Friends & Family Patch 0.1.18
YEAH, WE PATCH EVERY 4 DAYS, WE’RE COOL LIKE THAT!
It might seem like we JUST patched last Wednesday - and, oh, yeah, we did! New stuff coming at you because we are Just That Cool as we head towards cleaning out our list of Closed-Beta-Blocking-Bugs. There isn’t anything too crazy in here as it’s only a few days of updates. Some retooling of how we handle death, armor, and machines more than anything else to handle some long-standing bugs, and some UI polish as well. Enjoy!
UI:
-- Improved Encyclopedia UI to be less programmer-art-y
-- Allowed Fan Gift Tracker to handle multiple simultaneous fan gifts
-- Fan Gift widgets are properly aligned at side of screen
-- Rescaled Fan Gift widgets to avoid alignment issues
Content:
-- Lightweight injector now applies the correct buff and is actually quite useful
-- Added new Armor Forge machine to some shops/medlabs to help with your armor repairing needs
Polish:
-- Fix for 4.23 build issue with GameplayTags
-- Tosser plus Bubble Wand now shoots a spray of projectiles
-- Fixed log spam being thrown by Tar_Splatter
-- Quitting rapidly before the "end run" screen comes up will no longer allow you to avoid death via save file
-- Timed our animations to work with the new auto-calculated descent timings for flyup/slamdown
-- Machines no longer have accidental collision set on their holographic signs
-- Added debug text capabilities to FGWidgets
-- Removed debug spam from ThrownWeaponProjectile
-- Cleaned up some machine transaction data
-- Fixed bug where Biggest Fan could fly you down two levels at once
-- Fixed broken grates in Stompers_Std
-- The armor forge now saves and loads when you leave and rejoin a run
-- Updated the art and collision setting for the armor forge
-- Portable Repair Kit is no longer an injector (it started off life as one)
-- Re-tagged Portable Repair Kit
-- Artified Portable Repair Kit
-- Animated Forge and prettified
-- Cleaned up some of the machine pools
-- Added armor forges to all shop rooms
-- Added persistent data for Fame system
-- Retooling of how Transactions handle you losing health containers:
-- If you have no health containers left, transactions involving health containers fail without taking a health container/killing you (fixes an issue where Abacus could eternally open Genetic Surgeries)
-- If you have no health containers left as Decimus, your worn armor if any can keep you alive still (not sure I like this TBH but handling it otherwise is visually confusing)
-- Creatures can still be lost by losing their last bits of health (so you can still kill creatures by wacking them into Genetic Surgeries if you can pull that off)
-- Blood locks (which transact hearts rather than heart containers) should still function the same
-- Walloping heart consumables into blood locks/etc. still works the same
-- Let me know if you see issues as this is all pretty fiddly and could easily have unintended consequences!
-- Health Gambler machines now do 32 damage to NPCs rather than 128
-- Fixed the immunity that you get during the "arena pod opening" animation to protect you from pit hits and to last a little bit after you regain control to give you a chance to get out of a dangerous situation before you get hit
-- In yet another "doesn't add a ton of functionality yet but handles some edge cases and touches everything and could break stuff" - reworked death and corpse states to be cleaner, moved some aspects into C++
-- Damage.IgnoresArmor now does actually damage your armor if you are out of HP
-- This sounds odd but allows for fewer strange cases like Decimus being able to trigger health gamblers while in his flak jacket penalty-free or Abacus not being able to use health gamblers when it feels like he should.
-- If your armor is all that is keeping you alive and you swap armor, you now die if the new armor has insufficient armor left (previously you'd survive with 0HP/armor)
-- Also moved more death-handling stuff to C++ for BaseCharacter
It might seem like we JUST patched last Wednesday - and, oh, yeah, we did! New stuff coming at you because we are Just That Cool as we head towards cleaning out our list of Closed-Beta-Blocking-Bugs. There isn’t anything too crazy in here as it’s only a few days of updates. Some retooling of how we handle death, armor, and machines more than anything else to handle some long-standing bugs, and some UI polish as well. Enjoy!
UI:
-- Improved Encyclopedia UI to be less programmer-art-y
-- Allowed Fan Gift Tracker to handle multiple simultaneous fan gifts
-- Fan Gift widgets are properly aligned at side of screen
-- Rescaled Fan Gift widgets to avoid alignment issues
Content:
-- Lightweight injector now applies the correct buff and is actually quite useful
-- Added new Armor Forge machine to some shops/medlabs to help with your armor repairing needs
Polish:
-- Fix for 4.23 build issue with GameplayTags
-- Tosser plus Bubble Wand now shoots a spray of projectiles
-- Fixed log spam being thrown by Tar_Splatter
-- Quitting rapidly before the "end run" screen comes up will no longer allow you to avoid death via save file
-- Timed our animations to work with the new auto-calculated descent timings for flyup/slamdown
-- Machines no longer have accidental collision set on their holographic signs
-- Added debug text capabilities to FGWidgets
-- Removed debug spam from ThrownWeaponProjectile
-- Cleaned up some machine transaction data
-- Fixed bug where Biggest Fan could fly you down two levels at once
-- Fixed broken grates in Stompers_Std
-- The armor forge now saves and loads when you leave and rejoin a run
-- Updated the art and collision setting for the armor forge
-- Portable Repair Kit is no longer an injector (it started off life as one)
-- Re-tagged Portable Repair Kit
-- Artified Portable Repair Kit
-- Animated Forge and prettified
-- Cleaned up some of the machine pools
-- Added armor forges to all shop rooms
-- Added persistent data for Fame system
-- Retooling of how Transactions handle you losing health containers:
-- If you have no health containers left, transactions involving health containers fail without taking a health container/killing you (fixes an issue where Abacus could eternally open Genetic Surgeries)
-- If you have no health containers left as Decimus, your worn armor if any can keep you alive still (not sure I like this TBH but handling it otherwise is visually confusing)
-- Creatures can still be lost by losing their last bits of health (so you can still kill creatures by wacking them into Genetic Surgeries if you can pull that off)
-- Blood locks (which transact hearts rather than heart containers) should still function the same
-- Walloping heart consumables into blood locks/etc. still works the same
-- Let me know if you see issues as this is all pretty fiddly and could easily have unintended consequences!
-- Health Gambler machines now do 32 damage to NPCs rather than 128
-- Fixed the immunity that you get during the "arena pod opening" animation to protect you from pit hits and to last a little bit after you regain control to give you a chance to get out of a dangerous situation before you get hit
-- In yet another "doesn't add a ton of functionality yet but handles some edge cases and touches everything and could break stuff" - reworked death and corpse states to be cleaner, moved some aspects into C++
-- Damage.IgnoresArmor now does actually damage your armor if you are out of HP
-- This sounds odd but allows for fewer strange cases like Decimus being able to trigger health gamblers while in his flak jacket penalty-free or Abacus not being able to use health gamblers when it feels like he should.
-- If your armor is all that is keeping you alive and you swap armor, you now die if the new armor has insufficient armor left (previously you'd survive with 0HP/armor)
-- Also moved more death-handling stuff to C++ for BaseCharacter