Gone Viral cover
Gone Viral screenshot
Genre: Indie, Arcade

Gone Viral

Hotfix 0.2.11.2

CLOSED BETA HOTFIX 0.2.11.2

This hotfix exists for one simple reason - if you kill Dr. Death on the second floor without taking any hits, you’ll unlock a variant for him…The Twins. So later, on another run, you fight the boss again, you now might fight those little buggers instead. And damn the twin versions of Dr Death are hyperactive about resurrecting each other as fast as you can kill ‘em!

Which is kinda funny to watch, especially since you can pop on the elevator while combat swirls around you after killing one Twin, as we saw on @Dkaffiene’s stream earlier.

But that’s a bit silly, so we’re tossing up a quick fix for it. Since we’re casual about such thangs (yay indie development - patching is a ginormous process on AAA MMOs we’ve done in the past) we’ll also pop in a day’s of polish, fixes, and content adds for your playing pleasure.

Most of the below are issues we’re noting as we watch various streams in the last day and/or from getting feedback via Discord (with a bit of tackling polish notes from prior tests). We couldn’t do it without ya, and thanks!

Content:
-- Added Murderpedia detailed descriptions for all gadgets (from @MissDJM's stream)
-- Added Murderpedia detailed descriptions for all consumables since it turns out folks actually do read the damn things.

Twitch:
-- Shortened twitch chat poll notification (good suggestion @[AG] David/@[AG] DiscordiaDystopia)
-- Twitch viewer votes count weighted more heavily vs. NPC fans voting (thanks @[AG] David and @[AG] Moosey)

Polish:
-- Fixed an issue with the twins variant of the Dr. Death boss ending combat while they were still alive (Thanks @dkaffeine)
-- Fixed: BUG: Some Fan Event buff FX need to clean up properly on death (found by @[AG] David)
-- Fixed: Error improperly thrown when Spin Doctor Fan Event applied 2 or more times (found by @[AG] Moosey's stream logs, thx man)
-- Updated the concurrency settings for several sounds
-- Updated the starting logo timing and the main menu music to have them align nicely
-- Refactored how and when Harpoon Projectiles break their cables with Throughput and Exit Wounds
-- Fixed: POLISH: When Throughput-affected harpoon projectile hits a spikeball, the cord attaches to the spikeball and the head alone continues - should be broken cable
-- Fixed: POLISH: Genetic surgery button was sunk into ground (from @MissDJM's stream - thanks!)
-- Added spikes to Health Gambler button to show it is dangerous (thanks @MissDJM for sacrificing a life so we can all benefit)
-- Fixed typo in Boombadier Murderpedia entry (thanks @XekeDeath!)
-- Increased the size of the wall screens
-- Removed some unnecessary collision from the wall screens
-- Made the wall screens less likely to be placed right next to other decor
-- Moved the wall screens higher and closer to the wall
-- Made Genetic Surgery implant mutations into any creatures walloped into it
-- Pickupables acquired by creatures don't trigger UI celebration/audience mood changes/Murderpedia entry updates
-- Creatures who are Genetically Surgerized now spit out their mutations on death

Developer Notes
-- [DEV] Fixed: Room Buffs defaulting to verbose logging disabled
-- [Disabled in branch] Prototype of monitors re-broadcasting twitch chat comments into the game world (early form) (thanks @Fellwalker)
-- [DEV] Modified buff test switch to simul-spawn all mutations on every creature on level. WCGW.
-- [DEV] In blatant disregard for our prior patch/fix naming conventions, this Hotfix is patch 0.2.11.2 instead of 0.2.11.1. Why? For internal steam reasons...the most recent update ended up being named 0.2.11.1 already (instead of the usual 0.2.11). However, nobody will read this far so no one will find out Doug’s favorite singer of all time is Celine Dion.
-- [DEV] Doug says: WTF

Closed Beta Patch 0.2.11.1

CLOSED BETA UPDATE 0.2.11.1

Just a small update since we ate turkey instead of working one of the last two weeks - and oh yeah we SIGNED UP WITH AKUPARA GAMES! Who are quite cool. But, we won’t let our wasting time with hanging out with our loving families and our stupid sexy publishing partners keep you from the dev updates we have been matriculating into the game over the last few weeks.

Highlights include awesome new music from AAA Composer And God Among Men Jeff Kurtenacker and a number of QoL bugfixes. We’re also putting in some backend work for a full UI overhaul of the Murderpedia (and then the full UI!) that should be coming online over the next several updates… woot!

Enjoy!

Features:
Music!
-- Updated the out of combat and in combat music loops
-- Added new ambient and combat music tracks to the game
-- Added and hooked up the new music for the main menu, boss fights, and da Champ fight
-- Updated the main menu music to loop properly

Content:
Genetic Surgery polish in progress:
-- Artification prototype of new genetic surgery being set up
-- Added new BuffBot AnimBP
-- Created new Injection animation montage
-- Added new animnotifies/delegates to BuffBot
-- Pods can now be in "Genetic Surgery" mode
-- Pickupables can now be forcibly applied to characters

Twitch:
-- Webcam enabled in main build for dev mode
-- Twitch voting now shows twitch user names (we now properly support the higher-security long user names as well as the easily displayable short user names from Twitch)
-- Enabled decor wall/column monitors that show an audience member (70%) or gone viral logo (30%) unless the webcam is enabled (will show your smilin' face)
-- Added an extra warning to people streaming about keeping their OAuth token secret

Polish:
-- Combat backend revamp
-- Now there is a separation between room lockdown (red security gates are up in a room) and combat active (live combatants exist/the unit of time a Fan Event persists)
-- More than one room can be in combat separate from each other
-- Combat/Room Buff overhaul - Phase 3 (complete)
-- Combat/Events now properly handled when combat extends from room to room when rooms are not locked down
-- Fixes - BUG: Some Fan Events don't apply properly in the Champ fight (thanks @Gramstaal!)
-- Fixed long-standing contact damage bug that could occasionally damage the player while interacting with newly spawned creatures/objects
-- Fixes BUG: @Kahvikone seemed to take damage from a spawning sword gladiator (also thanks several others, including @[AG] David for noticing spikeballs causing damage a little too quickly)
-- Beginning stages of setting up the new murderpedia
-- Fixed: BUG: Barrels from droppers save state separate from their parent dropper, causing them to double up or more
-- Activated new startup logo
-- Did a bunch of cleanup on our older and previously disabled flat screen decor pieces
-- Re-enabled the flat screen wall decor
-- Webcam widget automatically sets aspect ratio based on your webcam resolution in the twitch settings window
-- Added additional tracking around character resurrection
-- Added ability to override behavior in BuffManager on registered combatants
-- FIXED: BUG: Resurrected mobs don't get their viewer event buffs re-applied (thanks @Kahvikone)
-- Fixed: BUG: @Kahvikone was able to touch a minidrone without getting hit
-- Fixed: POLISH: Big Shot injector should handle timers VFX better when stacked
-- Simplified language in Oauth warning panel so even streamers like @[AG] Moosey can understand it
-- Fixed: BUG: Buffs that extend the timer of the next buff on max stacks don't appear to affect the visible timer properly

Developer Notes
-- [DEV] Throwing in some test ui assets to poke around at
-- [DEV] Adding a few more test UI pieces
-- [DEV] Adjusting some existing test UI pieces
-- [DEV] Added more in-widget UI tests
-- [DEV] Web browser widgets enabled in project
-- [DEV] Buffmanager internals for shifting combatant buff tracking to BuffManager from DungeonRoom phase 1
-- [DEV] Moved buffing actors into C++
-- [DEV] Removed old Roombuff callbacks/etc. from GameInstance
-- [DEV] Phase 2 of combat/lockdown/buff overhaul
-- [DEV] Room buffs (generally for Fan Events) are now managed by BuffManager rather than individual rooms. No apparent effects to users, but keep an eye out for oddnesses involving Fan Events
-- [DEV] Characters are now responsible for registering themselves with BuffManager on SpawnComplete
-- [DEV] SpawnComplete now managed in CH_BaseCharacter as well as CH_NPC
-- [DEV] Adding in new murderpedia UI assets
-- [DEV] Added data to CPP_BaseCharacter so that characters record if they have completed the spawning process
-- [DEV] Added delegate CPP_BaseCharacter::OnSpawnCompleted
-- [DEV] Added in updated murderpedia assets to assist with aligning the visual components when scaling the UI
-- [DEV] Built a working first visual pass for the background elements, the two scaling content boxes, and some temporary content for testing purposes
-- Updated the left metal bar in the murderpedia UI to properly position itself
-- [DEV] Barrels now implement iSpawned::ShouldSave()
-- [DEV] Adding a bunch of different music tests to try out various ways of handling our looping music tracks
-- [DEV] refactored Decor hierarchy phase 1 (in prep for camera monitors)
-- [DEV] Decor hierarchy shift complete

Akupara Games Enters the Arena to Publish Gone Viral!

Akupara Games has partnered with Skullbot Games to release Gone Viral!

As publisher, Akupara will be helping out with social media, marketing, and platform integration to make sure the devs at Skullbot have all the time they need to make the bloodiest massacre machine they can with Gone Viral.

[previewyoutube="eVy_Iz6bqLE;full"]

Join the Discord today to directly interact with the developers and help shape Gone Viral into the gruesome roguelike experience you’ve always wanted to see!

Sign up to be included in Gone Viral's Beta!




Closed Beta Patch 0.2.10

CLOSED BETA UPDATE 0.2.10

Well, our Closed Beta is getting it’s 10th major update today. Our beta is becoming a teenager; soon it’ll be able to drive and go on dates and that’s when the REAL trouble starts. But enough about that - WE GOT SOME COOL STUFF GOING IN!

Music! Jeff Kurtenacker has been composing music - we realllly dig it. He gets us, which says something scary about him. We’ve got main menu music, ambient music, and combat music in a rough fashion right now - polish to come. Feedback welcome as you’ll get to listen in as he and we iterate it going forwards.

Boss Variants! After you beat a boss flawlessly, you’ll add a new variant to the pool of bosses - like a rocket-based bombadier, one with tank minions, or Doctors Death (the Doctor Twins). More to come!

Sudden Death! Piss off your fans too much (by doing things with the red “thumbs down” symbol) and they’ll put you in Sudden Death mode - any hit will kill you! Luckily, if you rack up carnage (or make them happy in some other way) they’ll forgive you. If you’re still alive.

Boons! Curses! If fans are happy/unhappy, there’s now a chance to get more positive or negative events. Happy fans = rewards, unhappy fans = more punishing events like Blind Fight with invisible enemies. If you make the fans SuperHappy (2 thumbs up!) they’ll immediately send you a rewarding Fan Event. Well, it’s probably rewarding - they’re fickle little buggers.

Audio overhaul! Tons of new sounds and sound FX.

Webcam Streaming! Now you can send your webcam into the in-game monitors! Fun while streaming, purely narcissistic if you’re playing solo.

Polish I think I broke my exclamation point key with all the above bullets, so none here. Polish. Lots of it. You know tha drill by now. Maybe I can make an exclamation point with two characters: ./

I’m conflicted by this patch - I feel like we were a bit slower on dev this update than our Usual Frenetic Pace as we’ve been working towards hiring in more folks (3D artists wanted - tell your friends) and ramping up with our new publishing partners (woot woot!) But somehow this still seems like a ton of stuff from the Little Dev Team That Could.

More to come./

Features:
-- Added Sudden Death mode - any damage will kill the player
-- Added placeholder UI around Sudden Death mode
-- Sudden Death kicks in when Fans become Furious (2 thumbs down) and is ended if Fans become Happy (1 thumbs up)
-- Maxing out your Fans' happiness grants you an immediate positive-or-neutral (more likely to be positive the higher your "IT!") Fan Event
-- Note - all Fan Mood event is in ugly placeholder UI mode for the moment as we tune it. Good news on the UI front though overall - there’s a big pass in the works coming up.
-- Boss Variants!
-- Webcams can now play into materials in the game world

Content:
-- Music (pass 1!)
-- Added new Fan Event/Boon Koins4Karnage - Coins rain down based on how much carnage you cause and your "IT!" factor
-- Added Negative Fan Event Flamageddon - all enemies leave fire trails and are immune to fire.
-- Added new gadget Fan Pheromones - immediately maxes out Fan Happiness

Twitch:
-- Added ability to stream your webcam directly into in-game monitors
-- Available on the Twitch Settings page (for now, that options page is getting crowded)
-- If your webcam is captured by another program (like OBS) you’ll need to disable the other program’s capture and then enable the webcam in Gone Viral.

Polish:
-- Your starting gear is now properly marked as having been picked up
-- Your starting gear doesn't influence Fan Mood
-- Pickupables that have been dropped/have already influenced fan mood no longer have thumbs up/down markers on their UI
-- Carnage earned counts down the Sudden Death timer
-- Fixed typo in FlickerFists mutation description
-- Added ability to tell how many stacks of a given buff are active
-- Boombadier mutation now doubles bombs generated by Bomber, Missile Launcher, etc. (thanks many who reported this)
-- Boombadier when stacked now affects Bomber/etc. multiple times
-- Portable Nuke gadget is now affected by Boombadier
-- Fan Events can now have their individual chances of being chosen affected by Fan Mood/IT/Fan Opinion in a way similar to spawned items
-- BlindFight fan event now only happens while Fans are Unhappy (and only if the Fan type doesn't have a negative opinion of the buff itself)
-- Gadget Play fan event now only happens while Fans are Happy
-- MediaPlayer testing/cleanup
-- Set up a bunch of initial data for the Dr. Death boss variants
-- Added webcam monitor to LevelGreeter
-- Cleanup of Movies hierarchy
-- Consumables no longer affect Fan Mood
-- Webcams enabled in game for streamer types (or lonely solo players, I suppose)
-- Fan Happiness/Sudden Death mode now persists across levels/sessions
-- Cleaned up Audience how loads from saves/initializes
-- Slightly increased Dr. Death's size
-- Added some initial work on the Dr. Death Twins variation
-- Added pools separating out positive, neutral, negative Fan Events
-- Dr. Death's twins variations now properly reserve each other for resurrection and release the reservation on their own death
-- Separated Dr. Death's twins resurrection from Dr. Death's mutant surgeon resurrection
-- Slightly increased the tank's rocket range
-- Added ability to mark buffs as not affecting the PC in particular
-- Added telegraphs to all existing tank enemies
-- Adjusted all existing tank attacks to have better attack timings
-- Added a new, larger tank that the Bombadier's minions variant spawns
-- The Bombadier's minions variant tanks spawn instantly and no longer respawn mid-fight
-- Began upgrading tank AI to not shoot at you from infinite range after it sees you once
-- Added widescreen TV mode to webcam
-- Added new cheats for devs
-- Fixed split-body animation with claw weapon
-- Enemies can now be set to forget you if you get out of range
-- Adjusted the ranges and set the new forget flag for all tank enemies
--Hooked up the final textures for the level greeter screens, wall bouncers, and floor / wall spikes
-- Some general clean-up to how the Dr. Death twins resurrect each other
-- Fixed an issue with Dr. Death's syringes hitting the floor and destroying themselves
-- Wallbouncers in trap rooms correctly start flinging spikeballs/etc. around on room initialization
-- Weapons scaled up by Long Arms or similar mutations are now properly scaled up when thrown
-- MegaCombo Carnage Item properly cleans up unresponsiveness on affected targets
-- Added new twitch dev cheats
-- Webcam materials now handled by GV_Instance for cleanliness/lack of duplication of effort
-- No longer have occasional lag when loading a Stream_Monitor
-- Cases of not having a webcam/failing to open a webcam quietly cleaned up
-- Fixed an issue where Dr. Death was no longer increasing his chance to resurrect his minions with the number of them that had died
-- Fixed the spawned Dr. Death Twin being assigned the wrong action tables
-- Adjusted how Dr. Death moves so that he doesn't rush straight into melee range
-- The Dr. Death Twins variants now avoid standing right on top of each other
-- Webcam can now properly be activated from in-game even if there is another webcam hooked up when game starts
-- Added a syringe rain attack to the twins variant of Dr. Death
-- Fixed a pathing modifier sphere that was accidently set to be visible
-- Prepared the startup sequence for an additional logo
-- Hooked up Dr. Death's twins variant so it can be unlocked and fought
-- Added new materials for each of the Dr. Death twins so that they look different from the main variant and different from each other
-- Additional setup for an eventual new startup logo
-- Fixed an issue where the sound was being listened to from the player's rotation instead of using the camera's rotation
-- Added the working main theme song to the project
-- Built a looping sound queue with a fade out at the end to test the manually looped version of the main theme
-- Switched the main menu music over to the new music
-- Main Menu polish of hero (animates, cleaned up level blueprint)
-- Audience cleanup around Fan Events
-- Retargeted various animations to improve main menu idles
-- Updated the default volume settings to 75% across the board
-- Adjusted the max volume to keep the default levels roughly the same
-- Changed the name of the "Melee Arrow" setting to the more correct "Wallop Arrows"
-- Changed the default "Wallop Arrows" setting to true
-- Initial phase of web cam options (partial)
-- Added HUD widget for webcam
-- Moved the arena door combat gates back into the hallway by a little bit to help prevent enemies getting stuck in an especially tight area in the arena hallway
-- Webcam settings productized (80% complete)
-- Prizes dropped by Fan Gifts no longer affect Fan Mood on pickup (I'm sure they like you picking up the gifts, but that's an awful tight feedback loop)
-- Can now mark actors as not affecting Fan Mood with the appropriate tag
-- Cleaned up that one fat mutant on the Main Menu whose hands wouldn't meet while he was clapping (Thanks @[AG] David)
-- Fan Traits are now seeded (i.e. if you repeat a run/share a seed the Fans will be Sadistic/etc. identically in both runs).
-- Some Fan Traits are now only available in Hard Mode (Minimalistic, Insane, Minmaxer, a few others - basically the ones that are a bit more obtuse, complex, or punitive)
-- Fixed an issue where a Spikeball could damage the player for a fraction of a second even after they shattered
-- Added the new ambient music themes to the game
-- Hooked up a quick test for switching between the non-combat and combat versions of the themes
-- Added a 2 second delay after combat ends before the non-combat music begins
-- Added a location to call a combat music begins sting
-- Hooked up the new shield impact sfx variations
-- Hooked up the new, more impactful generic hit sfx variations
-- Switched to the new, louder rocket sfx
-- Hooked up the new fire damage sfx
-- Switched the prison music over to the new songs
-- Hooked up the ambient to combat music sting
-- Added and hooked up the new blood lock sounds
-- Added and hooked up the new Abacus pain and death sounds
-- Added and hooked up the new crate destruction sounds
-- Added and hooked up the new large and small metal impacts
-- Added and hooked up the new large and small robot pain sounds
-- Added and hooked up the new Decimus death sounds
-- Added and hooked up the new secret door reveal sound
-- Added the new telegraph charge-up sounds
-- The world music no longer plays during the boss music
-- Fix for main-menu Decimus' armor morphing strangely after playing as Abacus
-- Added wall, column decor monitors
-- Cleaned up Twitch Settings page
-- Updated a test level to show the security tile set
-- Updated the crate destruction sounds
-- Updated the secret door reveal sound
-- Removed the extra, unused secret door sounds
-- Updated Abacus's pain and death sounds
-- Removed Abacus's unused pain and death sounds
-- Adjusted the volume for several end of level and end of run sounds that were being played quite loud

Developer Notes
-- [DEV] Cleaned up buff hierarchy
-- [DEV] Hid some extra wall bouncer arrows that were visible unnecessarily
-- [DEV] Updated the Ext3 test level for art asset feedback
-- [DEV] Additional changes to the Ext3 test level to allow easier movement
-- [DEV] Made the valid melee table check much more robust
-- [DEV] Switched Dr. Death over to swap its firing node tables based on leaf tags
-- [DEV] Fixed several issues with how NPS's handle their tick events during death and resurrection
-- [DEV] Quick clean-up on how the Dr. Death Twins variants handle their pathing modifier component
-- [DEV] Renaming a bunch of impact sfx assets to match our internal naming schemes
Checkin:
-- [DEV] Deleting a bunch of our old impact sfx source files




Hotfix 0.2.9.1

CLOSED BETA HOTFIX 0.2.9.1

A quick hotfix today to fix some of the accidental damage we did to arena reward pods while adding in a new feature. Such is the price of progress. Enjoy!

Polish:
-- Changed "Viewer Event" to "Fan Event" in intro widget
-- Fixed a blueprint error when picking up an item from an arena pod because it isn't a choice pod
-- Fixed an issue where the camera was zooming into the floor when you completed an arena

Developer Notes:
-- [DEV] Fixed a build warning in arena pods
-- [DEV] Cleaned up how the dev alt menu spawns fan events
-- [DEV] Added the ability for the dev alt menu saved sets to also save fan events

Closed Beta Patch 0.2.9

CLOSED BETA PATCH 0.2.9

A patch! A most palpable patch!

We’re cranking away - focusing on wrapping up features and adding in some quality of life goodies in preparation for our next big Beta push!

There are now Boss Variants for the Bombadier, your fans and your “IT!” can now influence spawns (better IT! = better stuff, unhappy fans = more nasty surprises!), Hard Mode is unlocked - and of course, there’s lots of continued polish and fixes.

Enjoy!

-Your SkullBuddies

Features:
-- The ability to play in Hard mode is now unlocked by winning the game once in Normal mode
-- Implemented ability to modify the spawn chances for an element of a pool based on one or more of:
-- PC's current "IT!" value
-- Fan opinion on the given object/buff/etc.
-- Or current Fan Happiness/Unhappiness

Content:
Added multiple new variants of the Bombadier, unlocked by performing a Flawless Kill on everyone’s favorite explosion-obsessed level guardian

Polish:
-- Adjusted weighting of votes on polls so Twitch voters count a bit more strongly against NPC voters in lower-twitch-viewer scenarios
-- Wallspikes and Wallbouncers now deactivate when the room is not in lockdown similar to how tile traps do (good call @loginerror)
-- Added backend for Mood Tiers (named tiers of happiness for the Fans)
-- Pickupables now persistently know if each one had previously been picked up, and do not adjust Fan mood if it is not the first pickup.
-- First pass implementation on removing chat lines from the in-game Twitch chat box
-- Pickupables refactoring around being added to inventory
-- Cleanup of mood tiers/mood tier change delegates to simpler system
-- Mood tiers clamped between -2/2
-- Mood tier displays properly/moved to Mood tag system
-- Added the game instance callback hookup for removing Twitch chat lines
-- Buffmanager cleanup:
-- Added concepts of Fan Boons and Fan Curses (applied by changes in fan moods)
-- Moved some functionality into C++
-- Cleaned up concept of Fan Events
-- Twitch functionality:
-- Cleaned up API from Twitch when user messages come in
-- Added Twitch ViewerID functionality to C++
-- We now pass metadata, ViewerID, LineID etc. to chat box so can display/handle twitch moderation more properly down the road
-- Now store both displayed name and full unique identifier for twitch viewer chat for to handle moderator bans/spammers
-- Slightly increased the dash distance for Gladiators and Da Champ
-- First pass on allowing NPC's to avoid dashing into pits
-- Implemented conditional spawning based on current Fan Happiness
-- Removed the swirly wall bouncer material as it is a bit distracting / confusing at the moment
-- Fixed issue where sometimes nothing would spawn with PoolEntryTags applied
-- Diminishing returns no longer applies during the tutorial
-- Adjusted the number of repeat moves at which diminishing returns kicks in
-- Added additional Steam achievements for maxing out fame for all current characters
-- Changed our explosion sfx to a duel channel one to fix issues with explosions quickly switching between the left and right audio channels
-- Unified how projectiles (and other non-projectile fused explosives) slightly vary their timing so that they don't all go off in the same frame
-- Fixed issue where arena pods could accidentally re-lock when coming back from a save - thanks @Seebo
-- Spike traps now by default initialize as "off" on room reveal and then activate.
-- Fixed: Spike traps could end up in the wrong state in an arena room if they were not in a sync group
-- Adjusted Spike trap covers so that they interact better with sand piles in arena rooms
-- Active Item Bugzapper now defaults to consuming less Carnage per use
-- Arena grating tiles now check for spike tiles before spawning some of their extra sand decor
-- Imported the new innate armor assets
-- Fixed an issue with circle arena tiles not being rotated properly to assist with the sand texture transition
-- Creatures spawned as minions are now tagged properly
-- Only mini drones spawned by drone factories play their "teleport in" sequence
-- Added a spawning sound for drone factories making mini drones
-- Fixed various edge cases of where traps could be on/off at inappropriate times in the various room types
-- State of whether room has been in lockdown now persists
-- Adjusted the opening sounds for the secret door so that it plays in unison with the normal door opening sound
-- Fixed minions being frozen in place on spawn
-- Added Fan Event BlindFight - Enemies are invisible (only given by Unhappy Fans)
-- Added new trap type - Recycler - initial implementation
-- Unlock widget fades rather than shrinks while disappearing
-- Added Danger decal to recycler
-- Shields refactoring
-- Shields now have debug logging
-- Shovers now behave somewhat better in terms of shield collision
-- MegaCombo now can attack creatures with shields
-- Optimized wallop arrows to trivially out if the option is not enabled
-- Cleaned up some of the Bombadier's attack animations
-- Slightly adjusted the frequency of some of the Bombadier's attacks
-- Fixed an issue where the Bombadier's giant electricity AoE was ticking damage at a greater range than it had hit initially
-- Added first pass textures and materials for the Bombadier variants
-- Fixed warning from animation blueprint
-- Moved attack table selection into the Bombadier so it can change based on leaf id
-- New container DualPods are now fully functional
-- Hooking up new attacks for the Bombadier's rocket variant
-- The Bombadier's rocket variant is ready for playtesting
-- Made some small attack frequency tweaks to the Bombadier's rocket variant
-- The Bombadier's rocket variant can now no longer walk when spawning a cruise missile but can during its rocket spray attack (except during the forced rocket spray after a melee slam)
-- Added a period during the rocket spray animation where the Bombadier can't turn
-- Adjusted the turn radius of the Bombadier's cruise missile
-- Tuned cruise missile code
-- All vaults now provide choices between items in them
-- Cleaned up timing around registration of choice pods
-- Improved signage on choice pods to make it only one can be chosen
-- Fixed issue with DualPods signage
-- Added a slam sound to the Bombadier's ground punch
-- Added an electric sound to the Bombadier's electric field
-- Tightened up our existing audio attenuation distances
-- Interaction widget cleanup
-- Upgraded our internal minion systems to be able to support multiple independent types of minions at the same time
-- Starting to set up the minion variant of the Bombadier
-- Began cleaning up how the Bombadier spawns its minions
-- Slightly adjusted the Bombadier's starting health
-- Added more spawned popper minions to the minion variant of the Bombadier
-- Added more appropriate "is" tags to the various versions of the Bombadier
-- You now unlock future Bombadier variants by getting flawless kills on the Bombadier
-- Added fan events to the dev alt menu
-- Switched the Bombadier's variant minions from poppers to tanks

Developer Notes
-- [DEV] Cleaned up variable initialization in UVotemanager
-- [DEV] Moved the WeaponType enum into C++ in an attempt to fix a 4.23 build issue
-- [DEV] Moved the AnimBP_MovementDirection enum into C++ in an attempt to fix a 4.23 build issue
-- [DEV] Added the ability to set spawn containers for minion spawns
-- [DEV] Fixed compile issue in PollWatcher

Closed Beta Patch 0.2.8

CLOSED BETA PATCH 0.2.8
Bunches of goodness for y’all! We’ve been a bit quiet recently as we’ve been focused on two areas before we do another big Beta Invite Explosion:
Polish and Bughunting We’re making sure we are keeping up with your feedback! You’ll see tons of this below, from adding big crowds to the boss room, to tweaking the timing to make spikeballs a bit more forgiving, making traps be less hazardous out of combat, balancing audio overall, and more. You keep finding bugs and suggesting stuff, and we’ll keep cranking out ways to make the game better - thanks!
Final Features! Fan Mood (where your fans get happy and/or angry as you do stuff they like or don’t based on their Type) is the last truly major feature we’re planning before Early Access, so we’ve now laid the groundwork for that! We’ll always adjust based on your feedback, but we’ve been cranking away on things like Fame and overhauling various systems to make sure we’ve roughed through the big stuff. Once that’s roughed in, we’ll be adding yet more folks to Beta and then doing a long polish and content push as we head to EA! Early Access isn’t soon - it’s months away based on all the stuff we’re planning. But, if we keep cranking, it’s only months away!

And because it’s how we roll there are some new mutations, items, and rooms as well.

Enjoy!

Features:
-- Fan Mood Woo, Fans getting ecstatic and enraged! Baby steps are in this build for being able to excite or piss off your Fans in ways other than slaughter and stylish move. Fans have quietly had opinions on items for a while - it’s why certain Fan Types tend to vote for different kinds of items in your gifts. Bloodthirsty fans get excited by weapons and mutations like Bomber, but they hate healing stuff - Speedrunning fans love Adrenaline Rush, but hate Brute as it lowers your speed. In preparation for the Fans loving or hating you for choosing different items, we’re now displaying the opinion overhead of each item - they’ll give a happy green thumbs up if they like it, and an angry red thumbs down if they hate it. Now, this is just steps towards the goal; they won’t act on their love or hate (yet!) For now, I’m displaying the numerical value of the opinion - a mildly strong dislike might be -45, while enraptured love of an item might be 175. Those are the numbers behind the scenes that we use in NPC polls, and we might well hide ‘em in the future - but we’re displaying them as we get the system working. More to come here, watch this space!
-- Trap Intelligence - Because we care about your Quality of Life (and Death) trap tiles now deactivate when their room is not locked down. Unless, of course, the room is specifically set up to be a lockdown-less trap room like spiky corridors of jump-puzzleness.
-- Diminishing returns for carnage- there is now a cap to the number of times a given stylish move can be earned in a single combat. We want to make sure that the fun way to play correlates with the best way to play where possible - and farming carnage points wouldn’t be fun per se.

Content:
-- Added new Carnage Item, Organ Donor - changes nearby hearts to coins
-- Added Mutation Envy - applies NPC level-up mutations to you as well
-- Added Mutation Game Master - your Carnage Item activates for free each time a Fan Event begins. Mostly great!
-- Added Armor Scrap Piles to rooms - rare scrap piles with higher chances of dropping armor pickups
-- Boss rooms are more epic! Now huge crowds gather to watch your end-of-level fights
-- Added new rooms

Polish:
-- Audio mixing pass! Enjoy a more even soundscape experience.
-- Upped duration of timer for Power Attack timing
-- Tweaked Fame bar display
-- Fixed an issue where entering the ending arena cutscene while already immune to damage would cause you to not be immune to damage for the remainder of the cutscene
-- Fixed the start room MC still blocking your movement long after he has flown away into the air
-- Added redirectors for unlocking Electric Sword, Claws after Tier 3 fame reached with each class
-- Updated weapons pools
-- Implemented ability for Active Items # of uses to be mutated similar to the way gadget uses are mutated after you've picked up Gadgeteer
-- Health pickups now have their own replication class
-- Added proper concurrency settings to both dash sfx
-- Removed a small pop sound from the dash cooldown sfx
-- More audio mixing pass
-- Cleaned up some old audio calls in spinning blade traps
-- Added a new close attenuation setting for things you want to hear loudly when close, but want to drop off quickly as you move away, like the hum of a spinning blade trap
-- Shop Armor Forges are unlocked at Abacus Fame 1
-- Added achievement descriptions for Abacus Fame
-- Added redirectors for Abacus Fame
-- Tuned bonus fans for Run Complete achievements
-- Tuned bonus fans for Level Complete achievements
-- More audio mixing pass
-- Wearable refactor:
-- Wearables now properly handle being activated multiple times
-- Wearables now separate activation effects from paying the cost to activate
-- Active Items now properly use the Wearable system for activation
-- Fixed shot-scaling issue with Big Shot/Small World events/buffs for characters without wielded weapons (shots were not scaling/being unscaled properly)
-- Fixed an issue where boss walls layered over each other in boss rooms with internal walls
-- Adding the new set of recorded VO to the project
-- Fixing a large number of sfx concurrency settings issues
-- Updating the new VO sounds' settings
-- Adding new VO sound cues for random lines
-- Tweaked various NPC level up buffs to make more sense to player as well
-- Adding a new mid column for boss rooms
-- Added more details to the boss room mid column
-- Removed double decor spawning from the boss walls
-- Added boss room column spawning to the back of the stadium seating
-- Game Master now properly triggers once the triggering room has fully spawned, allowing MegaCombo and similar Carnage Items to have a full number of targets
-- Removed some now duplicated spotlights in the tutorial starting room
-- Made the larger security cameras track players properly
-- Fixed some broken cameras that wouldn't track the player in the starting rooms
-- Trap overhaul complete:
-- Spike tiles now deactivate when their room is not in combat (unless the room is specifically set up to be a trap room with no combat and/or lockdown-ending switch)
-- Fire traps now initiate properly on room reveal
-- Rooms now have state about whether traps should be active that is consistent across room types
-- Fire traps disable when not appropriate (when room has been completed, hasn't yet been started if arena room, etc.)
-- Began implementing scaffold decor for the boss room
-- Added a first pass at massive corner scaffold columns for boss rooms
-- Adjusted the scaffolding pattern for the boss corner columns to look a bit better
-- Changed the boss corner column to be significantly shorter when placed in the southern corner of the room
-- Removed decor from the boss wall end column scaffolds
-- Fixed and unified how objects in game face the player in 3D space
-- Adjusted the scale of all scaffold decorations in the boss room to be smaller and shorter
-- Added floor pieces to the boss room corner scaffold towers
-- Modified the southern boss room corner scaffold tower to look like a landing pad for the announcer
-- Added random decor placement to the boss room mid columns
-- Adjusted various possible boss room door locations to avoid weirdly thin stadium seating sections
-- Added TV set decor, audience members, boss decals, and a stub holder for the MC to the boss room corner towers
-- Added the ability to remove one corner pillar from the boss room corner towers to show the placed decor better
-- The TV camera occluder now hides its cables if it is spawned outside of a room, as it is in the boss room corner towers
-- Adjusted the position of the Gone Viral logo in the boss room to fit better with the stadium seating and the boss room corner tower decor
-- Added the ability to spawn adjacent decor on columns if desired
-- Fixed an issue where hitting escape or back from the controls option menu would put your changes in a weird half on / half off state (Thanks @Kahvikone and @[AG] David)
-- Fixed an issue where attempting to restore defaults in the controls option menu would cause all of your key bindings to go away until you reset the run
-- Spikeballs no longer can occasionally damage claw spiders through their shields
-- Adjusted spikeball damage timing to reduce unintentional self-damage (thanks @loginerror, @[AG] David)
-- Fixed an issue where the carnage you earned from a specific stylish move was showing fractions incorrectly
-- Added MegaStacker container type
-- Encyclopedia Icons can now be associated with individual instances of a pickupable (so down the road we can better handle things like being able to see what a given Genetic Tinkering is doing in your character sheet)
-- Shovers now have much cleaner interaction with knocked objects -
-- Less physics collisions, more wallops
-- Shield was damaging/walloping during the taunting phase
-- Cleaned up how Spikeballs/other SpawnedActors handle damage types that destroy them
-- Tweaked number of fans for Mutant run achievement
-- Fan Happiness/Mood now adjusted whenever an item is picked up
-- Switched the ambient background audio over to a sound cue instead of doing the volume changes manually in blueprints
-- Added in some fun rare and random textures to the wall bouncers
-- Fan opinions on in-world objects are now displayed
-- A bunch more changes to the audio mix in an attempt to have better balanced volume
-- Increased the overall game volume by about a third to compensate for the general lowering of volume during the recent audio mixing passes
-- Changed our volume controls from linear to logarithmic to give them a better real world control
-- Slightly decreased game volume across the board
-- Additional sound mixing work
-- Pickupables now report when they are picked up to the Audience
-- Fan Mood shifts up or down based on the opinion on acquired pickupables
-- Added widgets to be able to display Fan Mood
-- Fan mood doesn't yet change gameplay (coming soon!)
-- Adjusted a bunch of creature sounds for the audio balancing pass
-- Added flying sounds to the various drones
-- Added electricity sounds to the poppers
-- Updating the game version to 0.2.8
-- Fixed a spammy audio debug print I accidentally turned on

Developer Notes
-- [DEV] Added ambient level sounds to my test level so I can audio mix in there
-- [DEV] Removed all volume settings from the base character so I can audio mix without having
-- [DEV] Converted old ViewerMods into new FanEvents in many places in C++/blueprint
-- [DEV] Sorted Buff hierarchy properly
-- [DEV] Redirector cleanup
-- [DEV] Added additional settings checks to the audio helper functions
-- [DEV] Changed boss room walls so that they work better in test rooms
-- [DEV] Fixed an issue where we were throwing warnings when there wasn't a problem instead of when there was a problem
-- [DEV] Removing old and unnecessary functions from the boss room mid columns
-- [DEV] Significant cleanup in the column decor setup to fix a bunch of weirdness and duplicate code
-- [DEV] Cleanup/refactor of delayed spawning of room, improved API around delayed spawns
-- [DEV] Reworked how columns handle spawning their decor to be more like walls
-- [DEV] Added a cheat to change your "It"
-- [DEV] The boss announcement UI no longer appears in the editor test level
-- [DEV] Added a new stacked object test room for filming a gif
-- [DEV] Backend work on Fan Approval/Disapproval of pickups
-- [DEV] Fan mood backend work

Closed Beta Patch 0.2.7

CLOSED BETA 0.2.7

We’re turning on the Fame system for Decimus, yay! Check it out below. We’ve also been focusing on quality of life and polishing in response to feedback - for instance:

Streamlining our combat code to kill that occasional issue where it’d feel like charged attacks would fire accidentally.
Improving health icons so you know when your skin is armored/needs repair instead of your worn armor.
Boss Rooms feel a bit more epic with stadium seating and cheering mutants!

Let us know how all that feels as well!

Enjoy!

Features:
Fame! I wanna live forever - I wanna learn how to fly, HIGH!! Yes, I mentally sing that every time I put Fame into a checkin note. Welcome to my hell!
The fame system is now enabled for Decimus - basically, every time a run ends, your Fan total will be added to your fame bar, unlocking permanent goodies for Decimus (and at the max level, sharing some Decimus goodies with other characters!)
You should now be able to unlock:
Fan Club - every Fan Club unlock adds persistent fans for Decimus, meaning those early rewards are achievable that much faster each run.
Starting Carnage Item - Fan Favorite
Upgraded CamBuddy, starting Decimus with +1 “IT!”

Check it out! There’ll be some polish passes coming up, so opinions are very welcome as we steer that. If we like the base system, we’ll hook up similar rewards for Abacus and future characters.

Combat:
-- Complete refactoring of how powered attacks are handled - let us know if you see issues!
-- Should fix issue where powered attack could trigger unexpectedly
-- Claws now can't be used quite as trivially to spam single-hit attacks faster than the combo attacks would normally hit

UI:
-- Carnage Items now flash their icon over your head when they become fully charged or are fully charged as combat begins
-- Added a new innate armor icon for the health bar
-- Starting Carnage items displayed at Character Select time

Polish:
-- Fixed an issue where the bullet time sphere effect was blocking the laser sight mutation, and probably other things (Thanks @loginerror)
-- Fix of issue where incorrect Fan totals were being shown at end of run
-- Fix issue where quitting at the wrong time would have the run re-finalize
-- First pass on custom boss room stadium walls ready for testing and polish
-- Fame is correctly added/displayed at the end of the run
-- Cleaned up Achievement Complete widget spacing for long descriptions
-- Made Fame Tier achievement details visible on bar even before they have been unlocked
-- Adjusted Fame Tiers to new values now that fan totals are correctly calculated/displayed
-- Small World event now gives you/enemies a tiny body and giant head
-- Some cleanup of Stylish Moves
-- Ammo Widget now preserves height even when no ammo is displayed
-- Fixed issue where Carnage Item reminder wasn't firing when CI became fully charged
-- Fixed an issue where animated room decor (like security cameras) would break if you continued an existing run in the same room where they are located
-- Added moving spotlights to any room that uses the arena walls
-- Both attack keys are now capable of triggering separate powered attacks for a given weapon
-- Many power attack edge cases handled
-- Lots of redundant attack data removed
-- Fixed an issue where minimap rooms could have stacked icons if then were a special room type, contained an item with a minimap icon, and you entered the game with a continue
-- Fixed an issue that was allowing secret rooms to connect to room types they did not support
-- Opened secret doors now match the tileset of the room they are attached to, instead of always being the prison tileset
-- Blaster Robbie is now a bit darker and dimmer in color to try to reduce mistaking him for an enemy mid combat
-- Removed occasional .5s lag when power attacking
-- Pulverizer throwing attacks now moved to new system
-- Cleanup of old animation notifies from old cached power attacks
-- Electric Sword log verbosity turned off
-- Big cleanup pass on the new boss room walls
-- Adjusted dungeon generation to support the new boss room walls larger size
-- Fixed an issue with an undersized wall detector that was causing wall generation issues where they would occasionally not detect their neighbor
-- Fixed an issue with neutral décor prisoners not taking up enough décor space
-- Boss room walls now spawn in actual generated levels
-- Added a décor indicator for secret doors
-- Some additional position adjustments to the secret door indication décor to make it look better and a little less obvious

Developer Notes
-- [DEV] Cleanup of C++ based code/data where Fans were still referred to as Viewers
-- [DEV] Backend refactoring of how Level and RunData are finalized/presented
-- [DEV] Finalizing Level/Run refactor complete
-- [DEV] Productized calculation of end of level/run achievements
-- [DEV] Backend work for cleaning up power attack/attack chains
-- [DEV] Removed redundant data/variables
-- [DEV] Cleaned up old functions

Closed Beta Patch 0.2.6

CLOSED BETA PATCH NOTES 0.2.6
I don’t have a theme for this one - it’s basically the “Holy Crap That’s A Lot Of Patch Notes For A Single Week” patch! Lots of stuff, let’s dig in:

UI - LOTS of cleaning up existing UI - including streamlining Carnage Items, improving the end of run summary, improving the Character Sheet, and more. We also added new elements - showing mutations onscreen, buttons to get to discord/steam, and lots of work on the Fame system UI (which we’ll enable soon, we promise!)

Content - New rooms, new mutations, new gadgets!

Polish - Much of this is directed by the feedback we get from y’all, whether it’s through discord, email, or cruising through the analytics from our lurkers. We put a bunch of focus on this as well this week, wanting to make sure we’re keeping up with any found bugs and low-hanging-fruit quality of life improvements. Do let us know when you stream! It’s super useful (and fun) for us to hang out and watch/chat live - and maybe to let off some stress by sending some extra gifts, events, and craziness via our dev cheats (muahaha!)

All in all, reading through the pages of patch notes I’m all like “damn how much can go into a weekly patch anyways?!” Did we sleep at all? I forget. Off to bed.

Enjoy!

Features:
Fame backend implementation:
Fame is the system we use to give persistent rewards for playing a character - as you gain fans with a given character, they’ll unlock goodies for the character at the end of each run. These include things like new/better starting items, a Fan Club which gives fans early in the run to kickstart your Fan Events/Gifts, and more. The system is getting pretty complete, but we still want more time to test it (because it’s persistent, any bugs you see will likely require us resetting account save files, which we like to avoid - so we’re doing some extra passes on it in Chez Skullbot before turning the switch to let Fame actually be gained by y’all.)
-- Added Fame Bar
-- Added initial data for Decimus' fame growth -
- at 250 fame, gains a fan club - 10 permanent Fans
- 500 Fame - gains Fan Favorite as starting Carnage Item
- 1500 Fame - Fan club grows to 20 permanent Fans
- 2000 Fame - Cambuddy is upgraded to give add'l IT!
- 5000 Fame - Unlocks Fan Favorite, Shock Sword for all classes
-- Fame rewards displayed on bar
-- Fame rewards celebrated when achieved
-- Fame system animates properly
-- Fame gains and unlocks stored in finalized run data
-- Decimus now has Fan Favorite as his starting Carnage Item after completing Fame Tier 1
-- Deciumus unlocks Fan Favorite as a potential spawned item for all classes after completing Fame Tier 3
-- Added backend achievement data for unlocking permanent fans for Decimus
-- Bar properly celebrates unlocks
-- Fame assigned at the end of run
-- Fame bar now animates at end of run
-- Added Fame achievements for Abacus (including his Fan Club, the Abacuties)
-- Fame gains disabled for patch (to get some more testing in first)

Content:
-- Multiple new rooms
-- Added new secret/vault rooms
-- Added four new mutations
-- Added our first gadget that will break the game on the regular - Replicator - creates copies of nearby items. What could go wrong?
-- Fan Favorite Carnage Item now starts locked
-- Added "Acid Kill" stylish move

[bUI
-- Achievement descriptions now appear in Achievement widget
-- Cleaned up fonts/font colors in several widgets
-- Fame bar properly animated from fame tier to fame tier
-- Fame bar handles scaling properly
-- Fame bar makes space for reward icons properly
-- Cleaned up You Win screen
-- Moved achievement widgets to left side lower corner
-- Fixed issue with Achievement widgets appearing while game paused
-- HUD rearranged to properly handle aspect ratios for PlayerManager UI
-- Carnage Item new widget properly updates name
-- BugZapper now has correct icons set for full/empty states
-- Character sheet now handles scaling to arbitrary aspect ratios properly
-- Character stats now handle 4 digit decimal numbers well
-- Cleaned up how we draw the minimap player
-- Added new Carnage Item UI to game
-- Rearranged upper left HUD corner to compensate
-- Cleaned up BombTracker, AmmoWidget
-- GadgetTracker sized better for square gadget icons
-- Started adding minimap icons for the teleporters
-- Fixed an issue where the new room icons were blocking the mouse over names on the minimap
-- Added a much more prominent Discord button to our main menu and now allow you to navigate to it with gamepads
-- UI/Char Sheet/End of Run polish
-- Character Sheet stat display polished/anchored with aspect ratio changes
-- Switched the winning screen links over to more obvious buttons that are not right in the center
-- Fixed an issue where dash time was not respecting the time changes from other things like mega combo (Thanks @Kahvikone)
-- Added a Skullbot Games splash screen (that can be skipped) before the main menu
-- Added the Unreal logo to our game intro
-- The intro logos now only appear during the game intro, not every time you return to the main menu
-- Achievement Completed UI tuned
-- Achievement unlock celebrations can be delayed for proper timings
-- Polished AchievementComplete widget animations
-- Moved Achievement Complete widgets to center of the screen to better fit on level/run end screens and unlock screens (they do compete with the announcer at the moment for real estate)
-- NPC health bars now show small armor icons instead of just turning grey if armor exists
-- Productized Run End Summary screen
- Handle scaling on all aspect ratios
- Handles localization size changes properly
- Added character name
-- Added mutation bar to bottom of main UI
-- Added mutations to Run Summary screen
-- Fixed issue where PC name could be in the wrong case on Run Summary
-- Camera zoom is saved between floors and even to the main menu if you continue your run without restarting the game

Polish:
-- Fixed a sawblade-traps-granting-inconsistent-stylish-moves bug from @Kahvikone's stream that required a bit of a cleanup of projectiles and how they handle stylish moves. Keep an eye out for (probably unintended if they seem odd) changes elsewhere, thanks!
-- Fixed an issue where mini claw spiders could still be alive after room combat had already ended (Thanks @Kahvikone)
-- Gadget/Carnage Item/Wearable internal overhaul -
-- Activatable items are now activated on key/button up instead of key/button down
-- This will allow us to show FX/ranges/etc. on key down for lockpicks/replicators/etc. down the road
-- Active items can now apply multiple buffs if desired (was single buff only)
-- Fixed sound class for Abacus' death scream (thanks @Outlaw)
-- Harpoons no longer pass on the "Ignore Armor" damage type during pullbacks (makes ThroughPut feel better)
-- Spawn Factories can no longer spawn minions through walls in rare cases (thanks @Kahvikone)
-- Checking if a position (like for minion spawning) is safely on a tile no longer changes its position if it is
-- Mini claw spider minions now spawn on the floor and slightly more spaced out
-- Added new companion, Mortar Buddy (initial implementation)
-- Fixed issue with caching initial mesh scales for NPCs that could cause infinite regression in some cases
-- Cleanup of mortar trajectory code
-- Ossification will no longer kill you at certain health values (thanks @Kahvikone)
-- Fixed issue where resetting your save files still left you briefly with access to Abacus
-- Adjusted Droppers to spawn stacks more quickly/more tightly together
-- Added ability to mark a damage source to never provoke Backstab effects
-- Blood locks no longer provoke backstabs (felt weird since walloped mobs would always be backstabbed)
-- Fan rewards during The Big Show now spawn ASAP rather than waiting until combat is complete (good suggestion @Kahvikone and @Gramstaal)
-- Fixed an issue with the claw leap attack tricking Da Champ into thinking he was already attacking, when he actually was just standing there like a dummy (Thanks @Kahvikone)
-- Da Champ no longer needs line of sight to the player before he will leap to safety or to the next room
-- Added ability to increment permanently the starting fans at the beginning of each run for a class
-- Armor forges will no longer randomly hide their button and stop working (Thanks @Kahvikone)
-- Fixed issue where blank unlock names could be displayed
-- Fixed issue where warnings could be thrown by new account save file
-- Made some small improvements to the collision and pathing around pods to try and reduce ranged enemies shooting into them
-- Destroyed spinner tiles no longer leave floating normal tiles behind when you load into a half destroyed the Big Show level
-- The tall column in the far left corner of the Big Show is no longer destroyed by the spike roller
-- The spike roller now properly destroys the tall columns on the lower right low wall in the Big Show when the tall walls they are attached to are destroyed
-- Fixed an issue where pits would not connect between the adjacent rooms of the Big Show
-- Missile Bombs now grants you 3 bombs on acquisition
-- Fixed: All bomb gadgets on the ground were reloading with however many bombs the player had
-- Added data for per-character win/loss streak records
-- Baddies who are flagged as not dropping loot or not granting carnage no longer have a chance of granting coins from Cash Dash either (thanks @Kahvikone)
-- Steam achievements now try to complete, even if you have already accomplished them before in game (Thanks @Kahvikone)
-- Fixed public info for Fan Favorite
-- The new secret room now correctly uses all low walls
-- Shop cages not placed in shops now properly show their own bookcase back wall
-- Projectiles can now be set to exist for much shorter times then before
-- Fixed a bug where projectiles would be set to exist for a negative period of time, causing them to exist forever
-- The "IT!" stat now properly increases the amount of carnage dropped for stylish moves
-- Added more productized per-class reward and tier information
-- Fixed potential race condition in DungeonSpawner that could rarely cause an issue if PC hadn't yet spawned
-- Added Upgraded Cambuddy NPC - raises IT! of PC by 1.
-- Fixed an issue with mini claw spiders not spawning their friends in the cooked build
-- Mutant VR headsets now properly hide and show when they die or are resurrected
-- Persistent Fans now applied at the beginning of run
-- Fixed long term hidden issue where unlocked buffs weren't being re-unlocked properly on subsequent runs (why you'd see Spin Doctor Fan Events only on runs where you actually had killed Dr. Death)
-- Your upgraded cambuddy has a new luxurious royal purple paint job
-- Nuke projectiles now have their falling trail properly centered
-- Fixed issue where Shover was sending barrels at warp factor wacky occasionally when hitting them with shield
-- Normalized Shover wallop vectors with other NPCs
-- Cleaned up stats math around Wallop vectors for Far and ShotZip stats (shouldn't be visible change)
-- Cleaned up names/descriptions of achievements for completing levels for the first time
-- Fixed an issue where you could hurt shielded spiders through their shields if you bounced them off of something first
-- Fixed an issue where shielded spiders were sometimes splattering blood even though they weren't taking damage
-- Fire Buffing splatter does more damage but ticks at a slower rate than acid
-- Cleaned up long achievement descriptions

Developer Notes
-- [DEV] Cleaned up IDManager constructors to properly initialize all variables in cooked build
-- [DEV] renamed Donation Button to Fan Favorite internally and cleaned up redirectors/tags
-- [DEV] Callback_AchievementAnyCompletion now being properly broadcast by AccountManager
-- [DEV] Adding a bunch of new Steam and Twitch assets to the project
-- [DEV] Fame cheats added to PlayerController
-- [DEV] Achievement celebration instigation moved to C++
-- [DEV] Cleaned up spawn cheat menus to show public-facing names
-- [DEV] Prototype of new Carnage Item UI in test
-- [DEV] Adjusted widget hierarchy/naming
-- [DEV] Partially moved to new SubSocketSystem API in preparation for next UE4 version changing APIs
-- [DEV] Added backend replication/item duplication system
-- [DEV] Merged Carnage Item/Gadget handling of activation/buffs (was two separate systems for no purpose)
-- [DEV] Simplified APIs for activating wearbles
-- [DEV] Added backend data to allow Audience opinion and/or IT! to affect chances of items spawning in the wild
-- [DEV] End of Run Summary/Fame Bar now handles finalized run data

Closed Beta Patch 0.2.5

CLOSED BETA 0.2.5

Audio initial cleanup pass and polishpalooza!

This week, we focused a large amount of our efforts on polish tasks, catching up with bugs and feedback (thanks for all the Discord participation!) We also added in some new goodies for y’all:

Audio Cleanup Pass -- We’re about to do a full audio pass with some professional friends, and as prep we’ve done a cleanup pass to make sure all pain/impact/combat noises in general are hooked up. There were several things easily hooked up, so combat should feel a bit more impactful (especially now that Camera Shake no longer defaults to “Off”, which is a crime against indie games). More to come as we have some more pro friends who do this stuff for a living hooking us up with Real Audio in the next few months.

New Enemy - The Sniper -- Mr. Short-but-deadly has entered the arena! This long-range baddie now haunts a number of rooms on the first 3 arena levels.

More Content -- New rooms and even a new Fan Event!

And of course a number of polish and bug fixes as well - thanks!

Enjoy!

Audio:
-- Fixed several bugs in the combat audio system that were causing sounds to be missing or duplicate sounds to be played on top of each other
-- Set up pain and death sounds for every creature
-- Fixed an issue where impact sounds were never playing
-- Added a new fire impact sound to be ready for a new future sfx
-- Adjusted the footstep volume down
-- Adjusted the flying rocket sound up
-- Added swish sounds to the claw attacks
-- Added sfx to the chopper's swing and the thrower's flying axe
-- The turret gadget now plays a sound when it fires (thanks @GodsPlan)
-- Added sounds to the various pulverizer attacks
-- Added sounds to the various bubble wand attacks

Content:
-- Added new Fan Event - Small World - shrinks everyone in combat
-- Added new creature: Oompa Sniper with appropriate rooms
-- Added further new rooms
-- Adjusted Boss teleporter in start room for levels 2+ to be in a better spot (thanks @Kahvikone)
-- Shopkeeper Outfit now automatically minimaps any shops on the level
-- Barrel_Stacks_Std no longer has odd bouncer/spinning disk interaction (thanks @Kahvikone)
-- The wide, double spinning trap arena room now fixed in orientation
-- A bunch of general positioning changes to various arena spawns

Polish:
-- Added new minimap icons for special room types
-- Fixed an issue where you could pick up large hearts if you didn't have any hearts yourself (thanks @Kahvikone)
-- Extended Slashing Pounce immunity for Claws (Thanks @Gramstaal)
-- Fix for quick T-pose animation issue when knocked down by explosives (thanks @Kahvikone)
-- Added a missing arena teleporter
-- Fix for the MegaCombo carnage item sometimes becoming unusable after you are knocked down mid-combo. Please let me know if you repro this bug again after the next patch! (Thanks multiple folks but seen on @Kahvikone's stream)
-- Fixed issue with Nukes ignoring armor and sending health far negative (messing with healing)
-- Added more dev cheats because obviously we don't have enough yet (thanks @Gramstaal!)
-- Spinning Blade traps now properly tell the AI where they are dangerous, so that enemies won't travel into them as easily
-- Every run (win or loss) your total fans are added to the fame total for your class persistently. As the fame total reaches various thresholds, different things are unlocked (backend done, but disabling adding fame for this patch)
-- Fame bar added to character sheet
-- Fixed an issue where resurrected characters could get stuck inside spinning platforms
-- The 5x Bomb stack visually had 6 bombs (Thanks @Gramstaal)
-- Split the game settings into game and UI (thanks @Gramstaal)
-- Fixed an issue with menu selection order in the in-game version of the game settings menu
-- Fame system backend complete (UI incoming)
-- Fixed a bug in AI that would cause characters that couldn't move to also be unable to turn in certain cases
-- Productized character mesh scaling
-- Fixed a missing sound class on Decimus's death cry
-- Brute mutation now scales up the PC by a small amount
-- Camera zooms in for Little World event
-- Reduced the saturation on the mutant thrower texture (thanks @Helen)
-- Fixed an issue where AIs were using locations buried in the floor for certain checks instead of from their center
-- Fixed an issue where the oompa sniper was using its spawn point to tell if it could see you instead of its current location
-- Different minimap room icons now replace each other instead of stacking in a confusing way
-- Updated the priority order of item icons the minimap shows in a room
-- Fixed an issue where the Bombadier's ground punch attack was not centered on the boss (Thanks @Gramstaal)
-- The shopkeeper outfit no longer pops up visually every time you log in or change floors
-- The shopkeeper outfit visuals are now green... like a shop
-- The shopkeeper outfit does not stay up as long if you are not near a shop
-- Fixed an issue with the Twitch chat box not scrolling to the bottom
-- Fixed being able to scroll the in-game chat with your mouse (Thanks @Gramstaal)
-- Slightly slowed the max and turning speed of Da Champ's claw carpet attack (Thanks @Gramstaal)
-- Added a translucent, light colored backing plate to the dash cooldown UI so that it is easier to see when it will be done filling (Thanks @Kahvikone)
-- Added a wall decal for the medlab hallway
-- Removed a debug trace from the Bombadier's ground punch attack

Developer Notes
-- [DEV] Added underpinnings for Fame (per-class persistent advancement) system
-- [DEV] Made some changes to naming in preparation for future sound changes
-- [DEV] Cleaned up some variable naming issues with the player classes
-- [DEV] Cleaned up some old assets in the electric sword
-- [DEV] Fixed potential cooked build issue
-- [DEV] Added versioning to AchievementSaveFiles for future use