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Friends & Family Patch 0.1.17

POLISH TIME BABY!
We focused this week on quality of life and bugfixes! In particular, we addressed some things that were subtle, but were really hard to fix and had been around for a long while. These annoying little issues had stuck around for a while because we knew they weren’t “too bad” but fixing them could cause other things to need a lot of retesting. Screw that, it’s time to clean it all up!

Some rewrites to cure long standing issues include:
-- Wallops have been re-done to prevent issues where the PC or NPC could rarely with certain stats get “held up” and not be fully walloped. Please keep an eye out for behavior/feel changes!
-- Collision has been overhauled for creatures and some objects to prevent some subtle issues, especially with creatures occasionally getting stuck on a ceiling while pouncing or slamming down.
-- Claw Pounce attacks are better at choosing where you land. (related in part to the above collision changes)
-- Weapons can customize their attack ranges per attack, allowing Pulverizer/Claws/Shock Sword to feel much more different from each other.
-- All achievements and drops have been checked/fixed/tweaked to allow 100% completion to be possible! Previously, subtle things could prevent some things from spawning or being encountered despite appearing in the Encyclopedia. Details below!

So if you see any issues appearing from the above, please do report ‘em!

And we’ve unlocked the Robot Assassin Abacus for testing without you needing a Decimus win first so we can get extra testing in on him even if people clear out their save files! In celebration, we prettified the Character Select screen to give a bit more information as well.

Thanks a ton!

Combat:
-- All wallops now use a consistent upward force instead of modifying it by the distance of travel
-- Fixed an issue where wallops would occasionally not happen, often with smaller wallops
-- Fixed an issue where gladiators would occasionally dash in place without going anywhere
-- Leaping with the claw weapons is now much better at understanding where you can safely leap
-- Big (mostly invisible) weapons overhaul on melee attacks to clean up - keep an eye out for issues!
-- Weapons can now set attack arcs on a per-attack basis
-- Weapons can override AOE attacks on a per-attack basis
-- Claws now have a narrower attack arc for default attack and 360 degree arc for slashing pounce
-- Slashing pounce FX scale up with melee range
-- Pulverizer now has a 360 degree arc by default
-- Electric Sword now more cleanly handles power attacks vs normal attacks
-- Electric Sword power attack FX scale up with melee range
-- Electric Sword has a 240 degree attack arc by default

UI:
-- Carnage pop ups are cleaner, last longer/shorter durations depending how many carnage points are granted
-- Fixed an issue where the player could get stuck facing the wrong direction if you stopped moving your mouse
-- Clipping works properly on achievements as they animate while going to next level
-- The character select screen now shows the currently selected class's name and description

Content:
-- Secret rooms no longer attempt to connect to arena rooms and thus no longer connect to arena rooms and look terrible doing so
-- Robot Assassin Abacus is now available without having to beat the game first for maximum testing potential
-- Added new gadget - Portable Airdrop - sends a gift box from your fans
-- Cleanup making sure achievements all can be completed:
-- Added mutation Terminal Velocity to Special Mutation spawn pool (can no longer pick up hearts, but gain giant stat ups)
-- Added Shocker to spawn pools (zappy Active Item)
-- Proving Grounds unlocks its achievement properly
-- Removed some unimplemented achievements/items from Encyclopedia

NPC
-- Your robot buddies can no longer open blood locks for you
-- Reduced character bounce to help prevent stacking enemies from shooting themselves through the ceiling
-- Fixed timing on Sword Gladiator enemy attacks, including removing a buried insta-attack on Uppercut
-- Cleaned up firing nodes for Sword Gladiator
-- Champ and Claw Gladiator can no longer insta-pounce when their Fury is raised enough by level ups

Polish:
-- Added much logging to buffs if Buff_Verbose is set
-- Added logging to rooms around Room Buffs
-- Added new log types
-- Pulverizer cleanup:
-- Fixed double-mesh displaying on Pulverizer
-- Pulverizer now unequips properly
-- Fixed warning on unequipping Pulverizer
-- Added new damage tag "Damage.KeepFlawless" to mark intentionally self-inflicted damage as not breaking Flawless/Bloodless achievements
-- Updated public text of Bloodless/Flawless achievements to be a bit more clear
-- Hitting yourself in the face with Bomber will now break your flawless type achievements
-- Fixed an issue where the player could die multiple times before "actually" dying
-- Multishot now starts clone projectiles near the attacked creature, not the attacker (fixes bug where Tosser clones w/ Multishot would still start near the PC)
-- Fan rewards now chose the closest safe tile to the player's position to place the reward
-- Made Headhunter mutation description more clear, added flavor text
-- Spike traps are animated more energetically
-- Made more obvious periods of spike danger vs. safety
-- Cameras now have a loot pool and are destroyable with bombs
-- The mouse cursor no longer changes position when it is hidden by you using a gamepad or keyboard
-- Fixed an issue where you could try to select the next menu option with a gamepad or keyboard and it would select the same one you were already on once
-- Added logging to run manager
-- Fixed some misplaced border tiles in a stomper room
-- Fixed bug with "Play last seed" not always functioning properly. Note: This was a bit of a subtle thang with moving to a new full mani-menu type system for creating new runs instead of an early-dev-casual "hey, we should make temp new runs internally sometimes so we have a valid run going at all times" kind of system. Obviously the new ways is better/cleaner, and it should be handled well and be invisible, but keep an eye out for any new oddnesses with level saving/loading, creating new runs, ending runs, etc. Thanks! -Gaff
-- Removed spammy logging for audience and account managers
-- Win streaks properly go away when account data is reset
-- Changed mirror armor material
-- Moved spotlights in start room to better places
-- Fixed an issue where spawn cages in the Big Show would try to remove themselves from the room twice
-- Creating a run and quitting before the first combat will no longer be treated as if you hadn't created a run at all
-- Claws are now both the same material vs. one being iron and one ceramic (oops)
-- Added a simple metal texture to the claws used by the claw gladiator and Da Champ
-- Fixed an issue where secret doors could crash the game while setting up their decoy wall
-- Fixed minor issue with secret door redirector type
-- Dead walloped guys can now open blood locks (chests, gates, etc.) for you on their way to dying For Real
-- The mouse wheel can now be used to change menu options
-- Fixed a bug where you could no longer target enemies with your claw's leap attack
-- Fixed an issue where the flyup descent timing was happening too late
-- Fixed an issue where the flyup descent sound was playing at the wrong location
-- Telekinetic weapon now works with Claws
-- Tosser and Claws now work together - behavior: quick click attack to just throw weapon, hold attack to throw weapon and then follow with slashing pounce
-- Tosser and Telekinetic Weapon now interact harmoniously (tossed weapon was emitting from the player, not the telekinetic weapon)
-- Claws now have 2 trails when telekinetically controlled
-- Fixed an issue where the telekinetic weapon would lose its collision if it did a flyup attack
-- Fixed an issue where the telekinetic weapon could not target enemies mid claw leap attack
-- Fixed an issue where flying followers were accidently blocking your player movement
-- Fixed an issue where flying buddies were blocking movement and wallops
-- Fixed an issue where fixing the above issue broke leaping telekinetic claw attacks
-- Thrown weapons create particles on expend
-- Thrown telekinetic weapons clean up trails to be more clear
-- Telekinetic weapons handle slashing pounces a bit more cleanly
-- Leaving the tutorial now properly takes you to the starting level of a new run
-- Fixed Tutorial MC dying in pit (causes tutorial camera to be funky, among other things) - changed his capsule defaults
-- Added logging around level transitions, elevator usage, cheats, picking up items
-- Removed extra newline appended to blueprint log functions
-- Fixed some collision setting for burrowed movement
-- Updated several npc's to use proper movement mode setups
-- Cleaned up how we restore your correct collision after leaping and dashing in some cases
-- FTL dash once again picks up items in its path
-- Added ability to tune size of destructible explosions in SpawnedActors
-- Spinners now have destructible meshes when destroyed by the Shredder
-- Spinners create normal floor tiles on destruction and not pits
-- Reduced some log spam
-- Tutorial MC no longer dies on spawn
-- Replacement tiles are now properly decorated
-- Broken spinner tiles now replace themselves with default tiles
-- The spike roller now falls into the big show at the same time as Da Champ, slightly further forward, and slowly advances, even before the first wall falls down
-- The full size spike spider uses the same material as the mini-spike spider for now
-- Da Champ no longer needs to have a direct line of sight to the player before he decides to jump into the arena
-- Fixed an issue where the spike roller was accidently destroying rocks before it comes down
-- Dying counts as taking damage for the Flawless type achievements (thanks @Outlaw !)
-- Fixed an issue where dungeon rooms would complain when cleaning up mid-wallop enemies who will be dead after the wallop is completed
-- The spike roller now blocks projectiles
-- Fixed an issue where the big show was using a low column when it should have been using the full height column
-- Fixed an issue where you could change how enemies attacked you by quitting out mid combat and then re-entering the game
-- Fixed an issue where you could change which weapons Da Champ uses by quitting out mid combat and then re-entering the game
-- If the game enters starting level with bad run data, bounces back to main menu
-- Added bulletproofing to LevelManager being asked to spawn a level when no run data exists
-- Created mirror material for Mirror Shield
-- Changed the floor spikes material to the new texture
-- Changed the level greeter over to the new models and material
-- Adjusted the positioning of the level greeter to work better with the new model
-- End of level and run summary screens now respond to all player input
-- Cleaned up several unnecessary focus changes in the UI
-- Added logging around resurrection of creatures
-- Fixed issue where resurrection could partially fail and partially succeed
-- Added logging for leaving combat
-- Fixed an issue with the mouse cursor not being visible in the menu during certain situations (like when dead)
-- Added major logging to Champ
-- Locked doors can now be opened from behind without needing to unlock them (helps with secret passages leading to shops, etc.)
-- Fixing a bug where exploded tire stacks would re-explode every time you re-entered the game
-- General tire stack cleanups
-- Fixed an issue where secret rooms were stealing the active room status when they were revealed instead of just when you walked into them
-- Fixed: Fury changing mid-animation could cause issues
-- Fixed: If character became unresponsive, was interrupting uninterruptible animation
-- Fixed: NPC’s next actions could be chosen at inappropriate times causing interruption issues
-- Added timer so can tell when firing nodes are finished executing
-- FlyUps now work by setting a timer to fire at the appropriate (scaled, based on notification) time to slam down rather than depending on a direct anim notify firing. This better handles creatures who are very fast or very slow who have attacks that involve flyup
-- Fixed the display name for the mini claw spider
-- Fixed a bunch of different places that were expecting a valid skeletal mesh but not making sure it existed first
-- Added descriptions of weapons and armor to Class Select screen, and beautified
-- Your player will no longer snap to a strange rotation if your mouse leaves the window, but this time without breaking facing during dashing or leaping

Friends & Family Hotfix 0.1.16.1

We have done some pretty important things in the last day and a half since we patched to 0.1.16 and so we decided to do a quick hotfix today.

Important Change #1: You can play the new character Abacus with the new claw weapons without having to unlock him! It may not stay this way forever, but we decided it was important to get as much testing as possible with him as soon as possible.

Important Change #2: A bug was fixed where we were accidentally recalculating our pathing information everywhere, all the time! Hopefully this will give us some performance gains but it is such a sweeping change to how we have been doing things for so long, we wanted testing on it ASAP.

Slightly Less Important But Still Pretty Important Change #3: We have had a ton of different systems spamming the hell out of our logs for quite some time. Recent attempts to track down bugs have been hindered by that spam as well as us missing some important logging for other things. We spent a day cleaning that up significantly, making bug fixing easier.

Friends & Family Patch 0.1.16

NEW CLASS! NEW WEAPON! TWITCH INTEGRATION! NEW STUFF!
We’ve been busy!

Since our last update, we added a new robotic playable class - meet Abacus!
He’s got no hearts to start, but makes up for it with innate armor and a new weapon - the fearsome gladiator claws!
Claws are a fast-attack weapon. They hit quickly for micro-wallops, and instead of firing projectiles, allow the wielder to launch across the room in a deadly slashing pounce for mobility and damage combined!
Defeat the Champ with Decimus to unlock Abacus!

As if that weren’t enough, we took Twitch integration to the next level - allowing you to hook up to your twitch chat, allowing any viewers to vote on audience rewards and events. There’ll be more to come!

In addition, find tons of tweaks, bug fixes, and some new cool armor and tougher NPC buff surprises for your adventuring experience - enjoy!

Combat:
New weapon: Claws
-- A fast-attack, high mobility player melee weapon
-- Starting weapon for Abacus
Pulverizer revamp:
-- Pulverizer now deals damage during the full course of the swing
-- Pulverizer is more powerful/deals more damage
-- Pulverizer is more reactive
-- Pulverizer does an AOE attack when a slam hits the ground, damaging all around the impact

UI:
-- [UI] New unlocked classes show up properly in character select screen
-- New unlock types celebrate properly in unlock widgets
-- Sped up unlock widgets slightly
-- Stacked unlock widgets do not stomp on each other

Content:
New robotic PC class - Abacus!
-- Abacus has no hearts to start, has 4 innate armor, less “IT”, higher mass, and some other minor stat tweaks.
-- Abacus unlocks after killing Da Champ with Decimus
-- Abacus starts with Claws as his initial weapon
-- Feedback welcome!
-- Added new armor: Mirror Armor - reflects laser projectiles that would strike you
-- Added new random NPC level-up buff: Goliath - enemies hit harder and move slower

NPCs:
-- Many Champ cleanups/tweaks (see polish section)
-- Adjusted dash distances for all gladiators and Da Champ

Features:
-- Hooked up Twitch chat/voting and revamped Fan polls

Polish:
-- Inventory now handles starting equipment per PC class
-- Having zero HP but armor remaining no longer kills you
-- Removing your last heart container no longer puts you in limbo
-- Fixed a bug that could cause the Big Show fight to restart after killing Da Champ if you left the game then continued
-- Removed some unnecessary invisible collision on the stage in the start room
-- Cleaned up internals of contact damage to be cleaner - keep an eye out for things being off
-- The FTL dash now does a better job not only teleporting you as far as possible in complex cases, but is also less likely to place you stuck inside locations you can't walk out of
-- The FTL dash is now less likely to get you stuck on tiny floor bumps like item pedestals and turntables
-- Power Armor and Rocket Launcher now display properly inside of an Arena Rewards dome
-- Fixed: Certain weapons could show incorrect (duplicated) stats on their info widget
-- Improved some NPC level up buffs
-- The level greeter no longer has an invisible collision shape on the floor if it decides to hide its item pedestal
-- Added new content packs for boss attacks and masks
-- The character select menu buttons now work with the keyboard and controllers
-- Claw work:
-- Can now attach multiple meshes for wearables (Left/Right claws in this case)
-- Firing Manager can now have custom lengths for powered attack input caching
-- Added new animNotify "HoldToContinue" where attacks will be interrupted if attack key not held down
-- The menu no longer can be overlapped by the item reward widget
-- Fix for missing tag issue in build
-- Secret rooms will now try to adjust their position to maximize the number of hallways they connect to
-- Unified how mass is set for all characters
-- FlyUp now maintains a ceiling above which the character becomes hidden. No more oddly sliding NPCs with your camera zoomed out.
-- Moved the math used to adjust dash distance into custom functions and updated all npcs to use them
-- Adjusted the random sizing of floor decor to fix the issue of MASSIVE floor decor
-- Spawnmanager now ignores scale when passed in to avoid Giant Decorative Rocks in the cooked build
-- Fixed issue where stompers could send you into the stratosphere if they hit you at the right location
-- Switched tile decor over to a new, post spawn scaling system
-- Fixed an issue where dashing speed could stack up over and over again, causing people to teleport around
-- Da Champ no longer leaps back to you after pushing the button in the next room
-- Fixed an issue where Da Champ could accidentally open two rooms back to back
-- Character equipment can now properly appear/disappear while leaping above ceiling
-- Claws now do Slashing Pounce on Secondary attack
-- Wearables can now pivot their meshes appropriately with multiple meshes
-- Weapon Pivot point set properly for Claws
-- Trails re-enabled for weapons (was accidentally having issues on several weapons)
-- Trails can now have multiples per weapon
-- Fixed a ton of issues where sand tiles were not checking to see if their art existed before trying to change it
-- Fixed an issue where Da Champ would keep jumping even when there was no new room to jump to
-- Fixed an issue where several of your game settings (like key bindings and volume) would not be loaded until after the first time you opened the in game menu
-- Claw attacks constrained in tight arc
-- Tuned Slashing Pounce attack for claw weapon
-- Created ability to determine landing spot with collision shape extrusion
-- Robot class starts with Claws by default
-- Minidrones who gain the Armored buff are no longer invulnerable masters of the dungeon
-- Slightly tweaked the distance Abacus can dash
-- Added a web link to the twitch OAuth options frame which you can use to get the OAuth you need
-- Fixed a bug where secret rooms weren't picking doors in the correct direction
-- Adjusted the min and max hallway lengths for secret rooms
-- Cleaned up some dungeon generation stuff... like properly spelling variable names
-- Moved Dev mode to new settings file
-- Deprecated old Options save file
-- Refactored Dev Mode cheat to be consistent in GVInstance
-- Added new delegates around options changing
-- Multiple bug fixes around options changing
-- Changed Orbital Shield mutation to Mirror Shield with appropriate visual shift
-- Made NPC variant of Mirror Shield for NPC level ups
-- Added display info for NPC "Mirrored" buff
-- Threat Level has been turned on - now, if the Threat Level goes up when you descend a level, all creatures/traps will do more heart/HP damage (displayed by the Level Greeter in the start room)
-- Attempting to fix an issue with the tutorial bouncy balls being scaled too small in cooked builds
-- First pass on having the AI respect their targets leaping
-- Shovers are less prone to cause crazy physics collisions with things like barrels
-- Shovers could be double-struck by explosions
-- Fixed a possible issue where the AI could continue to pay attention to old targets leaping after it should have already moved on
-- Switched over to the new spike plate model and texture
-- Adjusted the spike tile, wall spikes, and pits to support the new assets
-- Switched pit spike bases and spikes back to the old materials
-- Updated all other spike bases and spikes to the new materials
-- Tweaked the height of the pit base to fix an issue caused by scaling the spike base asset
-- Made significant changes to how the spikes on spiked doors look
-- Fixed crash bug in ValidAITarget
-- Now display Twitch status in chat box
-- Added more status information to C++ on Twitch connections
-- Added Twitch status delegates
-- Chatbox status fades based on twitch being enabled/connected
-- Cleaned out references to old options system
-- Increased the click are for the left (and right) options arrows (thanks hibame!)
-- Unified some of the options menu visuals
-- Fixed an issue with the end of level and end of run screens showing a selection carrot
-- Twitch settings page broadcasts when settings change
-- Moved Twitch settings into C++ struct
-- Removed old twitch blueprint struct/cleaned up references
-- Did some final position adjustments to the Twitch options menu
-- Added ability to view raw twitch connection messages in chat box
-- Added ability to connect directly to twitch from Twitch Options menu
-- Updating the default gamepad controls to hopefully work better
-- Added a default keybinding for the encyclopedia
-- The keybindings options are now much more resistant to us changing default values
-- The displayed text in the Twitch options menu is no longer selectable and no longer highlights when highlighting the associated button
-- Adjusted visibility and location of twitch-based widgets
-- Spawn cages now set themselves up at a safer time
-- Spawn cages now clean themselves up more completely
-- The dungeon room is now better at cleaning up its spawns when forced to shut down combat
-- Spinner tiles now do a better job of picking which neighboring tiles to mark as invulnerable
-- Some significant cleanups to da champ
-- Added ability for client to send messages to twitch
-- Polls can now communicate with twitch
-- Improvements to Poll messaging
-- Added a quick piece of math that will allow us to add player facing into movement input in the future if we want to
-- Removed the bright follow spotlight from the rooms that were using it
-- Poll durations now display properly
-- Significant improvements to how ai's handle the player leaping into the air
-- Poll watcher is prettier
-- Poll options are now broadcast to twitch chat
-- Poll description now auto-generated and broadcast over chat
-- Added checks for priority moves to all remaining ai trees
-- Poll creator cleanup
-- Edge cases handled with twitch communication
-- NPC poll voting order is randomized
-- Clean up to visuals on poll tracker
-- Spike trap tiles now randomly rotate to help with visual variation
-- Event tracker cleanups
-- Added a new start room column that does a better job of covering the corners
-- Cleaned up the existing arena columns to no longer use the ugly double column setup
-- Added a short secret room door to help with the unique look of the secret rooms
-- Adjusted spacing on various HUD widgets
-- Potential fix to issue with GrowBlades buff
-- Characters that fly up all now shove other creatures out of the way as they land
-- Main Menu character can no longer become de-synced from his armor
-- Added ability to flag certain attacks as uninterruptible
-- Fixed grates in Claw_Factory_Std room and moved it to level 2 from level 1
-- Significantly reduced the amount of bouncing done by the player slamming down on enemies with the claw slam attack
-- Fixed an issue with the claw slam hurting the player if they took off while on the edge of a pit
-- Fixed an issue with the claw slam bouncing after hitting the ground if the jump started from inside a pit
-- Updated all of our existing gamepad tutorial ground decals to match the new default gamepad setup
-- Updated all of our existing gamepad tutorial ground decals to use the same gamepad shoulder button image
-- Updated our "shoot" gamepad and keyboard tutorial ground decals to use the same "shoot & aim" terminology
-- Fixed audience polls that would come up and never go away if tiers were rapidly achieved
-- Cleaned up some issues introduced into FTL dash after the new fly up work
-- Fixed bug with various things causing contact damage where odd things could occur (too much damage, no damage, etc.)
-- The buttons in the encyclopedia now sit on "artified" tabs that show what button & page are currently being shown
-- Floating text now uses lighter, happier font
-- Updated all movement mode collision changes to character capsules to now use collision profiles
-- Fixed error thrown by Pulverizer when dropped
-- Moved all fly up capsule disabling and enabling into the base character class
-- Upped Da Champ's leap range when he is trying to get away from something
-- Da Champ will once again try to leap to safety when struck by the spike roller
-- The player character no longer snaps to a weird facing every time the mouse moves off of the game window
-- Pausing or unpausing the game clears out any queued power attacks or similar
-- Added delegate to be able to bind to changes in pause state
-- The dash cooldown timer can no longer be set to less than 1/10 of a second
-- Added a DashCooldownMX variable to allow us to do simple mutation modifications to your dash cooldown
-- Fixed a bug where flying characters were not able to fly over pits
-- Increased the speed of the claw slam attack
-- Enemies now continue to move in the direction they were already facing when you leap in the air instead of towards where you started, since not all enemies were walking toward you in the first place

Friends & Family Patch 0.1.15

MOAH POLISH!
This week, as we’re gearing up to focus on Closed Beta (ooh, shiny!) we’re basically handling a fair amount of infrastructure/polish/cleanup type tasks. Enjoy!

NPC
-- Added a more forward "hazardous pathfinding" area in front of the spike roller to help convince the ai to avoid it a bit more
-- Fixed an issue caused by push cones not interacting with flying creatures
-- Champ and Rocket Gladiator now RocketJump based on the new FlyUp system
-- Set the spawn cage to no longer let flying creatures pass through unhindered
-- Many small behavior cleanups on Champ
-- Da Champ now will teleport to safety with high priority if hit by the spike roller
-- Major productization of Champ and The Show. Should fix many minor bugs (and will likely create a few since it's a substantial cleanup)
-- Champ now properly handles overlapping cases of retreating from shredder damage, opening new rooms, switching weapons, pouncing, etc.
-- Gladiator/Champ rocket barrages fire larger rockets
-- Sword Gladiator Power Attack moved to new system

Combat:
-- Dashing towards where your character is facing vs dashing towards where your character is moving is now a game option you can set
-- Fixed potential for the Viral Spread mutation to unintentionally and unironically spread itself to those you attacked, cool as that accidentally was.
-- Formation projectiles are no longer deflectable/convertible (fixes issue with Dr. Death syringes misbehaving with wallops)
-- If you escape a room as it is entering combat and end up on the other side of the red door gates, you will now be moved back into the room

UI:
-- Announcement cleanup
-- Announcements can now properly interrupt each other
-- Announcer head no longer pops up for a frame or two mid-bossroom
-- Fan Gift widgets are cleaned up properly (no longer rarely reappear for a few frames)
-- Created a new, easier to see cursor to use throughout the game
-- Improved our application icon in an unsuccessful attempt to fix our Windows start bar icon issues
-- You can now skip tutorial text consistently with any input
-- Twitch options are now in their own panel
-- Death Summary now properly shows the name of the thing that killed you. I'm sure there's some weirdly named things, let us know in #bugs please!

Content:
-- Slightly increased the amount of wallop done by hitting enemies with your dash
-- Added a player specific time dilation increase to the Dash Time mutation
-- Fixed the direction enemies are walloped with the FTL dash mutation
-- FTL dashing over a pickupable object will now pick it up

Polish:
-- Flyup/down now happens in a new way. This may change behavior of NPCs leaving the pits, the Champ, Stompers, etc. Keep an eye out for issues!
-- Added cosmetic plug to fill the end of the Rocket Gladiator's missile launcher
-- Hooking up the functional portion of allowing you to dash toward the direction you are moving instead of the direction you are facing
-- Champ AI/room opening/etc. now handled through Action system
-- Champ animates properly during leaping
-- Changed warning involving applying redirectors multiple times to a log message
-- Fixed bug with mutation 2Fer warning after being reapplied post-save or changing levels
-- Fixed potential rare crasher in mutation Tracking Shots
-- Cleaned up issues involving replicating projectiles via Viral Spread
-- Fixed more edge cases with Viral Spread. You can't tell at all how dangerous "doubling" mutations are, can ya?
-- Spinning blade traps no longer float above the ground
-- Updated Gone Viral to use Unreal 4.22.x
-- Fixed potential missing tag issue with Achievement.Level.Bosskill
-- Wallbouncers no longer have decor overlapping them
-- Fixed some holes in walls for SpikeballBouncyHell room
-- Added the twitch options menu to the game
-- Health consumables are now moved by bomb blasts like other consumables are. The bugfix everyone has been waiting for!
-- Fixed up some of the focus flow and control issues with the new text input frame for the options menu
-- A bunch of little material, rendering, and helper function cleanups for translucent sand piles
-- Fixed some issues with sand translucency appearing black the cooked build
-- Fixed an issue where killing Da Champ in the first room would cause the exit elevator to spawn in a strange place

Friends & Family Patch 0.1.14

POLISH, BABY!
It might seem like we’re patching up a storm - and, oh yeah, you betcha we are. We’ve been patching weekly and we are enjoying that pace. We plan to continue doing so unless there’s a strong dev reason on a given week - like something new is mid-implementation and/or Too F’ed Up To Inflict On Y’All.

And pre-thanks as well for being understanding that weekly updates will occasionally mean we’ll wanna add Big Things that aren’t necessarily ready for prime time but could still use a little lovin’ from our Friends and Family helping us out.

With all that said - not this week! We had a big focus on polishing based on your feedback - especially for some of the newer mutations and of course Da Champ, The Big Show, and his friendly level-eating Death Shredder. So thanks a bunch for the feedback on our changes!

NPC
-- Lowered life for all Oompa Grenadiers
-- Only mortar grenadiers are resistant to explosives
-- Claw Gladiator now pounces using a new retarget system
-- Claw Gladiator is now more likely to pounce the farther he is from his target
-- Bomb spiders now charge past you instead of to the location it initially spotted you at - should feel a bit more organic

Combat:
-- Big cleanup/refactor of how projectiles are deflected by wallops - please keep an eye out for projectile oddness!
-- The cleanup of projectiles should cure the rare but heinous case where walloping things like the Juggernaut's bolas with viral spread or multiplication on would occasionally cause a nigh-infinite respawn of mini-bolas.
-- Added camera shake, audio, and other punchiness to player death (@Ludofex had some solid feedback around this as did others, thanks!)
-- Decimus screams on death and has a dramatic death audio whoosh

UI:
-- "Game Over" audio plays on Run Summary
-- "You Died" audio now plays when You Died message comes on screen
-- "Click to Continue" animates/gives feedback on click while prompting you to continue from Run Summary UI
-- Added temp icons for achievements
-- Adjusted scaling on Run End Summary to handle 4:3 spacing better
-- Adjusted location of SaveWatcher widget to upper right corner to not overlap with Announcer

Content:
-- Shops now appear a bit more populated/have some custom decor

Polish:
-- It is now easier to grab objects out of pits by leaping on them
-- The spike roller now keeps trying to knock you away if you are invulnerable during the initial hit
-- Fixed several typos with achievements
-- Added ability to hide certain achievements at end of level/run (no more VIEWEREVENTSUNLOCKED or similar non-public text appearing occasionally)
-- Level name is now always correct on Run Summary UI
-- Buddies, cambots, and your telekinetic weapon can no longer fall through the walls or get stuck on missing pathfinding near the walls
-- Telekinetic Weapon teleports to your location when you are in a room that enters lockdown
-- If your telekinetic weapon somehow still falls through the floor, it will be popped back into the room near where it was
-- Mutation Precognition works properly on The Big Show
-- The Champ’s Claw Carpet attack is much more visible
-- Fixed issue where occasionally Boss Kills were being overridden by Flawless Boss Kills improperly at run end
-- Refactored Flyup/Slamdown changing target mid-jump to be customizable and shared across NPCs (affects Stompers/Champ/Gladiators/etc.)
-- Changed the spike roller to start already spawned in on the Big Show
-- Added a more forward "hazardous pathfinding" area in front of the spike roller to help convince the ai to avoid it a bit more
-- Fixed an issue where the spike roller could still crush you against the opposing wall under certain circumstances
-- Chains on the NPC gladiators’ legs now animate
-- Gladiator chains are no longer multiplying their damage from explosions (yeah, surprised us too)
-- Fixed an issue where Da Champ wasn't able to jump between the different sub-arena rooms
-- Partial cleanup of Champ's pouncing/jumping to new system
-- Fixed Champ's collisions on various sub-meshes
-- Removed various prototype functions that are no longer required
-- Spawn cages no longer appear if they are spawned on an invalid tile
-- Secret doors now properly clean up their wall columns when revealed while not in combat
-- Shops now have wall shelving to try to make them look more unique
-- Removed a bunch of rocks spawned in the corners of shops now that there are shelves there
-- Shrunk one of the shops that had a bunch of extra space for rocks in the corner, but are now removed because of the new walls
-- Secret doors can now hide themselves on walls that have been changed based on room type, like shop walls
-- Removed the shelves from the back of the shop cage, now that it is handled by the walls of the shop
-- Shop shelves now randomly populate themselves with decor
-- Hid a collision box that was visible on the level greeter
-- The level and run end summary screens now support keyboard and gamepad inputs
-- Fixed an issue where arena tiles were not safe with how they tried to measure their distance from the center of their room
-- Fixed an issue where the Big Show exit elevator could spawn behind the spike roller and be inaccessible
-- The spike roller now handles hitting things in pits much more naturally
-- Added an extra fallback teleport box for edge cases where npc's (and the player) get forced through the spike roller
-- Added collision for the spike roller that goes all the way to the ceiling to stop things from ending up stuck on top of it
-- Did a bunch of tweaks and changes to various aspects of the spike roller to help it work a bit better