Closed Beta Patch 0.2.8
CLOSED BETA PATCH 0.2.8
Bunches of goodness for y’all! We’ve been a bit quiet recently as we’ve been focused on two areas before we do another big Beta Invite Explosion:
Polish and Bughunting We’re making sure we are keeping up with your feedback! You’ll see tons of this below, from adding big crowds to the boss room, to tweaking the timing to make spikeballs a bit more forgiving, making traps be less hazardous out of combat, balancing audio overall, and more. You keep finding bugs and suggesting stuff, and we’ll keep cranking out ways to make the game better - thanks!
Final Features! Fan Mood (where your fans get happy and/or angry as you do stuff they like or don’t based on their Type) is the last truly major feature we’re planning before Early Access, so we’ve now laid the groundwork for that! We’ll always adjust based on your feedback, but we’ve been cranking away on things like Fame and overhauling various systems to make sure we’ve roughed through the big stuff. Once that’s roughed in, we’ll be adding yet more folks to Beta and then doing a long polish and content push as we head to EA! Early Access isn’t soon - it’s months away based on all the stuff we’re planning. But, if we keep cranking, it’s only months away!
And because it’s how we roll there are some new mutations, items, and rooms as well.
Enjoy!
Features:
-- Fan Mood Woo, Fans getting ecstatic and enraged! Baby steps are in this build for being able to excite or piss off your Fans in ways other than slaughter and stylish move. Fans have quietly had opinions on items for a while - it’s why certain Fan Types tend to vote for different kinds of items in your gifts. Bloodthirsty fans get excited by weapons and mutations like Bomber, but they hate healing stuff - Speedrunning fans love Adrenaline Rush, but hate Brute as it lowers your speed. In preparation for the Fans loving or hating you for choosing different items, we’re now displaying the opinion overhead of each item - they’ll give a happy green thumbs up if they like it, and an angry red thumbs down if they hate it. Now, this is just steps towards the goal; they won’t act on their love or hate (yet!) For now, I’m displaying the numerical value of the opinion - a mildly strong dislike might be -45, while enraptured love of an item might be 175. Those are the numbers behind the scenes that we use in NPC polls, and we might well hide ‘em in the future - but we’re displaying them as we get the system working. More to come here, watch this space!
-- Trap Intelligence - Because we care about your Quality of Life (and Death) trap tiles now deactivate when their room is not locked down. Unless, of course, the room is specifically set up to be a lockdown-less trap room like spiky corridors of jump-puzzleness.
-- Diminishing returns for carnage- there is now a cap to the number of times a given stylish move can be earned in a single combat. We want to make sure that the fun way to play correlates with the best way to play where possible - and farming carnage points wouldn’t be fun per se.
Content:
-- Added new Carnage Item, Organ Donor - changes nearby hearts to coins
-- Added Mutation Envy - applies NPC level-up mutations to you as well
-- Added Mutation Game Master - your Carnage Item activates for free each time a Fan Event begins. Mostly great!
-- Added Armor Scrap Piles to rooms - rare scrap piles with higher chances of dropping armor pickups
-- Boss rooms are more epic! Now huge crowds gather to watch your end-of-level fights
-- Added new rooms
Polish:
-- Audio mixing pass! Enjoy a more even soundscape experience.
-- Upped duration of timer for Power Attack timing
-- Tweaked Fame bar display
-- Fixed an issue where entering the ending arena cutscene while already immune to damage would cause you to not be immune to damage for the remainder of the cutscene
-- Fixed the start room MC still blocking your movement long after he has flown away into the air
-- Added redirectors for unlocking Electric Sword, Claws after Tier 3 fame reached with each class
-- Updated weapons pools
-- Implemented ability for Active Items # of uses to be mutated similar to the way gadget uses are mutated after you've picked up Gadgeteer
-- Health pickups now have their own replication class
-- Added proper concurrency settings to both dash sfx
-- Removed a small pop sound from the dash cooldown sfx
-- More audio mixing pass
-- Cleaned up some old audio calls in spinning blade traps
-- Added a new close attenuation setting for things you want to hear loudly when close, but want to drop off quickly as you move away, like the hum of a spinning blade trap
-- Shop Armor Forges are unlocked at Abacus Fame 1
-- Added achievement descriptions for Abacus Fame
-- Added redirectors for Abacus Fame
-- Tuned bonus fans for Run Complete achievements
-- Tuned bonus fans for Level Complete achievements
-- More audio mixing pass
-- Wearable refactor:
-- Wearables now properly handle being activated multiple times
-- Wearables now separate activation effects from paying the cost to activate
-- Active Items now properly use the Wearable system for activation
-- Fixed shot-scaling issue with Big Shot/Small World events/buffs for characters without wielded weapons (shots were not scaling/being unscaled properly)
-- Fixed an issue where boss walls layered over each other in boss rooms with internal walls
-- Adding the new set of recorded VO to the project
-- Fixing a large number of sfx concurrency settings issues
-- Updating the new VO sounds' settings
-- Adding new VO sound cues for random lines
-- Tweaked various NPC level up buffs to make more sense to player as well
-- Adding a new mid column for boss rooms
-- Added more details to the boss room mid column
-- Removed double decor spawning from the boss walls
-- Added boss room column spawning to the back of the stadium seating
-- Game Master now properly triggers once the triggering room has fully spawned, allowing MegaCombo and similar Carnage Items to have a full number of targets
-- Removed some now duplicated spotlights in the tutorial starting room
-- Made the larger security cameras track players properly
-- Fixed some broken cameras that wouldn't track the player in the starting rooms
-- Trap overhaul complete:
-- Spike tiles now deactivate when their room is not in combat (unless the room is specifically set up to be a trap room with no combat and/or lockdown-ending switch)
-- Fire traps now initiate properly on room reveal
-- Rooms now have state about whether traps should be active that is consistent across room types
-- Fire traps disable when not appropriate (when room has been completed, hasn't yet been started if arena room, etc.)
-- Began implementing scaffold decor for the boss room
-- Added a first pass at massive corner scaffold columns for boss rooms
-- Adjusted the scaffolding pattern for the boss corner columns to look a bit better
-- Changed the boss corner column to be significantly shorter when placed in the southern corner of the room
-- Removed decor from the boss wall end column scaffolds
-- Fixed and unified how objects in game face the player in 3D space
-- Adjusted the scale of all scaffold decorations in the boss room to be smaller and shorter
-- Added floor pieces to the boss room corner scaffold towers
-- Modified the southern boss room corner scaffold tower to look like a landing pad for the announcer
-- Added random decor placement to the boss room mid columns
-- Adjusted various possible boss room door locations to avoid weirdly thin stadium seating sections
-- Added TV set decor, audience members, boss decals, and a stub holder for the MC to the boss room corner towers
-- Added the ability to remove one corner pillar from the boss room corner towers to show the placed decor better
-- The TV camera occluder now hides its cables if it is spawned outside of a room, as it is in the boss room corner towers
-- Adjusted the position of the Gone Viral logo in the boss room to fit better with the stadium seating and the boss room corner tower decor
-- Added the ability to spawn adjacent decor on columns if desired
-- Fixed an issue where hitting escape or back from the controls option menu would put your changes in a weird half on / half off state (Thanks @Kahvikone and @[AG] David)
-- Fixed an issue where attempting to restore defaults in the controls option menu would cause all of your key bindings to go away until you reset the run
-- Spikeballs no longer can occasionally damage claw spiders through their shields
-- Adjusted spikeball damage timing to reduce unintentional self-damage (thanks @loginerror, @[AG] David)
-- Fixed an issue where the carnage you earned from a specific stylish move was showing fractions incorrectly
-- Added MegaStacker container type
-- Encyclopedia Icons can now be associated with individual instances of a pickupable (so down the road we can better handle things like being able to see what a given Genetic Tinkering is doing in your character sheet)
-- Shovers now have much cleaner interaction with knocked objects -
-- Less physics collisions, more wallops
-- Shield was damaging/walloping during the taunting phase
-- Cleaned up how Spikeballs/other SpawnedActors handle damage types that destroy them
-- Tweaked number of fans for Mutant run achievement
-- Fan Happiness/Mood now adjusted whenever an item is picked up
-- Switched the ambient background audio over to a sound cue instead of doing the volume changes manually in blueprints
-- Added in some fun rare and random textures to the wall bouncers
-- Fan opinions on in-world objects are now displayed
-- A bunch more changes to the audio mix in an attempt to have better balanced volume
-- Increased the overall game volume by about a third to compensate for the general lowering of volume during the recent audio mixing passes
-- Changed our volume controls from linear to logarithmic to give them a better real world control
-- Slightly decreased game volume across the board
-- Additional sound mixing work
-- Pickupables now report when they are picked up to the Audience
-- Fan Mood shifts up or down based on the opinion on acquired pickupables
-- Added widgets to be able to display Fan Mood
-- Fan mood doesn't yet change gameplay (coming soon!)
-- Adjusted a bunch of creature sounds for the audio balancing pass
-- Added flying sounds to the various drones
-- Added electricity sounds to the poppers
-- Updating the game version to 0.2.8
-- Fixed a spammy audio debug print I accidentally turned on
Developer Notes
-- [DEV] Added ambient level sounds to my test level so I can audio mix in there
-- [DEV] Removed all volume settings from the base character so I can audio mix without having
-- [DEV] Converted old ViewerMods into new FanEvents in many places in C++/blueprint
-- [DEV] Sorted Buff hierarchy properly
-- [DEV] Redirector cleanup
-- [DEV] Added additional settings checks to the audio helper functions
-- [DEV] Changed boss room walls so that they work better in test rooms
-- [DEV] Fixed an issue where we were throwing warnings when there wasn't a problem instead of when there was a problem
-- [DEV] Removing old and unnecessary functions from the boss room mid columns
-- [DEV] Significant cleanup in the column decor setup to fix a bunch of weirdness and duplicate code
-- [DEV] Cleanup/refactor of delayed spawning of room, improved API around delayed spawns
-- [DEV] Reworked how columns handle spawning their decor to be more like walls
-- [DEV] Added a cheat to change your "It"
-- [DEV] The boss announcement UI no longer appears in the editor test level
-- [DEV] Added a new stacked object test room for filming a gif
-- [DEV] Backend work on Fan Approval/Disapproval of pickups
-- [DEV] Fan mood backend work
Bunches of goodness for y’all! We’ve been a bit quiet recently as we’ve been focused on two areas before we do another big Beta Invite Explosion:
Polish and Bughunting We’re making sure we are keeping up with your feedback! You’ll see tons of this below, from adding big crowds to the boss room, to tweaking the timing to make spikeballs a bit more forgiving, making traps be less hazardous out of combat, balancing audio overall, and more. You keep finding bugs and suggesting stuff, and we’ll keep cranking out ways to make the game better - thanks!
Final Features! Fan Mood (where your fans get happy and/or angry as you do stuff they like or don’t based on their Type) is the last truly major feature we’re planning before Early Access, so we’ve now laid the groundwork for that! We’ll always adjust based on your feedback, but we’ve been cranking away on things like Fame and overhauling various systems to make sure we’ve roughed through the big stuff. Once that’s roughed in, we’ll be adding yet more folks to Beta and then doing a long polish and content push as we head to EA! Early Access isn’t soon - it’s months away based on all the stuff we’re planning. But, if we keep cranking, it’s only months away!
And because it’s how we roll there are some new mutations, items, and rooms as well.
Enjoy!
Features:
-- Fan Mood Woo, Fans getting ecstatic and enraged! Baby steps are in this build for being able to excite or piss off your Fans in ways other than slaughter and stylish move. Fans have quietly had opinions on items for a while - it’s why certain Fan Types tend to vote for different kinds of items in your gifts. Bloodthirsty fans get excited by weapons and mutations like Bomber, but they hate healing stuff - Speedrunning fans love Adrenaline Rush, but hate Brute as it lowers your speed. In preparation for the Fans loving or hating you for choosing different items, we’re now displaying the opinion overhead of each item - they’ll give a happy green thumbs up if they like it, and an angry red thumbs down if they hate it. Now, this is just steps towards the goal; they won’t act on their love or hate (yet!) For now, I’m displaying the numerical value of the opinion - a mildly strong dislike might be -45, while enraptured love of an item might be 175. Those are the numbers behind the scenes that we use in NPC polls, and we might well hide ‘em in the future - but we’re displaying them as we get the system working. More to come here, watch this space!
-- Trap Intelligence - Because we care about your Quality of Life (and Death) trap tiles now deactivate when their room is not locked down. Unless, of course, the room is specifically set up to be a lockdown-less trap room like spiky corridors of jump-puzzleness.
-- Diminishing returns for carnage- there is now a cap to the number of times a given stylish move can be earned in a single combat. We want to make sure that the fun way to play correlates with the best way to play where possible - and farming carnage points wouldn’t be fun per se.
Content:
-- Added new Carnage Item, Organ Donor - changes nearby hearts to coins
-- Added Mutation Envy - applies NPC level-up mutations to you as well
-- Added Mutation Game Master - your Carnage Item activates for free each time a Fan Event begins. Mostly great!
-- Added Armor Scrap Piles to rooms - rare scrap piles with higher chances of dropping armor pickups
-- Boss rooms are more epic! Now huge crowds gather to watch your end-of-level fights
-- Added new rooms
Polish:
-- Audio mixing pass! Enjoy a more even soundscape experience.
-- Upped duration of timer for Power Attack timing
-- Tweaked Fame bar display
-- Fixed an issue where entering the ending arena cutscene while already immune to damage would cause you to not be immune to damage for the remainder of the cutscene
-- Fixed the start room MC still blocking your movement long after he has flown away into the air
-- Added redirectors for unlocking Electric Sword, Claws after Tier 3 fame reached with each class
-- Updated weapons pools
-- Implemented ability for Active Items # of uses to be mutated similar to the way gadget uses are mutated after you've picked up Gadgeteer
-- Health pickups now have their own replication class
-- Added proper concurrency settings to both dash sfx
-- Removed a small pop sound from the dash cooldown sfx
-- More audio mixing pass
-- Cleaned up some old audio calls in spinning blade traps
-- Added a new close attenuation setting for things you want to hear loudly when close, but want to drop off quickly as you move away, like the hum of a spinning blade trap
-- Shop Armor Forges are unlocked at Abacus Fame 1
-- Added achievement descriptions for Abacus Fame
-- Added redirectors for Abacus Fame
-- Tuned bonus fans for Run Complete achievements
-- Tuned bonus fans for Level Complete achievements
-- More audio mixing pass
-- Wearable refactor:
-- Wearables now properly handle being activated multiple times
-- Wearables now separate activation effects from paying the cost to activate
-- Active Items now properly use the Wearable system for activation
-- Fixed shot-scaling issue with Big Shot/Small World events/buffs for characters without wielded weapons (shots were not scaling/being unscaled properly)
-- Fixed an issue where boss walls layered over each other in boss rooms with internal walls
-- Adding the new set of recorded VO to the project
-- Fixing a large number of sfx concurrency settings issues
-- Updating the new VO sounds' settings
-- Adding new VO sound cues for random lines
-- Tweaked various NPC level up buffs to make more sense to player as well
-- Adding a new mid column for boss rooms
-- Added more details to the boss room mid column
-- Removed double decor spawning from the boss walls
-- Added boss room column spawning to the back of the stadium seating
-- Game Master now properly triggers once the triggering room has fully spawned, allowing MegaCombo and similar Carnage Items to have a full number of targets
-- Removed some now duplicated spotlights in the tutorial starting room
-- Made the larger security cameras track players properly
-- Fixed some broken cameras that wouldn't track the player in the starting rooms
-- Trap overhaul complete:
-- Spike tiles now deactivate when their room is not in combat (unless the room is specifically set up to be a trap room with no combat and/or lockdown-ending switch)
-- Fire traps now initiate properly on room reveal
-- Rooms now have state about whether traps should be active that is consistent across room types
-- Fire traps disable when not appropriate (when room has been completed, hasn't yet been started if arena room, etc.)
-- Began implementing scaffold decor for the boss room
-- Added a first pass at massive corner scaffold columns for boss rooms
-- Adjusted the scaffolding pattern for the boss corner columns to look a bit better
-- Changed the boss corner column to be significantly shorter when placed in the southern corner of the room
-- Removed decor from the boss wall end column scaffolds
-- Fixed and unified how objects in game face the player in 3D space
-- Adjusted the scale of all scaffold decorations in the boss room to be smaller and shorter
-- Added floor pieces to the boss room corner scaffold towers
-- Modified the southern boss room corner scaffold tower to look like a landing pad for the announcer
-- Added random decor placement to the boss room mid columns
-- Adjusted various possible boss room door locations to avoid weirdly thin stadium seating sections
-- Added TV set decor, audience members, boss decals, and a stub holder for the MC to the boss room corner towers
-- Added the ability to remove one corner pillar from the boss room corner towers to show the placed decor better
-- The TV camera occluder now hides its cables if it is spawned outside of a room, as it is in the boss room corner towers
-- Adjusted the position of the Gone Viral logo in the boss room to fit better with the stadium seating and the boss room corner tower decor
-- Added the ability to spawn adjacent decor on columns if desired
-- Fixed an issue where hitting escape or back from the controls option menu would put your changes in a weird half on / half off state (Thanks @Kahvikone and @[AG] David)
-- Fixed an issue where attempting to restore defaults in the controls option menu would cause all of your key bindings to go away until you reset the run
-- Spikeballs no longer can occasionally damage claw spiders through their shields
-- Adjusted spikeball damage timing to reduce unintentional self-damage (thanks @loginerror, @[AG] David)
-- Fixed an issue where the carnage you earned from a specific stylish move was showing fractions incorrectly
-- Added MegaStacker container type
-- Encyclopedia Icons can now be associated with individual instances of a pickupable (so down the road we can better handle things like being able to see what a given Genetic Tinkering is doing in your character sheet)
-- Shovers now have much cleaner interaction with knocked objects -
-- Less physics collisions, more wallops
-- Shield was damaging/walloping during the taunting phase
-- Cleaned up how Spikeballs/other SpawnedActors handle damage types that destroy them
-- Tweaked number of fans for Mutant run achievement
-- Fan Happiness/Mood now adjusted whenever an item is picked up
-- Switched the ambient background audio over to a sound cue instead of doing the volume changes manually in blueprints
-- Added in some fun rare and random textures to the wall bouncers
-- Fan opinions on in-world objects are now displayed
-- A bunch more changes to the audio mix in an attempt to have better balanced volume
-- Increased the overall game volume by about a third to compensate for the general lowering of volume during the recent audio mixing passes
-- Changed our volume controls from linear to logarithmic to give them a better real world control
-- Slightly decreased game volume across the board
-- Additional sound mixing work
-- Pickupables now report when they are picked up to the Audience
-- Fan Mood shifts up or down based on the opinion on acquired pickupables
-- Added widgets to be able to display Fan Mood
-- Fan mood doesn't yet change gameplay (coming soon!)
-- Adjusted a bunch of creature sounds for the audio balancing pass
-- Added flying sounds to the various drones
-- Added electricity sounds to the poppers
-- Updating the game version to 0.2.8
-- Fixed a spammy audio debug print I accidentally turned on
Developer Notes
-- [DEV] Added ambient level sounds to my test level so I can audio mix in there
-- [DEV] Removed all volume settings from the base character so I can audio mix without having
-- [DEV] Converted old ViewerMods into new FanEvents in many places in C++/blueprint
-- [DEV] Sorted Buff hierarchy properly
-- [DEV] Redirector cleanup
-- [DEV] Added additional settings checks to the audio helper functions
-- [DEV] Changed boss room walls so that they work better in test rooms
-- [DEV] Fixed an issue where we were throwing warnings when there wasn't a problem instead of when there was a problem
-- [DEV] Removing old and unnecessary functions from the boss room mid columns
-- [DEV] Significant cleanup in the column decor setup to fix a bunch of weirdness and duplicate code
-- [DEV] Cleanup/refactor of delayed spawning of room, improved API around delayed spawns
-- [DEV] Reworked how columns handle spawning their decor to be more like walls
-- [DEV] Added a cheat to change your "It"
-- [DEV] The boss announcement UI no longer appears in the editor test level
-- [DEV] Added a new stacked object test room for filming a gif
-- [DEV] Backend work on Fan Approval/Disapproval of pickups
-- [DEV] Fan mood backend work