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Closed Beta Patch 0.2.24

CLOSED BETA UPDATE 0.2.24

It’s another batch of polish and goodness, in your favorite frequently-updated Roguelite!

For your viewing pleasure, we’ve got a bunch of polish from watching recent streams over the last week, as well as a MUCH more engaging end of run/achievement/unlocks screen (we never really liked the old ones that interrupted you while playing.) And you can now Master items (and actually see the progress clearly in your Murderpedia) by winning games with them!

And...a giant [DEV] section of patch notes with under-the-hood setup for Big Stuff coming in the not-too-distant future. W00t, we’re excited!

Enjoy!


Features:
-- Mastery! If you win a run with an item, it now becomes Mastered and you can brag to everyone know know
-- Murderpedia Updates:
-- Unknown/Seen/Mastery status displayed
-- Overall cleanup/polish on visuals for unknown items
-- Added new Murderpedia section for Insanity Modes
-- "Miscellaneous" section of Murderpedia is now the simpler "Loot"
-- Run Completion sexiness!
-- Achievements and Unlocks display at run end, along with newly seen or mastered mutations. Snazzy!

Content:
-- New Fan Event and other icons from @LeoFonseca!

Polish:
-- Run Seed now properly updates on RunSummary screen. Previously was correct a millionth of the time or so. 111111 MIGHT have been your actual seed, who knows?
-- Slight buff to the turret gadget attack speed and range (thanks @The_PeaceMaker)
-- Arena armor shop price raised to 20 coins (from watching @The_PeaceMaker's stream but he doesn't want responsibility for it)
-- Fixed an issue where enemies trying to walk toward you would freeze up if you were over rocks or over/in pits
-- Crane cameras no longer constantly break pathfinding
-- Gladiators will now take a swing at you if you are in melee range, but not in line of sight
-- Fixed an issue with the minimap not showing any icons or highlights (Thanks @DraxTV )
-- Level Summary can now handle super long fan names (like "Draxnation Citizens" from @DraxTV stream - good catch)
-- Wall decor can now be set to take up to 7 decor slots
-- Fixed several statistical issues with how we were selecting decor that only begin causing problems with higher possible decor slots
-- Fixed some positional issues with the Prison tileset wall screen decor that caused them to poke into columns
-- Cameras no longer grant 'Caught on Camera" move for gladiator taking damage (thanks streams from https://twitter.com/3BitUK and @The_PeaceMaker)
-- Main Menu mastery percentage updates properly
-- Wall monitors now show just logos or webcam (no old-style faded audience heads)
-- Fixed an issue where the Game Show spike tile traps were using the old prison textures
-- Camera view cones should no longer have subtle visual artifacts (From @[AG] Buddy stream where Buddy did actually kinda get good)
-- Fixed / updated a bunch of navmesh and collision shapes to help with pathing issues as well as getting some performance gains
-- Tips now use custom Fan name pluralization
-- Announcer now respects custom Fan names
-- Steam Achievements no longer risk being ignored if multiples are rapidly earned
-- Abacus no longer makes clanky repair noise on spawn for Insanity levels 0/1
-- Fixed a bug with arena hallways appearing long before you got to them
-- Fixed an issue with very visible silhouette geo when they were next to hallways
-- Added rare boom mics to the existing silhouettes
-- Polished various Run Summary text elements
-- Added animations to Unlocks screen
-- Added VFX to Unlocks screen
-- Fan Event rocket signs no longer can clip through doors (especially on returning from a save) - nice find @Ceapa_Verde
-- Weird artifacts no longer happen from security cameras/oompa cameras intersecting the floor (thanks @Klimas for the assist)
-- Updating our localized text
-- Key To Power grants 5 keys on pickup. Do you dare spend them?
-- Insanity Modes no longer unlock/have craziness in demo - thanks @Ceapa_Verde!
-- Tuned Unlocks UI
-- Tuned visibility system to allow marking of things as visible without being interacted with, etc.
-- Fixed issue with mis-reporting if any difficulty modes had been unlocked
-- Polished Unlocks widgets
-- Removed killed enemies from list of things being mastered/etc. until they have proper icons
-- Cleaned up issue where "Nice Run" button could end up unclickable
-- Added a subtle change to the silhouettes behind secret doors
-- Fixed some issues with secret doors and silhouettes
-- Added silhouettes to medlabs
-- Runsummary/Unlocks polish:
-- Added drop shadows/outlines to text elements
-- Fixed issue where Fame Bar would constantly reset if a key was held down
-- Tweaked names/etc. polish per @Klimas
-- Added SFX to Unlocks
-- Unlock descriptors now handle Rich Text
-- Main menu no longer has odd spacing on 4:3 aspect ratio monitors
-- Account Manager properly handles starting gear being marked as intereaction
-- Account Manager updates versioning existing VisibilityData
--Murderpedia icons correctly show mastered/unknown frames when using square frames
-- Fixed text of Abacus game winning achievement

Developer Notes
-- [DEV] Moved the door announcer child actor to be set in the construction script
-- [WIP] Hooked up the wall decor in the new Game Show tileset
-- [WIP] New Kit Updates and post process
-- [WIP] Moved the Game Show tileset display sign decor higher up on the wall
-- [WIP] More than doubled the size of the Game Show tileset wall screen decor
-- [WIP] Updated the tirestack post for the Game Show tileset
-- [WIP] Insanity Thermometer
-- [DEV] Added ability to set Lighting Models per-level
-- [DEV] Lighting model now stored in DungeonMap for use by DungeonSpawner
-- [DEV] Levels now pick their lighting through a more correct data path
-- [DEV] Updated our existing data to work with our current lighting setup
-- [DEV] Updated our tileset changing cheats to work with the current lighting system
-- [WIP] Added Unlocks panel to Run Summary
-- [DEV] Dungeon rooms now properly switch their spawned light setup based on their tileset and any relevant cheats
-- [WIP] Murderpedia icon borders change color to show current status (Unknown, Seen, Interacted, Mastered)
-- [WIP] Further work on RunSummary Unlock screen
-- [DEV] AccountManager can now return a simple enum to show Visibility status
-- [DEV] Added new Trevor UI assets
-- [DEV] Added UI elements for info visibility
-- [DEV] Source images for new framing elements
-- [WIP] Multi-unlocks initial implementation
-- [WIP] Unlocks screen basic functionality
-- [DEV] Added backend to have localizable pluralized custom Fan names
-- [DEV] Added ability to make repairs w/o FX/audio via RepairContext Repair.Silent
-- [WIP] Further work on the Unlocks page -
-- Handles properly cases of 4+ unlocks of a given type
-- Handles achievements/unlocks unlocked on the previous RunSummary page
-- New layout to handle multiple unlocks visually
-- [DEV] Cleaned up debug text
-- Records elements that have been seen for the first time on a run properly
-- [DEV] Added ability for StatMods to have custom text descriptions
-- [DEV] Added ability for buffs to have first-time-use-only StatMods
-- [DEV] Adjusted BP naming in buff hierarchy
-- [DEV] Added Murderpedia section validity check for VisiblityData
-- [DEV] Added new C++ callback for LightingModel changes
-- [WIP] Unlocks screen cleanup
-- [DEV] Fixed a cook error in game instance
-- [DEV] Hooked up the new lighting model change callback
-- [DEV] Cleaned up a few little things in base tile
-- [DEV] Added versioning to InfoVisibility for future backwards-compatability
-- [WIP] Run Summary cleanup
-- [DEV] Fixed several issues with the fan event signs not checking if they were valid before doing things and throwing errors