1. Gone Viral
  2. News

Gone Viral News

Friends Family Patch 0.1.6

Content, Polish, and Audio!

In this patch, you’ll note a few major things:

We’ve started adding in and polishing combat audio. Some of this is still WIP, but things should sound better in general!
We’ve worked on a number of new creatures - grenadiers, diggers, facehuggers, highlight bots, gladiators, hostile medbots, and more.
We’ve added some rooms to showcase some those new creatures - more are in the works!
We’ve tuned a number of existing rooms and creatures to be more interesting, action-packed, challenging, or more fun in general.
In general this has been an addition-focused two weeks; heading towards January will be more split between polish, bug fixes, and content!

Content
-- Artified the starting room for new runs
-- Added Orbital Shield (temp asset) - shield that rotates around you and deflects projectiles
-- Added Facehuggers: Small, fast, cowardly enemies that zip to downed allies and resurrect them in a berserk state.
-- Added Oompa Grenadiers: Explosive mortar-launching indirect fire enemies
-- Added Oompa Laser Grenadiers: Little buggers that fire indirect laser balls that splat in an area
-- Added Highlight Cambots: Buffing NPCs that give bonus carnage if you kill enemies in their spotlights and buff enemies in the spotlight as well. Test rooms are in, but shouldn’t be enabled in build yet.
-- Added Claw Spiders: melee enemies with a permanent front shield. In test rooms.
-- Added Gladiators: Room bosses that will appear at the end of arenas. In test arenas.
(Why mention enemies in test rooms? Well, in case one is accidentally enabled in the actual build, heh)
-- Added 2x and 5x Bomb Crates
-- Added 2x, 5x, and 10x coin stacks
-- Added Blood Chests - they must damage you or an NPC (or eat a heart consumable) to open
-- Added unlocked small chests


Polish
-- Missile projectiles now will no longer penetrate Shrapnelproof Skin if they hit you directly
-- Tuned powered attack impact point to feel less laggy
-- Stats are now loaded in room editor so that creatures don't trivially die
-- Chests no longer receive blood splatters
-- Removed the "hole" decal from the digger intro and outro particle systems
-- Made some changes to the oompa diggers to reduce how often they fall into pits while burrowed
-- If an oompa digger still falls into a pit they will now be forced out of being burrowed
-- Moved another cambot movement component change out of manually set data into a more visible blueprint call
-- Added flag to character to not save when set to avoid save bugs
-- Highlight cambots no longer save if they were mid-beaming up after combat
-- Scooched wallbouncers closer into the walls that spawn them
-- Light cone material now fades out as it reaches floor level
-- Buff timers being refreshed/extended correctly update the timer particle effect
-- Acid Drip injector now shows a timer while active
-- Added logging to Viewer Events being completed
-- Added CapsuleTop attach point for buffs
-- Added subtle effect to HighlightCamBot buff
-- Added ability to have bonus multipliers for carnage in an area
-- Fixed potential bug with LowTolerance and some injectors
-- Retuned carnage pools to be able to handle bonus areas
-- Cleaned up carnage widget to be more clear and handle bonuses
-- Extended melee range forward slightly
-- Tweaked display of carnage bonuses to be more intelligent
-- All neutral npc's should now be ignored by the highlight cambot
-- Significant cleanup and renaming in the AI trees and services associated with the highlight cambot
-- Fixed some timer issues with the scanner bot
-- Hid a bunch of invisible components that were accidently set to be visible in editor
-- Moved the gladiator actors under the miniboss actors
-- Cleaned up where dash data is overridden for dashing npcs
-- Fixed an issue where the current sword gladiator was not accounting for its mass when overriding its dash data
-- Hostile Medbots now resurrect properly and manage their action tables
-- Added ability to override the action table logic to CH_NPC so children can choose to bypass the base logic easily
-- Added anim notifies to Drone skeleton for StartPrimaryAttack and EndPrimaryAttack
-- Sword Gladiator now dashes at the correct times
-- Placeholder melee and ranged attacks added to the sword gladiator
-- Much improved sword gladiator animations
-- Added the ability for NPCs to knock back other characters and objects with their dash like the player can
-- Fixed an issue preventing NPCs from knocking things around with their dash wallops
-- Tweaking and cleanup for the electric sword gladiator animations
-- Hooked up the remaining Electric Sword Gladiator attacks
-- Moved the FX for the Sword Gladiator's power attack into his blueprints
-- Re-balanced the sword gladiator's ranged ai table a bit
-- The sword gladiator's harpoon shot speed is now correctly set in the firing node instead of using the character stats
-- Added rocket gladiator
-- Updated the creature test room to contain the new rocket gladiator
-- Fixed an issue with the ranged ai options chosen by the sword gladiator
-- Added a new mini claw spider
-- Set up all the new data for the mini claw spider
-- Returned the existing claw spider to its previous, normal size
-- Added an additional animation notify for use with custom blueprint work
-- Updated the base spider attack animation to call the new notify
-- Added a prototype shield to the claw spider that only protects it from the front and only from damage, not wallops
-- Built an early prototype for the rocket gladiator's cruise missile attack
-- Began setting up the framework for the rocket gladiator's rocket jump ability
-- Firing master now logs an error if the cooldown node name isn't set to a proper node
-- Added prototype room for claw spiders
-- "ShieldIDEnabled" query added to CPP Basecharacter
-- Added a super rough missile wave attack for the rocket gladiator
-- Added a bunch of small things to help support the new missile wave attack
-- Renamed the Rocket Trail attack and all relevant back end data to Rocket Wave
-- Fixed an issue with the first Rocket Wave rocket falling on the caster's head
-- Added telegraphs to the falling rockets
-- Rebalanced how often the Rocket Gladiator's special ranged attacks were selected
-- Adjusted the cooldowns for both the rocket jump and cruise missile attacks
-- Fixed an issue with the rocket wave not stopping when it hit a wall
-- Announcer swoop intro animation/weighting changed
-- Some quick clean-ups for the rocket gladiator's rocket wave attack
-- Spikeball spikes retract when the spikeball stops moving
-- Shrunk the rocket gladiator's melee sphere by a little bit
-- (DEV) Organized room editor tag lists
-- Added Arena room with new Gladiator roomboss and diggers/grenadiers
-- Added a new whirlwind charge attack to the sword gladiator
-- Built a full set of whirlwind charge animations
-- Cleaned up some existing blueprints in the sword gladiator
-- Added priority location behavior to the "always chase" AI tree
-- Fixed a bug in the "enemy visible" ai task where it could get stuck in a half combat state
-- Pathing is much better/more efficient around SpinBlade traps
-- Spinblades are marked as hazards properly (and hazard is removed when they stop spinning)
-- Spinblades use wallops as opposed to physical collisions (should result in much less frequent crazy physics)
-- Wallbouncers and Wallspikes are marked as hazards to the AI
-- Upped the weights of pathing through HighHazard and LowHazard zones
-- Spikeballs are immune to fire damage
-- Add the first version of the claw gladiator's tornado spray attack
-- Added dash to the claw gladiator
-- Began setting up the claw gladiator so that it can pounce on you with a future attack
-- Added the slashing pounce attack to the claw gladiator
-- Did some minor cleanups in both the rocket gladiator and the stomper
-- Added Triple Attack for ClawSpider with rotation locked
-- Added start room monologue to MC
-- Fixed an issue where enemies would decide to walk into deadly traps because they weren't considering hazards when picking their walking endpoint
-- Fixed an issue where the sword Gladiator could get stuck bouncing against a wall bouncer forever when doing his whirlwind charge
-- Claw spiders now continue moving forward during the time they are doing their flurry of claw attacks
-- Added the new resurrected rage buff that is applied to enemies the Facehugger resurrects and reduced their resurrected health to help compensate for their new size and power
-- Added fields to data to set camera distance per-room (just data for now)
-- Room editor can rename room manifests
-- Prep work for assigning roomIDs
-- Built a prototype of the claw gladiator's claw carpet attack using acid pools and hackery
-- Fixed subtle issue with ordering of timing between formation projectiles, spawning children, and being initialized fully
-- Partial work on room leaf IDs being settable
-- Exposed from C++ ability to get all children of a given gameplay tag
-- Implemented IDs etc. for MProj_ClawCarpet
-- Allow child classes to override the amount of damage you take from being walloped into walls/etc.
-- Claw spiders now can't be killed by smacking them into walls with their shields up
-- Mutant choppers now make more aggressive turning decisions to help them find more faces to store their axes in
-- Threw in a quick "SetMyScale" function in base character so it could be overridden in npc
Converted a few buffs over to the new "SetMyScale" function
-- Fixed a bug causing an interrupted resurrection to leave the corpse on the ground forever
-- Fixed an issue where pits were causing invalid patches of navmesh to be generated outside the rooms the pits were in, including being generated on the empty voids between rooms
-- Switched the claw gladiator's claw carpet attack to use a new effect that looks like claws jabbing through the ground instead of the placeholder acid pool that was being used before
-- Minor cleanups for the mutant shover
-- Hover now properly split-bodies correctly; keep an eye out for other animations looking funky!
-- Added animation for Claw Gladiator ClawCarpet attack
-- Tweaked claw spider base room
-- Productized how consumables are consumed by gadgets in an extensible way.
-- Put a cooldown on a single character playing their own get hit sound to prevent rapid double plays like walloping a character into a wall they are standing right next to
-- Moved a direct audio blueprint call in tutorial mc over to the audio helper function
-- Added a new audio helper function for attached audio and hooked it up
-- Removed the final traces of the old and unused audio setup
-- Added Pain Choice vault room (one choice covered w/ spikes)
-- Drone Factories no longer spawn minions in room editor
-- Added new simpler InRoomEditor?() function to GV_Instance
-- Made the Executioner resurrectable
-- Bumped up the power of the resurrected rage buff
-- Removed a previous blood splatter test that was causing simple bots to spawn several extra blood splatters when hit with a hard wallop
-- Many room tweaks/cleanups
-- Blood chests now act as hazards which smart AIs attempt to avoid
-- Blood chests now properly animate as they open
-- Switched the facehuggers over to a more aggressive fleeing behavior
-- Multiple rooms added
-- Cleaned up Room Editor HUD around cases of renaming, duplicating rooms etc. to ensure display is correct
-- Switched the oompa overseer's shielding to not block walloping as a test to see if it is more fun or just more confusing
-- Tweaked starting room to add control information to stage/tweaked scales and positions to make room
-- Removed AI_Controller from StartRoom_MC to avoid warning
-- Tuned Grenadier fire animation to have proper telegraph/etc. timing and positioning of FX
-- Fixed an issue where the shielding active item force bubble effect was being drawn around your feet
-- Fixed: BUG: The first time you use the Mega Combo item, the bar drains down to one full remaining carnage bubble instead of fully emptying.
-- Fixed: BUG: The attachment point for Horns on the Power Armor seems floaty with Precognition.
-- Added significantly more logging and error checking when a room feels it has been in combat too long and tries to force the lockdown to end
-- Adjusted the timing of the forced end lockdown for rooms
-- Added a much more comprehensive set of actions the room takes when it attempts to force end a lockdown

Audio
-- Starting the process of converting attack sounds over to the new sfx
-- Moved more attack sounds over to the new sfx
-- Fixed most new sound queues defaulting to a volume multiplier of 0.75
-- Fixed an issue where a huge number of sounds were being put in the same concurrency group and thus interrupting each other
-- Fixed an issue where armor hit sounds were never being played
-- Hooked up a bunch of electricity and sawblade attack sounds
-- Added a simple shielded enemy gets hit sound for the oompa overseer
-- Reduced the volume of the player's new swing woosh sounds as they were a bit overpowering
-- Weapons can now override player attack sounds
-- Added the new laser shot sfx to the simple bots
-- PC/Characters can set attack sounds to play on melee misses and hits
-- Switched the electric sword over to using the new audio system to play the new sfx
-- Cleaned up some old audio to match our new setup
-- Reduced the volume of the mortar fuse
-- Added a telegraph sound to spiders shooting
-- Powered attack with electric sword hums during build up then has thunderstrike sound on impact
-- Switched the shotgunner shot sound over to the new laser shotgun sfx
-- Hooked up laser harpoon sounds
-- Laser ball projectiles now have sounds
-- Updated a bunch of the remaining combat audio calls and setups
-- Moved the generic hit sound to only play on physical damage
-- Unified how everyone sets their get hit and die sfx
-- Deleted the now unused robot sounds component since we don't change sounds like that any more
-- Set up everyone's death sounds to be an acceptable default
-- Characters no longer play their get hit sfx if they are also going to play their death sfx right now
-- Projectiles now have an expend sound which can be set vs. always playing the same sound for all projectiles (including invisible ones, whoops)
-- Added sounds to the sword gladiator's whirlwind charge attack
-- Cleaned up the functionality and added sounds and effects to the rocket gladiator's rocket jump attack

Friends Family Patch 0.1.5

Polish, cleanup, and engine upgrade!
We’ve updated to UE4 4.21.0 - this comes with some performance improvements and new features for us to play with, but the conversion did take some time. We’d way rather be churning in some new content for y’all to play!

We’ve seen one issue based on the engine upgrade we HAVEN’T been able to track down yet - there’s an AI issue where they can get locked to certain areas of a room… so if you see odd pathing occasionally, that’s what it is. It’s most noticeable on guys in a big room (like the gladiator boss, for instance). FYI and we’ll get a patch out to cure that as soon as we get a fix from Epic.

We’ve also started overhauling many of the more generic sounds we used in early development. This is mid process - you’ll note many things in combat are actually probably LESS impactful this build as we tweak them, but we like the direction we’re starting to head in. Keep an ear out going forward.

On the content front, we’ve added a number of new rooms showcasing some new creatures and traps, fixed a number of outstanding issues from the last patch, and have laid the groundwork for our upcoming content focus over the next few months. More to come!

NPCs:
-- Switched the Oompa Grenadier over to using the proper full action table functions
-- Oompa Grenadiers no longer shoot once at you from a million miles away
-- The Oompa Grenadier uses a new AI package that allows it to both shoot at you over rocks, and retreat while still firing if you get too close
-- Updated Oompa Grenadier behavior to a new experimental setup where it won't chase you very far at all
-- Added new blend space, animations, AMs, reparenting, tags, stats, etc. flor Claw Gladiator
-- A ton more groundwork for making gladiator enemies work well with our existing systems
-- Did some general cleanup to the gladiators
-- NPC's can now use dash moves
-- Updated the NPC dash effects to the more modern dash effects
-- Oompa Diggers now destroy rocks with a small explosion as they burrow out from under the ground
-- Oompa Diggers now have a significantly reduced max turn speed while trying to hit you with their drill attack
-- Oompa Diggers no longer collide with above ground enemies when traveling underground
-- Adjusted some values for the Oompa Digger to let it behave a bit more "correctly"
-- Fixed some issues with the particle effects for the Oompa Diggers
-- Added Mortar, Spikeball, and Laserball V1 Grenadiers
-- Fixed an issue where the first movement provided by the rook spot ai task could travel in a non-rook manner
-- Fixed an issue where hitting an enemy that was too close to path to you would get them stuck unable to walk forever
-- A bit of cleanup for the bomb spider
-- Acid Simple Bots no longer spread acid trails when they are walloped
-- Significant clean-up for the wormbot scripts
-- Switched the wormbot over to the new art assets and updated their follow distance to work correctly with the new assets
-- Implemented the tail of the wormbot

Content:
-- Added new Spiky rooms
-- Added new combat rooms
-- Added encyclopedia support for achievements
-- Added flavor text for bosses and other IDs

Dev
-- Converted project over to using Unreal 4.21.0
-- Build settings changes to fix some issues with cooking in UE 4.21.0
-- Fix for 4.21.0 requiring precompiled headers explicitly
-- Prevent possible race condition in Progression Widget under 4.21.0
-- Added logging galore to hunt down 4.21.0 race condition on startup
-- Bomb projectiles now respect DamageMX
-- Added new tag "Resists.Harpoons" which causes harpoon pulls to be less effective
-- Room Editor cleanup for placing synchronized traps
-- Added more logging to 4.21.0 null data case
-- Made a path for getting current run data that avoids IRunManager interface to avoid UE4 4.21.0 cooking error
-- Removed a malfunctioning interface that has been preventing building under 4.21.0
-- Possible fix for the CDO-based crash in Projectile in an uncooked 4.21.0 build
-- Significant increase to the pathing chunk size in an effort to minimize the damage some 4.21.0 bugs do to the play experience
-- Room Editor now cleans up old tags on EdObjects properly
-- Cleaned out various references to old "Sync.Second" tags
-- Room editor now handles the start room for the test levels more cleanly
-- Control-F9 in dev mode now brings you to a level where unpolished rooms can be tested

Polish:
-- Fixed rooms with wallbouncers prematurely showing 'em off (thanks @loginerror!)
-- Fixed spamming of invisible multishot copies of non-characters (thanks @loginerror!)
-- Fixed healthbar visibility issue
-- Mutations list now wraps properly in Character Sheet
-- Healthbars now are grey while opponents have any layers of armor left
-- No longer play "Room Complete" audio in arena rooms so that Arena Pods can say "Winner takes all" instead
-- Lots of polish/cleanup of spikewalls (they adjust better to interior short walls, sounds have attenuation, etc.)
-- Fix to spikeballs/other moveables not having destructible meshes appear
-- Mortar projectiles now do 0.25 the damage that bombs do
-- Fixed typos in item descriptions
-- Spikeballs are no longer so whizzy when harpooned based on F&F feedback
-- New set of combat sounds added to the project
-- Updated all the new combat audio uassets to be set up correctly
-- Updated all old sounds that had modified concurrency settings to use the new concurrency class
-- Build all of the random sound cues for the new combat sounds
-- Fixed some additional missing data in the new sound cues
-- Hooked up the new sound fx when you take acid or electricity damage
-- Re-worked how getting hit sounds are handled
-- Added a variable for setting the getting hit sounds to the character data table
-- Removed a few places where we were doing double sound calls like breaking armor and wallop hits
-- Moved the acid and electric hit sound calls to a better spot
-- Switched basic combat hit sounds over to the new sounds
-- Build all of the random sound cues for the new combat sounds
-- Fixed some additional missing data in the new sound cues
-- Hooked up the new sound fx when you take acid or electricity damage
-- Re-worked how getting hit sounds are handled
-- Added a variable for setting the getting hit sounds to the character data table
-- Removed a few places where we were doing double sound calls like breaking armor and wallop hits
-- Moved the acid and electric hit sound calls to a better spot
-- Switched basic combat hit sounds over to the new sound fx
-- Implemented interval spike system - traps can now “sync up” in patterns in rooms
-- Added new spike timing puzzle room
-- Spikeball projectiles no longer interpenetrate each other
-- Mutation/other unlocking screens now resemble the other new UIs
-- Removed the duplicate sword from the editor test level starting room
-- Removed speech arrow from dialogue text bubble
-- TutorialMC now opens the arena door after his monologue is completed
-- Removed old arena door tutorial-specific code
-- Wall child actors (bouncers and spikers) more robustly set hidden states appropriately
-- Moved the barbed wire wall topper decor's detection area to the correct location which will fix some issues with them being unexpectedly deleted
-- Shop cages now properly clean up their shopkeepers when they go away
-- Removed a number of test rooms
-- Improved a number of boring rooms
-- Fixed potential crash when acidbot corpse was cleaned up before their splatter expired
-- PC is now immune (as if dashing) during the Arena Pod celebration
-- Fixed potential stacking issue with Adaptive and Iron Skin
-- Polished starting room
-- Starting room now saves state with game
-- Occluder Spotlights can be set to track player or not
-- StartRoomMC created

Friends Family Patch 0.1.4

Major UI Overhaul part 2!
In the last few weeks, we’ve been concentrating on continuing the UI overhaul. You’ll see a ton of improvements and because of this, likely some polish issues - please do report them!
Additionally, Doug has been doing a ton of NPC work. Some of this you’ll see in the build, but others will be waiting until we build the next crop of rooms to place said NPCs in the game. Exciting times! And of course, our polish rounds continue apace, in large part thanks to your feedback. Speaking of which - feedback welcome, as always!

UI
-- Encyclopedia and Identification system roughed in
-- Once you see an object in-game, its name will be shown in the Encyclopedia page (Y key/Gamepad Special Left by default, or now merged with the Character sheet)
-- Once you interact with an unknown thang in the game (items, creatures, etc.) - i.e. pick it up, wear it, kill it (for creatures), survive it (for viewer events) the full description will be available
-- Item nameplates will no longer show the description or stats of an item until after it has been picked up at least once
-- Encyclopedia has base rough functionality for displaying mutations, weapons, bosses, viewer events, and gadgets
-- I’ve only added more detailed flavor text for a few items so far - more to come
-- Nameplate overhaul - this will be becoming an interaction button to pick up mutations, interact with machines, etc.
-- Mutations now set their color based on their rarity
-- Completion meter now only accounts for achievements you can unlock in the current build vs. achievements for levels/bosses/content not yet enabled in F&F
-- Note - as we enable new achievements week to week, your 100% will drop down based on this!
-- Improved announcer system
-- Level greeter now uses announcer to announce new levels and buffs
-- Viewer gifts now use the announcer
-- Character sheet is now a bindable key - defaults to TAB/Gamepad Special Right (should map to Select on XBOX and Options on PS4)
-- Character sheet merged with new Encyclopedia
-- Created new combo tracker in the modern style attached to viewer widget
-- Cleaned up old fonts/etc on viewer event tracker and repositioned
-- Archived old style UI assets
-- Cleaned up viewer poll tracker and repositioned
-- Carnage Combo widget now animates, stacks similar elements, and handles cases more cleanly
-- Merged Fan Counter and Fan Goal widgets into a more compact entity
-- Announcer can now handle newlines
-- Announcer handles longer lines better
-- Widget placement improved on main HUD
-- Achievements now are announced via the Announcer Swoop
-- Made larger difference in color between enabled and disabled keys
-- Added ability to cancel announcements
-- Boss Room UI interacts better with other announcements


NPCs
-- Increased the area of the highlight cambot's spotlight
-- All the various highlight cambot effects now properly enable and disable at the correct times
-- Changed the claw spider to be tiny and trivial, but also to attack faster
-- Spider skeleton is now set up for splitbody animations
-- Tar spiders now properly telegraph their attacks via animation whether walking or standing still
-- Mutant chopper will now sometimes choose to turn before he reaches a wall
-- Cleaned up the mini drone spawn effects
-- Slightly decreased the size of the mini drones
-- Fixed an issue where the oompa overseer was strafing for no real reason
-- Changed all normal wanders to double try further wanders
-- Increased the mini spike spider's wander radius and movement speed
-- The facehugger now does a wander / flee style behavior instead of just a normal wander
-- The facehugger now moves much faster when it runs to resurrect a corpse
-- Oompa grenadiers accurately calculate ballistic arcs for their mortar attacks if they have an AITarget
-- Fixed a bug where some creatures continued to fire even after it lost sight of you
-- Added proper LoS data checking to both of the "Face" ai trees
-- Fixed several units that were not set to require LoS when they actually should
-- Oompa grenadiers now strafe
-- Shotgunners and Grenadiers have better blend spaces set up so they move and strafe without floating along
-- Updated the WanderDelay AI tree to use NPC data instead of a hard coded delay value
-- Switched both drone factories to use the new WanderDelay tree (much more interesting base movement)
-- Enemies will no longer forget who you are if you walk behind a rock
-- Cleaned up a bunch of AIData breaks that have expanded with unnecessary extra data over the last few months
-- Tweaked how the Oompa Grenadier works in several ways to get it to work a bit better
-- Added a firing distance to the Oompa Grenadier based on its Far stat
-- The Oompa Grenadier now only shoots at you if he can reach you with his mortar
-- The Oompa Grenadier now adjusts his goal distance from the player to be equal to his mortar's range
-- Mortar projectiles now arm at the peak of their arc
-- Tweaked the goal radius and far stats on the Mutant Shotgunner to cause them to engage at more range
-- Turrets now split-body animate properly, have telegraphs, and have fire animations
-- Oompa diggers now use powerattacking to keep drilling you as long as you are in melee range
-- Fixed up Driller blend space for more visible feet motion
-- Added new firing nodes for Digger V1
-- Set up digger skeleton as a viable retarget option (English version - animations should no longer have them occasionally “float”)
-- Improved the charge path selection behavior so that charging enemies get stuck less
-- Marked various animations as being sized for the digger skeleton
-- Added ability to override firing node choices in CH_NPC
-- Oompa Diggers now destroy rocks with their giant drills


Content
-- Added WallBouncers for your bouncy wall desires
-- Spikes extend on spikeballs only when walloped
-- Updated physics movement of spikeballs to be much bouncier
-- Spikeballs when spiky can now damage barrels and other occluders that take Physical damage
-- Added always-on spikeballs for trap rooms
-- Added the Shocker carnage item - a frequently usable low-damage stunning attack that refuels after only a few stylish moves (about 12 carnage points). If folks like this, we’re likely to move many more of these items over to a usable-a-few-times-per-combat design instead of the current use-every-few-rooms design. Either will still be possible, but we’ll treat the Carnage Item most often as a cooldown-based Ult more frequently than the expensive and rare utility item that the first few were filling the space of design-wise. Thoughts definitely welcome.
-- Shocker is now (temporarily?) the default carnage item for Decimus
-- Added spiked walls
-- Raised spawn rates of rocks vs other occluders to make bombs/hover/etc. a bit more valuable
-- Re-raised rate of random spikeball occluders (was set to trivially low for early F&F since they were unfun)
-- Added Wallbouncer/Shotgunner/Spikeball bounce fest room
-- Added propping for start room
-- Added blueprints for TVSet boom mic and crane camera
-- Added TV_Camera_Occluder
-- Main TV Stage set up
-- Added new spotlight occluders
-- Added collision to various stage meshes
-- Tagged up all stage assets and added to SpawnLeaves
-- Added (temporary) Oompa cameraman to the TV Camera


Dev
-- Added ability to select walls/view wall info to Room Editor
-- Added ability to add tags to walls and tiles to Room Editor
-- Cleaned up Room Editor old code
-- Room Editor can now set tags to use when using AutoWall
-- Added Room Editor buttons for Add/Delete rows and columns
-- Added IDamageable::IsCorpse and implementation on BaseCharacter


Polish
-- Added a few new ambient audio tracks to the project and set them up for use
-- Unified how ambient tracks are spawned and played during play
-- Added a system to swap between standard and crowd cheering ambient tracks depending on how close you are to a starting room, arena room, or boss room
-- Fixed inconsistent audio (and unimportant functionality) in the character select menu
-- Fixed an issue with attempting to change the game difficulty without missing saved run data
-- Removed the open floor arena sand pile decor pieces
-- The arena occluder sand piles now clear out when the occluder is destroyed
-- Added a sand pile to the arena spawn pod
-- Telekinetic Weapon's holder is now informed when you pick up/drop a weapon
-- Telekinetic electric sword has a custom trail displayed at all times for visibility
-- Fixed the fact that Orbit would sometimes not properly apply on walloping an enemy for the second time
-- Shover shield lights up when it blocks movement as well as when it blocks damage
-- Prevented infinite-bounce case for projectiles and wallbouncers
-- Bouncers no longer trigger on creatures that are immune to Movement, Walloping, or are undamageable
-- Bombs could occasionally still collide with player after expended (fixed)
-- Cleaned up Zap Sphere and added an easy Zap helper function to handle zap visuals
-- Added ability for Active Items to have their own animation notify so as not to confuse your current weapon with other attacks
-- Updated our wall decals to properly call out the current floor for all prison and security floors
-- Health bars for armored mobs are now grey (thanks @Seebo and @loginerror)
-- Fixed the custom render depth for several enemy weapons
-- Removed some edge tiles from the center of the compact arena room since their material fade does not work like the rest of the floor tiles
-- Fixed some issues with the oompa digger and his contact damage component
-- Added more consistent callbacks to the contact damage component
-- Hooked the new digging particle effects to the digger
-- Door cleanup
-- Cleaned up hierarchy/simplified between base doors, spiked, and locked doors
-- Added custom "spiked door" gate asset
-- Floating text cleanup - found and fixed that annoying persistent "sometimes the outline doesn't fade but everything else does" bug at long last
-- Fixed some issues with various firing nodes looping forever instead of firing once then stopping
-- Account item unlocks now work consistently on new runs
-- Fixed rare potential race condition in AudienceManager startup/FanGoal
-- Buff manager now saves and loads buff redirectors (unlocked viewer events didn’t always enter the spawn pool properly)
-- Fixed Boombadier mutation issue where both bombs spawned in the same space as each other
-- Bombs now collide with other bombs/movable occluders again
-- Fixed minor timing/visual issue with harpoon projectiles and Exit Wounds mutation
-- Fixed some pathing issues that had cropped up on several of our test levels
-- Horns now has a custom socket on the Warbot skeleton for Power Armor
-- Announcer Swoop can now parse messages and has various levels of overriding tags and text
-- Oompa cameraman better tracks player
-- Added ability to turn off player tracking for Boom mic
-- Fixed potential race condition on new account file
-- Fixed some issues with BuffStackGroups
-- Added logging to buff helper functions
-- Cleaned up buffs applied by HighlightCambots
-- The Highlight Cambots now fly away when combat ends in the room.
-- Made some quick changes to highlight cambots and scannerbots to let them work with short, reapplying buffs instead of permanent buffs they apply and remove
-- Merged Character Sheet and Encyclopedia
-- Added ability to list consumables and other items
-- Fixed tag error from minimap when dropping Shocker in a room
-- Started adding flavor text for more items
-- Fixed some issues with enemies not rotating to face you if they were standing right in your face
-- Fixed issues with the oompa digger getting stuck underground
-- Shocker no longer leaves you paralyzed if interrupted
-- Audience voting for items or viewer events unlocks them as "seen" in your encyclopedia
-- Turned off sparks/melee damage on Bombardier fists (since he no longer does melee)
-- Doors now properly lock down if there will be combat in the room immediately instead of waiting for the first enemy to spawn
-- Added ability for announcer to have blank messages and insta-interrupting priority announcements
-- Created new viewer event widget based on more modern style
-- Made viewer event widgets overlap with each other and boss room widgets
-- Locked door cages now block flying players from getting near the door
-- Lock failures now can no longer rapidly spawn multiple "Need Key" style texts
-- Removed old tags/code for Tutorial room controllers
-- Cleaned up (somewhat) announcing the end of arenas vs. Viewer Gifts
-- Fixed an issue that was causing broken rock pillars to slowly travel lower and lower into the ground each time you saved then loaded
-- Added attenuation to Bouncer sounds

Friends Family Patch 0.1.3

Major UI Overhaul
-- Based on feedback from y’all, we’re driving home more heavily our streaming/broadcasting arena theme in our visuals. This is most obvious now in the UI overhaul we’re doing, but soon you’ll see more in-game props and objects as well!
-- This overhaul is about 50% complete, so please excuse our dust with different widget funkiness in this pass.
-- The announcer can now pop up to, well, announce things! He’s announcing your boss battles, and will soon appear in other areas.
-- The audience members you earn are now called Fans as opposed to Viewers - these are the folks that like the cool moves you pull off (and carnage you generate) and send you gifts, etc..
-- The new UI elements should read as more clean and streamlined in various areas.
-- We’ve added a Fan Challenge widget (prototype implementation) to make it more obvious when your fans are getting ready to send you a gift.
-- Character Sheet visuals are improving.


New Features
-- Implemented Hard Mode basics. Not recommended for non-masochists with the current balance (everything but you goes faster). This will have content added going further.
-- Implemented New Run/Character Select prototype screen, during which you can select your difficulty mode. No other characters available (yet!)
-- Added Achievements Completed percentage bar to main menu.


NPCs:
-- Many animation tweaks - please keep an eye out for animation related issues - thanks!
-- First pass on adding various types of hazard pathing information so that enemies can avoid walking into traps like morons (unless they are flagged to be morons).
-- Poppers live fast, die young, and don't leave a corpse.
-- Drones break up better on death.
-- Spike Traps should be easier to see and telegraph their attack more clearly.
-- Animation revamps on the PC and various creatures.
-- Animations are properly marked with retarget sources. This should help some of the "floating" animations we see from time to time.
-- Juggernaut Boss attacks have been improved.
-- Juggernaut Boss bolas now spawn little lightning vortexes instead of fire as per his bigger attack.
-- Juggernaut Boss bullet-hell projectiles no longer allow "nice dodge" stylish moves.
-- Some cleanup of Juggernaut Boss locking rotation and location during various attacks.
-- Juggernaut Boss cleans up his AOE spell spam on death in a rough fashion.
-- Added martial arts animations for the claw attacks for Claw Gladiator and a future player claw weapon.
-- Some tweaks to root motion on some attacks.
-- Fixed issue with root animation and Powered Attack on Decimus.
-- Bombadier no longer has Rain of Rockets attack affected by Bounce viewer event. (rockets no longer wobble like Weebles on the ground, bouncing on their nose cones)
-- General rework of how psychic shields (and other sphere-based attachments) are handled for buffs. Keep an eye out for buff attachments acting unusually!
-- Updated the Drone Factory to always spawn its minions in the direction of the player.


Bugfixes:
-- Stopped the shopkeeper from cloning himself when the game saves.
-- Health machine still has some collision after it explodes.
-- Fixed two different bugs caused by using both the mouse and a controller at the same time in the main menu.
-- Bullet Time glow particle now cleans up after the projectiles expend.
-- Fixed long-standing potential bug with innate armor and saving -- please keep an eye out for issues with innate armor.
-- Shrapnelproof said it would give an innate armor but it did not.
-- Mutant Shotgunner heads no longer poke through their psychic shield.
-- Zooming during the tutorial monologue can no longer mess up the camera placement.
-- Arena camera zoom had oddness with zooming to the wrong spot.
-- Fixed hidden issue where if you could trigger a machine while it was mid-spawn it could end up in an odd state.
-- Killing yourself while playing with a Genetic Surgery will no longer put you in an odd paralyzed lifeless limbo, even though personally that seemed a fitting punishment for being so greedy. Admittedly it was a bug.
-- Arena edge tile skirts now hide themselves if over a pit.
-- Fixed a very subtle bug with healing from buffs that occasionally made levels 2+ have creatures explode like blood pinatas on spawn.
-- Shovers were dealing movement damage with their shield attacks, which is one of the kinds explicitly not blocked by post-hit immunity on the PC. In normal speech, this meant they could hit you many times on one shove. Fixed. Thanks @Justice and @Seebo.
-- Sand piles properly load when you come back from a save.
-- Fixed issue on the Oompa Digger that was allowing it to occasionally take damage while burrowing underground.
-- Fixed an issue where Oompa Diggers would never decide to dig under the ground until they had manually walked close to you at least once.
-- Fixed an issue with the Shover where it was setting its charge move mode after it had already chosen its path instead of before.
-- Fixed an issue where Highlight Cambots would target your little following camera drone.
-- Changed the AI package the Mini Spike Spider uses to a new one that has a delay between movements. Also slightly increased their Zip to help offset this additional slowdown.


Polish:
-- Bombs no longer spin away if you are too close to rocks when placing them.
-- Removed the "free crate" from the first room and replaced it with an audience gift delivered at 10 fans.
-- Crates sent by the audience now have a “Fan Goal” meter making it more obvious when they are coming.
-- Tweaked where we aim the character in relation to where the mouse is pointing - helping melee swing accuracy.
-- Added new turret room to level 1 and 2 that is less tedious than the old one.
-- Increased the spawn rate of the cheering prisoners and adjusted the ratio of large to tiny prisoners.
-- Significant repair and clean-up to how tiles identify how far from the walls they are.
-- Cleaned up how the arena edge tiles place their skirt decor so it no longer interferes with the ability to place normal floor decor.
-- Added an additional variable to all tile decor placement so different tiles can use different exponential drop-off values.
-- Adjusted the various random decor values for arena tiles so that their floor decor looks good.
-- Added a new piece of arena decor... the spotlight!
-- Scaled up all elevators by 25% as they looked a little small and +50% looked too big.
-- Arena spotlights and prison security cameras now track movement better.
-- Added occluder sand piles to the arena.
-- Updated player character mesh and skin weights.
-- Added gold door material to vault doors.
-- Switched the fire jets to a more efficient particle setup.
-- Removed the AO from the spinning door lights to stop them drawing weird shadows on top of their doors.
-- Updated both current arena rooms to no longer spawn cages near you when you hit the start button to prevent you getting trapped by them.
-- Turned health bars back on for trivial (one-hit) enemies as not having them was confusing.
-- Disabled various VR plugins that were turned on in our project by default. (Thanks @loginerror!)
-- Slightly adjusted the pathing cost of hazardous tiles after playing around with several test cases.
-- Fixed issues with multiple bomb rock, fuse, or explosion sounds stacking on top of each other so much that it becomes painful to listen to.
-- Fixed an issue with two different occluder hit and death sounds that was causing them to stack too many copies of the same sound at the same time, resulting in a very bad sound.
-- End of room audio should step on each other much less frequently.
-- Added new cheering and ambient sounds.
-- Resetting account data resets your run settings and re-enables the tutorial mode.
-- Fresh installations should default to "Tutorial Enabled" for the first run.
-- Arena ambient cheering sounds can now play before the room is revealed.
-- Fixed some scaling and alignment issues with the TutorialMC's floating platform.
-- The elevator particle should no longer flicker. (the elevator was occluding the particle system)


Dev:
-- Added machines to the debug spawn menu.
-- Manipulating life while not returning from a save will check to see if it kills you in more cases.
-- Fixed an issue where dev god mode was being half forgotten when you went down floors, putting it into a broken state.
-- Cheating more keys/coins also gives you more bombs.
-- Added ability for doors to choose whether or not they can unlock mid-combat. (we’ll be tweaking this somewhat going forward)
-- Added logging to track down a bug where Win Streaks can increment by 2. (please send repros if you find one!)