Gone Viral cover
Gone Viral screenshot
Genre: Indie, Arcade

Gone Viral

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

Welcome to Gone Viral!

Welcome Mutants, to Gone Viral, the Internet's deadliest gameshow!

Your hosts are none other than AAA veteran game developers Jeremy “Gaffer” Gaffney, Doug Koup, and the rest of Skullbot Games! The development team has a strong AAA pedigree - having team members who previously worked on games such as Wildstar, Guild Wars, Overwatch, and City of Heroes. Their mission in entering the indie world: to handcraft titles that get gamers excited - including themselves!

About the Game


Gone Viral is an over-the-top action game with heavy roguelite elements where you fight for your life in a prison arena to entertain a blood-thirsty audience. Rack up your kill count as you grab mutations and crazy weapons to change gameplay and get what you need to escape and Go Viral.

Feature List



  • Pinball Combat - Weaponize your enemies by walloping ‘em into other combatants and deathtraps to REALLY get fans excited
  • Kill with Skill - Execute crazy combos to generate carnage for the unhinged viewers and they’ll send creatively deadly weapons, oddball gadgets, and strands of the Mutation Genome
  • Replayability - With Mutations altering you and your attacks in fundamental & combinatorial ways, each arena run and every near-inevitable death becomes a unique experience
  • Streambility - Real viewers change the game when they vote for your rewards and send crazy events to you in real-time


Dev Diary



Without further ado, check out our Dev Diary where Jeremy will walk you through the game. Gaffer, take it away!

[previewyoutube="uMseEQJK1LM;full"]

Streamer Compilation



Don't just take our word on the game. Here's a video of real contestants trying go big, go home, and Go Viral!

[previewyoutube="D6dSWFmTJWk;full"]

Don't miss out on your chance to play the demo during the Steam Games Festival!

Connect with Us




https://store.steampowered.com/app/680030/Gone_Viral/

Gone Viral Developer Live Steam Stream Special

Welcome Mutants, this is Gone Viral! Your hosts today are Jeremy Gaffney and his team of mutants, all former AAA developers behind games like WildStar and City of Heroes!

Watch Gone Viral Live & Ask Me Anything


Join us (Jeremy Gaffney and the Skullbot team) fight for our lives in this prison arena of our own design. We’ll be going through the ins and outs of surviving a world that just wants to see you struggle. Catch us on Gone Viral’s official Steam page and Twitch channel to participate in the mayhem and chaos. Tuning into Twitch will let you directly get involved! The Skullbot team will be standing by to answer any questions you have.

Lucky Audience Members Get Prizes Too!


What’s a gameshow without prizes? Even better, we’re giving away full access keys to our invite-only CLOSED BETA to 5 random lucky members of our audience. If you want the chance to Go Viral and make it big, then be sure to join in on the fun and chat with us on our Discord. Let us know on Discord that you’re from livestream and we’ll randomly select our winners at the end of the day!

About the Game


Gone Viral is an over-the-top action game with heavy roguelite elements where you fight for your life in a prison arena to entertain a blood-thirsty audience. Rack up your kill count as you grab mutations and crazy weapons to change gameplay and get what you need to escape and Go Viral.

[previewyoutube="eVy_Iz6bqLE;full"]

Feature List



  • Pinball Combat - Weaponize your enemies by walloping ‘em into other combatants and deathtraps to REALLY get fans excited
  • Kill with Skill - Execute crazy combos to generate carnage for the unhinged viewers and they’ll send creatively deadly weapons, oddball gadgets, and strands of the Mutation Genome
  • Replayability - With Mutations altering you and your attacks in fundamental & combinatorial ways, each arena run and every near-inevitable death becomes a unique experience
  • Streambility - Real viewers change the game when they vote for your rewards and send crazy events to you in real-time

Connect with Us




https://store.steampowered.com/app/680030/Gone_Viral/

Gone Viral Developer Live Stream & AMA

Welcome Mutants, this is Gone Viral! Your hosts today are Jeremy Gaffney and his team of mutants, all former AAA developers behind games like WildStar and City of Heroes!

Watch Gone Viral Live & Ask Me Anything


Join us (Jeremy Gaffney and the Skullbot team) fight for our lives in this prison arena of our own design. With unique and deeply integrated Twitch functionality, take your seat amongst the bloodthirsty crowd and sit up close to a streamer like never done before! Love what I’m doing? Drop me a gift to show your love. Want to spite me? Vote for the deadliest Fan Event and watch me suffer. Catch us on Skullbot Games’ Discord to participate in the mayhem and chaos. The Skullbot team will be standing by to answer any questions you have.

Lucky Audience Members Get Prizes Too!


What’s a gameshow without prizes? Even better, we’re giving away full access keys to our invite-only CLOSED BETA to random lucky members of our audience. If you want the chance to Go Viral and make it big, then be sure to join in on the fun and chat with us. You may be the lucky winner with a prize under your seat!

About the Game


Gone Viral is an over-the-top action game with heavy roguelite elements where you fight for your life in a prison arena to entertain a blood-thirsty audience. Rack up your kill count as you grab mutations and crazy weapons to change gameplay and get what you need to escape and Go Viral.

[previewyoutube="eVy_Iz6bqLE;full"]

Feature List



  • Pinball Combat - Weaponize your enemies by walloping ‘em into other combatants and deathtraps to REALLY get fans excited
  • Kill with Skill - Execute crazy combos to generate carnage for the unhinged viewers and they’ll send creatively deadly weapons, oddball gadgets, and strands of the Mutation Genome
  • Replayability - With Mutations altering you and your attacks in fundamental & combinatorial ways, each arena run and every near-inevitable death becomes a unique experience
  • Streambility - Real viewers change the game when they vote for your rewards and send crazy events to you in real-time


Connect with Us




https://store.steampowered.com/app/680030/Gone_Viral/

Closed Beta Patch 0.2.20

CLOSED BETA UPDATE 0.2.20

It’s...SO…PRETTY!

A good mix of stuff for this week’s patch:
- Sexy overhaul of the start menu, character creation, and end screens
- New Features, especially Tips!
- New content, rooms, icons, and of course…
- Polish and bug fixes (most all from y’all letting us chill on your streams and from your typey-typeys in the #feedback channel - thanks for that!)

Not bad for another week in the Pixel Mines. Has it really been 20 Closed Beta updates? Damn!

-Enjoy!


Features:
-- New "Game Over" screen added
-- Added Gameplay Tips system - randomly generated tips on level transitions
-- Tips are chosen on each new run
-- Tips appear (or disappear and/or become more or less common) based on your experience level, current run difficulty, current Fan Personality, certain achievements being accomplished, Tip rarity, whether or not you have Twitch set up, etc.
----------------------------
Note: We do have some tester shoutouts in our Tips system, so if you DON’T want your handle in the game - we understand! Let us know and we’ll pull ya out. Except for @Gramstaal, whose 33 second run will forever live in analytics infamy.

Also: Give us a yell on Discord with a fun fact or a callout for yourself or other folks you’ve seen give good feedback and make sure we highlight the right folks - if you’re a frequent participant and we don’t do a callout for ya, it’s probably because of Doug. Somehow.
---------------------------

Content:
-- Added new rooms
-- Main Menu/intro screen revamp
-- New Icons from Icon Swami @LeoFonseca: Covered in Carnage, Replicator, Crusher, Low Tolerance, Shopkeeper Outfit, Cash Dash, Acid Strike, Gadgeteer, Resilience, Wildshots
-- New gadget - Glitch Gadget: rerolls nearby items into another possible item from the spawn pool that created it

Twitch:
-- Minimap and Twitch chat widgets overlap much less on different aspect ratios (from @ChaoticFear19's stream and others)
-- FaceCam re-enabled on Tutorial level wall monitors
-- In-world Twitch Chat widgets should overlap more rarely unless yer like super famous and stuff

Polish:
-- Chests now cache their spawned loot based on their seeds
-- Character select widgets moved into 3D space from the HUD
-- Fixed audio concurrency for Magnet
-- Fixed an issue where magnets were able to mess up charging shovers and pushers mid-charge
-- Recycler now bounces the PC less high in the air
-- Sadistic Fans only show up on difficulties Hard and above
-- The character select screen now shows a silhouette of locked characters to tease you, but won't let you pick them
-- Abacus and Decimus and equipment visibilities are set properly for new New Game screen
-- Fixed a potential bug with SpawnCages in DungeonRooms (noted on stream from @ChaoticFear19 - thanks!)
-- Added the Gone Viral logo to the new main menu TV asset
-- The character details widget in New Game now scales properly with an unknown character
-- Announcer no longer clips on widescreen aspect ratios for large messages (thanks @Gruntled, good find)
-- Moved two of the main menu mutants to poke through the bars less
-- Polished You Win screen
-- Adjusted the timings for the announcer dialogues at the beginning of the tutorial and starting level to be easier to read
-- Adjusted the animations for the announcer dialogues at the beginning of the tutorial and starting level to better line up with the dialogue
-- Moved the "loading" text in the loading new game UI card to the center, made it larger and brighter, and it now animates in instead of sitting on screen from the start
-- Death now goes to the new end of run screen, just like victory
-- The arrows have been removed from the buttons on the new end of run screen
-- The buttons on the new end of run screen can be properly navigates with a gamepad or keyboard
-- Adjusted the highlight and pressed colors of the buttons on the new end of run screen so that I can see the change in colors
-- Added data for loading screen Tips to the game
-- Added font support for BoldItalic, etc. to NotoSans/Rich Text
-- Re-scaled Achievement Completed widget for 4K/other resolutions
-- Initial pass on showing an enabled webcam feed on the main TV in the main menu
-- Tuned size of monitor widget for StartScreen
-- Set webcams to scale properly
-- Adding a static channel change image and audio transition to the main menu tv asset
-- Added movement to Camera/Boom Mic on StartScreen
-- Added Static Texture to TV channel change on Main Menu TV
-- Fixed an issue where the main menu tv's static sounds were playing while the initial company logos were up
-- Fixed an issue where disabling your webcam could cause the disconnected webcam text to appear on the main menu tv
-- Fixed an issue where the main menu tv would default to static if nothing happened to update it
-- Moved the character details widget back into HUD from World space
-- Winning a run now plays the main theme while you are in the ending UIs
-- Updated animation montages for Doctor Death: Fire Giant Syringes, Resurrect Surgeons
-- Updated Covered in Carnage Icon with newer version from Leo
-- Updated Game over screen art with updated key art render
-- Added further Gameplay Tips
-- Polished Tips system
-- Airdrops and the Tips system both now use the proper Custom Fan Name where appropriate
-- Game music now continues to play during loading screens
-- Game music no longer resets to the start of the song when you start a new floor
-- Fixed an issue where you would hear a tiny snippet of the combat music every time you entered a new level
-- Significant cleanups to how we handle music in general
-- Added webcam monitor on StartScreen- animated, appear/disappears when webcam is active
-- Adjusted static sound for main StartScreen monitor
-- Main StartScreen monitor only occasionally flips over to webcam
-- Added ability to adjust drift min/max per instance for boom mic and camera
-- Tuned start screen camera/boom drift to reduce the "Dramatic" in "Dramamine cinematic"
-- Bulletproofed the combat sound check in SpawnManager
-- Adjusted the ability of the webcam widget to fill available space
-- Reduced the volume of the new main menu screen static sound
-- Fixed an issue where the main menu screen static sound would double play
-- Increased the length of the main menu's tv static effect
-- Added the tv's static effect when selecting between characters
-- Slightly repositioned the camera on the main menu to not overlap the corner of the webcam TV
-- Fixed an issue where music was not properly checking if it was already playing before it was being modified
-- Fixed an issue where the main menu tv static effect was being played while the loading screen was up
-- Fixed an issue with trying to destroy music that had yet to be created
-- Rotated the tutorial camera oompa in the dash room so he snaps less aggressively toward the player
-- Added more prisoners to start screen
-- Added extra Tips and Tip functionality
-- Updated Demo text in Main Menu to tell ya what the demo is all about
-- Removed a Mutation from the Murderpedia that isn't actually findable yet to avoid frustrating completionists
-- Created main menu version of Decimus armor material to fix rendering errors

Developer Notes
-- [DEV] Small cleanups to the level elevators and their interactions with the demo mode
-- [DEV] Changed how starting a new run interacts with the demo mode
-- [DEV] Changed demo mode to end the run after the second floor
-- [DEV] Changed demo mode to no longer wipe your unlock data each run, but to just not apply the unlocks instead
-- [DEV] Secret doors now detect when they are openable in a different fashion
-- [DEV] Prototyped Scanner Eyes mutation - reveals secret doors and creatures' exact hitpoints
-- [DEV] You can no enter the character select screen when in demo mode
-- [DEV] Demo mode no longer ignores your unlocks
-- [DEV] Added some backend prep for Daily Leaderboards
-- [DEV] Rerolling backend in place for Spawnmanager
-- [DEV] Updated all discord web links to the new custom invite link
-- [DEV] "CLOSED BETA" becomes "CLOSED BETA DEMO" on the leaving main menu card when in demo mode
-- [DEV] Character select is once again available in demo mode
-- [DEV] Steam achievements can't be completed when in demo mode
-- Fixed an issue with Abacus's textures in the character select screen
-- Fixed saving issue with certain kinds of Pods which could duplicate mutations
-- [DEV] Added support for Rerolls to work on items in Pods
-- [DEV] Added support for Reroller Gadget ("Glitch")
-- [DEV] The text on the end of run screen now changes slightly if you are in a demo build instead of the beta build
-- [DEV] Fixing an odd loading error in the RichTextImages table
-- [DEV] Fix for UE4 cooked build issue
-- [DEV] 2nd Fix for UE4 cooked build issue
-- [DEV] TwitchConnector cleanup
-- [DEV] Added public names/icons for prototype mutations

Hotfix 0.2.19.2

CLOSED BETA HOTFIX 0.2.19.2

Another update - even though it’s been only a few days since we last updated!

Mostly we’re fixing the Gadget Play event (which @botchiball discovered was raining gadgets through the floor) but of course there’s a few days worth of goodies for y’all as well - new rooms, traps, mutations, icons, and polish!

Enjoy!


Content:
-- Added several new rooms
-- More icons from @LeoFonseca - Big Shot, Blaster Robbie, Dangerous, Furious, Multishot, Renew, Repair Kit, Bounce, FTL, Headhunter, High Impact, Quick Feet, Shock Attack, Spike Strike, and Tracker Shots all now look sexy.
-- Long Bomb stylish move granted for killing enemies with barrels at long range
-- Carnage Item Gambler added to the game - match three dice and...win?
-- New trap - Recycler - knock pickupables or NPCs inside to convert into goodies!
-- Added new mutation Blaster Master - all your explosions are bigger/more damaging
-- Magnetic Storm Fan Event polished --
- Magnetic Storm spawns fewer, larger magnets
- Storm Magnets spawned without bases
-- Magnet Occluders now have locked in place/free floating variants

Twitch:
-- Twitch: We no longer attempt to pre-cache emotes from Twitch as their EmoteSet servers are all down (shouldn’t be noticeable - emotes are still downloaded/cached when seen, but we can’t currently pre-cache them until you see one in your chat)

Polish:
-- Fixed issue where Gadget Play gadgets were spawning underground (thanks @botchiball!)
-- Tuned timing of drop telegraphs for Gadget Play to be more accurate
-- Fixed occasional missing space in between the number of fans and the fan traits
-- Gambler Carnage Item now tracks when dice start/stop rolling
-- Retooled countdown particle to resist getting out of sync with the buff duration
-- Refactored Gambler dice to shrink/go away on payoff
-- Gambler can now identify when a winner is rolled
-- Adjusted various spawn pools to account for your IT! stat
-- Recycler now a proper 2x2 tile/pit
-- Armors now display the amount of shields they have in their murderpedia entries
-- Recycler polish:
- Added Recycler Audio
- Added Recycler F/X
- Recyclers now open chests
- Polished Recycler intro room
-- Magnet Occluders now properly save
-- Stopped burning tire stacks from throwing errors when they load in from a save
-- The main camera now shifts the player's center position to be a bit nicer when zoomed in close
-- Updated the announcer UI assets to prevent them from ever loading in blurry

Developer Notes
-- [DEV] MovementPayloads now track distance and call delegates on stopping and starting of movement
-- [DEV] Refactored SpawnedActor hierarchy to allow for pivot point shifts
-- [DEV] Refactoring of Buffmanager to remove redundant interfaces
-- [DEV] Added iRerollable interface
-- [DEV] Added container information to CPPActors
-- [DEV] Added Game Master ability to buff/spawn events via partial name
-- [DEV] Removed redundant IBuffManager interface/GameInstance duplication of Buff Manager calls
-- [DEV] Pickupables now know which container actively contains them (for rerolling purposes)
-- [DEV] Updated how armors know how many armor pips they have to be in a helper function
-- [DEV] Next round of recycler changes
-- [DEV] Pit bouncing moving into helper function
-- [DEV] Added DeathGibs damage type
-- [DEV] Added Recycler tags
-- [DEV] Refactored Shatter to be a common destruction path for all CPP_Actors
-- [DEV] Added collision to Spike Roller static mesh
-- Recycler test room added
-- [DEV] Cleaning up some references to an old interface that no longer exists
-- [DEV] Cleaned redirectors
-- [DEV] Room editor cleanup
- [DEV] objects can now have spawn tags applied in the Room Editor
- [DEV] Added ability to lock occluders in place via Room Editor if the occluder is set up to accommodate (currently used as option for magnet occluders)
- [DEV] Added ability to mark tiles as blocking door spawning in Room Editor
- [DEV] Fixed crash in room editor if creature spawned without run data being saved
- [DEV] Fixed issue with Developer Text not being displayed in Object menus
-- [DEV] Fixed issue where DungeonRoom was adding tags from XYRSpawn structures after SpawnComplete was already called
-- [DEV] By default, saved actors now persist their SpawnPool and any Gameplay Tags applied to them after spawn.
-- [DEV] Fixing several plugin build warnings
-- [DEV] Removed a map that does not exist from the project settings
-- [DEV] Fix for UE4 engine compile warning
-- [DEV] Removing a bunch of old files that were half in the project, half removed
-- [DEV] Added ability to see if an individual mutation has been applied to iMutated interface
-- [DEV] Tweaks to try to fix UE4 build warning

Hotfix 0.2.19.1

CLOSED BETA UPDATE 0.2.19.1

It’s only been a few days since our last patch but we just can’t stop ourselves!

The main reason we’re updating is to add a potential fix for an odd, subtle issue with Twitch logins seen by several streamers.

Good news - if you see an issue yourself (either being stuck at “Connecting…” or just otherwise having oddness with your new Oauth key) rebooting the game cures it. But Real Devs Don’t Let Users Just Reboot Through Their Bugs - so here’s a patch to fix it for real (er, or log the crap out of it if not).

Even though this is a nigh-hotfix, for the low, low price of nothing you ALSO get a mildly bonkers new Fan Event, the ability to blacklist your bot(s) to keep ‘em from spamming your in-world chat, and polish goodness for issues we’ve seen reported or in streams.

Enjoy!


Content:
-- Added new Room Content: Magnetic Occluder
-- Added new Fan Event Magnetic Storm that rains magnets into the next combat room, causing mass chaos
-- Adjusted Fan Event Nuked so that it will show up either when Fans like it OR if they are unhappy (was previously just in the standard rotation)
-- Tweaked size/shape of Recycler Pits (in development)

Twitch:
-- Added a simple blacklist for Twitch Chat (thanks @StandardDamage and others)
- enter the names of any bots (or jerks like @Doug I suppose) if you'd like their spammy little butts to not show up in the game chat window or in NPC chat
-- Potential bugfix and extra logging added around an Oauth issue discovered by @Baron_Fortesque and @ExtraCredits (thanks for the logs!)
-- Set up the settings pages for localization (new localizable font, etc)

Polish:
-- Fixed a room that had weirdly rotated tiles
-- Fix for a potential rare issue where you lose the ability to control yourself in air while jumping into pits - thanks @Helixplays1!
-- Shields and bae blades that rotate around you now space themselves evenly (thanks me, struggling to film a gif and probably getting WAY too distracted by wanting to have a cool looking pattern of bae blades)
-- Fixed issue where item nameplates would disappear on loading from a save or in certain test rooms
-- Magnet Occluders now properly clean up when destroyed
-- Magnet and Magnet Base asset for Magnetic Occluder
-- Magnetic Occluders can now be shattered
-- Hooked up new magnet asset to Magnetic Storm
-- Used magnet asset variant for Magnetic Lure gadget in-world and in-hand
-- Magnet component now defaults to "on" - recent changes made Singularity Shots/Magnetic Lure not very lure-id
-- Broke spike roller wheel into smaller single asset for re-use in different areas of the game.
-- Set up Champ fight spike roller to use instanced duplicates of the smaller wheel.
-- Re-enabled hyperlinks when in demo mode
-- Disabled local beta sign-up when in demo mode
-- Implemented main menu right info box swapping when in demo mode
-- Polish around pit jumping/bouncing
-- It is now 5x harder for the game to fail to generate a valid floor
-- If the game does fail to generate a valid floor, it takes you to the main menu
-- The transition UI when starting a new run now scales correctly no matter what container you put it in

Developer Notes
-- Cleaning up and moving around our PAX demo code to be more general demo code
-- Cleanup of rain items spell
-- Initial work on Magnetic Storm Fan Event
-- [DEV] Added simple accessors to Audience to find happiness or unhappiness quickly
-- [DEV] Refactored RainItems spells to be cleaner/more consistent
-- Interim checkin of Recycler Pit
-- [DEV] Pit behavior made modular for inheritance purposes
-- [DEV] Initial backend for rerolling items
-- [DEV] Character FlyUp behavior now exposed to C++
-- [DEV] Cleanup of PitBounce Buff removing dependency on CH_NPC
-- [DEV] Additional clean-ups to demo mode
-- [DEV] Added a new counter to game instance so we can tell how many times level generation has failed

Closed Beta Patch 0.2.19

CLOSED BETA UPDATE 0.2.19

IT’S EMOTES BETA UPDATE TIME!

Well, we’ve been beating on the beta the last few weeks, laying in a bunch of groundwork stuff that is Big, Mostly Invisible, and Totes Necessary. It’s like a combination of a duck and an iceberg: with big stuff under the hood, churning away making it happen.

So what’s the scoop?

Localization! Now our game (including chat) can handle localizable fonts, preparing us for our future World Takeover.

Emotes and Twitch overhaul! We completely retooled our Twitch integration - the immediate benefit of this is that you can now see Twitch emotes, username colors, etc. both in in-world chat and the chat boxes… but we’re also now hooked up so in the future we can add stuff in the game for things like knowing who subscribers are, when donations happen - all that. It’ll open the door to some Neat Stuff in the future - letting us share some of our Devs Screwing With Streamer™ powers with mods and viewers in interesting ways that won’t ever Go Horribly Wrong.

MOAR PRETTY! The last few untextured or Doug-hacked-it-in assets are all getting polished up - so the Juggernaut is fully textured and modeled, signals his attacks better, and more. The health gambler (aka WTF WHY DID I JUST TAKE DAMAGE machine) now looks like a… thing that lets you gamble health. The giant spike-shredder doesn’t look like Doug jammed a bunch of cones into a giant cylinder he found lying around. Yay!

And, of course, a batch of polish and fixes we couldn’t do without y’all beating on the game - some nice finds there @botchiball, @Geef, @Vinc3ntvega, and the recent streams from @StandardDamge, @Baron_Fortesque, @Helixplays1, and @Skäggfobi.

Enjoy! Next up - MOAR CONTENT!

-Ze Skullbottians


Features:
-- Full UTF-8 (i.e. non-English character support, like say Cyrillic) added to Twitch chat - thanks for the stream @GoldenSire
-- New fonts in use with more language support

Content:
-- Added yet more icons from @LeoFonseca!
-- Juggernaut visual overhaul:
-- New Boss Model for the Juggernaut
-- New Mace Asset for Juggernaut
-- Added textures for Juggernaut Bolas
-- Added Lighting effect to Juggernaut Bolas to make them look more dangerous.
-- Unified VFX color of dangerous attacks for Juggernaut

Twitch:
-- Dev Game Master commands now work properly through the plugin interface
-- Twitch login status now properly reported
-- Cleaned up UI for TwitchWatcher widget when not connected (was partially offscreen previously)
-- Twitch system now properly parses messages/whispers
-- Twitch system now properly handles whispers
-- Twitch system now properly handles authentication
-- Twitch system now properly handles channel joining, Oauth formatting, and nicknames for login
-- Twitch bulletproofing overhaul
-- Status messages are properly updated during the connection process
-- Twitch settings menu and TwitchWatcher widgets are much more informative about any connection/settings issues
-- Twitch properly handles multiple attempts to reconnect
-- "Connect To Twitch Now" button clearer about what it does and providing status along the way
-- Productized TwitchWatcher widget
-- Created a new Twitch status message widget on a different layer than main Twitch watcher so that it sorts properly with mutations/etc.
-- Marked for Localization all text associated with TwitchWatcher/Twitch connection status/Twitch Chatbox
-- Initial Twitch Emoji functionality - emotes are dynamically downloaded from the Twitch servers, stored in images, and displayed in Rich Text in the chat box.
-- Twitch Settings window properly sets the desired Twitch connection status as you leave (if you tested out new settings and did/didn't save)
-- Tweaked God Text location
-- Twitch Watcher and Twitch Status messages scale/relocate properly
-- Emojis!
-- In-world chat and chat window now supports rich text (bolding, coloring, etc) and emojis
-- Rich Text decorators support caching of emojis for re-use (much more efficient)
-- Individual emotes are downloaded as-needed if the initial emoji downloads have an issue or if folks use emojis to which the streamer doesn't have access
-- Much log reduction now that things are functional
-- Chat work galore -
-- Emotes now word wrap (thanks @[AG] Moosey and chatters in his stream!)
-- Full support for inline Rich Text
-- Twitch colors supported for usernames in chat
-- Chat now waits for all emotes to be loaded before displaying a chat line to work around Twitch server issues delivering emotes - no more "missing emote" question marks when emotes need to be delivered from the Twitch servers (thanks again @[AG] Moosey and chatters)
-- GodText now supports localized fonts, set up to support rich text and emojis
-- GodText now displays more quickly

Polish:
-- Fixed an issue with the character info on the character select screen being unknown
-- Added new Announcer image and Announcer frame
-- Moved Announcer swoop to localizable font
-- Adjusted transparency of announcer frame
-- Adjusted spacing/sizing of Announcer
-- Added temp icons for the various chests
-- Added very slight variation on the Nukerock ignition sound to prevent ugly stacked sounds (thanks @Geef)
-- Bulletproofed a crash from @Geef's stream.
-- The issue - when going to the Big Show level, if you have the Game Master mutation AND you have the Rain Of Bombs as yer carnage item, it triggers a crash; that particular level is built in a special way and isn't fully built while combat is beginning to start, confusing the item.
-- Fixed RainItems spell to no longer risk odd cases that might cause an infinite loop (further bulletproofing @Geef's earlier find)
-- NPC Mutation Tougher no longer shows up in list with a blank icon (thanks @botchiball)
-- Character summaries on level change now list the character's equipment to make it easier to track issues like @Geef's in the future
-- NPC Mutations are now listed in the Murderpedia (some tweaks to come)
-- Added descriptions for all NPC mutations to game/Murderpedia
-- Level Greeter object now marks displayed buffs as visible so you can find them in the Murderpedia immediately
-- Adjusted the widgets so long stat names like "Max Innate Armor" are displayed well in the Murderpedia without clipping
-- Tweaked wording on Terminal Velocity mutation to be more clear (good call @botchiball)
-- Mutation Headhunter now applies its effects to any living bosses even if it is picked up mid-boss-combat (nice subtle find @botchiball)
-- Fixed an issue where minimap icons were never going away
-- Juggernaut now telegraphs the locations of where his bolas shall spawn
-- New asset and texture for Gambling Machine (needs gameplay hook up for wheel spin)
-- Fixed an issue where walloping enemies with melee attacks and orbit was not changing the orbit direction (thanks @Vinc3ntvega)
-- First pass on implementing the brand new health gambler machine
--Added destroyed gambling machine stump
--Added machine gear and spring gib assets
--Added Textures for spike door
--Adjusted Bomb and Heart multi-pickup assets to be more clear
--Replaced Bomb pickups with something more bomb-like.
--Added Murderpedia Portrait for Abacus
-- Added an extra safety net to detect when enemies escape an active combat room and bring them back
-- Fixed a bunch of unnecessary collision changes on the tile turret
-- Removed a performance optimization that was causing picking the closest safe to rarely pick the closest safe tile
-- Fixed a typo in the Headhunter mutation
-- Added another layer of auto-fill to the Twitch settings as users often miss the Username field which breaks their connection
-- Replaced temporary art (Sorry @Doug ) with new assets for Champ fight SpikeRoller
-- Updated the collision on the new spike roller asset
-- Added grinding sparks asset for Champ roller wheel
-- Added initial spark positions for the spike roller
-- Adjusted size, life and velocity of grinder wheel sparks for champ fight.
-- Spike roller sparks now activate and deactivate at the correct times
-- Fixed several bugs in how medlab machines were being saved
-- Polished the interactions with the health gambler

Developer Notes
-- [DEV] Adding the new Twitch plugin to 4.24
-- [DEV] Removing a bunch of intermediate files for the Twitch plugin
-- [DEV] Enabled TwitchWorks plugin
-- Dice from Gambler Carnage Item have debug info display
-- [DEV] Updating a bunch of game end engine settings to prepare Gone Viral for localization
-- [DEV] Additional setup work to prepare for the first four localized languages
-- [DEV] Adding fonts for several more languages to the project
-- [DEV] Twitch Plugin shifted from Engine to Game plugin
-- [DEV] Fixed a spelling error in the IDDisplayMap table
-- [DEV] More preparatory localization work
-- [DEV] Removed an unused column that had old, localized text in it
-- [DEV] Minimap rooms no longer depend on DisplayType for icons
-- [DEV] Added iMinimapRoomContent interface and MinimapIcon enum to C++ - implemented for Pickupables and Chests (no more forgetting to tag new mutations/weapons etc)
-- [DEV] Cleaned up some Murderpedia DisplayType references
-- [DEV] Removed DisplayType entirely from IDDisplaymap and all related items
-- [DEV] Flagged a number of literal strings as non-localizable
-- [DEV] Removed some more (disconnected) references to Display Type
-- [DEV] Significant clean up to prepare for localization
-- [DEV] Refreshed the IDDisplayMap table to force it to realize that it now has 500 less words to be localized
-- [DEV] Moved much of C++/blueprint to use new TwitchMessage format
-- [DEV] Long names added to TwitchWorks plugin
-- [DEV] TwitchWorks plugin now supports whispers fully
-- [DEV] Significant clean up of the data in the IDDisplayMap table
-- [DEV] Finished cleaning up localized text in /Content/UI
-- [DEV] Additional localized text clean up
-- [DEV] Switched some dev columns in the IDDisplayMap table to strings so they aren't automatically localized
-- [DEV] Exposed color as a parameter on M_EnergyShield so it can be edited on instances
-- [DEV] Adding shifted versions of the announcer poses and his frame so that they can just be stacked on each other without repositioning them
-- [DEV] Fixing a build error in GVEdController
-- [DEV] Rejiggered Twitch UI hierarchy/cleaned up redirectors
-- [DEV] Prisoners no longer spam the logs when registering themselves to rebroadcast Twitch comments
-- [DEV] Twitch plugin has all constructors initialized/C++ scrubbed for memory issues
-- [DEV] Emotes are loaded using Ctrl-Shift-I while in dev mode
-- [DEV] Some initial thread-safety for the Twitch plugin
-- [DEV] Possible workaround for memory stomp
-- [DEV] Continuing the localization pass through the Blueprints folder
-- [DEV] Adding Jeff's test VO to the project
-- [DEV] Updated the stylish moves to use the test Jeff voices
-- [DEV] Possible end to the descent into madness with full slate TSharedPtr memory management implemented
-- [DEV] Significant additional localization text cleanup
-- Avoiding potential memory issues in GetEmoteSet and GetTwitchUser
-- Fixed issue with caching emotes
-- Adjusted demo dev mode cheats
-- [DEV] Finished cleaning up the blueprints folder for localization
-- [DEV] Added test suite for cooked build
-- [DEV] Potential fix for issue in test case 1
-- [DEV] Test case 2 bulletproofing
-- [DEV] Good lord these are the most boring checkin notes I've ever had I want to stop debugging asynchronous memory management and code some 'splosions
-- [DEV] Removed a ton of old and unused assets
-- [DEV] Pulling test carnage move voices back out
-- Eliminating more possible issues from threads
-- [DEV] Removed 600 words from our localized text list by changing a single text box
-- Emojis loaded sequentially
-- Various memory cleanups
-- [DEV] Updated default starting position of Gambling Wheel
-- [DEV] Some additional localization work
-- [DEV] Emoji system rewritten from scratch in GV code; passes phase 1 testing
-- [DEV] Room Editor automatically checks out SavedRooms file if needed
-- [DEV] Adjusted texture size of existing Decimus Murderpedia Portrait to be a multiple of two
-- [DEV] Documentation added in various places for emoji code

Closed Beta Patch 0.2.18

CLOSED BETA UPDATE 0.2.18

Another week, another patch - just cause we love ya!

Main focus this week was on Quality of Life - falling into pits feels a lot better (well, it still hurts - but you have more control by a bunch), bosses got properly tougher when hit by really spammy explosions, the Murderpedia has benefited from a slew of icons, and more. Part of that “more”: in-world Twitch chat got a lot cooler, with various prisoners/monitors/cameras still chatting on the walls even if you AREN’T in combat (you know, when you actually have time to READ chat while streaming?)

But that’s not all - we’re moving into content-addition mode, so there are a few new mutations and Fan Events out there to be found. More to come!

Enjoy!

Content:
-- Approximately a Brazilian icons from @LeoFonseca added
-- Added Egg Baby mutation prototype
-- Bosses now have a very short window of explosive invulnerability after getting exploded - this prevents them from being instagibbed by things like Bomber/multiply or Bombadier/Spin Doctor combos.
-- There’s a new, sexy, higher-personality Announcer in the Tutorial and Start Room to welcome you to your impending demise
-- Added mutation Dumpster Diver - gain immunity to pit damage; while jumping in or hovering over pits, will lure nearby pickupable items to the player (thanks @Jayy, @DoubleNeg, @Rehab Submarine, @ThisIsQiQi, and many others for the suggestions)
-- Added new Fan Event, Ball Pit - fight in a room full of beach balls. And rubber ducks.
-- Happy fans will send a Fan Chest afterwards
-- Unhappy fans toss some bombs in with the ballies and duckies.
-- Initial Prototype of Carnage Item Gambler - roll dice for various outcomes

Twitch:
-- Many additions to in-world chat
-- Added more in-world chatters to echo twitch chat:
-- First, the game looks for current combatants to chat
-- If there are no combatants, it looks for any monitors/security cameras/etc. in the active room
-- If there are no monitors, it lets any buddies you have (including the default cambuddy) handle the chat
-- In-world chat works on the Start Menu
-- NPC prisoners in the stands/on arena walls are now valid chatters
-- Crane cameras and Oompa cameramen are now valid chatters
-- Fixed potential in-world chat crasher
-- [DEV] Individual actors can custom-set their in-world chat widget and "mouth" locations
-- Improved some Game Master commands (our abilities to mess with streamers)

Polish:
-- Updated the NPC life to health curves to be a smoother progression
-- Changed it so that NPC's can have a greater variety of max health levels from life stats
-- Level bosses now get 5x the health from the same life stat
-- Adjusted all level boss life stats to account for the new increase in boss health
-- Updated Nuke visuals to match the Bombrock
-- Updated several icons
-- Began prototyping the Juggernaut's new flying charge attack
-- Fixed an issue with the minimap not being able to recognize one of the new mutations
-- Added assets for new Announcer NPC (Skeletal Mesh, Materials, Textures)
-- Created Microphone Asset for Announcer
-- Flaming tire stacks now do both Fire and Trap damage types (i..e Arena Armor will work on it, etc.) - thanks @Leadin
-- Teleporters now prevent you from insta-porting you away after activation, preventing abrupt teleports away during the end of Arena or Boss fights (thanks @StandardDamage, @DoubleNeg, PAX players, and probably @Seebo since I always ignore him)
-- Improved base air control for all PC classes - TL;DR: steering oneself while falling/pit diving is much easier, especially at low velocity (thanks @DoubleNeg/ @Rehab Submarine /@ThisIsQiQi/others on #feedback-beta)
-- Note - because this is a physics change, please keep an eye out for oddnesses in other forms of movement after next patch - being walloped, jump-slamming, yadda - have tested, but edge cases may exist. Feedback as always welcome - the intent here is purely to tweak pits, so yell if you "feel" not-pit-changes elsewhere in PC movement. Should be none. But always cautious when it comes to feel. Thanks.
-- Switched the two in-game announcers over to the new asset
-- Moved around some of the start room stage decorations to stop the crane camera from clipping through the announcer
-- Fixed the announcer saying you need 30 fans when you actually only need 25 (thanks LizardSeagull)
-- Added harmless beachball asset for tutorial physics example and rubber ducky for @Gaffer
-- Added a big variant of the rubber duck
-- Added Beach Ball and Giant Ducky occluders to the game. Because.
-- Replaced old rusted metal beach balls in the tutorial with new sexy bouncies.
-- Bosses and normal enemies now have a hierarchy of AI avoidance, meaning bosses only get out of the way of other bosses, but enemies move to get out of the way of everyone else
-- Cleaned up the Juggernauts rocket charge attack to not get stomped on by other attacks
-- Fixed an issue where the AI was ignoring its own radius when looking for valid LoS spots
-- Fixed an error being thrown by exploded rocks trying to explode again
-- Added a second door laser gate to the back of locked-down doors so it is visible from below
-- Added a new Rocket Charge attack to the Juggernaut
-- Added "New Fan" icons back into the game using proper @LeoFonseca icon
-- Changed how pickupables save/load to fix a bug where any Carnage Item on the ground would gain the charge of the PC's equipped active item if the level was reloaded.
-- That wasn't a super common bug to see (saving the run mid-game and then remembering what the thing on the ground you didn't want had for a charge is rarely game-impacting, TBH.
-- However the save system being updated a) makes stuff more bulletproof and b) may or may not have other small bugs popping up, so please keep an eye out for anything behaving oddly when saving/loading (or more commonly changing levels).
-- Don't bother reporting @Klimas, he's always behaving oddly.
-- Reverted the sexy new Fan Favorite icon on the Carnage Item interface until we get some other sexy icons to go with it for the other Carnage Items.
-- Moved to new @Klimas Dice model for Gambler and tweaked physics to behave properly when dice are spawned intersecting with each other.

Developer Notes
-- [DEV] Cleaned up the calls of most enemies that charge to be a little easier to read
-- [DEV] Significant cleanup of the Juggernaut
-- [DEV] Fixed an issue with the LoS AI helper function
-- [DEV] Fixed an issue with the find safe time instance function
-- [DEV] Killing bosses in test levels no longer completes your achievements
-- [DEV] Added Buff_CA for DumpsterDiver mutation
-- [DEV] Added Delegate for when a character hits the bottom of a pit to CPP_BaseCharacter
-- [DEV] Added ability to chain dev commands into a single command via ";"
-- [DEV] Returning the Juggernaut to its default attacks because I accidently checked it in with its test attack
-- [DEV] Tiles now properly call callbacks on destruction/replacement
-- [DEV] Rooms now properly track their tiles
-- [DEV] Added data to flag localized text not currently in Murderpedia
-- [DEV] Added support for NPC Mutations and Levels to be included in Murderpedia
-- [DEV] Added and cleaned up Murderpedia setting for a bunch of stuff
-- [DEV] Quick productization of the materials involved in the Genetic Surgery bot to eventually allow the face cam to play on his cute lil screen
-- [DEV] Experimental work on new way of displaying Carnage Items

Closed Beta Patch 0.2.17

CLOSED BETA UPDATE 0.2.17

We are slowly regaining functionality after going to PAX and interacting with like a billion of y’all, and then recovering from the various diseases you were kind enough to share. This isn’t what we meant by Gone Viral, dammit! We’re all hunkered down (as are many of y’all - stay safe!) - coding away, making the magic happen, and keeping a concerned eye on our toilet paper sitch. Our steam price will likely have an option to pay with those precious, precious rolls. Huh, dibs on the term “Buttcoin”.

Anyways, where was I? Oh yeah - big stuff:

Abacus got sexy and speedy! He’s much prettier with like, colors and a snazzy mohawk. And we’re iterating the crap out of his gameplay - he’s gotten a stat and physics overhaul to make him fast but fragile, filling his role as the agile assassin. High level goal: he should require a skilled player to handle his uniquely zippy gameplay. Deets below…

Feedback fest! PAX rocked - hundreds of y’all got to play for the first time. Of those hundreds, ten of y’all even beat level 3 and signed “The Poster Of Awesomeness” (respect). And we wrote down about a million notes between talking with y’all, sitting over shoulders, hanging out on dozens of streams, and keeping up with #beta-feedback. You will find a ton of polish based on all that - be it room tweaks, UI polish, quality of life issues, or straight bug fixes. Yes, we occasionally do have an actual bug. And by “we”, I mean @da_gaffer. Jerk.

Twitch, take the wheel! Streamers from the get-go have requested control over how important twitch votes are compared to the NPC Fans. Two camps formed: purists who want Twitch to have SOME impact but either want the run variance that comes with Fan Mood (Twitch is always Sadistic) or to have achievements/completion be under similar conditions to non-streamed play. Camp two is formed of folks who say “Screw purity, LET TWITCH F ME UP!” and then usually descend into gibbering madness.


So, you can now control the weighting with a handy slider. Set it based on your level of faith in the compassionate humanity of your Twitch viewers, however ill-placed that faith might be.

A @Gaffer side note - as I added/tested the slider, I dug into a lot of the base math and found some cases where Twitch votes could get overrun by the NPCs in unintended ways. Over the last few months, we’ve tuned Twitch votes to have more weight a few times - but it felt to us (and you in general I think) that sometimes Twitch votes were indeed counted but they felt less impactful than we wanted. That’s all cleaned up in this patch (knock on wood) - now the math works more as intended. But DO let us know if it “feels” right by default. We’d love folks to test the crap out of polling in the next week in general in streams whether tiny or big.

I’ll keep an eye on the feel of the Polls when I’m on stream, and let us know in #beta-feedback if it’s over/under reactive - I’m primed to do quick updates to tune the feel to be solid. We appreciate the streaming - it’s tough to test in all cases of stream size/participation. Especially since when I am streaming, it’s mostly just to my cats. Should be good. If not, we’re on it like a bonnet.

Anyways enough yapping, enjoy!

Content:
Abacus: Speed Demon!
Abacus has been tuned to be much faster/more agile. Why? Well, he was originally designed as a "hard mode" character, but by playing and watching streams, we felt like he was feeling like Decimus-but-missing-health-and-range-and-projectile-synergies. Yeah, harder. Nailed that. But not generally more FUN. Why? We think it was because he was tougher to play than Decimus (slower, short range, no health, can punch fast but for less damage) without anything that really made him better enough or more interesting - and he didn’t FEEL like the assassin he is supposed to be. He was good for playing for pride, but did we WANT to play him? Not clearly enough.
So now, we’re changing his focus a bit - playing more as a "skill” character. He’s much better than Decimus in some ways (he’s agile and totally zooms!) but trickier in others - he remains more fragile because he’s lacking hearts. And both of those vectors means it takes a really skilled player to use him well - even with his increased speed a first time noob would probably slam their face into a lot of pits getting used to his zippy ways. But you’re better than that, right?

Anyways, our early thoughts: we dig it from playing it here. His basic claw attacks are more interesting with the extra speed, and the Slashing Pounce he does fits his vibe. He feels less like a kinda-punishing-weaker-Decimus, but rather like he’s heading towards a very different playstyle with its own challenges. More to come - thoughts welcome as y’all beat on the beta with us. We enjoy both batting around general strategery of the goals of his class design or hearing details of other ways we can tweak his shiny metal butt to meet those goals/improve feel.

Checkin notes:
-- Multiple adjustments to make Abacus funner/faster with starting stats, physics settings, movement settings
-- New Abacus model and textures including a sexy mohawk.

Room cleanup pass:
-- Bouncy spikeball death room moved to levels 2-3 from levels 1-2 and lowered odds of spawning (from PAX observation & @ExtraCredits stream)
-- Fixed always-on spikeballs in Spike_Stacks_Std (from @ExtraCredits (Will) stream)
-- Removed blockers from around teleporter in Vault_Blockers (thanks @loginerror and @ExtraCredits (Will) )
-- Added another unlikely-to-be-consumable item to some common shops
-- Removed possible doors that might cause one to accidentally buy items in shops
-- Reduced probability of tiny shops spawning vs. medium or larger shops
-- Re-added Mutation shop to pool (comment on @ExtraCredits (Will)'s stream reminded me of this, too many consumable shops vs. persistent item shops)
-- Removed potential doors too near creatures in several rooms (from PAX observation)
-- Moved the camera oompa in the dash tutorial to not block the dash decal
-- Changed door locations to prevent you from dashing into spikes in Spike_Waves_Std room (thanks for the find on-stream @FederalGhosts)
-- Added a teleporter to the spikeball vault room
-- Cleaned up door positions for several vault rooms

Pool/spawn tweakin’
-- Removed Genetic Tinkering from pool of mutations applied by Genetic Surgeries (just not worth a heart container in 99% of cases) - from a Doug note from stream by https://www.twitch.tv/nubbinsinc. Note there is a tiny chance for the "Any Mutation" pool to appear in Genetic Surgeries, meaning they could still be in there from that pool, but it's much less likely now.
-- Added Painiac, Envy to standard Genetic Surgery mutation pool at low odds.

Twitch:
-- NPC/Stream voting improvements:
-- Settings slider allows streamer to set the relative weights of NPC vs. Twitch votes
-- Major math adjustments around the weighting of stream voting vs. NPC voting (in general letting Twitch be more impactful by default)
-- Edge cases of small/large streams better handled
-- Initial testing complete around Streaming Fan Slider
-- Slider settings named appropriately
-- Testing/feedback by like real streamers who aren’t us direly wanted. Slap the sherbert to us, Herbert!

Polish:
-- Removed crane camera from Tutorial Dash room that first time players at PAX kept dashing into for no obvious reason to us but so many of them did it that we're just going to remove it rather than judging. I blame @Doug, I guess.
-- Bulletproofed Main Menu HUD a bit while exploring crasher from @IrvineRando (thanks for logs!)
-- Carnage Item widget hides self when no carnage item is held
-- Added more cameras/propping to tutorial rooms
-- Fixed oddly indestructible tiles in Barrel_Stacks_Std
-- Fixed issue where occasionally some Poll options could display spurious alternate IDs (BOMB, BUFF, etc)
-- Cleaned up Dashmeter visuals
-- Tweaked text for Circling Death mutation
-- Monitors blow up more cleanly
-- Monitors are clearer/less alpha-y
-- Main screen can be blown up if visible
-- Invulnerable creatures can not become stuck at bottom of pits
-- Added materials for gambling machine in the MedBay
-- Adjusted placement of temp large webcam monitor to not clip with stage geo.
-- Fixed ability for spikeballs to occasionally spam too much damage in interpenetrating collisions with heavy creatures (from VOD from @ExtraCredits (Will))
-- Tweak to projectile spam prevention timing
-- Increased the harpoon range in the tutorial so that it can't fail to hit the enemies in the harpoon testing room sometimes
-- The tutorial pits now choose a consistent safe spot to teleport you to that won't get stuck on top of geo
-- Updated all of the options menus to warn you if you try to leave without accepting your changes
-- Hitting the menu button again if you are in an open menu does a "back" operation instead of fully closing the entire menu tree
-- Removed log spam around spawn redirectors affected by NPC mood
-- Firewalker dash trails now play a little cleaner with room teleporters (thanks @Marko420)
-- FTL dashes no longer double teleport when you hit a room teleporter (thanks @Outlaw)
-- Tanks are now affected by Small World Fan Event (from stream by https://www.twitch.tv/liisn - @Liisn)
-- Fixed an issue where flatscreens could destroyed before they are actually visible
-- Added a number of icons from IconMeister @Leo
-- Changed color of Mortar Enemy lob shot to yellow from blue in order to unify enemy bullet colors.
-- Removed SimpleBot spawning too early in Cycle_Arena
-- Removed null tiles from Tutorial Start Room
-- Slightly lowered the volume on the main explosion sound to help reduce an ugly "blatting" effect when multiple bombs go off at the same time

Developer Notes
-- [DEV] Cleaned up the bouncy tile prototype a bit
-- [DEV] Renamed Barrel_Stacks_Std to Spin_Stacks_Std
-- [DEV] Holding down Shift key while clicking new run button in PAX build will allow you to create a new run normally/skip the tutorial
-- [DEV] Changing the keybinding for entering dev mode
-- [DEV] Cheating devs are no longer immune to Biggest Fan movement (damn cheaters)
-- [DEV] Teleporter cooldown moved into the buff system
-- [DEV] Set up morph target test for armor on Abacus and future heroes.
-- [DEV] Set MM_HeroTest material to be compatible with morph targets.