Gone Viral cover
Gone Viral screenshot
Genre: Indie, Arcade

Gone Viral

Closed Beta Patch 0.2.16

CLOSED BETA UPDATE 0.2.16

As many of you already know, Gone Viral is going to be in the IndieMEGABOOTH at PAX East next week and we couldn’t be more excited! If you happen to be going, you 100% should come say hi! There are a ton of bug fixes and endless polish that has gone into this patch with two things specifically I would like to call out.

First, have you ever been irritated when you discovered you couldn’t knock around certain items with your sword or that your Magnetic Lure refused to even try to pull that chest you wanted out of the pit? Well be irritated no more! Gaffer did a big pass on physics and pickupables and we should be much more consistent when it comes to knocking around crap with your crap!

Secondly, we added a bunch of PAX demo specific work. This included a ton of stuff to tighten up the polish in the main game like UI work, better support of 4k resolutions, and a bunch of tiny bug fixes. It also included a bunch of PAX demo only changes you should never see. If you do see anything demo-ish, let us know! You probably shouldn’t!

Features:
-- All pickupable items can now be affected by physics/knocked around with your sword/etc. Some notes:
- You might be all like "yay, now I can knock stupid swords/armors that are fan gifted away from me when I don't want 'em!" - you're right, but if they are in a hallway they're still annoying (we block pickupables from leaving a room to avoid knocking-a-heart 7-rooms-away-to-open-up-a-spikedoor-type-"optimal"-but-boring-play so the thang can't leave the corridor)
- This means Magnetic Lure now works on other gadgets (and of course armor/weapons/yadda) meaning that gadget play events are even more chaotic
- Items on pedestals (boss rewards, vault rewards, and shop items for instance) can't be moved unless they are picked up/dropped first. The starting room free fan gift can (since it's airdropped on a pedestal by a fan crate)
- (Noted by @S5 Flare in the bug report, but I know this was commented on by several others as well.)
-- PAX Mode has been added… but you shouldn’t see any of this! Let us know if you do because that would be a bug!
- Each run now goes to The Big Show on the 3rd floor and then ends if you set the game to PAX mode
- Disabled all hyperlinks when the build is in PAX mode
- "New Game" button from main menu, while in PAX/show floor mode, will reset the account file and start a new run in the tutorial.
- The "you win" screen now hides it's unnecessary buttons when in PAX mode
- Decimus starts with an extra heart if in PAX mode
- Implemented taking beta sign ups from our winning or losing run screens in PAX mode
- The streak counter and Discord button on the main menu are now always hidden when in PAX mode

Updates:
-- Medbots now inform you of the % chance they have to heal you to save confusing folks who think it errored out (thanks @Starcore6 @IrvineRando @Justice @Seebo)
-- Enlarged area around SpikeDoors where hearts can trigger the blood lock
-- New weapon icons added
-- Added rare mutation Painiac - get bigger and stronger for the rest of the level every time you take heart damage (up to 10 times)
-- Fixed scaling issues with main options page in 4K
-- Fixed text clipping issue with Mutations bar
-- Updated Emperor's Boon icon
-- Fan Gift widgets animate their entry and departure properly
-- Loot Boxes/Badboxes have proper descriptions set up
-- Fan Challenge widget animates in/out/pulses correctly
-- Fan Challenge has proper font gradients set
-- New coin/key icons for UI
-- Fan Challenge animation work
-- Wall monitors no longer show your face on the tutorial level
-- Fan Gift widgets no longer occasionally will not translate fully on screen in 4K
-- Both the tutorial start room and 1st floor start rooms now appear with their exit doors open
-- Magnetic Lure no longer works against creatures immune to movement (including turrets) (thanks @Seebo)
-- Added ability to mark certain items as always visible in VisibilityData such as Shock Sword
-- Chests are now affected by wallops/magnets
-- "You Win" screen now properly scales to fill odd aspect ratio monitors
-- Removed warning about visibility data with Decimus
-- Movement invulnerability no longer blocks self-imposed movement (like dashing)
-- First Death achievement now unlocks Painiac
-- First Juggernaut kill now unlocks Telekinetic Weapon
-- Added support for level-duration persistent buffs
-- Pickupable celebration in new format/scales to 4K
-- Murderpedia buttons can be marked as non-interactable
-- There is now a transition UI screen between the tutorial and the first floor
-- Fan counter properly changes custom fan name if twitch settings are edited mid level
-- Tweaked tutorial complete text
-- Level end summary now supports custom fan names (noted on @Skullstream's stream)
-- Fixed an issue where you couldn't navigate between murderpedia icon buttons (thanks @Klimas)
-- Fixed an issue where mutations in your mutations bar could still steal focus
-- Fixed an issue where Da Champ's spike roller would keep going after you died (thanks @Klimas)
-- Fix for crash issue with Dismembering a creature when killing itself on Retribution Armor mid-animation (thanks @Klimas)
-- Fix for crash issue when logging Audience opinions for fans with no special traits (thanks @Klimas)
-- The wall stripe decal is now properly set in PAX mode
-- Bomb spiders that died in a certain fashion offscreen could leave their overhead pointers up permanently (Good find @Klimas)
-- Fixed an issue where several major aspects of the Big Show boss floor would break in the PAX build
-- Significantly increased the distance the spike roller throws you when it hits you to try and prevent you getting hit over and over again (thanks @Klimas)
-- Updated Textures for Gladiator Armor
-- Main HUD twitch chat window has the scrollbar hidden rather than hanging out in the middle of your view (noted on @Skullstream's stream - thanks!)
-- Slightly increased size of twitch chat messages
-- Twitch Chat Window defaults to "off" in new settings files (since in-world chat defaults to "on")
-- Level End Summary now shows a goal of "1" in Tutorial
-- Updated Claw Weapon textures
-- Fixed Claw Weapon model scale
-- Added a new UI screen when you lose a run
-- Disabled the beta sign up button for a second after clicking it
-- Made sure the UI screens at the end of the run work well with the keyboard and gamepads
-- Added a game pause while the end of run UI screens are up
-- Removed automatically returning to the main menu after a run and instead put two buttons, one for restarting and one for returning to the main menu
-- Slightly adjusted the sizes of the intro logos to better match each other
-- Changed the "any key" trigger to be on key up instead of down to prevent clearing one screen with the down and accidentally selecting something with the up right after
-- Switched PAX mode off by default
-- Added "off" versions of the coin and key icons for possible UI use
-- The "One! More! Run!" button on the end UI screen is now hidden when in PAX mode (thanks @Klimas)
-- Fixed potential error thrown by Shock Attack if creatures were destroyed in certain timings
-- Tutorial MC makes the Shock Sword info visible so that you are at 0% known at the start of the run/main menu
-- Removed AccountManager flagging certain items as always visible in Murderpedia
-- Chests are now a bit heavier for knocking around/etc.
-- Adjusted scaling of UI right side widgets to properly accommodate very crowded setups of lots of polls/gifts/etc. simultaneously
-- Polls are slightly larger on average
-- Flames animated textures no longer load with mipmaps/in blurry fashion in Carnage Tutorial
-- Monitors can be shattered off the walls with bombs while still displaying your pretty face
-- Adjusted how the "One! More! Run!" button on the end of run UI collapse so that you can't see their border hanging around all ugly-like
-- Slightly lowered the beta text on the menu to game loading screen so it is more readable
-- The announcer voice now says victory instead of game over when you win
-- Fixed blinking issue with fire flipbook in Carnage Tutorial
-- Added big stream monitor/logo to boss room
-- Fixed scaling issues with stream monitors (still can uniform scale only)
-- Cleaned up how we decide what screens to show at the end of the tutorial, which fixed a weird flickering UI bug that only happened if you managed to die in the tutorial
-- The text block on the right of the main menu screen now has a slightly darker background, making it easier to read the text
-- We now hide the "bonus fans" UI element at the end of the tutorial because you never have any
-- Twitch Chat box no longer eats any mouse/keyboard input in main HUD (good catch @Skullstream)
-- Announcer Swoop marked as invisible to mouse/keyboard input in main HUD
-- Removed all sand from pits and occluders in the tutorial level
-- Initial pass on adding a check to catch enemies leaving a room during lockdown
-- Keys/Coins icon updates
-- Bombs/Rocket bombs use new icons
-- Adjusted spacing in PlayerManager UI
-- Trying out VSync and dash cooldown UI options defaulting to on
-- Updated Armor Forge Model.

Developer Notes
-- [DEV] Added raw assets for new icons
-- [DEV] Fixed an issue with a private blueprint function that needed to be public
-- [DEV] Added the IsPAXBuild? function to game instance
-- [DEV] Removed the old hacky way we were forcing the tutorial start room door open
-- [DEV] Fixed an issue where the Champ dev cheat was going to the incorrect floor in the PAX build
-- [DEV] Initialized variables properly in DungeonRoom
-- [DEV] Updated many calls that were checking if you were on the 4th floor, to check if you are on the Big Show
-- [DEV] Moved ability to find current level manifest ID into CPP_GameInstance
-- [DEV] Removed deprecated Murderpedia widgets
-- [DEV] Moved several internal checks from looking at the current depth to checking the current level tag
-- [DEV] Updated all referenced assets associated with asset WS_Claw
-- [DEV] Fixed a bug in column flat screens that were returning null arrays
-- [DEV] Removed debug spam around LeafIDs without preset public names
-- [DEV] Completely BS bouncy floor prototype for @Gaffer
-- [DEV] Removed some testing prototype work in tile that got accidently left in
-- [DEV] Added Simple Vertex Materials for cheaper assets.

Hotfix 0.2.15.1

CLOSED BETA HOTFIX 0.2.15.1

Hotfix to fix Multishot’s copies of creatures potentially causing a random crasher in UE 4.24.2. And, some extra goodies even though Doug finished posting Update 2.15 up at like 2AM and how much else can we have done since then?

Man, I should be nicer to Doug, he works hard. On the other hand...hmmmm, nah.

Polish:
-- Clone projectiles fix for potential crasher from SetMasterPoseComponent (thanks @Seebo for the repro!)
-- Mutations bar scales/sizes appropriately on Run End and main HUD
-- Fixed issue with Cash Dash being repeatable (from @Orezzer's stream)
-- Moderated effects of high IT! on Cash Dash/Blood Money somewhat - it’s still lucrative, but saw a feeeeww too many runs where it went nuts too easily.
-- Fixed spacing of mutation bar on various scales of HUD
-- Fixed an issue where getting hurt while in the middle of your post-hit immunity would cause you to be immune to all damage forever (thanks @Seebo)

Development Notes:
-- [DEV] Removed some extra sound system logging since the bug it was added for seems to be fixed
-- Added logging to DungeonRoom to detect potential infinite loop on multiplication/rocket spam/multishot combo on Big Show level

Closed Beta Patch 0.2.15

CLOSED BETA UPDATE 0.2.15

“Well, it’s been like 5 days since those Skullbot dweebs patched - so there can’t be too many changes...OH MY GOD YOU MANIACS UPGRADED THE ENTIRE FREAKING UI SINCE LAST THURSDAY WTF!1!!!”

Welcome to the debut of the much less dev-placeholder and much more For-Realz UI!

All ermahgerds aside, it’s truly a speedy window to be updating with so many changes - personally, I’d be pretty happy to let thangs stew in our private laboratory for a bit more to make sure everything is fully polished.

There’s a Kobayashi Maru we’re solving however; we hustled to get this update to y’all quickly so we could cleanly patch in some fixes. In particular, there were a lot of moving parts - some crashers and engine issues have been bugging testers since we moved to the latest-greatest Unreal update last week. Juggling the different versions of UI, engine, fixes, etc. was getting complex - and complexity means the ability to goof stuff up, and we’d hate to risk introducing other issues while adding fixes. So, we’re going to err on the side of frequent updates here, catch y’all up to date with our latest and greatest, and aim to be reactive to any issues that crop up.

Lotta words, Gaff - what’s that mean? Short form: expect that we’ll probably be updating pretty soon again as we keep cranking away; help guide us by giving a yell with issues you see on Discord!

Enjoy!

Features:
-- New UI! It’s so pretty. We’ve revamped the main playable HUD away from our placeholder assets into more final, sexy ones. Yay!
-- We adjusted how we handle scaling to different resolutions - scaling from itty bitty monitors up to 4K. There’s a ton of detailed dev work behind that, so PLEASE yell if you see any elements scaled oddly if playing in 4K - we’ll tweak away on it.
-- There’s still a lot more to come on this - especially animating the various widgets, getting usability feedback on what is easy to see/read, overhauling icons galore, and tuning the look of things like bombs, carnage items, and icons in general (any square icon you see is a placeholder one, more and more For Real icons are coming in week by week).
-- There’s so much work involved in the UI overhaul that it really deserves more bullet points, but that’s about it. Dang.

Content:
-- Made medium shop easier to walk around in/slightly more uncommon/changed always-present coin rock to be randomized
-- Made mega shop easier to walk around in/moved decor away from shop walls (from watching @OldManSethus' stream)
-- Fixed odd tall wall in Medium_Shop room
-- Added new alternate medium shop room
-- Enlarged start rooms on levels 2+
-- Temporarily removed Pulverizer until we get a chance to do a polish pass

Twitch:
-- Twitch settings default to "Show Chat over NPC heads" on for new save files
-- Added ability to custom-name your Fans (good suggestion @loginerror and @Chrisbcreampwns)

Polish:
-- Fix for crasher found by @[AG] Moosey on stream (Creatures being killed multiple times in a frame due to missile spam)
-- Start room MC shows correct number of Fans needed for gift even when the Fan Club has already provoked a Fan Gift
-- Reduced the volume of Blaster Robbie's shots
-- "Goodie Box" now renamed to far cooler sounding "Loot Box"
-- Bomb Boxes that win the poll to be airdropped disguise themselves as Loot Boxes in the FanGiftWidget describing what is dropping
-- Fixed that annoying thing where every now and again a spikeball would stay extended even though all its brethren in the room had retracted their spikes like good little spikeballs. (There was a tiny window where if, within .3 seconds of extending spikes via (only) a collision with an enemy, the spikeball's velocity never crossed sqrt(10000) m/s...well, fixed at least!)
-- Added "One More Run" button to "You Win!" page
-- Removed a particle from blood armor that was destroying fps while the armor was being worn
-- Tweak to potential audio issue at level end
-- Added more bulletproofing to cases of creatures dying several times in a frame causing potential skeletal mesh crash
-- Removed error message from attempting to fire with no weapon (valid if in Tutorial)
-- Added logging around setting SkeletalMesh on death
-- Tweaked various physics things in attempt to track down SetSkeletalMesh issue in UE 4.24.2
-- The medlab teleporters now use the medlab decal

Developer Notes
-- Fixed build warning in CPP_BaseCharacter for UE 4.24.2
-- Removed functionality from UserWidget_Focusable to help track down UE4 issue
-- Backend work to allow streamers to set the weighting of twitch votes vs. NPC votes
-- Added some additional logging around audio with a duration of 0
-- Moved some sounds out of UI animations and into direct sound calls in an attempt to fix an error condition

UI Detailed Notes
-- Tuned spacing/scaling of lower HUD UI elements
-- Twitch watcher HUD widget now properly shows when disconnected
-- Transition UI properly shows when entering game
-- Twitch settings page scales properly with 4K
-- More settings/options windows now properly scale to 4K
-- Adjusted and normalized 4K scaling of all settings panels
-- Enlarged display of Happiness in temporary fashion
-- Fixed spacing issue with Combo Tracker
-- Enlarged text of combos in Combo Tracker
-- Cleaned up animations in Combo Tracker
-- Fixed text spacing in Fan Counter
-- Bulletproofing around offscreen widgets
-- Fixed scaling of VoteFloaters on PollWatcher widget
-- Fixed clipping settings of PollWatcher options
-- Fixed scaling of Fan Event intro widget in 4K
-- Fixed scaling of Boss room intro widget in 4K
-- Scaled up main menu options
-- Startup logos now scale appropriately
-- Added fan icon
-- Webcams scale and position in game HUD first pass
-- Tuned spacing of PlayerManager UI on HUD
-- Added bottom-right webcam
-- Tuned mutations bar sizing
-- You Win page scales properly to 4K (doesn't matter of course 'cause none of you are l33t enough to win, especially you @Trueseebo)
-- Fixed potential hiccups/crasher in Run Summary screen
-- Scaled up elements in PlayerManager widget (good call @Daevo)
-- Scaled Bomb Tracker
-- Scaled CarnageItem Tracker
-- New Fan icon from @LeoFonseca updated
-- The "CLOSED BETA" text on the loading screen when transitioning from the main menu to in-game is now positioned below the Gone Viral logo
-- Tuned scaling of HUD webcam in main menu and in-game
-- Set up lower right Webcam with proper ID and ability to set from webcam options
-- Twitch chat window scaled properly through 4K
-- New static framing assets for HUD
-- Dialogue widgets should scale up to 4K sizes now
-- Adjusted Character dialogue widget spacing
-- Character Select screen now scales in 4K
-- Adjusted scaling of In-world floating text to handle 4K
-- Adjusted scaling of In-world item nameplates to handle 4K
-- Adjusted scaling of In-world NPC twitch chat to handle 4K
-- Adjusted spacing for Murderpedia run sheet
-- Adjusted scaling of Twitch Chat window
-- Carnage Combo widgets now scale to 4K
-- Tutorial CarnageCounter moved to location away from new player HUD
-- Fixed an issue with the mutations on the run summary screen being upside down
-- The main menu options screen now scales with screen resolution
-- The fan favorite image no longer loads in blurry

Hotfix 0.2.14.2

CLOSED BETA HOTFIX 0.2.14.2

This hotfix exists for one reason and one reason only… to fix a pretty bad crash bug on startup. Please let us know asap if you continue to see crashes on startup after updating to this version.

Polish:
-- Fixed a crash on game start relating to having the game set to be fullscreen (thanks @TunerSteve, @c04x, and @OldManSethus)
-- Fixed an issue where the doors in the first branching room could be blocked by rocks (thanks @TunerSteve)

Hotfix 0.2.14.1

CLOSED BETA HOTFIX 0.2.14.1

There are two major types of issues usually deemed important enough to hotfix - crashes and wildly broken gameplay mechanics… so here is a hotfix for both those types of things! Plus a few little things that snuck in along with them.

Polish:
-- Fixed sneaky threat issue where Threat Up NPC mutations (Goliath, Dangerous, etc) could double-or-quad effect some creatures' damage
-- Fixed a crash issue caused by minimap rooms leaving the edges of the screen
-- Slightly adjusted the position of the achievements on the run end summary screen UI to prevent another crash error
-- Updated the various fame reward icons to be slightly better dev art ones
-- Fixed several issues with the new murderpedia icons that were affecting their text wrapping, mouse hover settings, and other minor polish issues
-- Adjusted the spacing in the fame bar UI to work slightly better and look a little more polished

Closed Beta Patch 0.2.14

CLOSED BETA UPDATE 0.2.14

Another week, another update! This time, we focused mainly on polish (from bug fixes, QoL, and stuff like saying “ya know, the crane cameras should really swing around when you whack em”) - with a bunch of new stuff like emotes (you know you always wanted a Buttslap key) to hints on how to unlock thangs. We also took advantage of a bunch of y’all streaming to get feedback which let us polish up NPCs echoing chat, make voting easier, and more.

Enjoy!

Features:
-- Added some keybindable emotes for your streaming or narcissistic pleasure:
- Wa(V)e (Controllers - Left Thumbstick button by default)
- (B)uttslap (Controllers - Right Thumbstick button by default)
- (H)eart <3 (Controller unbound by default)
- (F)lex (Controller unbound by default)
(Yes the controller defaults imply we think streamers will want to use Buttslap more than Heart. Prove me wrong.)
-- Added a button to easily open your game logs folder location (thanks @[AG] DiscordiaDystopia)

Content:
-- Added more medium sized shops to levels 1-3 (good suggestion on stream @Smashley)
-- Small World Fan Event is now marked as being a negative event, unless a particular audience really likes it (i.e. a Speedrunner audience will only bring Small World up for a vote if they are unhappy with you, but a Zany audience might add to it a vote at any mood)
-- Spin Doctor Fan Event is now marked as a positive event since it heals you afterwards
-- Fleshed out more Murderpedia descriptions for Achievements
-- Added unlock hints for a number of achievements - thanks @Snorlaxxo
-- Increased mutations in start room mutation pool/removed "Tosser" from that pool

Twitch:
-- Polls for Events have Twitch voting shortcuts of 1, 2, 3, etc. while Polls for Tier Rewards now have shortcuts of A, B, C, etc.
-- Polls now auto-display any shortcuts appropriately
-- Cleanup of voting on options -
-- Fixed potential to accidentally cast vote on multiple options
-- When using shortcuts for twitch voting, checks to see if the user has previously voted on a poll (should fix occasional issue where 1 2 3 votes were sometimes not being processed properly - it was trying to re-vote on a previous poll and not checking later polls to find one that had not yet had a vote cast) - found during stream by https://www.twitch.tv/tactv__
-- Lots of changes to in-game NPC Twitch Chat (mostly from @Smashley's stream)
-- NPC chat echoing stays on screen longer (someday probably a setting; for now 2x as long as previous - good call @Smashley )
-- NPC chat widgets are much better at staying well-positioned on screen when the NPC is near or off the edge of the screen
-- Chat bubbles handle wrap very long individual words in a much better fashion
-- Giant spammy chat sentences are handled in a better fashion

Polish:
-- Fixed an issue where restoring defaults in one options menu could change settings in a different options menu
-- Fixed an issue where changing settings in one options menu then in a second options menu could destroy the changes from the first menu
-- Fixed an issue where the Twitch and Webcam options menus were getting confused as to which settings were in which
-- Fixed issue where claws could occasionally be thrown by spamming SlashingPounce
-- Polished timings on various attack animations/weapon settings
-- Fixed issue where if audience opinion was exactly equal to +10 or -10 the mood change wouldn't display on the item, but would actually change when the item was picked up anyway (seen on stream from twitch.tv/ACrazyHippy69)
-- Thorough cleanup around audience opinion of pickupables' effects on mood
-- Made display of opinion with dev mode active cleaner
-- Fixed an issue where the character sheets shown in the pause and options menus were not navigating to the murderpedia entries if you clicked on the icons (Thanks @Ch3rn0B1ll)
-- Fixed an issue where killing the Dr. Death Twins in the wrong order would leave the boss music playing forever (thanks @Ch3rn0B1ll)
-- Fixed issue where items with negative opinions from Fans would only display the thumbs down while in dev mode
-- Removed ability to attack while dead (causing some swooshing noises while clicking through the End of Run Summary)
-- Game audio no longer goes away when the game loses focus (thanks @Flaming Monocle)
-- Fixed odd spacing on Achievement Complete widget (possible Unreal 4.23 issue with some fonts, let me know if you see other odd spacings) - from https://twitch.tv/SwordMouse stream
-- Fixed mutations not showing up on Run Complete Summary - noted from @Flaming Monocle stream
-- The mouse is now locked to the game, hopefully preventing the "oh no I clicked off the screen and died" issue (thanks @Slap)
-- Removed the cheering sound from the gladiator flexing as it didn't mix well with the other sounds
-- Revamped armor repairing and healing system to fix some ordering issues with Blood Armor
-- Fixes issues with blood armor and full heals having odd interactions found by @Seebo and others
-- Fixes issue with blood armor repairing itself when player gains a +Life buff like Hearty or Emperor's Boon (reported by @Seebo)
-- Fixed an issue where not all options menu buttons were showing their description text
-- Changed the default dash direction option to be towards your movement instead of your facing, as it appears to be the more expected initial option
-- Fixed missing Shop Teleporter in MegaShop even though @Seebo is a big jerk
-- 10x coin stacks were only giving 5x coins (thanks @S5 Flare!)
-- Fixed: Neon signs were throwing warnings in UE4.24
-- Injectors/other sources of healing now affect your Blood Armor again, unless explicitly marked to not do so
-- Murderpedia icons now scale their font based on their size on screen (good find @Smashley)
-- Murderpedia icon info next can now display beyond the bounds of the icon proper
-- Mutations bar now properly handles unhovering of icons
-- Mutations bar in hud now properly allows a bit of space so the first mutation name isn't off the edge of the HUD
-- Mutations bar now displays/interacts properly in Run Summary screen with mouse
-- Fame Bar now properly displays upcoming achievement icons even though the achievements haven't yet been necessarily revealed
-- Added prototype for Hype Train - future Fan Event or Carnage Item that creates a giant train to smash through walls to other rooms while causing mass damage
-- Fixed a surprisingly tricky occasional bug where walloping an enemy into a tire stack could damage you, sometimes for huge amounts (thanks @Smashley, @JessyQuil, @Slap, @S5 Flare, @XekeDeath streams!)
-- Made tire stacks and wallbouncers apply bounces in a unified way
-- SpikeStriked actors no longer can damage you when walloped into Tirestack/Wallbouncer (reported by @[AG] David)
-- Abacus' Tier 1 Fame reward (unlock Armor Forges in shops for future runs) now functions (wasn't correctly flagged to apply the redirector). Good catch @S5 Flare...
-- Added ability for hint text on how to unlock things to be displayed for unknown items in the murderpedia
-- Fixed subtle bug where when devs changed the default keybindings, could conflict with the old defaults in your settings save file in an odd way. Pain to track down. Fixed.
-- Fix for crasher found by @CthulhuGOS (thanks for logs!)
-- Fixed the horns mutation drawing in the wrong rendering layer
-- Embiggened opening vestibule at run start to give a bit more room for teleporters
-- Crane Cameras now react to being walloped
-- Gains to +Life (Hearty, Emperor's Boon, etc) no longer repair your Blood Armor instead of filling in your newly granted heart container (thanks for the repros @Seebo)

Developer Notes
-- [DEV] Added function to open Windows Explorer from code for showing the logs
-- [DEV] Updated the audience mood cheats to work with the new setup
-- [DEV] Updating the unreal engine version to 4.23
-- [DEV] Starting map in editor is now StartScreen
-- [DEV] Renamed the component that kills the mini-drones when they attack
-- [DEV] Added some security and logging around enemies removing themselves from the room's hostile actors list
-- [DEV] Added logging around RoomEditor and cleaned up some logic
-- [DEV] Fixed warning spuriously thrown by RoomEditor when creating new room
-- [DEV] Removed the now unused LiteButton
-- [DEV] Began the process of converting the murderpedia buttons over to the fake button setup we need to use to get the mouse hovering to work
-- [DEV] Fixed some issues with UE4 not liking const arrays as parameters
-- [DEV] Cleaned up a ton of issues with the new murderpedia buttons
-- [DEV] Continued converting old murderpedia button uses to new murderpedia buttons
-- [DEV] Cleaned up an unused function that was causing weird issues in 4.24.2
-- [DEV] Added Motivator Actor parameter to iMovable
-- [DEV] Finished the conversion from the old murderpedia buttons to the new
-- [DEV] Added lots of logging to BaseCharacter
-- [DEV] Added logging to CP_ContactDamage

Hotfix 0.2.13.1

CLOSED BETA HOTFIX 0.2.13.1

Super quick little hotfix for y’all here this afternoon!

We finally identified what was causing some, if not most of the “lost settings” issues that have been reported in the past, especially with Twitch options.

The combat system got a ton of bug fixes and general polish which should address even more little timing and animation quirks that have been cropping up recently when using different weapons.

That’s it! See everyone next time!

Polish:
-- Fixed an issue where restoring defaults in one options menu could change settings in a different options menu
-- Fixed an issue where changing settings in one options menu then in a second options menu could destroy the changes from the first menu
-- Fixed an issue where the Twitch and Webcam options menus were getting confused as to which settings were in which
-- Polished timings on various attack animations/weapon settings
-- Fixed issue where claws could occasionally be thrown by spamming SlashingPounce

Closed Beta Patch 0.2.13

CLOSED BETA UPDATE 0.2.13

Well, time for another Big A$$ Update, y’all!

We’ve been busy little devs - we got a slew of good feedback in December, implemented a bunch of it before Christmas, and since vacation finished (man Xmas feels like a million years ago) we’ve been diving deep into a Big Thang you get to see the first bits of now - overhauling the UI to actually, ya know, have art and stuff!

UI overhaul initiated: Check out the newly pretty Murderpedia! No more ugly grey boxes; no more “hey why doesn’t my controller work and I gotta grab the mouse to click stuff”, but much more “oh, cool, looking this UI isn’t like sticking a fork in my eye repeatedly.” It’s almost like our game is starting to spread its stubby little wings and is looking up at the big blue sky and thinking about taking flight. Speaking of which, test the crap out of this if you can, and give feedback on UX overall since this is round one of what will be overhauling many of our existing UIs and moving them into their final forms.

Streaming stuff: But wait, there’s more! We’ve been adding more functionality for our streaming buds (thanks everyone who streams as it’s tricky to test that stuff without ya - and remember to let us know when you stream so we can amplify and/or hang out in chat and F with you and your viewers). Some goodies - I added a basic chromakey setup to the in-game monitors for green screening, hooked up combatant enemies to have the option to mirror your twitch chat, added many more options, and of course added some QoL fixes and fixed issues that popped up on streams.

Content: New rooms, mutations, armor/gadgets/etc., pissed off fans can swap your Fan Chests with ones that try to kill ya, and more. Check it out.

Combat Coolness: I also did a pass on overall combos and weapons like Claws/the sword/etc. should be a bit more fluid, responsive, and chain attacks better. It was a lot of tweaking, fixed a bunch of older minor quirks - so let me know if you see any new oddnesses and we’ll get those cleaned up too.

Any more major bullets in our patch notes and we’ll be arms dealers. Keep the feedback coming, and THANKS! Full update notes below.

Enjoy!

Features:
-- The Murderpedia actually has...a UI! Not a bunch of grey boxes that look like a programmer did ‘em. Which I totally did. This is a work in progress, so do beat on it and yell as you see issues. This is phase one of what’s a pretty complete UI revamp over the next month or two as we’re gearing up for going to Early Access as more content and features come online. Exciting!
Relevant updates include:
-- Implemented Murderpedia menu buttons
-- New character sheet/murderpedia icons phase 1 implementation
-- The murderpedia side bar buttons are now selectable and support the different murderpedia pages
-- Murderpedia sections implemented
-- Tweaked murderpedia icons ability to auto-scale and size themselves
-- New murderpedia UI has had beaucoup work to work well with controllers - please help test!
-- Fixed an issue where the "unlocked" line on the murderpedia entry UI was not being cleared out if you switched to an item without an entry
-- Switched the correct outline asset for the murderpedia entries
-- Set the "Mutations" murderpedia page to be open by default
-- Caused murderpedia pages to attempt to open their first entry if it is available
-- Improved stats display in Murderpedia
-- Hooked the murderpedia up in the main and in-game menus
-- ImageButtons now update in new Tickless fashion (in human - the UI is much faster/more responsive now when many buttons are displayed)
-- Fixed an issue where the mouse cursor was not hiding itself when you used the keyboard to navigate menus
-- Added detail text for all Armors in Murderpedia
-- Updated many achievement and other icons/descriptions in Murderpedia

Content:
-- Many new rooms added on various levels
-- Added new rare MegaShop
-- Added Fans-are-pissed-chests (spawned only if the audience is unhappy, less likely on high IT!, more likely if audience likes violent things/explosives, more likely if audience very unhappy)
-- Crates now spawn consumables more often if you have higher "IT!"
-- Added mutation Unstable Genome - your stats shift with every mutation you pick up (better IT = better chance of stats rising)
-- Added gadget Carnage Booster - gives you a stream of Carnage points (charges up your item, gains Fans, triggers Blood Money, etc.)
-- Added new armor Regenerative Armor to game (repairs every time you go change levels)
-- Health injectors now work with Blood Armor (and in general other sources of healing generally now should as well) - thanks @GG_Cookies
-- Armor Forges now occasionally appear in shops before Abacus unlocks them appearing ubiquitously
-- Created new room content item: Flaming Tire Stack

Twitch:
-- Fixed the UI selection order in the Twitch Settings menu
-- Webcam options moved to separate options page
-- Added option setting for twitch chat displaying in-world over NPC combatants (feedback welcome, more options around this to come in the future if we all like it)
-- Added connecting line from combatants to their chat boxes
-- Added logging around webcam connection/disconnection to help track down webcam occasionally not wanting to turn on (let us know if you have a repro)
-- Added simple chromakeying for webcam users (let us know if you'd like more options to this or if the simple version suffices, streamers - I don’t have a greenscreen setup here but it makes my green t-shirts mostly disappear so testing needed)
-- Big Stage TV is always on if your webcam is enabled (no need to hit the Secret Switch)

Polish:
-- Bombs and various forms of multishot now work properly instead of shooting off at crazy angles/velocities (thanks many tester reports)
-- Fixed an issue where the rocket variant of the Bombadier was shooting over player's heads
-- Textured Fuse Bombs bombgadget (from @pope2c's stream)
-- Added Flaming Tire Stacks to TireStack pools
-- Tire stacks no longer cause damage while bouncing walloped things
-- Tire stacks can now be ignited by fire damage
-- Fixed slight interaction differences between clicking with the mouse and selecting a menu option with the keyboard
-- Psychic Shields no longer allow Damage.Death to pass through them (thanks @pope2c, fixes "BUG: Died while shielding active in Sudden Death mode")
-- Spikeball variants now have proper human-readable names when they kill you rather than dev-friendly names (Thanks @Ledronas - from your stream)
-- Fixed issues with the creation of murderpedia icons that was causing them to throw all kinds of errors
-- Fixed BUG: A player was still able to enter his twitch name and channel with caps and get the chat to work but not voting (thanks @Ledronas)
-- Fixed an issue where the button "click" sound had gone away during the Murderpedia hook-up
-- Mutation Bar updated with new icons
-- Updated some help text for various options
-- Living creatures now have overhead pointers showing their location when offscreen
-- Fixed the up and down wrapping issues in the new webcam setting options
-- Fixed an issue where you couldn't navigate the in-game menus with the keyboard or a controller without using the mouse first
-- Cleaned up the navigation order for the left-most murderpedia menu
-- Genetic surgeries will drop the appropriate mutation if an enemy dies mid-surgery
-- Added prototype for mutation Hurler - lets you lob all projectiles/walloped enemies
-- POLISH: Flaming Tire stacks now properly register as being hazards to flying creatures in the nav mesh
-- Fixed an issue where navigating left and right through the murderpedia icons would skip every other one
-- The character sheet in the murderpedia now updates in real time
-- FIXED: Mirror Shield NPC Mutation doesn't hurt the player when it reflects a Bubble Wand bubble (thanks @Seebo)
-- Cleaned up power attacks, combo attacks, allowed more designer control over microsecond timings in anims, more combos to be chained between attacks with different key combos.
-- Fan Gift Boxes now never occasionally spawn lit bombs even if the audience is happy (probably audiences that particularly enjoy lit bombs will get the ability to add 'em into the pool again at some point though)
-- Fixed: Issue with Claws leap attack potentially behaving in laggy fashion when chained from melee combo
-- Fixed: Long-standing issue where power attack on Electric Sword could be rarely interrupted in strange fashion with key mashing to leave the sword appearing "Charged" when power attack was not charging (please let me know if you see this issue again in-game)
-- Tuned various weapon attack animations to be more responsive/chain better
-- The character sheet now shows empty gadget slots instead of hiding them
-- Clicking on an empty slot on the character sheet no longer causes the murderpedia to navigate to a blank page
-- Added run sheet to Murderpedia
-- Fixed potential crash in Focusable Widgets/C++
-- Fixed potential crasher with odd corner setups in BaseWall
-- Fixed several bugs with the Dr. Death Twins variant where they were double playing music, or stopping the music when only one would die, or boss kill achievements were firing at the wrong times
-- Added first icons from rockin' 2D artist @LeoFonseca
-- Adjusted icon sizings in new Character Sheet to proper size
-- Fixed an issue where the murderpedia was accidently skipping the step where it was registering its own buttons
-- First pass at new Fame Bar (partial)
-- Various tweaks to icon padding
-- New Flak Jacket icon asset with shadowing
-- Changed in-gameworld twitch chat defaults (after next patch we'll be looking for any streaming folks to help test this + chromakey + our other new/tweaked twitch features - FYI!)
-- Added new icon assets (Electric Sword, Unknown Item) from @LeoFonseca and hooked up ingame, updated Flak Jacket icon
-- Removed several outstanding, yet unused references to the encyclopedia
-- Fixed warning in Murderpedia when clicking on a section with no entries
-- Switched the primary in-game pause menu over to the new menu layout including the run summary
-- Updated icons, changed icon hierarchy, added raw assets
-- Adjusted sizing in Murderpedia to allow for bigger displayed icons
-- Adjusted font of damage floaters/in world text to be more friendly
-- Adjusted font spacing of Murderpedia icons to handle scaling/long names better
-- Fixed an issue where the warning / confirmation boxes for the new pause menu were weirdly positioned and scaled
-- Switched the in-game options menu over to the new menu style
-- Fixed several issues with various UI elements being selected by the mouse even though mouse cursor was invisible
-- Fixed several issues with scrolling in the key bindings menu
-- Added new @Leo icons
-- Hooked up new Fame Bar in Run Summary murderpedia page
-- Fame bar animates properly at end of game
-- Adjusted Run Summary Murderpedia spacing
-- Adjusted InGamePauseMenu to allow clicking through the overlay panels

Developer Notes
-- [DEV] Disabled verbose logging on Claws
-- [DEV] Fixed potential build warning in CP_FiringMaster
-- [DEV] Removed circular references from AI_HelperFunctions
-- [DEV] Moved checks for in tutorial level, getting Run Manager. to GV_CPP_GameInstance
-- [DEV] Added ability for each occluder to do different wallop blocking damage
-- [DEV] Refactored SpawnedActors so they can react to damage that does not specifically harm them
-- [DEV] Next phase of Murderpedia/CharSheet interim check-in
-- [DEV] Marked some old encyclopedia assets as deprecated
-- [DEV] Starting cleanup of unused UI resources
-- [DEV] UMG menu cleanup/documentation
-- [DEV] Further UMGMenu cleanup
-- [DEV] Removed some debug spam
-- Moved aspects of Focusable Buttons to C++
-- Allowed ability for Parent_Buttons to block clicking off the screen/losing focus
-- Removed unused assets from UMGMenu
-- All existing buttons moved over to new controller system (big checkin)
-- [DEV] Cleaned out a ton of now unnecessary overridden events
-- Fixed an issue where you couldn't navigate the main murderpedia menu with only the keyboard or gamepad without help from the mouse
-- [DEV] Added cheat to allow dumping of needed icons from game into text file
-- [DEV] Removed some unnecessary tick calls from button UI widgets
-- [DEV] Removed logging that had been accidently left on verbose
-- Instance now tracks potential chat rebroadcasters
-- [DEV] Exposed GetFName in Focusable C++ derived widgets
-- [DEV] Re-hooked up test code in Murderpedia_TOC
-- [DEV] Added C++ callback to CPP_Character on mutation gained
-- [DEV] Fix for compile error in W_MasterWidget
-- [DEV] Added verbose logging to projectile system
-- [DEV] Adding some icon precursor assets into perforce

Hotfix 0.2.12.1

This hotfix is focused almost entirely on getting the claw's two attacks to play better together. Although there were significant fixes and re-balancing during the 0.2.12 patch, we missed a bug or two. Sadly, those little bugs caused a ton of problems and took a lot of reworking to fix. Lets hope this gets the claws to a fun place for testing.

Outside of the claws, we named an unnamed enemy and implemented a cool suggestion for a carnage item!

Everything
-- Cleaned up timing around Power Attacks for some claw subtlety
-- Added ability for a given attack to combo to a different node based on primary and/or secondary attack keys (was primary only)
-- Cleaned up timing of chaining primary and secondary attack on claws
-- Fixed potential issue of timing for shields on landing from slashing pounce with Fury (thanks @Seebo)
-- Fixed odd input-lag feeling issue with Claws at certain Fury levels

-- Gave a proper name to the Bombadier's tanks so you know who they are after they kill you
-- Organ Donor active item now spawns coins similar to the kinds of hearts consumed (good suggestion @Seebo)

Closed Beta Patch 0.2.12

Well, it’s been 5 long days since an update and so we figured double-you-tee-eff UPDATE TIME! Much of this update on is focused on polish - especially thangs we’ve been keeping notes on while watching approximately a thousand streams and munching on feedback from discord.

Thanks SO much to all y’all who have been streaming/testing/being reduced to meat shreds over the last week. As always, any run helps (yay analytics) but letting us know you’re streaming so we can check you out as things happen rocks even more. And if we haven’t seen it live, giving feedback in Discord helps boodles as well.

Enough jibba-jabba, what are the goodies? Well, in this update we’ve done tuning passes improving feel for Telekinetic Weapon and Claws, given Abacus a bit of a zhooj, added a mutation or two, made Twitch integration sexier (improving the setup process, adding facecam HUD elements, bulletproofing of the integration hookup process, and more) - and of course tackled a number of other bug fixes and polish elements as well.

Enjoy!

Content:
-- Telekinetic Weapon Mutation Overhaul
-- The Telekinetic Weapon now has a more average movement speed, hopefully helping it never move too fast or move too slow (thanks @SeaDub)
-- Hid the Telekinetic Weapon collision capsule
-- Increased the speed of the Telekenetic Weapon when you are using the controller, making it more similar to how fast it moves when using the mouse (thanks @XekeDeath and @[AG] Moosey)
-- NPCs gaining the Telekinetic Weapon mutation no longer attempt to steal your sword and beat you with it (good catch @Seebo)
-- Shocker Carnage Item Overhaul - thanks @Nash (was from seeing your stream)
-- Draws FX/gives message when used with no targets in range
-- Doesn't consume charge when no targets in range
-- Attacks faster for more damage/stun
-- Claws Tuning Pass
-- Adjusted timing on Claws/Pounce to allow you to chain your primary attack on landing (thanks @OldManSethus plus viewers)
-- Tweaked claw primary attack combo to be slightly faster
-- Adjusted timing of landing for Claws pounce/lockdown duration
-- Tweaked timing on Claws pounce to limit spammability
-- Abacus moves/attacks a bit more quickly in fitting with his Assassin vibe
-- Added rare mutation Envy (gives you all Enemy mutations) (thanks @Seebo)
-- Raised armor/gadget spawn rate from junk piles slightly
-- Biggest Fan now gives +2 IT!
-- Rocket Launcher auto-refills rockets each time combat begins (you know who you are, streamers who keep forgetting to reload and getting facepunched)

Twitch:
-- Added more GameMaster commands
-- Twitch options auto-appends ‘#’ to the channel if necessary (should fix issue found by @SeaDub)
-- Filling out Twitch user name auto-fills the channel to #username (can be overridden for chatbots etc.)
-- Twitch options auto-appends OAuth: when entered if appropriate
-- Fixed issue where capital letters in room names were causing connection issues (thanks @OldManSethus and others for helping track this one down)
-- First implementation of face cam widget in HUDs
-- HUD Facecam now updates in real time while changing settings
-- Adjusted aspect ratio of wall-mounted flatscreens when displaying streamer faces (thanks @SeaDub's stream for showing us mostly his forehead)
-- UI elements such as Minimap/mutations/incoming events slide around to make room for facecam if enabled/active

Polish:
-- Spin Doctor properly heals you if you successfully survive the room (thanks @XekeDeath!)
-- More initial setup for the new murderpedia
-- Lowered the volume of the bomb rock ringing (thanks @Seebo and many others)
-- Increased attenuation of the shotgunner's reload sound (thanks @DeathMetalKyle)
-- Fix for kerning in certain instances of Neon Signs (most obviously the interior Medlab sign looking like "MEDLA B")
-- Thumbs-up icons only show numerical opinions if in dev test mode (since they aren't relevant to gameplay and were confusing)
-- Warbot Bombadiers now have properly scaled attachment points for Blades/mid mesh buffs
-- Scaled capsule appropriately for Bombadier
-- Increased the danger area around blood chests so that enemies will stop walking into them on their own (thanks @Marc)
-- Organ Donor is now properly unlocked as a starting Carnage Item for Abacus by reaching 5,000 Fame with our favorite robot assassin (thanks @Seebo)
-- Fix for Dr Death Twins only spawning one twin, so so alone (thanks @GG_Cookies again and @OldManSethus)
-- Added 2 seconds to the Dr Death Twins resurrection spell to make it feel a bit less immediate
-- Changing the camera zoom with the controller is now much quicker (thanks @XekeDeath)
-- The cruise missile that the Bombadier's rocket variant fires now cleans up when it dies (thanks @Seebo)
-- Fixed collision on wall monitors to not block Abacus while pouncing (thanks @GG_Cookies again!)
-- Fix around odd potential crasher after resetting save files and redoing tutorial (thanks for logs @pope2c)
-- If you pick up multiple things your fans love in a row, it will no longer spam an event per happy thing, just one total until the event is finished (thanks @XekeDeath)
-- Walloping a melee creature (Chopper, Claw spider) etc. into a bouncer/tire stack while they are swinging will stop their swing in time to avoid damaging you (from @OldManSethus's stream)
-- Fixed too many run achievements on Run Complete causes it to overlap your Fan Total (thanks @Seebo)
-- Added a real collision channel for bomb projectiles (should fix issues with bombs going through enemies in the cooked build)
-- Updated credit to reflect Akupara Games' publishing rather than hogging all credit for Skullbot

Developer Notes
-- [DEV] Removed circular references from GV_Instance
-- [DEV] Backend work for allowing multiple active rooms
-- [DEV] Added ability to display appended text inside of TextDisplayButtons
-- [DEV] Renamed a function used everywhere in our UI to avoid a conflict with a newly exposed blueprint function in 4.24
-- [DEV] Added dev-turnonable deep logging mode for Twitch
-- [DEV] Adding a bunch of logging to dev mode minion spawning
-- [DEV] Limited twitch verbose logging to dev mode
-- [DEV] Added destructible mesh for wall monitors for eventual ability to destroy