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Closed Beta Patch 0.2.9

CLOSED BETA PATCH 0.2.9

A patch! A most palpable patch!

We’re cranking away - focusing on wrapping up features and adding in some quality of life goodies in preparation for our next big Beta push!

There are now Boss Variants for the Bombadier, your fans and your “IT!” can now influence spawns (better IT! = better stuff, unhappy fans = more nasty surprises!), Hard Mode is unlocked - and of course, there’s lots of continued polish and fixes.

Enjoy!

-Your SkullBuddies

Features:
-- The ability to play in Hard mode is now unlocked by winning the game once in Normal mode
-- Implemented ability to modify the spawn chances for an element of a pool based on one or more of:
-- PC's current "IT!" value
-- Fan opinion on the given object/buff/etc.
-- Or current Fan Happiness/Unhappiness

Content:
Added multiple new variants of the Bombadier, unlocked by performing a Flawless Kill on everyone’s favorite explosion-obsessed level guardian

Polish:
-- Adjusted weighting of votes on polls so Twitch voters count a bit more strongly against NPC voters in lower-twitch-viewer scenarios
-- Wallspikes and Wallbouncers now deactivate when the room is not in lockdown similar to how tile traps do (good call @loginerror)
-- Added backend for Mood Tiers (named tiers of happiness for the Fans)
-- Pickupables now persistently know if each one had previously been picked up, and do not adjust Fan mood if it is not the first pickup.
-- First pass implementation on removing chat lines from the in-game Twitch chat box
-- Pickupables refactoring around being added to inventory
-- Cleanup of mood tiers/mood tier change delegates to simpler system
-- Mood tiers clamped between -2/2
-- Mood tier displays properly/moved to Mood tag system
-- Added the game instance callback hookup for removing Twitch chat lines
-- Buffmanager cleanup:
-- Added concepts of Fan Boons and Fan Curses (applied by changes in fan moods)
-- Moved some functionality into C++
-- Cleaned up concept of Fan Events
-- Twitch functionality:
-- Cleaned up API from Twitch when user messages come in
-- Added Twitch ViewerID functionality to C++
-- We now pass metadata, ViewerID, LineID etc. to chat box so can display/handle twitch moderation more properly down the road
-- Now store both displayed name and full unique identifier for twitch viewer chat for to handle moderator bans/spammers
-- Slightly increased the dash distance for Gladiators and Da Champ
-- First pass on allowing NPC's to avoid dashing into pits
-- Implemented conditional spawning based on current Fan Happiness
-- Removed the swirly wall bouncer material as it is a bit distracting / confusing at the moment
-- Fixed issue where sometimes nothing would spawn with PoolEntryTags applied
-- Diminishing returns no longer applies during the tutorial
-- Adjusted the number of repeat moves at which diminishing returns kicks in
-- Added additional Steam achievements for maxing out fame for all current characters
-- Changed our explosion sfx to a duel channel one to fix issues with explosions quickly switching between the left and right audio channels
-- Unified how projectiles (and other non-projectile fused explosives) slightly vary their timing so that they don't all go off in the same frame
-- Fixed issue where arena pods could accidentally re-lock when coming back from a save - thanks @Seebo
-- Spike traps now by default initialize as "off" on room reveal and then activate.
-- Fixed: Spike traps could end up in the wrong state in an arena room if they were not in a sync group
-- Adjusted Spike trap covers so that they interact better with sand piles in arena rooms
-- Active Item Bugzapper now defaults to consuming less Carnage per use
-- Arena grating tiles now check for spike tiles before spawning some of their extra sand decor
-- Imported the new innate armor assets
-- Fixed an issue with circle arena tiles not being rotated properly to assist with the sand texture transition
-- Creatures spawned as minions are now tagged properly
-- Only mini drones spawned by drone factories play their "teleport in" sequence
-- Added a spawning sound for drone factories making mini drones
-- Fixed various edge cases of where traps could be on/off at inappropriate times in the various room types
-- State of whether room has been in lockdown now persists
-- Adjusted the opening sounds for the secret door so that it plays in unison with the normal door opening sound
-- Fixed minions being frozen in place on spawn
-- Added Fan Event BlindFight - Enemies are invisible (only given by Unhappy Fans)
-- Added new trap type - Recycler - initial implementation
-- Unlock widget fades rather than shrinks while disappearing
-- Added Danger decal to recycler
-- Shields refactoring
-- Shields now have debug logging
-- Shovers now behave somewhat better in terms of shield collision
-- MegaCombo now can attack creatures with shields
-- Optimized wallop arrows to trivially out if the option is not enabled
-- Cleaned up some of the Bombadier's attack animations
-- Slightly adjusted the frequency of some of the Bombadier's attacks
-- Fixed an issue where the Bombadier's giant electricity AoE was ticking damage at a greater range than it had hit initially
-- Added first pass textures and materials for the Bombadier variants
-- Fixed warning from animation blueprint
-- Moved attack table selection into the Bombadier so it can change based on leaf id
-- New container DualPods are now fully functional
-- Hooking up new attacks for the Bombadier's rocket variant
-- The Bombadier's rocket variant is ready for playtesting
-- Made some small attack frequency tweaks to the Bombadier's rocket variant
-- The Bombadier's rocket variant can now no longer walk when spawning a cruise missile but can during its rocket spray attack (except during the forced rocket spray after a melee slam)
-- Added a period during the rocket spray animation where the Bombadier can't turn
-- Adjusted the turn radius of the Bombadier's cruise missile
-- Tuned cruise missile code
-- All vaults now provide choices between items in them
-- Cleaned up timing around registration of choice pods
-- Improved signage on choice pods to make it only one can be chosen
-- Fixed issue with DualPods signage
-- Added a slam sound to the Bombadier's ground punch
-- Added an electric sound to the Bombadier's electric field
-- Tightened up our existing audio attenuation distances
-- Interaction widget cleanup
-- Upgraded our internal minion systems to be able to support multiple independent types of minions at the same time
-- Starting to set up the minion variant of the Bombadier
-- Began cleaning up how the Bombadier spawns its minions
-- Slightly adjusted the Bombadier's starting health
-- Added more spawned popper minions to the minion variant of the Bombadier
-- Added more appropriate "is" tags to the various versions of the Bombadier
-- You now unlock future Bombadier variants by getting flawless kills on the Bombadier
-- Added fan events to the dev alt menu
-- Switched the Bombadier's variant minions from poppers to tanks

Developer Notes
-- [DEV] Cleaned up variable initialization in UVotemanager
-- [DEV] Moved the WeaponType enum into C++ in an attempt to fix a 4.23 build issue
-- [DEV] Moved the AnimBP_MovementDirection enum into C++ in an attempt to fix a 4.23 build issue
-- [DEV] Added the ability to set spawn containers for minion spawns
-- [DEV] Fixed compile issue in PollWatcher