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Friends & Family Patch 0.1.13

Fear THE SHREDDER!
Our final (for now!) fight has gotten intense! You now fight through a random series of arena rooms, racing a giant shredder churning the level to bits behind you!

Da Champ is now mid-polish. The fight is still hard, but less randomly so with more telegraphs to many attacks so you have more ability to react.

We’ve also knocked out a ton of fixes for issues and suggestions from your feedback - thanks a million for helping out! Y’all rock. All feedback has been entered in the trackers, so we’re knocking out more of that as well each week in addition to our big feature pushes. Keep the feedback coming, and THANKS!

Features:
-- Added giant, world destroying spike roller to The Big Show
-- Champ fight now involves shredding of randomized rooms
-- End of Run/Level gained multiple new ways to gain Fans

UI:
-- When picking up multiple armors/etc. rapidly/simultaneously the reward widget flies in and out much more quickly to catch up (thanks for the feedback!)
-- The menu key binding now closes menus if they are open
-- Interaction widgets no longer flicker as you approach them
-- Descriptions of interactables only display when you are in range and not actively in combat
-- Items that haven't been picked up are marked as "Unknown" rather than "Unidentified"
-- Enemy Mutations are now visible on the Character Sheet

Content:
-- Signs will now greet you on each level showing new Enemy Mutations and the level name
-- New run achievements - Mutant (20 fans per mutation taken) and Pure Strain Human (400 fans for taking no mutations at all)
-- Shopkeeper now grants Shop Cleared level achievements when shop emptied
-- Each shop on a level can be visited/cleared for achievements individually

Polish:
-- Tile spikes glow for visibility (thanks for the feedback)
-- Changed Spikeballs icon to something less obviously not a spikeball
-- Added descriptions for more achievements
-- Added account manager ability to Reset (completely remove) or UnComplete (-1 count) achievements
-- Text references to Viewer Events are replaced with Fan Events
-- Fixed bug with achievement counts being zeroed occasionally
-- Fixed walls/grates and adjusted camera in room BigIntro_Std
-- Da Champ boss adjustments to attacks (fires more rockets, some delay on harpoons, etc.)
-- Laser Sight sparks should no longer appear/disappear (no promises tho - sometimes a GPU is just gonna GPU)
-- Bomb spiders no longer grant free overkills when blowing themselves up
-- Wallbouncers now stencil through occluding walls as other traps do, hopefully making for fewer bouncy surprises
-- Cleaned up some basic ordering of HUD elements
-- Fixed a bug with occasional perma-pausing
-- Updated the coin rock and chest secret rooms to be more rewarding (thanks for the
-- Fixed particularly sneaky spawning bug that was making Telekinetic Weapon and similar mutations unable to spawn even once unlocked via achievement (thanks @loginerror!)
-- Standard door locks can no longer be unlocked via key while room is in combat (avoiding you being walloped into the door and losing a key). Breaching Charges (where your bombs unlock doors) still work mid-combat, and blood locks/spiked doors still work (so you can knock enemies into them to open them)
-- Spiked doors give a proper message now when you are immune to the spikes (generally via Arena Armor)
-- replaced the Ooompa skeleton with the UE4_Mannequin and reanimated the Grenadier_Fire Intro, Loop, and Outro.
-- Updated the rocket gladiator's rocket barrage barrel flash effects to line up better with the launcher
-- Big Spender run achievement now grants fans appropriately
-- Fixed typos in several mutation descriptions
-- Added Da Champ to Encyclopedia
-- Fixed an issue where loading back into The Big Show after some walls had already been destroyed would rebuild those walls, possibly trapping you forever
-- Multiple viewer challenges in a boss room now handled properly in terms of game pausing/widgets
-- Fixed corner grates in Bombspider 4way room
-- Big Fan now stops when you die, instead of repeatedly and ingloriously smashing your corpse's face into the wall.
-- Cleaned up the rocket launcher attachment for the rocket gladiator
-- Changed the attach point for the rocket wave barrel flash effects
-- Added the various "Level Complete" achievements into encyclopedia
-- Added "Misc" section to encyclopedia with consumables, bombgadgets, etc.
-- Added logging around run generation
-- Fixed issue where after resetting save files game was very insistent that you do the tutorial again
-- Fixed potential issue where runs could be accidentally repeated
-- Fixed: Multi bombs/coins no longer block pathing for creatures
-- Bloodthirsty Fans now hate the "Unheralded" combo bonus (but still love all the other ones)
-- Oompa spikeball grenadiers are now able to be directly placed in rooms
-- Level summary has more information, animates, audio
-- Doctor Death no longer occasionally fires without facing you first
-- Added ability to make some attacks not affected by Multiplication viewer event
-- Added loot pool to destroyed tire stacks
-- Significantly increased the speed that Da Champ opens new rooms during the fight
-- Da Champ now opens a new room every time he switches weapons
-- Da Champ now switches weapons with a single leap instead of a leap away and a leap back
-- Increased the total number of arenas in the Big Show to support the faster speed
-- Distant rooms in the Big Show level no longer spawn waves of enemies
-- Added several unique gameplay focused arena rooms for the Big Show level
-- Fixed a bug where the resurrection spell sounds were not respecting your volume settings and were not dropping off with distance
-- Removed announcements on level buffs
-- Crane cameras now save/load properly
-- Fixed a bug where killing Da Champ wouldn't actually let you beat his fight
-- A million changes and updates to the spike roller to make it functional and fun
-- Slowed the speed that Da Champ opens new rooms by about 10 seconds
-- Added ability to have always-unlocked public information regardless of visibility status
-- Fixed issue where levelcomplete would have partially missing swoosh/level name on some resolutions
-- Adjusted appearance of Enemy Mutations icons to look better
-- Fixed a bug where Da Champ's yelling was ignoring our volume and attenuation settings
-- Da Champ now leaps to the button right when the wall begins to break
-- The Big Show's exit elevator now spawns in the same room as the player when the fight ends
-- Champ improvements:
-- Claw Tornado now shoots sawblades
-- Health increased
-- Removed many unused attacks
-- Added pre-and-post animations to claw tornado (was happening too quickly to react to)
-- The Shredder now speeds up if it gets too far away
-- Camera distances unified between combat and non-combat Big Show arena rooms
-- Swapped out the drone factories in the Big Show arena room because the mini-drones it spawns are super hard to see at the room's pulled out camera
-- Attempt to fix a double wall break bug when fighting Da Champ
-- Added border around filled Progression tracker bar
-- Fixed typo on Run End Summary
-- Increased the max speed of the spiked roller when it is far away
-- The spiked roller will now slow down as it gets really close to the next wall
-- The spiked roller stopping distance has been significantly reduced
-- Fixed some issues with The Big Show level and being in combat vs not being in combat
-- Champ's Rocket Barrage now fires rockets rather than laser bullets or null projectiles
-- Created new animation for Cruise Missile attack for Champ
-- Champ with claw attacks is more likely to pounce the further you are from him
-- Fixed an issue with the Big Show being taken out of combat before it should be
-- PC now logs damage done to him
-- Champ no longer randomly damages you via contact damage when not in melee
-- Fix for issue where pauses could break after going up a level within a run

Friends & Family Patch 0.1.12

Moody fans are in!

Now every run can have a bit more variance - based on the mood of the fans you attract! In addition, we have a lot of UI cleanup, a better set of bonus fans granted at the end of each level and at the end of each run, and much more...check it out!

Features:
-- Added Fan Moods
Your fans now may fall into one of a set of categories: Zany, Completionist, SpeedRunner, Explorer, Minimalistic, MinMaxer, Sadistic, Bloodthirsty, etc.
They have opinions on the kinds of things they send you, fan events, and the bonus fans at the end of each level and of the run.

As an example, the Biggest Fan mutation is tagged roughly as follows:
Biggest Fan : Is.Violent, Is.Zany, Is.PlayerHelpful, Is.PlayerHarmful, Is.Fast, Is.Mutation

Those tags imply a Zany audience will be rather in favor of it, a MinMaxer audience will quite dislike it, a Minimalistic audience hates everything, a Bloodthirsty audience is all over it, a Sadistic audience probably rather likes it, a SpeedRunner likes it (mmm, fast) - etc. - and so on and so forth for all events/rewards/fan moods. A speedrunning audience gives bonus fans at the end of the level for fast level completion, but less (or no reward at all) for visiting the shop. On the other hand, a Completionist set of fans will do the opposite.

All audiences to date have been Bloodthirsty (preferring violent rewards) or neutral - but they are now randomized on every run. Insane fans choose a set of opinions completely at random for each new run.

Runs on easy/tutorial difficulty start with no fan mood, normal difficulty has 0-1 fan types for their mood, and hard runs have 0-2 fan types make up their mood.

-- As part of this, we changed the way that achievements are tracked - this will zero out your achievements (boo!). Existing runs may also see some issues; resetting your save files is not strictly needed but recommended.

UI:
-- Opening the menu now pauses the game
-- Significant update to how the game options frame confirms, discards, and returns game options to their default state
-- Improvements to UI for Run End Summary
-- We now show a Run Summary on death/win (in progress!)
-- Unlocking a mutation/etc. makes it visible in the Encyclopedia immediately

Content:
-- Moved hellish spike room from from level 2 to 3, made it slightly easier, less common, fixed grates
-- Improved several other rooms
-- Standard combat rooms can no longer spawn twice in the same dungeon

Polish:
-- Added cap to the maximum size for icon display in Encyclopedia entries (no more giant BloodFamous page, @loginerror - thanks for the find!)
-- Created new icons for key binding to mouse 3 and 4 (thumb and thumb 2)
-- Made key binding possible to mouse 3, mouse 4, delete, and home
-- Shrunk the key binding UI icons to be less prominent
-- Audience traits are displayed in the Fan Counter widget
-- Added public descriptions for fan moods
-- Pausing is now handled by a single spot so we can keep track of all pauses and unpauses at once
-- Fixed several issues with improper saving timing and The Big Show
-- Bonus fans boosted by traits appear in green, those penalized appear in red
-- Added ability for Fans to have opinions on parent tags as well (for instance a general opinion on any tag of type Achievement.Level.Combo as well as a particular opinion on Achievement.Level.Combo.Gigacombo)
-- Some cleanup to PC and Dungeon Room
-- Revamp of end of run end of level code to be cleaner
-- Added significant fail-safes to the various resurrecting enemies
-- Increased the number of supported icon resolutions to fix the wrong icon appearing on the task bar
-- Removed the unnecessary second "Gone Viral preview" from the application name
-- Objects are now blocked from spawning multiple times in a more consistent fashion (the audience can still multi-spawn something via poll that is spawned in the world...for now)
-- Pulverizer added to Encyclopedia
-- Big overhaul productizing changing maps in game
-- BUG: Occasional bug where you'd be half in the floor should be gone
-- Laser Sight mutation - laser no longer flickers with movement, end sparks no longer occasionally culled, more consistent facing
-- Fixed potential garbage characters in logs
-- Laser sight properly handles swapping meshes (wearing Power Armor, etc.)
-- Blaster Robbie can no longer destroy your ears by stacking many shot sounds on top of each other
-- Updated all options menus to use the new "accept / restore defaults / back" button setup
-- Fixed an issue with unexpected "any key" key binding defaults
-- Fixed an issue with identifying if we are set to the default resolution, since it is specific to your monitor
-- UI warnings without timers no longer force their message to be in all caps
-- Added a warning if you try to start a new run while already having a run you could continue
-- Re-organized and spaced the menu buttons to be more clear
-- Menu buttons now enable and disable instead of appearing and disappearing
-- Fixed the missing main menu music
-- Made a ton of consistency fixes to options menu text
-- Added proper selection wrapping to most options menus
-- Fixed an issue with selecting disabled menu options
-- Every non-options game menu now wraps properly
-- Cleaned up how the Fan bonus from clearing tutorial is handled
-- The final options menu now wraps properly
-- Added bonus rewards for repeatable achievements
-- Changed the timing on end of combat saving to prevent the save from happening at a bad time
-- Added a missing sound class to stacks of coins
-- RunData is now finalized with total duration of run
-- Implemented run achievements based on speed of run
-- Implemented more supporting data for Hoarder/Spender achievements
-- Encyclopedia entries show 2 post-decimal digits where appropriate
-- The player now properly faces the MC during the tutorial intro
-- Fixed issue where some combos were not being counted at end of level
-- Added achievements for coins carried at end of run (Hoarder) and max coins spent (Big Spender)

Hotfix 0.1.11.1

-- Fixed possible error with subtracting from Max Life
-- Set the default menu keyboard key binding to be escape
-- Disabled whirlwind attack for Da Champ
-- Renamed "Bounce Kill" moves to "Bounced"
-- Fixed occasional spurious "Trap Kill" stylish moves from pits that should have been "Pit Kills"
-- Added additional behavior checks for the Champ so that he won't try to do several things at once

Friends & Family Patch 0.1.11

DAMN, THAT’S A PATCH!

Some really big changes for ya, Friends and Family Folks!

UI - major overhaul:
-- You can now change your keybindings easily, for both keyboard/mouse and controller!
-- You can now change graphics and audio options easily!
-- You can navigate all menus with your choice of mouse, keyboard arrows, or controller!

Run replays: You can now replay runs by entering in any previous “run seed” that drives the RNG engine. If those words are sound like random noise, you can instead click the “Replay last run” button!

New mutations: Including such craziness as Biggest Fan!: https://gfycat.com/smoothidealisticarrowcrab - because strapping a giant bladed fan to your back and no longer being able to stop moving is a key strategy!

New rooms: Bundles of them! Many use new content like Scrap Piles and Tire Stacks - https://gfycat.com/harmfulbowedgadwall

Combat upgrades: Main character animations are smoother, we’ve added new stylish moves like Bounced, overhauled audio to be more “punchy” - check it out, we’d love feedback!

And more! It’s been a busy few weeks...

Enjoy!


Features:
-- In New Game, you can now enter in a Run Seed. This allows your new run to be generated from the provided seed (or of course you can start a game in the normal, randomly selected way)
-- Additionally, there is an easy button to replay the run that just completed via remembering the run seed for you
-- The seed is now shown in the dev mode display text as well as in the logs

NPCs:
-- Fixed a bug in the SimpleBot AI that would cause him to forget you if you walked behind a rock
-- Added two new melee attacks from the sword gladiator to the Champ
-- Fixed an issue causing the Champ to destroy walls without properly revealing the next room
-- Fixed an issue causing the Champ to fail to push the arena buttons on his level
-- Created a new death animation for spider bots that is less likely to fling itself through a wall
-- Fixed issues with Juggernaut boss' projectiles moving too slowly/not homing properly

UI:
-- Giant main menu overhaul!
-- You can now change keybindings for both keyboard and controllers
-- New look to menus
-- All menus now work with controllers and keyboard (previously was mouse only)
-- Added ability to change graphics and audio options w/o console
-- Default key bindings are a bit more standard
-- Item nameplate descriptions hide and reveal themselves appropriately during combat
-- Added the ability to save and load key bindings with modifiers (shift, alt, ctrl, cmd)
-- UI now shows key/controller button for swapping gadgets if you have two or more gadgets

Content:
-- Many new rooms
-- Added Scrap Piles to room contents (blocking obstacles that can be blown up with bombs for a small chance of a gadget)
-- Added Tire Stacks to room contents (bounces projectiles and walloped creature)
-- Added new mutation Viral Spread - projectiles split on collision
-- Added new mutation Biggest Fan (strap a giant fan blade on your back and let havoc ensue)
-- Added new mutation Throughput - allows your projectiles to pass through obstacles
-- Added new mutation 2-Fer - doubles coins, bombs, and hearts as they spawn
-- Doors now align with grates properly in room 4Corners_Std, which now appears only in levels 1 & 2
-- Reduced sheer enemy spam in Giantroom_Std
-- Room Turret_Standard_Std is now for level 1 only and a bit rarer

Combat:
-- Big audio overhaul! Lots more impactful sounds in the average combat
-- Added Pulverizer to weapon pools
-- Pulverizer now defaults to being thrown on a charged attack
-- Disabled Shocker as default carnage item (Carnage items will be getting a rework down the road)
-- The main character’s movement animations are much more fluid
-- Creatures immune to wallops no longer gain spikes from Spike Strike (fixes bug where because creature was not actively walloped, spikes could damage the PC)
-- Added new stylish moves (different effects with the same name):
-- Bounced - killed an enemy with either a projectile or a walloped enemy that had bounced off of something first
-- Bounced - killed an enemy by bouncing it off of a tire stack/wallbouncer/etc. into something (pit, collision, etc. etc.)
-- Overhauled projectile collision and setting speed for projectiles simulating physics. Keep an eye out for odd projectile physics behaviors please!
-- Big stats overhaul underway in preparation for balance pass. Some fundamental underpinnings changed; there shouldn't be any noticeable user effect yet but keep an eye out for stat weirdness - thanks!
-- Re-implemented projectile knockback in a more robust fashion (may have some unintended consequences with different projectile types, keep an eye out!)
-- Harpoons reworked as part of knockback refactor. Slightly different values may be in some places while cleaning up system; let me know if anything feels funky
-- General cleanup of buff and stacking system

Polish:
-- Big combat audio overhaul - melee attacks/wallops and damage in general should feel much more impactful
-- Thrown weapons now are a bit more robust
-- Attachment of thrown weapons is cleaned up somewhat
-- Weapon trails have been cleaned up
-- Added FX to Bullet Time
-- Ambient dungeon noises now fade out as you exit the level
-- Cleanup/refactor of how thrown weapons and wearables are attached - now all wearables can be attached using a socket on their mesh as the pivot point for their attachment
-- This allows weapons with nonstandard pivot points to have their alignments corrected via data or code
-- Electric Sword behaves better if Power Attack is interrupted by a projectile
-- Tips is now a Powerup with a properly displayed icon
-- Added ability to dynamically insert current fan goal number into announcements
-- Added new achievement for completing Tutorial
-- Added filter for which achievements can validly be completed during a Tutorial map
-- Fixed shotgunner weapon position (they were firing into the floor)
-- You now start with 1 fan if you have completed the tutorial (woo phat rewardz)
-- Added damage type Damage.Silent for damage to not generate floating text (for minions killing self, etc.)
-- Fixed display mesh for Turret Buddy gadget
-- Horns mutation no longer throws a UE4 warning when used with Power Armor
-- Dr. Death (and similar situations) no longer grant multikill-type stylish moves when cleaning up all their minions at death
-- Physical Impact sounds implemented fully
-- Weapons now cause Physical damage by default on melee swings as well as Melee damage
-- Removed the long unused "jump" feature and key binding
-- Added ability to have kerning in procedurally generated neon signs
-- Some refactoring of walloping and projectiles to handle edge cases
-- Fixed an issue where reloading rocket launchers would ignore your sound settings
-- Sawblades now default to having physics enabled
-- Fixed several bugs with spawning projectiles inside of things that collide/interact with them (bouncers, tire stacks, etc.)
-- First announcement in Cellblock no longer can give wrong fan goal
-- Fixed a bug that was causing us to not properly load keyboard key bindings in certain situations
-- Fixed a bug that would cause half of your movement keys to stop working if you loaded and saved your key bindings
-- Shovers now move things via Wallop rather than pure UE4 physics (short form - shouldn't see spikeballs/barrels/etc. go at warp speed if they are hit funny)
-- Fixed spike strike attachment point for Dr. Death
-- Added TV Stage columns as spawnable occluders
-- Added destructible meshes for TV stage columns
-- Adjusted scale of Announcer Swoop UI
-- Added ability to shoot projectiles in patterns via FiringMaster
-- Adjusted timing of initialization of projectiles vs. turning on collision for physics (there should no longer be any case of projectiles colliding before being fully initialized, a source of subtle bugs in the past)
-- Added new back attachment point
-- Added new Cyber subcategory of Mutations
-- Added functionality to projectiles generically to override behavior on hitting and obstacle
-- Tire stacks now destroy properly
-- Tires no longer disappear for a frame as they are replaced by their destructible meshes
-- Added new prop pack for temp assets
-- Added ability to apply redirectors via buffs
-- Added redirector kinds to mark which redirectors apply to rooms, buffs, spawns, etc.
-- Removed the encyclopedia hotkey (TAB) as it can now be accessed through all menus
-- Added more menu sounds
-- Added background blur to the main menu when the new menu system is being shown
-- Implemented the video settings options and hooked it up to all relevant menus
-- Added temp "Reset Save File" button to new main UI
-- Fixed wallop distance issue
-- Added "Gone Viral" sign to Start Room door
-- You can now navigate to the progress unlock % widget using only keyboard or gamepad
-- Fixed: Clone projectiles no longer damage you when bouncing off of tire stacks
-- Redid some of how destructibles choose their exploding bits direction to work well despite oddnesses in base mesh
-- Fuse barrels are no longer immune to projectile knockback while lit
-- Bomb spiders no longer grant free "Overkill" stylish moves on death
-- Generally creatures that do Kill Self will no longer grant Carnage/stylish moves on death.
-- Updated the turret's three shot attack to be quicker
-- Being knocked down while flying now has faster recovery/locks you in place while standing up
-- Resurrecting enemies no longer resurrect corpses they can't get to
-- Fixed an issue where flying npc's could choose locations outside of their current room to fly to
-- Potential fix for some Instanced Static Meshes being invisible in the cooked build - let us know if you still see any invisible things (hmmm, sounds metaphysically tricky)
-- Fixed an issue where plain walls were not properly clearing their decoration neighbor
-- Added temp audio to StickyProjectiles
-- Cleaned up audio on Tar Spider
-- Fixed warnings with StickyProjectiles/AddImpulse

Hotfix 0.1.10.1

-- Fixed an issue causing the Champ to destroy walls without properly revealing the next room
-- Fixed an issue causing the Champ to failing to push the arena buttons on his floor