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
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