1. Gone Viral
  2. News
  3. Closed Beta Patch 0.2.22

Closed Beta Patch 0.2.22

CLOSED BETA UPDATE 0.2.22

It seems like we just patched a week or two ago - but MOAR new stuff!

A new dynamic crowd to cheer ya on, new UIs to welcome you into the Citadel of Pain, new languages available, more Stylish moves encouraging you to blow up stuff or show off for the cameras - what more could ya want?

Well you could probably want us to polish the crap out of the game as we see y’all playing, so there’s a healthy batch of that too!

Enjoy!

Features:
-- The crowd goes wild! Crowd silhouettes cheer for ya, adding some motion and visual polish to the edges of rooms. Playable in progress - but TBH pretty neat already
-- New stylish moves added:
-- Shattered! - for breaking elements like wall monitors/camera guys/etc. More reason to blow stuff up!
-- Caught on Camera! - for when the ya generate Carnage in front of an active camera

UI
-- New End of Level/Run Summary screens are playable in progress! Much prettier than our previous development art versions
-- New Loading screen art that is much more pretty/game show focused/awesome (playable in progress)

Content:
-- Added in the first pass text localization for the German language
-- Added Chinese to the language options
-- Updated the Steam icons to amazing new Leo icons
-- New Icons from @LeoFonseca: Egg baby, 2-Fer, Bullet Racer, Brute, Telekinetic weapon, Viral spread, Vortex, Game master, Light weight, Acid drop, Half hearted, Magnetic lure, Throughput, Lingershots, Portable Airdrop, Spikeballs
-- Steam Achievement Icons: Bosskiller Bombadier, Bosskiller DrDeath, Bosskiller Juggernaut, Bosskiller Da Champ, New Champ Decimus, New Champ Abacus, First Death, Fan Club Decimus, Fan Club Abacus

Twitch:
-- Polls no longer start so early in the process that you might be still leaving the main menu, confusing your Twitch viewers
-- Fixed issue where short NPC Overhead TwitchChat lines could word wrap oddly (from @TheVisiblePine's stream - thanks!)


Polish:
-- Electric Sword harpoons can be fired much more responsively around melee swings -- good catch @viren
-- Cameras show view cones for when they are active/generating Caught on Camera moves
-- Internal secret room doors no longer block bombs
-- Loading of main menu sped up dramatically ([DEV] Actor pools no longer spawned unless needed)
-- Dumpster Diver now attracts chests from pits (fixes bug found by @Helixplays1, thanks for the stream)
-- Added a language option to the UI options that lets you switch between the available game languages
-- Fixed an issue where setting your audio options to default would not update them until you restarted or directly changed them again
-- Fixed an issue with navigating the UI Options menu with a gamepad
-- Small World rockets no longer blow up in your face (good call @Seebo and @[AG] Buddy)
-- German Murderpedia buttons no longer overlap with the edge of their metal bar
-- Adding a new localized language and removing an older one we are not planning on getting to before early access
-- Font cleanup to AnnouncerSwoop
-- Some polish to Watcher Camera cones
-- Added visible countdown and updated timing on QuickBoxes' disappearing act as they were too hard to figure out in the heat of combat (from @Cutwright's stream/voters, thanks for beating on it!)
-- Fixed an issue where the spotlight light cones had collision you could run into
-- Fixed a spacing issue with the Murderpedia UI title
-- The Fan Gift widget no longer uses a one-off font
-- Fixed some text replacement lines that had broken during localization
-- Fixed the Announcer being visible in the boss room before you reveal the room (thanks @Suwey)
-- Fixed being able to clone the Announcer over and over by going back to the main menu and then continuing
-- Secret doors now only require an explosion to reveal, and open like normal doors with player proximity after they are found (thanks @Suwey)
-- The tank minions for the blue Bombadier variant no longer have crazy large blades during the fan event
-- Fixed an issue where Recyclers could keep you from falling into pits anywhere near them (thanks @TheVisualPine)
-- NPCs no longer mutate before they should (thanks @TheVisualPine’s stream!)
-- Goliath buff no longer so common on lower Insanity levels
-- More polish from recent streams:
-- Envy can no longer spawn before NPC mutations are enabled (from stream from https://www.twitch.tv/thevisualpine)
-- Fixed text for Half Hearted to be clearer (good suggestion @spiritretro)
-- Added new button assets
-- Created new level/Run visualizer
-- Fixed Caught on Camera stylish move issue in cooked build
-- Added shutter-click sound to Caught on Camera moves
-- Fixed TwitchAuth build issue
-- Improvements to flow of LevelSummary
-- Updated our localized fonts to better survive the build cooking process
-- Settings windows will no longer flicker when dealing with super long text lines (looking at YOU, German)
-- Shifted more fields in Settings UIs to be in properly localizable fonts
-- Re-enabling the silhouette prototype with significant performance improvements
-- Silhouette decor no longer appears along internal walls
-- Adjusted high performance decor hiding to be more aggressive based on the camera angle
-- The silhouette decor on longer spawn on walls facing east, as it is not very visible
-- Cleaned up end of level/run process
-- Fame Bar better handles scaling
-- Level Summary button highlights/de-highlights properly
-- Level End flow polished-- Level End Summary flow improved
-- Rewards no longer can appear behind run summary UI
-- Typo fixed on End Game screen
-- Layout/polish improvements to RunSummary
-- Made some quick changes to the new end of level and end of run UI's so that they work with gamepads
-- Adding the latest German localization text to the game
-- Level End further polish (damn UI takes a lot of polish damn to get even vaguely right)
-- Tip and LoadingText properly animate in
-- After hitting the "Woot!" button main dialogue fades out and opacity of background covers the game screen
-- Game now properly paused in background vs. still dropping fan gifts/etc.
-- "OK" button now appears properly quickly if you speed through the level achievement anims
-- First rough pass at passive vs cheering silhouettes
-- Fixed an occasional issue where animating Unlock screens were having the names cut off by the UI animations (from @CocoConfession's stream - thanks!)
-- Level Achievements no longer can sometimes show duplicate Fan Types when adjusting rewards ("Speedrunning, Speedrunning" was displayed if Speedrunning affected the given achievement twice via opinions - which was confusing)
-- Updated LeavingMainMenu screen
-- Fiddled timing on RewardUnlock screen to attempt to avoid animation issue
-- Fixed an issue where the gamepad could not be used on the level summary UI
-- Fixed an issue where spamming the button to close the end of level UI could cause the following loading screen to end up in an odd state

Developer Notes
-- [DEV] Prototyped @Klimas' spinny sawblade death tracks
-- [DEV] Shield weapon next steps
-- Wielder charges forward on primary attack
-- [DEV] Cleaned up VoteManager logging
-- [DEV] Reparented LevelEndSummary to W_Parent_Widget
-- [DEV] Fixing a variable naming conflict in pits
-- [DEV] Next Level cheat now fires on keyup so that there isn't immediately a keyboard interruption on doing the cheat
-- [DEV] DPI scaling turned off (mysteriously turned on in some cases)
-- [DEV] Removed references to barely-used text widget in unlocalizable font
-- [DEV] Fixed odd compile issue
-- [DEV] Cleanup to CPP_Actor
-- [DEV] New Is Tags added for Chests, Gadgets, Pickupables, etc.
-- [DEV] Lures can now match to LeafIDs/partial LeafIDs if appropriate
-- [DEV] Saw blade and track assets for testing
-- [DEV] Forced movement moved to helper functions
-- [DEV] Knocked down status query moved to CPP_BaseCharacter
-- [DEV] Cleanup of animBPs around UpdateAnimation
-- [DEV] Cleaned out some of the new and not yet localized text
-- [DEV] Added a LEET speak localized language for testing
-- [DEV] Room Editor cleanup:
-- Any given wall/tile/object can have custom tags set for it rather than having to share potential tags with any possible object/etc. For instance, just the traps have the Sync tags settable on them for traps/objects, or doors don't show the potential for wallbouncers/etc.
-- Sawblade tracks are handled as walls as they occur in between tiles
-- Sawblade tracks can get tags for being a section that has an endcap or spawns a sawblade
-- Tracked Sawblade trap now functions properly with new pivots/spinning/physics
-- [DEV] Adjusted Pivot of sawblade trap. (Rotate 90 degrees)
-- [DEV] Added ability to dynamically add end caps and sawblades to tracks
-- [DEV] SpawnedActors can automatically clean up extra components on Shatter
-- [DEV] Refactored trap hierarchy
-- [DEV] Added in the wall silhouette prototype
-- [DEV] First import of localized Chinese added to the build
-- [DEV] Updating our font set to better support Chinese localized text
-- [DEV] Adding a new test level as mine will be locked down for a while and I need a place to film gifs
-- [DEV] Room Editor better handles sawblade tracks/similar semi-wall objects
-- [DEV] Walls now save state properly from Room Editor
-- [DEV] Created sawblade test room
-- [DEV] Did another text pull
-- [DEV] Updated our fonts to help support traditional Chinese
-- [DEV] Switched our Chinese fonts from traditional to simplified
-- Fixes to SawbladeTracks
-- [DEV] Fixes to room editor wall placement (ongoing)
-- [DEV] Can now restrict spawn chances via RunModifier
-- [DEV] Removed print spam from RoomEditor
-- [DEV] Hooked up some prototype moving spotlight room lighting
-- [DEV] Fixed an issue where my test room changes broke the spotlights in all other test rooms
-- [DEV] WIP for new Level/Run summaries with pro @No-Tec assets
-- Side note I hate when 6 hours of work is condensed to one checkin line
-- [DEV] Restored to earlier version of SpawnPools
-- [DEV] Some quick updates to how the new test lighting works
-- [DEV] Cleanup of old data in RunData/Level Templates
-- [DEV] Cleanup of old quest data/systems
-- [DEV] Updated our localized text with all the most recent strings, as well as including a notes field for keeping translation notes
-- [DEV] New Kit pieces for testing/implementation
-- [WIP] Next round of LevelSummary complete
-- [DEV] The starting level now contains both the old and the new lighting schemes and switches between them based on what tileset you are using
-- [DEV] Fixed a compile issue in the level end summary
-- [DEV] Significant updates to the wall silhouette prototype
-- Fixed a bug where killing both Dr. Death twins at the same time could throw errors
-- Updated Level End Summary
-- Pausing/freezing character handled by Run Manager rather than Level Elevator
-- [DEV] Updated dlls for Twitch plugin
-- Run Summary WIP pass
-- [DEV] Fixed some compile errors in RunEndSummary
-- Fixed an issue where spinning bouncy balls would play their hit sound over and over again (thanks @Gogozombie)
-- New Run screen defaults to the last character you played with (previously was ending up on Decimus all the time for obscure reasons) - nice find @Cutwright
-- [DEV] Added ability to easily get DebugStrings from arrays of GameplayTags or GameplayTagContainers
-- Blaster Robbie's shots no longer hit rocks when flying over them (thanks @Astreigha)
-- Added wall skirting to hide the sides of spinning tiles and pits and other ugliness when looking from outside the room under the low walls
-- [DEV] Tweaked the silhouette prototype to no longer poke through low wall corner columns
-- Fan Gift widget no longer shows descriptions for gifts you haven't gotten your grubby hands on yet (from @Cutwright's stream - thanks!)
-- Ablative Armor goes boom and disappears when out of armor points rather than confusingly sticking around providing no benefit (from @Suwey's stream - thanks!)
-- Fan Gift chests mark themselves as "Picked Up" for purpose of the Murderpedia/etc. when they spawn their goodies.
-- Fixed that annoying thing where the healing FX had a little recurring red bloom after the FX finished that has bugged me forever because it was hidden in an LOD that was barely ever used.
-- [DEV] Significant clean-up to the silhouette prototype, putting it in a near ready state
-- Enabling the silhouette prototype
-- [DEV] Updates for 4.21 UE compile header changes
-- [WIP] Run Summary/Mutations cleanup
-- [DEV] Temporarily disabling the silhouette prototype as it is eating frames like crazy