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
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