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Friends & Family Patch 0.1.11

DAMN, THAT’S A PATCH!

Some really big changes for ya, Friends and Family Folks!

UI - major overhaul:
-- You can now change your keybindings easily, for both keyboard/mouse and controller!
-- You can now change graphics and audio options easily!
-- You can navigate all menus with your choice of mouse, keyboard arrows, or controller!

Run replays: You can now replay runs by entering in any previous “run seed” that drives the RNG engine. If those words are sound like random noise, you can instead click the “Replay last run” button!

New mutations: Including such craziness as Biggest Fan!: https://gfycat.com/smoothidealisticarrowcrab - because strapping a giant bladed fan to your back and no longer being able to stop moving is a key strategy!

New rooms: Bundles of them! Many use new content like Scrap Piles and Tire Stacks - https://gfycat.com/harmfulbowedgadwall

Combat upgrades: Main character animations are smoother, we’ve added new stylish moves like Bounced, overhauled audio to be more “punchy” - check it out, we’d love feedback!

And more! It’s been a busy few weeks...

Enjoy!


Features:
-- In New Game, you can now enter in a Run Seed. This allows your new run to be generated from the provided seed (or of course you can start a game in the normal, randomly selected way)
-- Additionally, there is an easy button to replay the run that just completed via remembering the run seed for you
-- The seed is now shown in the dev mode display text as well as in the logs

NPCs:
-- Fixed a bug in the SimpleBot AI that would cause him to forget you if you walked behind a rock
-- Added two new melee attacks from the sword gladiator to the Champ
-- Fixed an issue causing the Champ to destroy walls without properly revealing the next room
-- Fixed an issue causing the Champ to fail to push the arena buttons on his level
-- Created a new death animation for spider bots that is less likely to fling itself through a wall
-- Fixed issues with Juggernaut boss' projectiles moving too slowly/not homing properly

UI:
-- Giant main menu overhaul!
-- You can now change keybindings for both keyboard and controllers
-- New look to menus
-- All menus now work with controllers and keyboard (previously was mouse only)
-- Added ability to change graphics and audio options w/o console
-- Default key bindings are a bit more standard
-- Item nameplate descriptions hide and reveal themselves appropriately during combat
-- Added the ability to save and load key bindings with modifiers (shift, alt, ctrl, cmd)
-- UI now shows key/controller button for swapping gadgets if you have two or more gadgets

Content:
-- Many new rooms
-- Added Scrap Piles to room contents (blocking obstacles that can be blown up with bombs for a small chance of a gadget)
-- Added Tire Stacks to room contents (bounces projectiles and walloped creature)
-- Added new mutation Viral Spread - projectiles split on collision
-- Added new mutation Biggest Fan (strap a giant fan blade on your back and let havoc ensue)
-- Added new mutation Throughput - allows your projectiles to pass through obstacles
-- Added new mutation 2-Fer - doubles coins, bombs, and hearts as they spawn
-- Doors now align with grates properly in room 4Corners_Std, which now appears only in levels 1 & 2
-- Reduced sheer enemy spam in Giantroom_Std
-- Room Turret_Standard_Std is now for level 1 only and a bit rarer

Combat:
-- Big audio overhaul! Lots more impactful sounds in the average combat
-- Added Pulverizer to weapon pools
-- Pulverizer now defaults to being thrown on a charged attack
-- Disabled Shocker as default carnage item (Carnage items will be getting a rework down the road)
-- The main character’s movement animations are much more fluid
-- Creatures immune to wallops no longer gain spikes from Spike Strike (fixes bug where because creature was not actively walloped, spikes could damage the PC)
-- Added new stylish moves (different effects with the same name):
-- Bounced - killed an enemy with either a projectile or a walloped enemy that had bounced off of something first
-- Bounced - killed an enemy by bouncing it off of a tire stack/wallbouncer/etc. into something (pit, collision, etc. etc.)
-- Overhauled projectile collision and setting speed for projectiles simulating physics. Keep an eye out for odd projectile physics behaviors please!
-- Big stats overhaul underway in preparation for balance pass. Some fundamental underpinnings changed; there shouldn't be any noticeable user effect yet but keep an eye out for stat weirdness - thanks!
-- Re-implemented projectile knockback in a more robust fashion (may have some unintended consequences with different projectile types, keep an eye out!)
-- Harpoons reworked as part of knockback refactor. Slightly different values may be in some places while cleaning up system; let me know if anything feels funky
-- General cleanup of buff and stacking system

Polish:
-- Big combat audio overhaul - melee attacks/wallops and damage in general should feel much more impactful
-- Thrown weapons now are a bit more robust
-- Attachment of thrown weapons is cleaned up somewhat
-- Weapon trails have been cleaned up
-- Added FX to Bullet Time
-- Ambient dungeon noises now fade out as you exit the level
-- Cleanup/refactor of how thrown weapons and wearables are attached - now all wearables can be attached using a socket on their mesh as the pivot point for their attachment
-- This allows weapons with nonstandard pivot points to have their alignments corrected via data or code
-- Electric Sword behaves better if Power Attack is interrupted by a projectile
-- Tips is now a Powerup with a properly displayed icon
-- Added ability to dynamically insert current fan goal number into announcements
-- Added new achievement for completing Tutorial
-- Added filter for which achievements can validly be completed during a Tutorial map
-- Fixed shotgunner weapon position (they were firing into the floor)
-- You now start with 1 fan if you have completed the tutorial (woo phat rewardz)
-- Added damage type Damage.Silent for damage to not generate floating text (for minions killing self, etc.)
-- Fixed display mesh for Turret Buddy gadget
-- Horns mutation no longer throws a UE4 warning when used with Power Armor
-- Dr. Death (and similar situations) no longer grant multikill-type stylish moves when cleaning up all their minions at death
-- Physical Impact sounds implemented fully
-- Weapons now cause Physical damage by default on melee swings as well as Melee damage
-- Removed the long unused "jump" feature and key binding
-- Added ability to have kerning in procedurally generated neon signs
-- Some refactoring of walloping and projectiles to handle edge cases
-- Fixed an issue where reloading rocket launchers would ignore your sound settings
-- Sawblades now default to having physics enabled
-- Fixed several bugs with spawning projectiles inside of things that collide/interact with them (bouncers, tire stacks, etc.)
-- First announcement in Cellblock no longer can give wrong fan goal
-- Fixed a bug that was causing us to not properly load keyboard key bindings in certain situations
-- Fixed a bug that would cause half of your movement keys to stop working if you loaded and saved your key bindings
-- Shovers now move things via Wallop rather than pure UE4 physics (short form - shouldn't see spikeballs/barrels/etc. go at warp speed if they are hit funny)
-- Fixed spike strike attachment point for Dr. Death
-- Added TV Stage columns as spawnable occluders
-- Added destructible meshes for TV stage columns
-- Adjusted scale of Announcer Swoop UI
-- Added ability to shoot projectiles in patterns via FiringMaster
-- Adjusted timing of initialization of projectiles vs. turning on collision for physics (there should no longer be any case of projectiles colliding before being fully initialized, a source of subtle bugs in the past)
-- Added new back attachment point
-- Added new Cyber subcategory of Mutations
-- Added functionality to projectiles generically to override behavior on hitting and obstacle
-- Tire stacks now destroy properly
-- Tires no longer disappear for a frame as they are replaced by their destructible meshes
-- Added new prop pack for temp assets
-- Added ability to apply redirectors via buffs
-- Added redirector kinds to mark which redirectors apply to rooms, buffs, spawns, etc.
-- Removed the encyclopedia hotkey (TAB) as it can now be accessed through all menus
-- Added more menu sounds
-- Added background blur to the main menu when the new menu system is being shown
-- Implemented the video settings options and hooked it up to all relevant menus
-- Added temp "Reset Save File" button to new main UI
-- Fixed wallop distance issue
-- Added "Gone Viral" sign to Start Room door
-- You can now navigate to the progress unlock % widget using only keyboard or gamepad
-- Fixed: Clone projectiles no longer damage you when bouncing off of tire stacks
-- Redid some of how destructibles choose their exploding bits direction to work well despite oddnesses in base mesh
-- Fuse barrels are no longer immune to projectile knockback while lit
-- Bomb spiders no longer grant free "Overkill" stylish moves on death
-- Generally creatures that do Kill Self will no longer grant Carnage/stylish moves on death.
-- Updated the turret's three shot attack to be quicker
-- Being knocked down while flying now has faster recovery/locks you in place while standing up
-- Resurrecting enemies no longer resurrect corpses they can't get to
-- Fixed an issue where flying npc's could choose locations outside of their current room to fly to
-- Potential fix for some Instanced Static Meshes being invisible in the cooked build - let us know if you still see any invisible things (hmmm, sounds metaphysically tricky)
-- Fixed an issue where plain walls were not properly clearing their decoration neighbor
-- Added temp audio to StickyProjectiles
-- Cleaned up audio on Tar Spider
-- Fixed warnings with StickyProjectiles/AddImpulse