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Closed Beta Patch 0.2.16

CLOSED BETA UPDATE 0.2.16

As many of you already know, Gone Viral is going to be in the IndieMEGABOOTH at PAX East next week and we couldn’t be more excited! If you happen to be going, you 100% should come say hi! There are a ton of bug fixes and endless polish that has gone into this patch with two things specifically I would like to call out.

First, have you ever been irritated when you discovered you couldn’t knock around certain items with your sword or that your Magnetic Lure refused to even try to pull that chest you wanted out of the pit? Well be irritated no more! Gaffer did a big pass on physics and pickupables and we should be much more consistent when it comes to knocking around crap with your crap!

Secondly, we added a bunch of PAX demo specific work. This included a ton of stuff to tighten up the polish in the main game like UI work, better support of 4k resolutions, and a bunch of tiny bug fixes. It also included a bunch of PAX demo only changes you should never see. If you do see anything demo-ish, let us know! You probably shouldn’t!

Features:
-- All pickupable items can now be affected by physics/knocked around with your sword/etc. Some notes:
- You might be all like "yay, now I can knock stupid swords/armors that are fan gifted away from me when I don't want 'em!" - you're right, but if they are in a hallway they're still annoying (we block pickupables from leaving a room to avoid knocking-a-heart 7-rooms-away-to-open-up-a-spikedoor-type-"optimal"-but-boring-play so the thang can't leave the corridor)
- This means Magnetic Lure now works on other gadgets (and of course armor/weapons/yadda) meaning that gadget play events are even more chaotic
- Items on pedestals (boss rewards, vault rewards, and shop items for instance) can't be moved unless they are picked up/dropped first. The starting room free fan gift can (since it's airdropped on a pedestal by a fan crate)
- (Noted by @S5 Flare in the bug report, but I know this was commented on by several others as well.)
-- PAX Mode has been added… but you shouldn’t see any of this! Let us know if you do because that would be a bug!
- Each run now goes to The Big Show on the 3rd floor and then ends if you set the game to PAX mode
- Disabled all hyperlinks when the build is in PAX mode
- "New Game" button from main menu, while in PAX/show floor mode, will reset the account file and start a new run in the tutorial.
- The "you win" screen now hides it's unnecessary buttons when in PAX mode
- Decimus starts with an extra heart if in PAX mode
- Implemented taking beta sign ups from our winning or losing run screens in PAX mode
- The streak counter and Discord button on the main menu are now always hidden when in PAX mode

Updates:
-- Medbots now inform you of the % chance they have to heal you to save confusing folks who think it errored out (thanks @Starcore6 @IrvineRando @Justice @Seebo)
-- Enlarged area around SpikeDoors where hearts can trigger the blood lock
-- New weapon icons added
-- Added rare mutation Painiac - get bigger and stronger for the rest of the level every time you take heart damage (up to 10 times)
-- Fixed scaling issues with main options page in 4K
-- Fixed text clipping issue with Mutations bar
-- Updated Emperor's Boon icon
-- Fan Gift widgets animate their entry and departure properly
-- Loot Boxes/Badboxes have proper descriptions set up
-- Fan Challenge widget animates in/out/pulses correctly
-- Fan Challenge has proper font gradients set
-- New coin/key icons for UI
-- Fan Challenge animation work
-- Wall monitors no longer show your face on the tutorial level
-- Fan Gift widgets no longer occasionally will not translate fully on screen in 4K
-- Both the tutorial start room and 1st floor start rooms now appear with their exit doors open
-- Magnetic Lure no longer works against creatures immune to movement (including turrets) (thanks @Seebo)
-- Added ability to mark certain items as always visible in VisibilityData such as Shock Sword
-- Chests are now affected by wallops/magnets
-- "You Win" screen now properly scales to fill odd aspect ratio monitors
-- Removed warning about visibility data with Decimus
-- Movement invulnerability no longer blocks self-imposed movement (like dashing)
-- First Death achievement now unlocks Painiac
-- First Juggernaut kill now unlocks Telekinetic Weapon
-- Added support for level-duration persistent buffs
-- Pickupable celebration in new format/scales to 4K
-- Murderpedia buttons can be marked as non-interactable
-- There is now a transition UI screen between the tutorial and the first floor
-- Fan counter properly changes custom fan name if twitch settings are edited mid level
-- Tweaked tutorial complete text
-- Level end summary now supports custom fan names (noted on @Skullstream's stream)
-- Fixed an issue where you couldn't navigate between murderpedia icon buttons (thanks @Klimas)
-- Fixed an issue where mutations in your mutations bar could still steal focus
-- Fixed an issue where Da Champ's spike roller would keep going after you died (thanks @Klimas)
-- Fix for crash issue with Dismembering a creature when killing itself on Retribution Armor mid-animation (thanks @Klimas)
-- Fix for crash issue when logging Audience opinions for fans with no special traits (thanks @Klimas)
-- The wall stripe decal is now properly set in PAX mode
-- Bomb spiders that died in a certain fashion offscreen could leave their overhead pointers up permanently (Good find @Klimas)
-- Fixed an issue where several major aspects of the Big Show boss floor would break in the PAX build
-- Significantly increased the distance the spike roller throws you when it hits you to try and prevent you getting hit over and over again (thanks @Klimas)
-- Updated Textures for Gladiator Armor
-- Main HUD twitch chat window has the scrollbar hidden rather than hanging out in the middle of your view (noted on @Skullstream's stream - thanks!)
-- Slightly increased size of twitch chat messages
-- Twitch Chat Window defaults to "off" in new settings files (since in-world chat defaults to "on")
-- Level End Summary now shows a goal of "1" in Tutorial
-- Updated Claw Weapon textures
-- Fixed Claw Weapon model scale
-- Added a new UI screen when you lose a run
-- Disabled the beta sign up button for a second after clicking it
-- Made sure the UI screens at the end of the run work well with the keyboard and gamepads
-- Added a game pause while the end of run UI screens are up
-- Removed automatically returning to the main menu after a run and instead put two buttons, one for restarting and one for returning to the main menu
-- Slightly adjusted the sizes of the intro logos to better match each other
-- Changed the "any key" trigger to be on key up instead of down to prevent clearing one screen with the down and accidentally selecting something with the up right after
-- Switched PAX mode off by default
-- Added "off" versions of the coin and key icons for possible UI use
-- The "One! More! Run!" button on the end UI screen is now hidden when in PAX mode (thanks @Klimas)
-- Fixed potential error thrown by Shock Attack if creatures were destroyed in certain timings
-- Tutorial MC makes the Shock Sword info visible so that you are at 0% known at the start of the run/main menu
-- Removed AccountManager flagging certain items as always visible in Murderpedia
-- Chests are now a bit heavier for knocking around/etc.
-- Adjusted scaling of UI right side widgets to properly accommodate very crowded setups of lots of polls/gifts/etc. simultaneously
-- Polls are slightly larger on average
-- Flames animated textures no longer load with mipmaps/in blurry fashion in Carnage Tutorial
-- Monitors can be shattered off the walls with bombs while still displaying your pretty face
-- Adjusted how the "One! More! Run!" button on the end of run UI collapse so that you can't see their border hanging around all ugly-like
-- Slightly lowered the beta text on the menu to game loading screen so it is more readable
-- The announcer voice now says victory instead of game over when you win
-- Fixed blinking issue with fire flipbook in Carnage Tutorial
-- Added big stream monitor/logo to boss room
-- Fixed scaling issues with stream monitors (still can uniform scale only)
-- Cleaned up how we decide what screens to show at the end of the tutorial, which fixed a weird flickering UI bug that only happened if you managed to die in the tutorial
-- The text block on the right of the main menu screen now has a slightly darker background, making it easier to read the text
-- We now hide the "bonus fans" UI element at the end of the tutorial because you never have any
-- Twitch Chat box no longer eats any mouse/keyboard input in main HUD (good catch @Skullstream)
-- Announcer Swoop marked as invisible to mouse/keyboard input in main HUD
-- Removed all sand from pits and occluders in the tutorial level
-- Initial pass on adding a check to catch enemies leaving a room during lockdown
-- Keys/Coins icon updates
-- Bombs/Rocket bombs use new icons
-- Adjusted spacing in PlayerManager UI
-- Trying out VSync and dash cooldown UI options defaulting to on
-- Updated Armor Forge Model.

Developer Notes
-- [DEV] Added raw assets for new icons
-- [DEV] Fixed an issue with a private blueprint function that needed to be public
-- [DEV] Added the IsPAXBuild? function to game instance
-- [DEV] Removed the old hacky way we were forcing the tutorial start room door open
-- [DEV] Fixed an issue where the Champ dev cheat was going to the incorrect floor in the PAX build
-- [DEV] Initialized variables properly in DungeonRoom
-- [DEV] Updated many calls that were checking if you were on the 4th floor, to check if you are on the Big Show
-- [DEV] Moved ability to find current level manifest ID into CPP_GameInstance
-- [DEV] Removed deprecated Murderpedia widgets
-- [DEV] Moved several internal checks from looking at the current depth to checking the current level tag
-- [DEV] Updated all referenced assets associated with asset WS_Claw
-- [DEV] Fixed a bug in column flat screens that were returning null arrays
-- [DEV] Removed debug spam around LeafIDs without preset public names
-- [DEV] Completely BS bouncy floor prototype for @Gaffer
-- [DEV] Removed some testing prototype work in tile that got accidently left in
-- [DEV] Added Simple Vertex Materials for cheaper assets.