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Closed Beta Patch 0.2.23

CLOSED BETA UPDATE 0.2.23

A quick update for the half a week since our last update! Inside: we continue to use your feedback (thanks!) for polishing the UI and game, have revamped various areas of the UI for clarity and prettiness, and have added the Mastery feature to highlight more of a sense of progression.

Oooh, side note - all those [DEV] patch notes (we use the [DEV] tag on notes for stuff we update that isn’t generally visible while playing - so as not to make our standard updates/notes bloated/unreadable) allude to the fact we’re laying the groundwork for a bigger update to come with some pretty cool visual snazziness overall. We’re looking forward to it!

Enjoy!


Features:
-- Mastery! We now show progression for each game element you interact with (Mutations, Weapons, Fan Events, etc) - if it spawns for the first time, it becomes Viewed (and appears in the Murderpedia) when picked up it becomes Interacted (where you can now see the details of it in the Murderpedia or when you see it in a future run) - and now if you win a run, all the stuff you interacted with become Mastered.
This means to make everything Gold/Mastered, you’ll need to actually win runs with Dangerous, Biggest Fan, Orbit, etc. That’s not hard, right? For now you can see the states of this in the progress bars that are part of the main menu - in progress for a nearby update we’ll make those states more obvious in the Murderpedia and celebrate your new goodies at the end of wins or losses.

UI:
-- Main Menu/New Run polish
-- Run Summary screen properly shows the difficulty you won/lost at (was always showing Insanity 2, probably giving y'all more respect than you deserve) - Thanks @[AG] Buddy!
-- Progression bars can now show viewed/learned/mastered stats for each type of item
-- Progression widgets can handle multiple groups of Murderpedia Sections cleanly (.dll)
-- The Level Summary screen no longer goes to the "Loading..." screen if the run is over/the next screen is the RunSummary (from @Gogozombie's stream)
-- Fame Bars now show what fame tier you are at

Content:
-- Made all FanBoxes that can spawn damaging things have the AutoOpen property (so waiting will allow damage on open to be avoided - not a perfect solution but gives an out for now) - from @Cutwright's stream where he took damage from opening a FanBox with a spikeball inside
-- Added BulletBox to the neutral FanBox pool

Polish:
-- Ensured Choppa/Throwa's trails are hostile red versions, not happy blue versions (From @[AG] Buddy stream)
-- Fixed issue where viewed items could be incorrectly displayed
-- Little announcer on the RocketSigns now shows up 2% of the time, not 50%
-- Fixed an issue that was letting the Champ jump to rooms that had not been revealed (thanks @Seebo)
-- Spikeballs shouldn't occasionally overlap on spawn anymore (from @CocoConfession's stream & others)
-- UI polish on Main Menu
-- Added new UI assets from Trevor
-- Added camera noise to main menu
-- Font cleanup in various widgets to localizable font
-- Run Summary UI polish
-- Polished Progression Bars
-- Mutations/etc you have viewed (showing what has been viewed/picked up/etc.) will auto-convert to the new system rather than needing re-viewing/etc.
-- Your Character Sheet properly shows your current Gladiator
-- Main Menu progression bars send you to proper sections of the Murderpedia
-- Updated various achievement icons
-- Support work for Mastery data
-- Insanity 0 characters start with an extra heart (or armor if they are robotic)
-- Insanity 2 and above characters lose the starting heart/armor buff
-- Removed the old demo mode health bump as it is now handled by the insanity modes
-- Made the new main menu UI work more cleanly with gamepads and the keyboard
-- Gathering the latest set of localized text

Developer Notes
-- [WIP] Hooked up all the game show tileset walls and columns
-- [DEV] Slight efficiency improvement to our search for safe tiles
-- [WIP] Rough Pass 1 on Main Menu UI/Progression bars
-- [DEV] Can now set tiles as indestructible of any type in editor
-- [WIP] A bunch more Game Show tile set changes
-- [DEV] Updated all existing invulnerable tile data to the new format
-- [DEV] Fixed a few invalid reference errors in the room editor
-- [WIP] Updated the base rock occluder set in the new tileset
-- [WIP] Added another wall panel asset type to the new tileset
-- [DEV] Cleanup of UI asset hierarchy
-- [DEV] Cleanup of UI hierarchy
-- [DEV] imported UI assets
-- [WIP] Hooked up locked doors and cleaned up a bunch of messy tile implementation for the new Game Show tileset
-- [DEV] Fixed a few broken asset links in the UI helper functions
-- [DEV] Added the barbed wire wall topper to the Game Show tileset walls
-- [DEV] Cleanup of UI textures
-- [WIP] Summary UI polish
-- [WIP] Added the Game Show tileset destructible meshs
-- [DEV] Turret and FireJet floor tiles for GS kit, Adjustments to GS_RocketRock, Pivot adjustments to GS_SpikeBase, Edited visuals for GS_MetalFloor
-- [WIP] Added widgets for new Unlocks UI
-- [WIP] Added a bunch of trap assets to the new Game Show tileset
-- [WIP] Built a new particle effect for the Game Show fire tiles
-- [WIP] Updated other random Game Show assets
-- [DEV] Using the Game Show tileset cheat now updates the world and room lighting as well
-- [DEV] UI base assets added
-- [WIP] Unlocks screen in progress
-- [DEV] Teleporters know their containing rooms
-- [DEV] Added ability for single-use buffs to be applied properly on run start
-- [DEV] Cleaned up concept of starting buffs from other saved persistent buffs
-- [DEV] Removed a no longer used data table
-- [DEV] Fixed a cheat taking you to the wrong floor when in demo mode
-- [DEV] Fixed some build issues caused by the new Game Show tileset and cooking builds
-- [DEV] Updated the game version to 0.2.23

Hotfix 0.2.22.1

CLOSED BETA UPDATE 0.2.22.1

You didn’t want to play Abacus did you? Oh… you did? Well then welcome to a hotfix!

We didn’t just want to leave you with that, so friendly little rocket signs will now zip down to let you know if there’s Events about to spring on ya in the next room. Plus a small but dedicated pile of other fixes and pieces of polish!

Enjoy!


Content:
-- Floating rocket signs warn of upcoming Fan Events before you enter a room

Polish:
-- Abacus no longer faints in the sheer excitement of seeing the Citadel of Pain for the first time (thanks @Seebo)
-- Fixed Run Summary positioning in 4:3 resolutions for those of you playing on Mac Lisa or 1990's TV screens (edit: Like apparently @Doug)
-- Run Summary achievements scroll down as new achievements are revealed
-- In-world fan icons scale with resolution and camera zoom levels (from notes on @CocoConfession's and @Gogozombie's streams but this has been quietly bugging me for ages)
-- Fixed an issue where sometimes silhouette's would not spawn when they should
-- Adjusted which walls silhouettes can spawn on
-- Fixed issue in Run/Level summary that could be confusing with displaying changes to opinions
-- Removed a ton of unnecessary pathing grid from various collision surfaces (mostly on the ceiling)
-- Reward Unlocks and Achievement Completed widgets sort appropriately with the summary widgets and each other
-- Unlocking the BigHeart health consumable no longer shows up as "Unlocked New Miscellaneous!"
-- There's now a small chance of an announcer visit when the RocketSign descends

Developer Notes
-- [DEV] Added logging to FanAlert rocket signs
-- [WIP] Added in and started setting up the Game Show tile set tags
-- [DEV] Added more logging around the mysterious case of the missing RocketSigns
-- [DEV] Can now get the melee targeting shape via accessor function from CPP_BaseCharacter
-- [DEV] Redirector cleanup
-- [WIP] Hooked up the floor tiles in the Game Show tile set
-- [DEV] Added the ability to check if an actor is a corridor
-- [WIP] Partial fix for AI attacking over rocks
-- [DEV] PC now has more comprehensive logging
-- [DEV] Characters now have more comprehensive logging if verbose
-- [DEV] Disabled logging in RocketSigns
-- [WIP] Initial implementation of Game Show tileset walls

Closed Beta Patch 0.2.22

CLOSED BETA UPDATE 0.2.22

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

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

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

Enjoy!

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

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

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

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


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

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

Hotfix 0.2.21.1

CLOSED BETA UPDATE 0.2.21.1

Hotfix time! Loading the game on a German version of Windows no longer changes all of your text to crazy symbol spam, and walls with lots of spikes and bouncers once again have columns!

Plus a bunch of smaller fixes and balance and polish.

Oh yeah, and Da Champ looks frickin sweet!

Enjoy!


Content:
-- New visuals for Da Champ

Polish:
-- Fixed an issue where clients running a German OS were getting put into a broken language (thanks @Thultex)
-- Fixed an issue where wall bouncers and spikes were blocking the creation of columns near themselves
-- A slight nerf to the Shielding carnage item has arrived, at long last
-- A slight buff to Blaster Robbie has arrived, at long last
-- PC now shoots 30% farther in the tutorial to avoid barely missing shooting your test harpoons
-- NPCs that die in a single hit don't show their armored status on their health bars
-- Doing another quick localization pass to remove some extra strings
-- Rocket signs use better grammar
-- Disabling rocket signs for testing of cook issue

Developer Notes
-- [DEV] Quick update to the gathered localized text after patching
-- [DEV] Added support for mutations to affect stat mods as they are applied
-- [DEV] Added new character stat to specifically act as a per-char multiplier on Shot Range
-- [DEV] Fix for C++ build warning
-- [DEV] Fixed uninitialized variable in VoteManager

Closed Beta Patch 0.2.21

CLOSED BETA UPDATE 0.2.21

Yeah, this is a BIG ol’ update. Buckle. The. F. Up.

Heck, just go play and see it all. Some highlights:

Insanity Modes! Every time you beat the game, you’ll unlock more goodies. The whole game speeds up (including your gladiator). Things get deadlier. More content, Fan Events, fan types, rooms - you name it - all get unlocked in stages. Mostly Sane Mode finishes at the Juggernaut. See? We’re not that cruel. At higher level modes though you’ll need to beat the Champ to advance. Good luck!

Voting! Polls! Fanboxes! Voting got a big under-the-hood overhaul - you’ll now note that Polls persist through saves/level transitions/etc. cleanly. And there’s more to vote on! All those Fan GiftBoxes got a lot sassier! Now you’ll see a lot more to vote on to send your favorite streamer a box full of hearts, spikeballs, slicer chests - 14 different options! And of course the NPC fans will gladly send you ‘em based on their happiness and personality type…

New Prettiness! Our art team has revamped armor, bosses, and more. There’s some cool VFX stuff in there for us to mess around with streamers. Boodles.

And Content! New rooms, mutations, events, and more. And of course a ton of polish to various areas based on stream and Discord feedback.

So, yeah - you could go line by line through the ~8 pages of patch notes below - or you could just go check it out and see. We’ve been busy little bees. There’s SO much here that feedback and testing will be VERY welcome - give us some on Discord! We’ll even give ya a shoutout in Tips and patch notes! We couldn’t do it without y’all.

Enjoy!


Features:
-- Insanity Mode level up!
-- Tagging and support added for NPC Mutations related run modifiers
-- Tagging and support for PC buffs via run modifier
-- More polish to interface for New Run
-- Insanity Mode supports different characters with different preferred difficulty settings
-- Mostly Sane mode ends at Juggernaut
-- Insanity 1 and deeper levels end at Da Champ
-- Big ol' Insanity Update:
-- More sexy "New Run" layout
-- Most Insanity Modes are now fully operational battlestations/parts of a complete, nutritious breakfast/new hotnesses vs. old and busted/on fleek/lit/so Gucci depending on your demographic

Content:
-- New rooms
-- Skinny Genes Fan Event - be 2-dimensional! And do more damage! And take more damage!
-- Mutation X-Ray Eyes - allows you to see secret doors, contents of chests, HP of characters within range
-- Added more Fan Tiers
-- Added 12 new FanBox types, from MultiBox to MegaBox to DuckieBox

Twitch:
Giant Polls/Audience overhaul (mostly under the hood)
-- Major cleanup to Audience/Audience Tiers
-- Polls now can persist between levels/saved games (in test)
-- Polls can be started/stopped much more simply/cleanly
-- This allows things like Fan Favorite to spawn a Poll for a Fan Event instead of just having to immediately spawn a Fan Event, or for other things to spawn Fan Gift Polls, etc.
-- Insanity Modes can add multiple tracks of Fan Events to be voted on
-- Insanity Modes make Fan Events more frequent
-- Bugfixes around polls
-- Polls polish
-- Single-option polls are better handled
-- Fan Tracker widgets use localizable fonts
-- Fan Tracker widget no longer occasionally clips off VoteFloaters

Polish:
-- Modified Tips system to work even before there is a valid Run, allowing us to speed up showing the Loading screen before heading to the next run
-- Polished Tips (typos/shortening)
-- Added Tips
-- Potential fix for chat formatting error seen on @Skarzz's stream (thanks for logs sir)
-- Applied materials to grey Arena Assets
-- Adjusted position of Loading... text on Level Summary screen to reduce crowding
-- Tips no longer potentially adjust their spacing over the course of a frame after appearing, which was especially embarrassing when it happened displaying the "Tell us about subtle polish or feel things you see" Tip
-- Added unlock information for all achievements to Murderpedia
-- Murderpedia displays unlock information for seen-but-not-interacted with entries more cleanly
-- Updated icons and text for a number of murderpedia entries
-- Minor Murderpedia cleanups
-- Fixed several Muderpedia entries
-- Insanity Mode handles Tutorial properly
-- Insanity Mode handles blank save files properly
-- Fixed multiple Insanity bugs
-- Skinny Genes no longer lowers melee range
-- Room PitDrones_Std only appears on level 1 now; added tougher variants appearing on levels 2+ (noted it was appearing too often on @ChaoticFear19's stream)
-- Fixed log spam while loading/updating Tips in game with no current run
-- Fixed magnetic occluders sound being heard around the world
-- Spawn Containers handle Pools more cleanly for rerolling
-- Glitch Gadget uses a full-screen glitch effect when rerolling items
-- Added ability for Gadgets to delay before consumption
-- Fixed an issue where wall spike traps were drawing their outline when looking at them from inside their own room
-- Fixed an issue where décor could spawn inside wall spike traps of they were the second wall in a two wall set
-- Fixed an issue where wall spike traps saw tv's as enemies and would spring out at them over and over until combat ended
-- Spawn Containers handle Pools more cleanly for rerolling
-- Glitch Gadget uses a full-screen glitch effect when rerolling items
-- Added ability for Gadgets to delay before consumption
-- Spiders now support Long Arms mutation/event
-- Spiders and Drones now support Skinny Genes event/scaling root axis
-- Added Skinny Genes Fan Event to pools (makes you/enemies thin, temporarily raises threat, permanently Tinkers your stats)
-- Polished Level Greeter widget:
-- Fits frame better
-- Handles scaling better
-- Higher resolution
-- Localizable fonts
-- Added localizable fonts to several more screens/widgets
-- Added Threat monitor widget (shared by Murderpedia/RunSummary and LevelGreeter)
-- Threat can now cleanly be raised and lowered dynamically
-- Fix for the garbled formatting of chatline issue seen on @Skarzz' stream last week (thx again fer logs)
-- Fixed an issue where restarting your run during Da Champ fight would cause his music to play instead of the normal ambient music
-- Adjusted the various options menu layouts so that they look OK in a 4:3 layout
-- Added Fullscreen FX system
-- Updated Animation Montages for Dr.Death: FireGiantSyringe, FireSyringeRain, Resurrect
-- Updated Dr. Death Textures and Model
-- Added ability to flag magnets room contents as being active only in combat if desired
-- Fixed bug where some objects marked as being locked in place would not save that status properly
-- BombTracker UI scales properly with different languages
-- LevelGreeter UI scales better with large amounts of text
-- Sudden Death widget respects custom Fan names
-- New suite of animations for Dr.Death and twins variant.
-- The boss room "gladiator vs boss" UI splash now grabs the correct localized gladiator name
-- Characters without armor now show the correct localized text in the character select menu
-- The tutorial level now has localized text for both the run info half page and the end of level UI
-- The run info half page now shows localized text for the run difficulty
-- The murderpedia icons now use localized text if they are empty to display the None text
-- Updated the tutorial difficulty text to be more clear
-- Several UI tweaks added to fix localization errors caused by data not being available
-- Insanity Mode next steps
-- RunModifiers are associated with each difficulty level
-- Next steps in displaying information on each Insanity mode while creating runs
-- Updated several Tips for localization/polish
-- Updated our localized text to the latest batch
-- Fixed a typo in the UI options from reticule to reticle (thanks @Kerodon)
-- New Icons from @LeoFonseca : Blood Famous, Blood Money, Breaching Charges, Dash Time, Exit Wounds, FlickerFists, Force Skin, Genetic Tinkering, Hover, Loveable Loser, Ossification, Pay2Win, Tar Bombs, Tosser, Envy
-- Added the level greeter to the Big Show level
-- Level greeters not supported by walls now clear themselves out
-- Insanity Mode now affects frequency of Fan Events
-- Insanity Mode now affects spawning of Medlabs properly
-- Fixed issues with displaying some Insanity Modes
-- Cleaned up the navigation around the new difficulty selector in the character select screen
-- Polish to RunBuilder UI -
-- Current Run Modifiers are highlit for clarity
-- Adjustment to fonts/etc.
-- Beginning work on the syringe hell variant of Dr Death
-- First pass testable version on the syringe hell Doctor Death variant is now unlockable
-- New Armor models for Ablative, Blood, Arena, Flack Jacket, Scout, Retribution [WIP]
-- Fixed clipping on all armors for Decimus
--Shoulders now correctly scale on armors for Long Arms Mutation
-- Armor will morph to fit Abacus or other non-Decimus characters
-- Added Insanity Mode buffs for most insanity modes
-- Increased the speed of Dr Death's big syringe shots
-- Slightly increased the speed of Dr Death's syringe rain shots
-- Increased the size of the splatters caused by Dr Death's raining syringe shots
-- Slightly decreased the time is takes Dr Death to resurrect its twin
-- Fixed an issue where Dr Death's syringe rain was doubling up one of the lines of falling syringes
-- Slightly decreased the size and collision of all the Dr Death variants to adjust them for the new art size
-- Slightly increased the spin speed of Dr Death's syringe hell attack
-- PC has longer shot distance in the tutorial in new way (old way caused some errors)
-- Added ability to add buffs to the character/NPCs at run generation time
-- PC now moves/attacks/shoots faster in Faster and Hyperspeed modes
-- Fixed issue with twitch-related tips
-- Fixed scaling issue when you would have many simultaneous polls/viewer gifts
-- Added new "In progress" UI element so we can comment on areas that we're working on actively in a build
-- Cleanups to voting/polls in progress
-- Fixed crasher with Polls
-- Fixed clipping on Abacus for Armors: Scout, Flak Jacket, Ablative, Mirror, Retribution, Blood, Arena
-- New textures for Armors: Scout, Flak Jacket, Ablative, Mirror, Retribution, Blood, Arena
-- Abacus color adjustments
-- New glow textures for all armors
-- Texture optimization for all Armors
-- Texture optimization for Dr. Death
-- Dr Death's syringe hell now starts based on the facing of the boss
-- Fixed a bunch of typos, inconsistencies, and other little text issues that came up during the first localization pass
-- Fixed another pile of typos found during localization
-- Fixed some typos in our game text
-- Fixed issue with TwitchChannel being displayed properly in RandomTips
-- Adjusted location of the reward swoosh for items to be more out of the playspace
-- Wall spikes retract fully into the wall when combat is complete
-- Fixed a bunch of locations where Mutation and Fan were improperly capitalized
-- Finishing a run/difficulty level for the first time properly sets your preferred difficulty to the highest one you have unlocked
-- Resetting your save files properly sets your difficulty level
-- Long user names are properly handled in PollWatcher widgets
-- Added information for several new FanBoxes
-- Spikeball projectiles and occluders handle being spawned on top of each other much more cleanly
-- The Juggernaut is now more likely to charge you the further away he is
-- Added biases for good/bad/neutral boxes based on Fan Mood and Opinions
-- Fixed bug with NPC VoteWeights
-- FanGift Widgets should no longer sometimes only fly halfway onto screen
-- Polls save/load between sessions
-- Removed some log spam
-- Made BulletBox function fully
-- DuckieBox has a little ducky on top to say “Hi! I’m a DuckieBox!”
-- Adjusted font size of In-world text to be less spammy
-- Fixed issue where grey untextured ball could appear on start screen playing from editor
-- Fixed an issue where you could attack and even dash into pits and die when a level or run summary screen was up
-- Potential fix to save/load of polls not doubling up
communicate with the new end of level MC
-- Fixed an issue where an in-progress system was causing it to be impossible to complete any run where you unlocked a new insanity mode
-- Moved Achievement widget to localizable fonts
-- Adjusted spacing of Achievement widget to avoid odd clipping
-- Tweaked code determining unlocked insanity modes to not require tutorial completion
-- Very slightly reduced the health of several early enemies so that they can once again be one-shot by explosions
-- Fixed an issue where bosses were taking reduced damage when being directly struck by missiles
-- Polls persist properly between levels, game restarts, returning to main menu and continuing, etc. Sounds small, but damn that was a bit of work!
-- "One More Run" button takes you back to Character Selection vs just restarting with no options for Insanity Mode/Character/etc.
-- Newly unlocked classes are not set to Tutorial difficulty by default when starting to play them
-- Shield melee weapon prototype
-- Rocket-monitors drop in to tell you if there's a Fan Event pending in the next room
-- Tweak to default preferred difficulty to prevent a possible UE4 crash
-- Tutorial buffs properly removed when moving to main game levels
-- Tweaked tutorial buff to better-though-not-perfectly target your ability to shoot projectiles somewhat farther vs. making all your attacks go longer (causing you to overwallop in the Carnage room)
-- FanBox polls hide their outcomes to raise the odds of catching a SlicerBox to the face
-- PollWatchers now change their descriptions when completed
-- Fixed an issue where both Dr Death Twins dying at the same time would cause the boss fight music to keep playing (Thanks @stacykrugger)
-- Hiding the "Reset" in-game options menu setting as it doesn't work at the moment with some of the updates made to the fan aspect of runs
-- Probable fix to updating highest difficulty mode in AccountManager
-- Added a new MC to boss rooms

Developer Notes
-- [DEV] Created post process material for a screen glitch effect.
-- [DEV] Created post process material for single asset glitching. (requires discussion about custom depth)
-- Enabled Chameleon
-- [DEV] Fixed debug spam from not having a valid character in RoomEditor
-- [DEV] Fixed an issue where the ambient music from testing a room would continue to play when you switched back to the room editor
-- [DEV] Added glitch effect post process to StartingLevel as seen here:
https://twitter.com/i/status/1263194976013279232
-- [DEV] Created XrayEyes_SG stack group
-- [DEV] Removed a significant number of unused and deprecated UI widgets
-- [DEV] Cleaned up about half of all remaining localizable text
-- [DEV] Removed several more unused UI widgets
-- [DEV] Finished the localized text pass
-- [DEV] Added the following animations to the Drone Skeleton: 2H_Idle, 2H_Shoot, 2H_ShootReady, 2H_ShootIdle , 2H_ShootEnd, 2H_Barrage, 2H_BarageReady, 2H_Barrage_End, 2H_Ressurect
-- [DEV] Added ability to swap blend spaces for drone bosses
-- [DEV] Set up a test language for localization to make it easy to see what we have missed
-- [DEV] Added all planned localized languages to the project's packaging instructions
-- [DEV] Drone AnimBP properly handles when it is initialized before the spawning of its owner is complete
-- [DEV] Quick update to our test language translation
-- [DEV] Quick update to our test language translation
-- [DEV] Shifted Insanity functions to a helper library from AccountManager
-- [DEV] Initial work on getting the level greeter to be destructible
-- [DEV] Cleanup of map generation process
-- [DEV] Cleanup of Fan Gift/Event spawning process
-- [DEV] Added cheat to unlock all insanity modes for the current character
-- [DEV] Added ability to check which RunMods are at each Insanity level
-- [DEV] Checking in the character tables so that they can get updates
-- [DEV] Added new character stats for Shot Speed MX and Attack Rate MX
-- [DEV] Added tagging for Hyperspeed/Faster NPC buffs
-- [DEV] Cleaned out old Melee Rate derived stat only used by Stomper/Phantasmal Fist
-- [DEV] Removed some circular references around Spawn Helper functions/Buff Helper functions/GV Instance
-- [DEV] Cleaned up old references to Boons/Curses/Quests that are not longer relevant
-- [DEV] Abacus Morph Target for Flack Jacket
-- [DEV] More RunModifier work
-- [DEV] RunModifiers applied from table for common cases
-- [DEV] Cleaned up some invalid tags in IDDisplayMap
-- [DEV] Start of cleanup of polls/voting
-- [DEV] Some rejiggling of audience code in prep for changing
-- [DEV] Separated shoulders from main Abacus rig
-- [DEV] Adding all of the tags needed for the Juggernaut variants
-- [DEV] Moved much older code to refer to new hotness Fans vs. old and busted Viewers
-- [DEV] Cleaned up how Poll Templating works to be much cleaner
-- [DEV] Added Voting Helper Functions for cleanliness
-- [DEV] Updated to fix UE4 compile issue
-- [DEV] Switched the Juggernaut over to spawning from the Juggernaut spawn pool
-- [DEV] Added ability to pass in ContextTags userdata on poll creation to more cleanly handle information needing to be passed through the poll code flow
-- [DEV] Polls can be marked verbose and log all state often
-- [DEV] Improved GetDebugString() for polls/options
-- [DEV] Removed a very old and unused test consumable item
-- [DEV] Set several test strings to no longer be localized
-- [DEV] Quick text pull for localization work
-- [DEV] More updates to PC_Class_Info - bugfixes/bulletproofing
-- [DEV] Rearranged pregame UI/Character Selection widget hierarchy
-- [DEV] Cheating to the boss now takes you to the highest valid level of the current run
-- [DEV] Redirector cleanup
-- [DEV] Made component to handle physics objects overlapping at construction time
-- [DEV] GVInstance is now aware on the start of new sessions/resets VoteManager appropriately
-- [DEV] Added new callbacks and functions to game instance so run manager can safely
-- [DEV] AccountManager now saves in the run data any insanity modes that were unlocked while finalizing the RunData
-- [DEV] Some bulletproofing of twitch connections to prevent possible UE4 crash
-- [DEV] Removing a debug buff that was accidentally checked in
-- [DEV] Added functionality to be able to detect which attack buttons are down to FiringMaster
-- [DEV] Run manager now handles all insanity unlock calls instead of running through game instance
-- [DEV] Removed some older work with insanity unlock calls and level elevators