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Friends & Family Patch 0.1.16

NEW CLASS! NEW WEAPON! TWITCH INTEGRATION! NEW STUFF!
We’ve been busy!

Since our last update, we added a new robotic playable class - meet Abacus!
He’s got no hearts to start, but makes up for it with innate armor and a new weapon - the fearsome gladiator claws!
Claws are a fast-attack weapon. They hit quickly for micro-wallops, and instead of firing projectiles, allow the wielder to launch across the room in a deadly slashing pounce for mobility and damage combined!
Defeat the Champ with Decimus to unlock Abacus!

As if that weren’t enough, we took Twitch integration to the next level - allowing you to hook up to your twitch chat, allowing any viewers to vote on audience rewards and events. There’ll be more to come!

In addition, find tons of tweaks, bug fixes, and some new cool armor and tougher NPC buff surprises for your adventuring experience - enjoy!

Combat:
New weapon: Claws
-- A fast-attack, high mobility player melee weapon
-- Starting weapon for Abacus
Pulverizer revamp:
-- Pulverizer now deals damage during the full course of the swing
-- Pulverizer is more powerful/deals more damage
-- Pulverizer is more reactive
-- Pulverizer does an AOE attack when a slam hits the ground, damaging all around the impact

UI:
-- [UI] New unlocked classes show up properly in character select screen
-- New unlock types celebrate properly in unlock widgets
-- Sped up unlock widgets slightly
-- Stacked unlock widgets do not stomp on each other

Content:
New robotic PC class - Abacus!
-- Abacus has no hearts to start, has 4 innate armor, less “IT”, higher mass, and some other minor stat tweaks.
-- Abacus unlocks after killing Da Champ with Decimus
-- Abacus starts with Claws as his initial weapon
-- Feedback welcome!
-- Added new armor: Mirror Armor - reflects laser projectiles that would strike you
-- Added new random NPC level-up buff: Goliath - enemies hit harder and move slower

NPCs:
-- Many Champ cleanups/tweaks (see polish section)
-- Adjusted dash distances for all gladiators and Da Champ

Features:
-- Hooked up Twitch chat/voting and revamped Fan polls

Polish:
-- Inventory now handles starting equipment per PC class
-- Having zero HP but armor remaining no longer kills you
-- Removing your last heart container no longer puts you in limbo
-- Fixed a bug that could cause the Big Show fight to restart after killing Da Champ if you left the game then continued
-- Removed some unnecessary invisible collision on the stage in the start room
-- Cleaned up internals of contact damage to be cleaner - keep an eye out for things being off
-- The FTL dash now does a better job not only teleporting you as far as possible in complex cases, but is also less likely to place you stuck inside locations you can't walk out of
-- The FTL dash is now less likely to get you stuck on tiny floor bumps like item pedestals and turntables
-- Power Armor and Rocket Launcher now display properly inside of an Arena Rewards dome
-- Fixed: Certain weapons could show incorrect (duplicated) stats on their info widget
-- Improved some NPC level up buffs
-- The level greeter no longer has an invisible collision shape on the floor if it decides to hide its item pedestal
-- Added new content packs for boss attacks and masks
-- The character select menu buttons now work with the keyboard and controllers
-- Claw work:
-- Can now attach multiple meshes for wearables (Left/Right claws in this case)
-- Firing Manager can now have custom lengths for powered attack input caching
-- Added new animNotify "HoldToContinue" where attacks will be interrupted if attack key not held down
-- The menu no longer can be overlapped by the item reward widget
-- Fix for missing tag issue in build
-- Secret rooms will now try to adjust their position to maximize the number of hallways they connect to
-- Unified how mass is set for all characters
-- FlyUp now maintains a ceiling above which the character becomes hidden. No more oddly sliding NPCs with your camera zoomed out.
-- Moved the math used to adjust dash distance into custom functions and updated all npcs to use them
-- Adjusted the random sizing of floor decor to fix the issue of MASSIVE floor decor
-- Spawnmanager now ignores scale when passed in to avoid Giant Decorative Rocks in the cooked build
-- Fixed issue where stompers could send you into the stratosphere if they hit you at the right location
-- Switched tile decor over to a new, post spawn scaling system
-- Fixed an issue where dashing speed could stack up over and over again, causing people to teleport around
-- Da Champ no longer leaps back to you after pushing the button in the next room
-- Fixed an issue where Da Champ could accidentally open two rooms back to back
-- Character equipment can now properly appear/disappear while leaping above ceiling
-- Claws now do Slashing Pounce on Secondary attack
-- Wearables can now pivot their meshes appropriately with multiple meshes
-- Weapon Pivot point set properly for Claws
-- Trails re-enabled for weapons (was accidentally having issues on several weapons)
-- Trails can now have multiples per weapon
-- Fixed a ton of issues where sand tiles were not checking to see if their art existed before trying to change it
-- Fixed an issue where Da Champ would keep jumping even when there was no new room to jump to
-- Fixed an issue where several of your game settings (like key bindings and volume) would not be loaded until after the first time you opened the in game menu
-- Claw attacks constrained in tight arc
-- Tuned Slashing Pounce attack for claw weapon
-- Created ability to determine landing spot with collision shape extrusion
-- Robot class starts with Claws by default
-- Minidrones who gain the Armored buff are no longer invulnerable masters of the dungeon
-- Slightly tweaked the distance Abacus can dash
-- Added a web link to the twitch OAuth options frame which you can use to get the OAuth you need
-- Fixed a bug where secret rooms weren't picking doors in the correct direction
-- Adjusted the min and max hallway lengths for secret rooms
-- Cleaned up some dungeon generation stuff... like properly spelling variable names
-- Moved Dev mode to new settings file
-- Deprecated old Options save file
-- Refactored Dev Mode cheat to be consistent in GVInstance
-- Added new delegates around options changing
-- Multiple bug fixes around options changing
-- Changed Orbital Shield mutation to Mirror Shield with appropriate visual shift
-- Made NPC variant of Mirror Shield for NPC level ups
-- Added display info for NPC "Mirrored" buff
-- Threat Level has been turned on - now, if the Threat Level goes up when you descend a level, all creatures/traps will do more heart/HP damage (displayed by the Level Greeter in the start room)
-- Attempting to fix an issue with the tutorial bouncy balls being scaled too small in cooked builds
-- First pass on having the AI respect their targets leaping
-- Shovers are less prone to cause crazy physics collisions with things like barrels
-- Shovers could be double-struck by explosions
-- Fixed a possible issue where the AI could continue to pay attention to old targets leaping after it should have already moved on
-- Switched over to the new spike plate model and texture
-- Adjusted the spike tile, wall spikes, and pits to support the new assets
-- Switched pit spike bases and spikes back to the old materials
-- Updated all other spike bases and spikes to the new materials
-- Tweaked the height of the pit base to fix an issue caused by scaling the spike base asset
-- Made significant changes to how the spikes on spiked doors look
-- Fixed crash bug in ValidAITarget
-- Now display Twitch status in chat box
-- Added more status information to C++ on Twitch connections
-- Added Twitch status delegates
-- Chatbox status fades based on twitch being enabled/connected
-- Cleaned out references to old options system
-- Increased the click are for the left (and right) options arrows (thanks hibame!)
-- Unified some of the options menu visuals
-- Fixed an issue with the end of level and end of run screens showing a selection carrot
-- Twitch settings page broadcasts when settings change
-- Moved Twitch settings into C++ struct
-- Removed old twitch blueprint struct/cleaned up references
-- Did some final position adjustments to the Twitch options menu
-- Added ability to view raw twitch connection messages in chat box
-- Added ability to connect directly to twitch from Twitch Options menu
-- Updating the default gamepad controls to hopefully work better
-- Added a default keybinding for the encyclopedia
-- The keybindings options are now much more resistant to us changing default values
-- The displayed text in the Twitch options menu is no longer selectable and no longer highlights when highlighting the associated button
-- Adjusted visibility and location of twitch-based widgets
-- Spawn cages now set themselves up at a safer time
-- Spawn cages now clean themselves up more completely
-- The dungeon room is now better at cleaning up its spawns when forced to shut down combat
-- Spinner tiles now do a better job of picking which neighboring tiles to mark as invulnerable
-- Some significant cleanups to da champ
-- Added ability for client to send messages to twitch
-- Polls can now communicate with twitch
-- Improvements to Poll messaging
-- Added a quick piece of math that will allow us to add player facing into movement input in the future if we want to
-- Removed the bright follow spotlight from the rooms that were using it
-- Poll durations now display properly
-- Significant improvements to how ai's handle the player leaping into the air
-- Poll watcher is prettier
-- Poll options are now broadcast to twitch chat
-- Poll description now auto-generated and broadcast over chat
-- Added checks for priority moves to all remaining ai trees
-- Poll creator cleanup
-- Edge cases handled with twitch communication
-- NPC poll voting order is randomized
-- Clean up to visuals on poll tracker
-- Spike trap tiles now randomly rotate to help with visual variation
-- Event tracker cleanups
-- Added a new start room column that does a better job of covering the corners
-- Cleaned up the existing arena columns to no longer use the ugly double column setup
-- Added a short secret room door to help with the unique look of the secret rooms
-- Adjusted spacing on various HUD widgets
-- Potential fix to issue with GrowBlades buff
-- Characters that fly up all now shove other creatures out of the way as they land
-- Main Menu character can no longer become de-synced from his armor
-- Added ability to flag certain attacks as uninterruptible
-- Fixed grates in Claw_Factory_Std room and moved it to level 2 from level 1
-- Significantly reduced the amount of bouncing done by the player slamming down on enemies with the claw slam attack
-- Fixed an issue with the claw slam hurting the player if they took off while on the edge of a pit
-- Fixed an issue with the claw slam bouncing after hitting the ground if the jump started from inside a pit
-- Updated all of our existing gamepad tutorial ground decals to match the new default gamepad setup
-- Updated all of our existing gamepad tutorial ground decals to use the same gamepad shoulder button image
-- Updated our "shoot" gamepad and keyboard tutorial ground decals to use the same "shoot & aim" terminology
-- Fixed audience polls that would come up and never go away if tiers were rapidly achieved
-- Cleaned up some issues introduced into FTL dash after the new fly up work
-- Fixed bug with various things causing contact damage where odd things could occur (too much damage, no damage, etc.)
-- The buttons in the encyclopedia now sit on "artified" tabs that show what button & page are currently being shown
-- Floating text now uses lighter, happier font
-- Updated all movement mode collision changes to character capsules to now use collision profiles
-- Fixed error thrown by Pulverizer when dropped
-- Moved all fly up capsule disabling and enabling into the base character class
-- Upped Da Champ's leap range when he is trying to get away from something
-- Da Champ will once again try to leap to safety when struck by the spike roller
-- The player character no longer snaps to a weird facing every time the mouse moves off of the game window
-- Pausing or unpausing the game clears out any queued power attacks or similar
-- Added delegate to be able to bind to changes in pause state
-- The dash cooldown timer can no longer be set to less than 1/10 of a second
-- Added a DashCooldownMX variable to allow us to do simple mutation modifications to your dash cooldown
-- Fixed a bug where flying characters were not able to fly over pits
-- Increased the speed of the claw slam attack
-- Enemies now continue to move in the direction they were already facing when you leap in the air instead of towards where you started, since not all enemies were walking toward you in the first place