but ticks at a slower rate than acid
-- Cleaned up long achievement descriptions
Developer Notes
-- [DEV] Cleaned up IDManager constructors to properly initialize all variables in cooked build
-- [DEV] renamed Donation Button to Fan Favorite internally and cleaned up redirectors/tags
-- [DEV] Callback_AchievementAnyCompletion now being properly broadcast by AccountManager
-- [DEV] Adding a bunch of new Steam and Twitch assets to the project
-- [DEV] Fame cheats added to PlayerController
-- [DEV] Achievement celebration instigation moved to C++
-- [DEV] Cleaned up spawn cheat menus to show public-facing names
-- [DEV] Prototype of new Carnage Item UI in test
-- [DEV] Adjusted widget hierarchy/naming
-- [DEV] Partially moved to new SubSocketSystem API in preparation for next UE4 version changing APIs
-- [DEV] Added backend replication/item duplication system
-- [DEV] Merged Carnage Item/Gadget handling of activation/buffs (was two separate systems for no purpose)
-- [DEV] Simplified APIs for activating wearbles
-- [DEV] Added backend data to allow Audience opinion and/or IT! to affect chances of items spawning in the wild
-- [DEV] End of Run Summary/Fame Bar now handles finalized run data
I don’t have a theme for this one - it’s basically the “Holy Crap That’s A Lot Of Patch Notes For A Single Week” patch! Lots of stuff, let’s dig in:
UI - LOTS of cleaning up existing UI - including streamlining Carnage Items, improving the end of run summary, improving the Character Sheet, and more. We also added new elements - showing mutations onscreen, buttons to get to discord/steam, and lots of work on the Fame system UI (which we’ll enable soon, we promise!)
Content - New rooms, new mutations, new gadgets!
Polish - Much of this is directed by the feedback we get from y’all, whether it’s through discord, email, or cruising through the analytics from our lurkers. We put a bunch of focus on this as well this week, wanting to make sure we’re keeping up with any found bugs and low-hanging-fruit quality of life improvements. Do let us know when you stream! It’s super useful (and fun) for us to hang out and watch/chat live - and maybe to let off some stress by sending some extra gifts, events, and craziness via our dev cheats (muahaha!)
All in all, reading through the pages of patch notes I’m all like “damn how much can go into a weekly patch anyways?!” Did we sleep at all? I forget. Off to bed.
Enjoy!
Features:
Fame backend implementation:
Fame is the system we use to give persistent rewards for playing a character - as you gain fans with a given character, they’ll unlock goodies for the character at the end of each run. These include things like new/better starting items, a Fan Club which gives fans early in the run to kickstart your Fan Events/Gifts, and more. The system is getting pretty complete, but we still want more time to test it (because it’s persistent, any bugs you see will likely require us resetting account save files, which we like to avoid - so we’re doing some extra passes on it in Chez Skullbot before turning the switch to let Fame actually be gained by y’all.)
-- Added Fame Bar
-- Added initial data for Decimus' fame growth -
- at 250 fame, gains a fan club - 10 permanent Fans
- 500 Fame - gains Fan Favorite as starting Carnage Item
- 1500 Fame - Fan club grows to 20 permanent Fans
- 2000 Fame - Cambuddy is upgraded to give add'l IT!
- 5000 Fame - Unlocks Fan Favorite, Shock Sword for all classes
-- Fame rewards displayed on bar
-- Fame rewards celebrated when achieved
-- Fame system animates properly
-- Fame gains and unlocks stored in finalized run data
-- Decimus now has Fan Favorite as his starting Carnage Item after completing Fame Tier 1
-- Deciumus unlocks Fan Favorite as a potential spawned item for all classes after completing Fame Tier 3
-- Added backend achievement data for unlocking permanent fans for Decimus
-- Bar properly celebrates unlocks
-- Fame assigned at the end of run
-- Fame bar now animates at end of run
-- Added Fame achievements for Abacus (including his Fan Club, the Abacuties)
-- Fame gains disabled for patch (to get some more testing in first)
Content:
-- Multiple new rooms
-- Added new secret/vault rooms
-- Added four new mutations
-- Added our first gadget that will break the game on the regular - Replicator - creates copies of nearby items. What could go wrong?
-- Fan Favorite Carnage Item now starts locked
-- Added "Acid Kill" stylish move
[bUI
-- Achievement descriptions now appear in Achievement widget
-- Cleaned up fonts/font colors in several widgets
-- Fame bar properly animated from fame tier to fame tier
-- Fame bar handles scaling properly
-- Fame bar makes space for reward icons properly
-- Cleaned up You Win screen
-- Moved achievement widgets to left side lower corner
-- Fixed issue with Achievement widgets appearing while game paused
-- HUD rearranged to properly handle aspect ratios for PlayerManager UI
-- Carnage Item new widget properly updates name
-- BugZapper now has correct icons set for full/empty states
-- Character sheet now handles scaling to arbitrary aspect ratios properly
-- Character stats now handle 4 digit decimal numbers well
-- Cleaned up how we draw the minimap player
-- Added new Carnage Item UI to game
-- Rearranged upper left HUD corner to compensate
-- Cleaned up BombTracker, AmmoWidget
-- GadgetTracker sized better for square gadget icons
-- Started adding minimap icons for the teleporters
-- Fixed an issue where the new room icons were blocking the mouse over names on the minimap
-- Added a much more prominent Discord button to our main menu and now allow you to navigate to it with gamepads
-- UI/Char Sheet/End of Run polish
-- Character Sheet stat display polished/anchored with aspect ratio changes
-- Switched the winning screen links over to more obvious buttons that are not right in the center
-- Fixed an issue where dash time was not respecting the time changes from other things like mega combo (Thanks @Kahvikone)
-- Added a Skullbot Games splash screen (that can be skipped) before the main menu
-- Added the Unreal logo to our game intro
-- The intro logos now only appear during the game intro, not every time you return to the main menu
-- Achievement Completed UI tuned
-- Achievement unlock celebrations can be delayed for proper timings
-- Polished AchievementComplete widget animations
-- Moved Achievement Complete widgets to center of the screen to better fit on level/run end screens and unlock screens (they do compete with the announcer at the moment for real estate)
-- NPC health bars now show small armor icons instead of just turning grey if armor exists
-- Productized Run End Summary screen
- Handle scaling on all aspect ratios
- Handles localization size changes properly
- Added character name
-- Added mutation bar to bottom of main UI
-- Added mutations to Run Summary screen
-- Fixed issue where PC name could be in the wrong case on Run Summary
-- Camera zoom is saved between floors and even to the main menu if you continue your run without restarting the game
Polish:
-- Fixed a sawblade-traps-granting-inconsistent-stylish-moves bug from @Kahvikone's stream that required a bit of a cleanup of projectiles and how they handle stylish moves. Keep an eye out for (probably unintended if they seem odd) changes elsewhere, thanks!
-- Fixed an issue where mini claw spiders could still be alive after room combat had already ended (Thanks @Kahvikone)
-- Gadget/Carnage Item/Wearable internal overhaul -
-- Activatable items are now activated on key/button up instead of key/button down
-- This will allow us to show FX/ranges/etc. on key down for lockpicks/replicators/etc. down the road
-- Active items can now apply multiple buffs if desired (was single buff only)
-- Fixed sound class for Abacus' death scream (thanks @Outlaw)
-- Harpoons no longer pass on the "Ignore Armor" damage type during pullbacks (makes ThroughPut feel better)
-- Spawn Factories can no longer spawn minions through walls in rare cases (thanks @Kahvikone)
-- Checking if a position (like for minion spawning) is safely on a tile no longer changes its position if it is
-- Mini claw spider minions now spawn on the floor and slightly more spaced out
-- Added new companion, Mortar Buddy (initial implementation)
-- Fixed issue with caching initial mesh scales for NPCs that could cause infinite regression in some cases
-- Cleanup of mortar trajectory code
-- Ossification will no longer kill you at certain health values (thanks @Kahvikone)
-- Fixed issue where resetting your save files still left you briefly with access to Abacus
-- Adjusted Droppers to spawn stacks more quickly/more tightly together
-- Added ability to mark a damage source to never provoke Backstab effects
-- Blood locks no longer provoke backstabs (felt weird since walloped mobs would always be backstabbed)
-- Fan rewards during The Big Show now spawn ASAP rather than waiting until combat is complete (good suggestion @Kahvikone and @Gramstaal)
-- Fixed an issue with the claw leap attack tricking Da Champ into thinking he was already attacking, when he actually was just standing there like a dummy (Thanks @Kahvikone)
-- Da Champ no longer needs line of sight to the player before he will leap to safety or to the next room
-- Added ability to increment permanently the starting fans at the beginning of each run for a class
-- Armor forges will no longer randomly hide their button and stop working (Thanks @Kahvikone)
-- Fixed issue where blank unlock names could be displayed
-- Fixed issue where warnings could be thrown by new account save file
-- Made some small improvements to the collision and pathing around pods to try and reduce ranged enemies shooting into them
-- Destroyed spinner tiles no longer leave floating normal tiles behind when you load into a half destroyed the Big Show level
-- The tall column in the far left corner of the Big Show is no longer destroyed by the spike roller
-- The spike roller now properly destroys the tall columns on the lower right low wall in the Big Show when the tall walls they are attached to are destroyed
-- Fixed an issue where pits would not connect between the adjacent rooms of the Big Show
-- Missile Bombs now grants you 3 bombs on acquisition
-- Fixed: All bomb gadgets on the ground were reloading with however many bombs the player had
-- Added data for per-character win/loss streak records
-- Baddies who are flagged as not dropping loot or not granting carnage no longer have a chance of granting coins from Cash Dash either (thanks @Kahvikone)
-- Steam achievements now try to complete, even if you have already accomplished them before in game (Thanks @Kahvikone)
-- Fixed public info for Fan Favorite
-- The new secret room now correctly uses all low walls
-- Shop cages not placed in shops now properly show their own bookcase back wall
-- Projectiles can now be set to exist for much shorter times then before
-- Fixed a bug where projectiles would be set to exist for a negative period of time, causing them to exist forever
-- The "IT!" stat now properly increases the amount of carnage dropped for stylish moves
-- Added more productized per-class reward and tier information
-- Fixed potential race condition in DungeonSpawner that could rarely cause an issue if PC hadn't yet spawned
-- Added Upgraded Cambuddy NPC - raises IT! of PC by 1.
-- Fixed an issue with mini claw spiders not spawning their friends in the cooked build
-- Mutant VR headsets now properly hide and show when they die or are resurrected
-- Persistent Fans now applied at the beginning of run
-- Fixed long term hidden issue where unlocked buffs weren't being re-unlocked properly on subsequent runs (why you'd see Spin Doctor Fan Events only on runs where you actually had killed Dr. Death)
-- Your upgraded cambuddy has a new luxurious royal purple paint job
-- Nuke projectiles now have their falling trail properly centered
-- Fixed issue where Shover was sending barrels at warp factor wacky occasionally when hitting them with shield
-- Normalized Shover wallop vectors with other NPCs
-- Cleaned up stats math around Wallop vectors for Far and ShotZip stats (shouldn't be visible change)
-- Cleaned up names/descriptions of achievements for completing levels for the first time
-- Fixed an issue where you could hurt shielded spiders through their shields if you bounced them off of something first
-- Fixed an issue where shielded spiders were sometimes splattering blood even though they weren't taking damage
-- Fire Buffing splatter does more damage but ticks at a slower rate than acid
-- Cleaned up long achievement descriptions
Developer Notes
-- [DEV] Cleaned up IDManager constructors to properly initialize all variables in cooked build
-- [DEV] renamed Donation Button to Fan Favorite internally and cleaned up redirectors/tags
-- [DEV] Callback_AchievementAnyCompletion now being properly broadcast by AccountManager
-- [DEV] Adding a bunch of new Steam and Twitch assets to the project
-- [DEV] Fame cheats added to PlayerController
-- [DEV] Achievement celebration instigation moved to C++
-- [DEV] Cleaned up spawn cheat menus to show public-facing names
-- [DEV] Prototype of new Carnage Item UI in test
-- [DEV] Adjusted widget hierarchy/naming
-- [DEV] Partially moved to new SubSocketSystem API in preparation for next UE4 version changing APIs
-- [DEV] Added backend replication/item duplication system
-- [DEV] Merged Carnage Item/Gadget handling of activation/buffs (was two separate systems for no purpose)
-- [DEV] Simplified APIs for activating wearbles
-- [DEV] Added backend data to allow Audience opinion and/or IT! to affect chances of items spawning in the wild
-- [DEV] End of Run Summary/Fame Bar now handles finalized run data