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Friends Family Patch 0.1.8

MOAR CONTENT! MOAR POLISH! MORE CLEANUP!
We’ve been focusing on adding more stuff! New mutations, new rooms, new gadgets, armor, and even a new level with a unique boss! He’s still in a prototype phase (and probably a bit too fast with his temp animations) - so feedback is very welcome!

On top of that we’ve done a bunch of polish work, including working on the timings and audio of combat in particular, and tons of behind-the-scenes cleanup in preparation for yet another big content round.

Enjoy!


NPCs:
-- First pass implementation for the Champ's weapon racks
-- Built functional weapon holders for The Champ
-- Added weapon rack spawning for The Champ
-- Implemented a prototype version of The Champ's weapon swapping behavior
-- The Champ now decides to swap his weapon when his health drops past certain points
-- Updated where our enemies decide to wander when they are really far away from the player
-- The Champ will now leap to the weapon racks if they are too far away or if he gets stuck
-- Added some logic to NPC dashing to help it dash directly to you if it has not yet finished a turn towards you
-- Did some light clean-up in the normal gladiator enemies
-- Mortar tanks fire further
-- All bosses and mini-bosses have reduced chance to use the same attack twice in a row
-- Tweaked the AI service that follows things so that it more quickly changes directions when its target changes location

Content:
-- Levels 2 and 3 have more rooms
-- Enabled The Big Show (level 4) in build with new boss - The Champ
-- Added “Dropper” spawners that can respawn in and out of lockdown
-- PC now starts with Flak Jacket equipped
-- Vestibule room now gets a beneficial mutation dropped in it by default
-- Created Fan Gift Boxes - gold chests which drops a larger number of useful consumables
-- Fan Gift Boxes are now dropped on the first fan goal and for several other fan goals
-- Adjusted the fan goal targets to be a bit more frequent
Note: The overall goal of this is twofold:
a) to make each run feel like there is a cool/unique aspect to it early on (by giving an early mutation) and
b) to unlock the consumable meta earlier - I'm finding that without an initial bomb or key the fact that many other consumables are locked behind rocks or chests makes too many runs consumable-starved.
Feedback very welcome.
-- Set up pool for valid starting mutations
-- Implemented switches that must be pressed to lift Lockdown of some puzzle rooms
-- Achievement system generally improved
-- Added new Achievement Mad Bomber for exploding 50 bombs over the course of all characters' careers
-- Mad Bomber unlocks Missile Bombs
-- Added Achievement: Bighearted for gaining 6+ heart containers in a single run. Unlocks the Full Heal/Large heart health refill
-- Added Achievement: Mutatilation for getting 15+ mutations in a single run (unlocks mutation: Adaptive)
-- Added Achievement: Bosskiller: Da Champ (unlocks mutation: Emperor's Boon)
-- Added Buddies - NPCs that follow/help you (often from mutations)
-- Added mutation Terminal Velocity - adds to Zip, Fury, Pow, Movement X, and ShotZip - but permanently removes the ability to pick up hearts
-- Achievement Bosskiller: Juggernaut now properly displays in Encyclopedia
-- Added mutation Bloodrush
-- Gain healing and a combat ZIP boost by performing the stylish move "Overkill"
-- Added mutation Reflexive Shield
-- After performing a "Nice Dodge' stylish move, gain 1s of invulnerability, +.5 zip, +1 IT
-- Added gadget Mapper - fully marks the current level into your minimap
-- Precognition mutation now provides magic mapping for every level
-- Added secret rooms (they are itty-bitty for now!)
-- Added level achievement and viewer bonus for finding secret room on a level
-- Standard shops now have one non-conumable for sale and 2 consumables by default
-- Added rare Mutation shop with 4 mutations for sale

Combat:
-- Large creatures are no longer blocked from firing while walloped (Effectively, the Executioner, etc. can't be interrupted from firing during their bullethell animations by harpoons/etc anymore - let us know if you see other issues!)
-- Fixed an issue where walloping an enemy while it was not walking to you could get it stuck in place
-- Tweaked default Electric Sword timings to feel a bit more responsive at level 1 Fury
-- Electric Sword regains ammo more slowly while in combat
-- Projectiles travel shorter distances for players and NPCs at base Far (increasing utlity of +Far buffs)
-- Note: a full rebalancing of stats across all levels will be coming now that we have enough content that your stats may actually max out.

Polish:
-- Updated Copyright notices to 2019
-- Cleaned fonts up on pregame UI
-- Game camera can now adjust distance on a per-room basis. Camera can be set with a distance for non-combat and combat modes, and has different defaults for different types of room. If you see a room with an odd camera distance, take a pic and post to discord please!
-- All encyclopedia entries now automatically show if they unlock any content (new rooms, mutations, or viewer events)
-- Fully overhauled minimap system
-- Fixed some issues with gladiators, the Champ, and death
-- Some minor weapon drop and pickup fixes for the gladiators
-- Updated arena rooms
-- Cleaned up / unified Gameplay Tags - keep an eye out for occasional red “Warning” text (you shouldn’t see any, just an FYI if one slipped through).
-- Variety of FiringMaster cleanups around interruption
-- Fixed typo in mutation description
-- Sped up in-world text somewhat
-- Shrank/sped up/condensed stylish move widgets
-- Moved level summary widget to new fonts/style
-- Tweaked warbot room boss
-- The executioner room boss now picks his axe back up if he is resurrected
-- General cleanup in the executioner room boss
-- Changed the concurrency settings for the miniboss music to only ever allow one to play at a time
-- [BUG] Fixed an empty mutation in the spawn pools that would sometimes cause a vault or arena to have no reward
-- [BUG] Fixed an issue where Orbital Shield was granting deflection stylish moves on your own projectiles
-- [BUG] Encyclopedia entries no longer sometimes prematurely reveal the stats of undiscovered items
-- [BUG] Fixed some collision warnings with the oompa grenadiers
-- [BUG] Your Cambuddy and other Buddies can no longer be used to pay Genetic Surgery/Health Gambler prices for you, cool as that was.
-- Gladiator sheet no longer says "0/0" at top
-- Gladiator sheet now shows equipped gadgets
-- [BUG] Fixed issue with disappearing icons on character sheet slots that started empty but were filled afterwards (Flak Jacket for instance)
-- [BUG] Removed errant LOD occasionally making picking-up-mutation FX look odd
-- Start room MC platform bobs up and down
-- Cleaned up room Multi_Tank_Std
-- [BUG] Fixed issue with buffs and stat changes to Life stat incorrectly affecting current HP for NPCs. Keep an eye out for oddnesses please!
-- Item pickup UI now properly speeds up if you pick up multiple ones in a row/enter combat
-- Revamped room broadcast and sync systems and moved to C++. Fixes issue where some spikes might rarely be out of sync with the rest in the room.
-- Fixed some missing wallbouncers in room SpikyBounceFest
-- [BUG] Fixed issue where NPCs could be occasionally killed by damage taken while they were spawning
-- [BUG] Fixed bug where buffing an enemy on spawn could cause them to explode like a popped bloodbag
-- Please keep an eye out for issues with health overall!
-- Added signs inside Medlab and on Medlab doors
-- Created GV_AdjustHeightComponent to normalize swung weapons for NPCs even if they are giant scale (fixes issue where Bosses/etc could swing over the PC’s head if they happened to be scaled up by an event/mutation)
-- Cleaned up the melee damage setup for several melee enemies and gladiators
-- Fixed up the telegraph and firing positions for the turret gadget
-- Cleaned up voting widget
-- Fixed a subtle issue causing enemies with large action tables to usually pick the actions listed at the top
-- Fixed an issue with AI not properly respecting certain untargetable teams
-- Tweaked many item descriptions
-- Switched many combat sounds over to their new and updated effects
-- Fixed issues with walls and pits trying to interact with walls and pits in other rooms if they got too close
-- Added functionality to revealing rooms along with additional general room clean-up
-- Destroying walls now properly cleans up decor on those walls
-- Fixed some potential crashes in the tile wall spawner
-- Telekinetically controlled weapons now wallop consumables properly (previously they were always walloped away from the character, not the weapon)
-- Telekinetic Weapon's default trails are longer for added visibility
-- Laser Sight mutation now stops damaging on applicant death
-- The Gatekeeper boss is now officially known as "Bombadier" (was different in different places previously)
-- "The Juggernaut" is now just "Juggernaut"
-- Spacing of boss names in the boss announce UI is tweaked
-- Shrank and sped up blood effects on hit to add a bit of clarity to crowded combats
-- Tightened up camera shake effects for wallops
-- Prevented camera shakes from adding to each other within a single frame
-- Fixed several issues with the level elevators that would cause a bunch of glitchy movement if they spawned on top of the player
-- The bomb spider once again plays a fuse sound when they light their fuse
-- [BUG] The ambient audience no longer cheers in start rooms where we have yet to place an in-world audience representation
-- Fixed an issue where occasionally charging enemies would stand still instead of running at you
-- Added Level Achievement for buying all items from a shop
-- Shopkeepers now thank you for item purchases
-- Encyclopedia pages for non-Achievements no longer throw warnings occasionally
-- Assigned a number of temporary mutation icons before we contract out real ones
-- Changed Start room MC's dialogue to be clearer
-- Added hit sfx to the tutorial bouncy ball
-- Added a woosh sfx to the powered attack upswing
-- Spike walls and bouncy walls no longer spawn decor
-- Fixed a sound concurrency issue with breaking crates
-- Added ability to have fire tiles that only ignite when combat is ongoing in that room
-- Added combat-only fire traps to CompactArena to make the reward less annoying to grab
-- Retribution armor now causes acid damage and acid FX when causing damage to attackers
-- Arena completion and fan gifts should more nicely time themselves via the announcer