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Hotfix 0.2.19.2

CLOSED BETA HOTFIX 0.2.19.2

Another update - even though it’s been only a few days since we last updated!

Mostly we’re fixing the Gadget Play event (which @botchiball discovered was raining gadgets through the floor) but of course there’s a few days worth of goodies for y’all as well - new rooms, traps, mutations, icons, and polish!

Enjoy!


Content:
-- Added several new rooms
-- More icons from @LeoFonseca - Big Shot, Blaster Robbie, Dangerous, Furious, Multishot, Renew, Repair Kit, Bounce, FTL, Headhunter, High Impact, Quick Feet, Shock Attack, Spike Strike, and Tracker Shots all now look sexy.
-- Long Bomb stylish move granted for killing enemies with barrels at long range
-- Carnage Item Gambler added to the game - match three dice and...win?
-- New trap - Recycler - knock pickupables or NPCs inside to convert into goodies!
-- Added new mutation Blaster Master - all your explosions are bigger/more damaging
-- Magnetic Storm Fan Event polished --
- Magnetic Storm spawns fewer, larger magnets
- Storm Magnets spawned without bases
-- Magnet Occluders now have locked in place/free floating variants

Twitch:
-- Twitch: We no longer attempt to pre-cache emotes from Twitch as their EmoteSet servers are all down (shouldn’t be noticeable - emotes are still downloaded/cached when seen, but we can’t currently pre-cache them until you see one in your chat)

Polish:
-- Fixed issue where Gadget Play gadgets were spawning underground (thanks @botchiball!)
-- Tuned timing of drop telegraphs for Gadget Play to be more accurate
-- Fixed occasional missing space in between the number of fans and the fan traits
-- Gambler Carnage Item now tracks when dice start/stop rolling
-- Retooled countdown particle to resist getting out of sync with the buff duration
-- Refactored Gambler dice to shrink/go away on payoff
-- Gambler can now identify when a winner is rolled
-- Adjusted various spawn pools to account for your IT! stat
-- Recycler now a proper 2x2 tile/pit
-- Armors now display the amount of shields they have in their murderpedia entries
-- Recycler polish:
- Added Recycler Audio
- Added Recycler F/X
- Recyclers now open chests
- Polished Recycler intro room
-- Magnet Occluders now properly save
-- Stopped burning tire stacks from throwing errors when they load in from a save
-- The main camera now shifts the player's center position to be a bit nicer when zoomed in close
-- Updated the announcer UI assets to prevent them from ever loading in blurry

Developer Notes
-- [DEV] MovementPayloads now track distance and call delegates on stopping and starting of movement
-- [DEV] Refactored SpawnedActor hierarchy to allow for pivot point shifts
-- [DEV] Refactoring of Buffmanager to remove redundant interfaces
-- [DEV] Added iRerollable interface
-- [DEV] Added container information to CPPActors
-- [DEV] Added Game Master ability to buff/spawn events via partial name
-- [DEV] Removed redundant IBuffManager interface/GameInstance duplication of Buff Manager calls
-- [DEV] Pickupables now know which container actively contains them (for rerolling purposes)
-- [DEV] Updated how armors know how many armor pips they have to be in a helper function
-- [DEV] Next round of recycler changes
-- [DEV] Pit bouncing moving into helper function
-- [DEV] Added DeathGibs damage type
-- [DEV] Added Recycler tags
-- [DEV] Refactored Shatter to be a common destruction path for all CPP_Actors
-- [DEV] Added collision to Spike Roller static mesh
-- Recycler test room added
-- [DEV] Cleaning up some references to an old interface that no longer exists
-- [DEV] Cleaned redirectors
-- [DEV] Room editor cleanup
- [DEV] objects can now have spawn tags applied in the Room Editor
- [DEV] Added ability to lock occluders in place via Room Editor if the occluder is set up to accommodate (currently used as option for magnet occluders)
- [DEV] Added ability to mark tiles as blocking door spawning in Room Editor
- [DEV] Fixed crash in room editor if creature spawned without run data being saved
- [DEV] Fixed issue with Developer Text not being displayed in Object menus
-- [DEV] Fixed issue where DungeonRoom was adding tags from XYRSpawn structures after SpawnComplete was already called
-- [DEV] By default, saved actors now persist their SpawnPool and any Gameplay Tags applied to them after spawn.
-- [DEV] Fixing several plugin build warnings
-- [DEV] Removed a map that does not exist from the project settings
-- [DEV] Fix for UE4 engine compile warning
-- [DEV] Removing a bunch of old files that were half in the project, half removed
-- [DEV] Added ability to see if an individual mutation has been applied to iMutated interface
-- [DEV] Tweaks to try to fix UE4 build warning