Closed Beta Patch 0.2.18
CLOSED BETA UPDATE 0.2.18
Another week, another patch - just cause we love ya!
Main focus this week was on Quality of Life - falling into pits feels a lot better (well, it still hurts - but you have more control by a bunch), bosses got properly tougher when hit by really spammy explosions, the Murderpedia has benefited from a slew of icons, and more. Part of that “more”: in-world Twitch chat got a lot cooler, with various prisoners/monitors/cameras still chatting on the walls even if you AREN’T in combat (you know, when you actually have time to READ chat while streaming?)
But that’s not all - we’re moving into content-addition mode, so there are a few new mutations and Fan Events out there to be found. More to come!
Enjoy!
Content:
-- Approximately a Brazilian icons from @LeoFonseca added
-- Added Egg Baby mutation prototype
-- Bosses now have a very short window of explosive invulnerability after getting exploded - this prevents them from being instagibbed by things like Bomber/multiply or Bombadier/Spin Doctor combos.
-- There’s a new, sexy, higher-personality Announcer in the Tutorial and Start Room to welcome you to your impending demise
-- Added mutation Dumpster Diver - gain immunity to pit damage; while jumping in or hovering over pits, will lure nearby pickupable items to the player (thanks @Jayy, @DoubleNeg, @Rehab Submarine, @ThisIsQiQi, and many others for the suggestions)
-- Added new Fan Event, Ball Pit - fight in a room full of beach balls. And rubber ducks.
-- Happy fans will send a Fan Chest afterwards
-- Unhappy fans toss some bombs in with the ballies and duckies.
-- Initial Prototype of Carnage Item Gambler - roll dice for various outcomes
Twitch:
-- Many additions to in-world chat
-- Added more in-world chatters to echo twitch chat:
-- First, the game looks for current combatants to chat
-- If there are no combatants, it looks for any monitors/security cameras/etc. in the active room
-- If there are no monitors, it lets any buddies you have (including the default cambuddy) handle the chat
-- In-world chat works on the Start Menu
-- NPC prisoners in the stands/on arena walls are now valid chatters
-- Crane cameras and Oompa cameramen are now valid chatters
-- Fixed potential in-world chat crasher
-- [DEV] Individual actors can custom-set their in-world chat widget and "mouth" locations
-- Improved some Game Master commands (our abilities to mess with streamers)
Polish:
-- Updated the NPC life to health curves to be a smoother progression
-- Changed it so that NPC's can have a greater variety of max health levels from life stats
-- Level bosses now get 5x the health from the same life stat
-- Adjusted all level boss life stats to account for the new increase in boss health
-- Updated Nuke visuals to match the Bombrock
-- Updated several icons
-- Began prototyping the Juggernaut's new flying charge attack
-- Fixed an issue with the minimap not being able to recognize one of the new mutations
-- Added assets for new Announcer NPC (Skeletal Mesh, Materials, Textures)
-- Created Microphone Asset for Announcer
-- Flaming tire stacks now do both Fire and Trap damage types (i..e Arena Armor will work on it, etc.) - thanks @Leadin
-- Teleporters now prevent you from insta-porting you away after activation, preventing abrupt teleports away during the end of Arena or Boss fights (thanks @StandardDamage, @DoubleNeg, PAX players, and probably @Seebo since I always ignore him)
-- Improved base air control for all PC classes - TL;DR: steering oneself while falling/pit diving is much easier, especially at low velocity (thanks @DoubleNeg/ @Rehab Submarine /@ThisIsQiQi/others on #feedback-beta)
-- Note - because this is a physics change, please keep an eye out for oddnesses in other forms of movement after next patch - being walloped, jump-slamming, yadda - have tested, but edge cases may exist. Feedback as always welcome - the intent here is purely to tweak pits, so yell if you "feel" not-pit-changes elsewhere in PC movement. Should be none. But always cautious when it comes to feel. Thanks.
-- Switched the two in-game announcers over to the new asset
-- Moved around some of the start room stage decorations to stop the crane camera from clipping through the announcer
-- Fixed the announcer saying you need 30 fans when you actually only need 25 (thanks LizardSeagull)
-- Added harmless beachball asset for tutorial physics example and rubber ducky for @Gaffer
-- Added a big variant of the rubber duck
-- Added Beach Ball and Giant Ducky occluders to the game. Because.
-- Replaced old rusted metal beach balls in the tutorial with new sexy bouncies.
-- Bosses and normal enemies now have a hierarchy of AI avoidance, meaning bosses only get out of the way of other bosses, but enemies move to get out of the way of everyone else
-- Cleaned up the Juggernauts rocket charge attack to not get stomped on by other attacks
-- Fixed an issue where the AI was ignoring its own radius when looking for valid LoS spots
-- Fixed an error being thrown by exploded rocks trying to explode again
-- Added a second door laser gate to the back of locked-down doors so it is visible from below
-- Added a new Rocket Charge attack to the Juggernaut
-- Added "New Fan" icons back into the game using proper @LeoFonseca icon
-- Changed how pickupables save/load to fix a bug where any Carnage Item on the ground would gain the charge of the PC's equipped active item if the level was reloaded.
-- That wasn't a super common bug to see (saving the run mid-game and then remembering what the thing on the ground you didn't want had for a charge is rarely game-impacting, TBH.
-- However the save system being updated a) makes stuff more bulletproof and b) may or may not have other small bugs popping up, so please keep an eye out for anything behaving oddly when saving/loading (or more commonly changing levels).
-- Don't bother reporting @Klimas, he's always behaving oddly.
-- Reverted the sexy new Fan Favorite icon on the Carnage Item interface until we get some other sexy icons to go with it for the other Carnage Items.
-- Moved to new @Klimas Dice model for Gambler and tweaked physics to behave properly when dice are spawned intersecting with each other.
Developer Notes
-- [DEV] Cleaned up the calls of most enemies that charge to be a little easier to read
-- [DEV] Significant cleanup of the Juggernaut
-- [DEV] Fixed an issue with the LoS AI helper function
-- [DEV] Fixed an issue with the find safe time instance function
-- [DEV] Killing bosses in test levels no longer completes your achievements
-- [DEV] Added Buff_CA for DumpsterDiver mutation
-- [DEV] Added Delegate for when a character hits the bottom of a pit to CPP_BaseCharacter
-- [DEV] Added ability to chain dev commands into a single command via ";"
-- [DEV] Returning the Juggernaut to its default attacks because I accidently checked it in with its test attack
-- [DEV] Tiles now properly call callbacks on destruction/replacement
-- [DEV] Rooms now properly track their tiles
-- [DEV] Added data to flag localized text not currently in Murderpedia
-- [DEV] Added support for NPC Mutations and Levels to be included in Murderpedia
-- [DEV] Added and cleaned up Murderpedia setting for a bunch of stuff
-- [DEV] Quick productization of the materials involved in the Genetic Surgery bot to eventually allow the face cam to play on his cute lil screen
-- [DEV] Experimental work on new way of displaying Carnage Items
Another week, another patch - just cause we love ya!
Main focus this week was on Quality of Life - falling into pits feels a lot better (well, it still hurts - but you have more control by a bunch), bosses got properly tougher when hit by really spammy explosions, the Murderpedia has benefited from a slew of icons, and more. Part of that “more”: in-world Twitch chat got a lot cooler, with various prisoners/monitors/cameras still chatting on the walls even if you AREN’T in combat (you know, when you actually have time to READ chat while streaming?)
But that’s not all - we’re moving into content-addition mode, so there are a few new mutations and Fan Events out there to be found. More to come!
Enjoy!
Content:
-- Approximately a Brazilian icons from @LeoFonseca added
-- Added Egg Baby mutation prototype
-- Bosses now have a very short window of explosive invulnerability after getting exploded - this prevents them from being instagibbed by things like Bomber/multiply or Bombadier/Spin Doctor combos.
-- There’s a new, sexy, higher-personality Announcer in the Tutorial and Start Room to welcome you to your impending demise
-- Added mutation Dumpster Diver - gain immunity to pit damage; while jumping in or hovering over pits, will lure nearby pickupable items to the player (thanks @Jayy, @DoubleNeg, @Rehab Submarine, @ThisIsQiQi, and many others for the suggestions)
-- Added new Fan Event, Ball Pit - fight in a room full of beach balls. And rubber ducks.
-- Happy fans will send a Fan Chest afterwards
-- Unhappy fans toss some bombs in with the ballies and duckies.
-- Initial Prototype of Carnage Item Gambler - roll dice for various outcomes
Twitch:
-- Many additions to in-world chat
-- Added more in-world chatters to echo twitch chat:
-- First, the game looks for current combatants to chat
-- If there are no combatants, it looks for any monitors/security cameras/etc. in the active room
-- If there are no monitors, it lets any buddies you have (including the default cambuddy) handle the chat
-- In-world chat works on the Start Menu
-- NPC prisoners in the stands/on arena walls are now valid chatters
-- Crane cameras and Oompa cameramen are now valid chatters
-- Fixed potential in-world chat crasher
-- [DEV] Individual actors can custom-set their in-world chat widget and "mouth" locations
-- Improved some Game Master commands (our abilities to mess with streamers)
Polish:
-- Updated the NPC life to health curves to be a smoother progression
-- Changed it so that NPC's can have a greater variety of max health levels from life stats
-- Level bosses now get 5x the health from the same life stat
-- Adjusted all level boss life stats to account for the new increase in boss health
-- Updated Nuke visuals to match the Bombrock
-- Updated several icons
-- Began prototyping the Juggernaut's new flying charge attack
-- Fixed an issue with the minimap not being able to recognize one of the new mutations
-- Added assets for new Announcer NPC (Skeletal Mesh, Materials, Textures)
-- Created Microphone Asset for Announcer
-- Flaming tire stacks now do both Fire and Trap damage types (i..e Arena Armor will work on it, etc.) - thanks @Leadin
-- Teleporters now prevent you from insta-porting you away after activation, preventing abrupt teleports away during the end of Arena or Boss fights (thanks @StandardDamage, @DoubleNeg, PAX players, and probably @Seebo since I always ignore him)
-- Improved base air control for all PC classes - TL;DR: steering oneself while falling/pit diving is much easier, especially at low velocity (thanks @DoubleNeg/ @Rehab Submarine /@ThisIsQiQi/others on #feedback-beta)
-- Note - because this is a physics change, please keep an eye out for oddnesses in other forms of movement after next patch - being walloped, jump-slamming, yadda - have tested, but edge cases may exist. Feedback as always welcome - the intent here is purely to tweak pits, so yell if you "feel" not-pit-changes elsewhere in PC movement. Should be none. But always cautious when it comes to feel. Thanks.
-- Switched the two in-game announcers over to the new asset
-- Moved around some of the start room stage decorations to stop the crane camera from clipping through the announcer
-- Fixed the announcer saying you need 30 fans when you actually only need 25 (thanks LizardSeagull)
-- Added harmless beachball asset for tutorial physics example and rubber ducky for @Gaffer
-- Added a big variant of the rubber duck
-- Added Beach Ball and Giant Ducky occluders to the game. Because.
-- Replaced old rusted metal beach balls in the tutorial with new sexy bouncies.
-- Bosses and normal enemies now have a hierarchy of AI avoidance, meaning bosses only get out of the way of other bosses, but enemies move to get out of the way of everyone else
-- Cleaned up the Juggernauts rocket charge attack to not get stomped on by other attacks
-- Fixed an issue where the AI was ignoring its own radius when looking for valid LoS spots
-- Fixed an error being thrown by exploded rocks trying to explode again
-- Added a second door laser gate to the back of locked-down doors so it is visible from below
-- Added a new Rocket Charge attack to the Juggernaut
-- Added "New Fan" icons back into the game using proper @LeoFonseca icon
-- Changed how pickupables save/load to fix a bug where any Carnage Item on the ground would gain the charge of the PC's equipped active item if the level was reloaded.
-- That wasn't a super common bug to see (saving the run mid-game and then remembering what the thing on the ground you didn't want had for a charge is rarely game-impacting, TBH.
-- However the save system being updated a) makes stuff more bulletproof and b) may or may not have other small bugs popping up, so please keep an eye out for anything behaving oddly when saving/loading (or more commonly changing levels).
-- Don't bother reporting @Klimas, he's always behaving oddly.
-- Reverted the sexy new Fan Favorite icon on the Carnage Item interface until we get some other sexy icons to go with it for the other Carnage Items.
-- Moved to new @Klimas Dice model for Gambler and tweaked physics to behave properly when dice are spawned intersecting with each other.
Developer Notes
-- [DEV] Cleaned up the calls of most enemies that charge to be a little easier to read
-- [DEV] Significant cleanup of the Juggernaut
-- [DEV] Fixed an issue with the LoS AI helper function
-- [DEV] Fixed an issue with the find safe time instance function
-- [DEV] Killing bosses in test levels no longer completes your achievements
-- [DEV] Added Buff_CA for DumpsterDiver mutation
-- [DEV] Added Delegate for when a character hits the bottom of a pit to CPP_BaseCharacter
-- [DEV] Added ability to chain dev commands into a single command via ";"
-- [DEV] Returning the Juggernaut to its default attacks because I accidently checked it in with its test attack
-- [DEV] Tiles now properly call callbacks on destruction/replacement
-- [DEV] Rooms now properly track their tiles
-- [DEV] Added data to flag localized text not currently in Murderpedia
-- [DEV] Added support for NPC Mutations and Levels to be included in Murderpedia
-- [DEV] Added and cleaned up Murderpedia setting for a bunch of stuff
-- [DEV] Quick productization of the materials involved in the Genetic Surgery bot to eventually allow the face cam to play on his cute lil screen
-- [DEV] Experimental work on new way of displaying Carnage Items