Friends & Family Patch 0.1.14
POLISH, BABY!
It might seem like we’re patching up a storm - and, oh yeah, you betcha we are. We’ve been patching weekly and we are enjoying that pace. We plan to continue doing so unless there’s a strong dev reason on a given week - like something new is mid-implementation and/or Too F’ed Up To Inflict On Y’All.
And pre-thanks as well for being understanding that weekly updates will occasionally mean we’ll wanna add Big Things that aren’t necessarily ready for prime time but could still use a little lovin’ from our Friends and Family helping us out.
With all that said - not this week! We had a big focus on polishing based on your feedback - especially for some of the newer mutations and of course Da Champ, The Big Show, and his friendly level-eating Death Shredder. So thanks a bunch for the feedback on our changes!
NPC
-- Lowered life for all Oompa Grenadiers
-- Only mortar grenadiers are resistant to explosives
-- Claw Gladiator now pounces using a new retarget system
-- Claw Gladiator is now more likely to pounce the farther he is from his target
-- Bomb spiders now charge past you instead of to the location it initially spotted you at - should feel a bit more organic
Combat:
-- Big cleanup/refactor of how projectiles are deflected by wallops - please keep an eye out for projectile oddness!
-- The cleanup of projectiles should cure the rare but heinous case where walloping things like the Juggernaut's bolas with viral spread or multiplication on would occasionally cause a nigh-infinite respawn of mini-bolas.
-- Added camera shake, audio, and other punchiness to player death (@Ludofex had some solid feedback around this as did others, thanks!)
-- Decimus screams on death and has a dramatic death audio whoosh
UI:
-- "Game Over" audio plays on Run Summary
-- "You Died" audio now plays when You Died message comes on screen
-- "Click to Continue" animates/gives feedback on click while prompting you to continue from Run Summary UI
-- Added temp icons for achievements
-- Adjusted scaling on Run End Summary to handle 4:3 spacing better
-- Adjusted location of SaveWatcher widget to upper right corner to not overlap with Announcer
Content:
-- Shops now appear a bit more populated/have some custom decor
Polish:
-- It is now easier to grab objects out of pits by leaping on them
-- The spike roller now keeps trying to knock you away if you are invulnerable during the initial hit
-- Fixed several typos with achievements
-- Added ability to hide certain achievements at end of level/run (no more VIEWEREVENTSUNLOCKED or similar non-public text appearing occasionally)
-- Level name is now always correct on Run Summary UI
-- Buddies, cambots, and your telekinetic weapon can no longer fall through the walls or get stuck on missing pathfinding near the walls
-- Telekinetic Weapon teleports to your location when you are in a room that enters lockdown
-- If your telekinetic weapon somehow still falls through the floor, it will be popped back into the room near where it was
-- Mutation Precognition works properly on The Big Show
-- The Champ’s Claw Carpet attack is much more visible
-- Fixed issue where occasionally Boss Kills were being overridden by Flawless Boss Kills improperly at run end
-- Refactored Flyup/Slamdown changing target mid-jump to be customizable and shared across NPCs (affects Stompers/Champ/Gladiators/etc.)
-- Changed the spike roller to start already spawned in on the Big Show
-- Added a more forward "hazardous pathfinding" area in front of the spike roller to help convince the ai to avoid it a bit more
-- Fixed an issue where the spike roller could still crush you against the opposing wall under certain circumstances
-- Chains on the NPC gladiators’ legs now animate
-- Gladiator chains are no longer multiplying their damage from explosions (yeah, surprised us too)
-- Fixed an issue where Da Champ wasn't able to jump between the different sub-arena rooms
-- Partial cleanup of Champ's pouncing/jumping to new system
-- Fixed Champ's collisions on various sub-meshes
-- Removed various prototype functions that are no longer required
-- Spawn cages no longer appear if they are spawned on an invalid tile
-- Secret doors now properly clean up their wall columns when revealed while not in combat
-- Shops now have wall shelving to try to make them look more unique
-- Removed a bunch of rocks spawned in the corners of shops now that there are shelves there
-- Shrunk one of the shops that had a bunch of extra space for rocks in the corner, but are now removed because of the new walls
-- Secret doors can now hide themselves on walls that have been changed based on room type, like shop walls
-- Removed the shelves from the back of the shop cage, now that it is handled by the walls of the shop
-- Shop shelves now randomly populate themselves with decor
-- Hid a collision box that was visible on the level greeter
-- The level and run end summary screens now support keyboard and gamepad inputs
-- Fixed an issue where arena tiles were not safe with how they tried to measure their distance from the center of their room
-- Fixed an issue where the Big Show exit elevator could spawn behind the spike roller and be inaccessible
-- The spike roller now handles hitting things in pits much more naturally
-- Added an extra fallback teleport box for edge cases where npc's (and the player) get forced through the spike roller
-- Added collision for the spike roller that goes all the way to the ceiling to stop things from ending up stuck on top of it
-- Did a bunch of tweaks and changes to various aspects of the spike roller to help it work a bit better
It might seem like we’re patching up a storm - and, oh yeah, you betcha we are. We’ve been patching weekly and we are enjoying that pace. We plan to continue doing so unless there’s a strong dev reason on a given week - like something new is mid-implementation and/or Too F’ed Up To Inflict On Y’All.
And pre-thanks as well for being understanding that weekly updates will occasionally mean we’ll wanna add Big Things that aren’t necessarily ready for prime time but could still use a little lovin’ from our Friends and Family helping us out.
With all that said - not this week! We had a big focus on polishing based on your feedback - especially for some of the newer mutations and of course Da Champ, The Big Show, and his friendly level-eating Death Shredder. So thanks a bunch for the feedback on our changes!
NPC
-- Lowered life for all Oompa Grenadiers
-- Only mortar grenadiers are resistant to explosives
-- Claw Gladiator now pounces using a new retarget system
-- Claw Gladiator is now more likely to pounce the farther he is from his target
-- Bomb spiders now charge past you instead of to the location it initially spotted you at - should feel a bit more organic
Combat:
-- Big cleanup/refactor of how projectiles are deflected by wallops - please keep an eye out for projectile oddness!
-- The cleanup of projectiles should cure the rare but heinous case where walloping things like the Juggernaut's bolas with viral spread or multiplication on would occasionally cause a nigh-infinite respawn of mini-bolas.
-- Added camera shake, audio, and other punchiness to player death (@Ludofex had some solid feedback around this as did others, thanks!)
-- Decimus screams on death and has a dramatic death audio whoosh
UI:
-- "Game Over" audio plays on Run Summary
-- "You Died" audio now plays when You Died message comes on screen
-- "Click to Continue" animates/gives feedback on click while prompting you to continue from Run Summary UI
-- Added temp icons for achievements
-- Adjusted scaling on Run End Summary to handle 4:3 spacing better
-- Adjusted location of SaveWatcher widget to upper right corner to not overlap with Announcer
Content:
-- Shops now appear a bit more populated/have some custom decor
Polish:
-- It is now easier to grab objects out of pits by leaping on them
-- The spike roller now keeps trying to knock you away if you are invulnerable during the initial hit
-- Fixed several typos with achievements
-- Added ability to hide certain achievements at end of level/run (no more VIEWEREVENTSUNLOCKED or similar non-public text appearing occasionally)
-- Level name is now always correct on Run Summary UI
-- Buddies, cambots, and your telekinetic weapon can no longer fall through the walls or get stuck on missing pathfinding near the walls
-- Telekinetic Weapon teleports to your location when you are in a room that enters lockdown
-- If your telekinetic weapon somehow still falls through the floor, it will be popped back into the room near where it was
-- Mutation Precognition works properly on The Big Show
-- The Champ’s Claw Carpet attack is much more visible
-- Fixed issue where occasionally Boss Kills were being overridden by Flawless Boss Kills improperly at run end
-- Refactored Flyup/Slamdown changing target mid-jump to be customizable and shared across NPCs (affects Stompers/Champ/Gladiators/etc.)
-- Changed the spike roller to start already spawned in on the Big Show
-- Added a more forward "hazardous pathfinding" area in front of the spike roller to help convince the ai to avoid it a bit more
-- Fixed an issue where the spike roller could still crush you against the opposing wall under certain circumstances
-- Chains on the NPC gladiators’ legs now animate
-- Gladiator chains are no longer multiplying their damage from explosions (yeah, surprised us too)
-- Fixed an issue where Da Champ wasn't able to jump between the different sub-arena rooms
-- Partial cleanup of Champ's pouncing/jumping to new system
-- Fixed Champ's collisions on various sub-meshes
-- Removed various prototype functions that are no longer required
-- Spawn cages no longer appear if they are spawned on an invalid tile
-- Secret doors now properly clean up their wall columns when revealed while not in combat
-- Shops now have wall shelving to try to make them look more unique
-- Removed a bunch of rocks spawned in the corners of shops now that there are shelves there
-- Shrunk one of the shops that had a bunch of extra space for rocks in the corner, but are now removed because of the new walls
-- Secret doors can now hide themselves on walls that have been changed based on room type, like shop walls
-- Removed the shelves from the back of the shop cage, now that it is handled by the walls of the shop
-- Shop shelves now randomly populate themselves with decor
-- Hid a collision box that was visible on the level greeter
-- The level and run end summary screens now support keyboard and gamepad inputs
-- Fixed an issue where arena tiles were not safe with how they tried to measure their distance from the center of their room
-- Fixed an issue where the Big Show exit elevator could spawn behind the spike roller and be inaccessible
-- The spike roller now handles hitting things in pits much more naturally
-- Added an extra fallback teleport box for edge cases where npc's (and the player) get forced through the spike roller
-- Added collision for the spike roller that goes all the way to the ceiling to stop things from ending up stuck on top of it
-- Did a bunch of tweaks and changes to various aspects of the spike roller to help it work a bit better